Starfighter Assault is Criterion’s contribution to this November’s Star Wars Battlefront II, the multi-studio collaboration that is EA’s return to a galaxy far, far away.
The Guilford-based studio’s heritage is rich in racing franchises (Burnout, Need for Speed), and it is applying that discipline – a fine splice of arcade thrills, missile-like speed and perfect handling – to the saga in the form of starfighter-exclusive clashes.
Battlefront’s been here before obviously: the original’s Fighter Squadron stuck players to the skies above (and in the case of Cloud City, around) iconic locations. But Criterion’s looking beyond the clouds to the stars for its settings and Battlefront’s Walker Assault for its structure. 24 players, split into two teams, battling for victory across three evolving objectives and a host of side missions in one action-packed match.
Our own Gillen McAllister from PlayStation.Blog EU speaks to one of the minds behind Star Wars Battlefront II and the recently detailed Starfighter Assault mode.
Star Wars Battlefront II looks set to deliver on the big setpiece-heavy space battles fans have been crying out for in Starfighter Assault mode. Covering multiple conflicts spanning all three eras of the Star Wars mythos, the mode – created by acclaimed UK developer Criterion – sees two factions clash amongst the stars for victory across three multi-objective phases.
By many measures, Star Wars Battlefront II is shaping up to be the most ambitious game in EA’s history. It’s a colossal, global development effort that spans multiple game modes, genres, and all three film eras. And it’s being managed by three prestigious studios: Criterion Games, DICE, and the newly-formed Motive Studios.
I recently had an opportunity to catch up with representatives of all three studios: DICE Producer Craig McLeod, Criterion Executive Producer Matt Webster, and Motive Creative Director Mark Thompson.
It’s a juicy conversation — more than 20 minutes of detailed discussion revolving around the game’s conception and how the studio is addressing fan feedback.
When you deploy into a match of Star Wars Battlefront II this November, you’ll need to make an important choice: which of the four trooper classes will you venture as? There’s the nimble Assault, the tricky Specialist, the commanding Officer, and – of course – the powerful Heavy trooper.
Today, we’re really thrilled to reveal some new information on the Heavy with PlayStation Nation, including an exclusive first look at different versions of the Heavy you’ll be able to play as, depending on your era and faction.
By now we’re hoping you’ve heard quite a bit about what we have planned for you in Star Wars Battlefront II: an original single-player story, multiplayer battles across all three cinematic eras, completely revamped flight controls and space combat, and a roster of your favorite heroes and villains.
We have some good news: Star Wars Battlefront II’s open beta is coming this October.
Hey PlayStation Nation — we’ve been waiting a long time to share this. The Star Wars Battlefront II multiplayer gameplay trailer has arrived! Watch Battle Droids march into action behind a colossal Multi-Troop Transport. See legions of the Separatist confederacy descend on Theed. Witness Rey and Kylo Ren square off, blue blade against red.
Star Wars Battlefront II has grand ambitions: a deeper and more engaging online competitive mode, battles that will wage across all Star Wars film time periods, and robust new vehicle combat.
But it’s the new single-player campaign that’s sure to catch the eye of series devotees, particularly in its promise to explore that shadowy period between Return of the Jedi and The Force Awakens.
In the final part of our interview with the game’s senior development staff — including EA Motive’s Mark Thompson and EA Criterion Games’ Matt Webster — we learn more about how EA’s development teams are managing the Herculean expectations that come with developing Star Wars Battlefront II.
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