Star Wars: Battlefront II – First official details, will feature galactic-scale space combat

Electronic Arts and Lucasfilm announced that Star Wars Battlefront II will be released on November 17th worldwide. Building upon the foundation of groundbreaking visuals and authenticity of EA’s Star Wars Battlefront, DICE, Motive and Criterion are teaming up to deliver one of the most expansive Star Wars games to date.

Star Wars Battlefront II will allow players to experience the untold story of an Imperial elite special forces soldier in an all-new single player campaign. In epic multiplayer battles, players will be able to pilot a First Order TIE fighter through intense dogfights in space, and play as ground troopers or iconic heroes and villains, such as Yoda and Darth Maul, across all three Star Wars eras.

Matt Webster, Executive Producer at Criterion, said:

“In Star Wars Battlefront II, we all wanted to really capture the essence of being heroic and how in Star Wars, anyone can become a hero. Whether that’s playing as an iconic character like Rey or Luke, as a front-line trooper or fighter pilot in epic multiplayer battles, or playing through a new Star Wars story that bridges the gap between Star Wars: Return of the Jedi and Star Wars: The Force Awakens, you will become a hero in Star Wars Battlefront II.”

Featuring new characters created by Motive in close partnership with the story group at Lucasfilm, the Star Wars Battlefront II single player campaign will deliver a new exciting story to the Star Wars universe. Taking place in the 30 years between the destruction of Death Star II and through the rise of the First Order, the single player story introduces Iden Versio, the leader of Inferno Squad, an elite special forces unit of the Galactic Empire, who are equally lethal on the ground and in space. In addition to Iden, players will also encounter and play as other iconic Star Wars heroes and villains like Luke Skywalker and Kylo Ren during the campaign.

Douglas Reilly, Senior Director, Digital & Franchise Management, added:

“EA has assembled an incredible set of developers to create a Star Wars gaming experience unlike anything fans have ever experienced. Star Wars Battlefront II will offer everything players loved about the last installment, and adds new modes that we know the fans want, including an entirely new story developed in partnership with Lucasfilm.”

Mark Thompson, Game Director at Motive Studios, concluded:

“We wanted to create a campaign that told a story we haven’t seen before in Star Wars. It was important for us to tell a new authentic story, one that gives players a brand-new perspective. By putting players in the boots of an elite member of the Imperial forces, we can show them what the battle was like from the other side.”

In addition to the all-new single player campaign, the team at DICE is evolving the game’s multiplayer to become the ultimate Star Wars battleground. With modes supporting up to 40 players, Star Wars Battlefront II takes fans through a wide range of iconic locations from all three eras: prequel, classic and new trilogy, including new in-game locations such as Yavin 4’s jungle canopies, the spaceport town of Mos Eisley, and Starkiller Base. Players can choose from an array of land and air vehicles and master their own hero’s journey, with customizable character progression across heroes, villains, troopers and starfighters.

As one of the most requested fan modes, galactic-scale space combat is also brought to life in Star Wars Battlefront II. Criterion, with a deep history of creating some of gaming’s fastest and intuitive vehicles, has built space combat from the ground up with refined handling, weapons, and customization options. Players can drop into the cockpit of the galaxy’s most iconic ships, weave between asteroid fields and fly through imperial dockyards in high stakes dogfights.

Star Wars Battlefront II will be available worldwide on November 17th via Origin!

43 thoughts on “Star Wars: Battlefront II – First official details, will feature galactic-scale space combat”

  1. What do you know, EA and DICE are finally catching up to an over 10 year old game… c-congrats?

    1. That 10 years old game was 100x cheaper.

      People don’t seem to realize that the games are getting preetier also means that the cost of development is way up.

      1. What? Dev costs are “up” because a lot more is spent on advertising.
        More than 50% of EA’s budget per game is spent on advertising.
        Games were not easier to make before, they were uglier because those were the technical limits.

          1. EA is a publicly traded company, they have quarterly/yearly press releases containing all of this information.

          2. Great now you can link me to the their Q report where it says they spend so much money on marketing.

        1. Games used to be made by 3 people in a garage. These days it takes anywhere between 200-500 people to make an AAA. Coordinating 3-50 people is several times easier than coordinating 200-500 people, sometimes across multiple locations, even.

          By extension, they’re undoubtedly far more expensive than they once were, but, yeah, it is also true that marketing budgets have ballooned to sh*t for the major IPs, especially in regards to publishers like EA, Rockstar, U-BE-SOFT, Bethesda etc. which work overtime to overhype their sh*t to you in order to get as many sales out of it before you realise that it’s actually a f*cking joke.

          1. >Games used to be made by 3 people in a garage.

            You’re nitpicking examples and going really far back in time.

          2. Okay, let’s go back 10 years, then;

            2007; Games were being made by 50-100 people (exception being MMOs).

            2017; Games are being made by 200-500 people.

            Regardless of what point in time you want to pick, the fact stands; sh*t used to be cheaper to make, regardless of how much they’re throwing into marketing – these days, or 10 years ago.

          3. >Games are being made by 200-500 people

            That’s only the largest AAA games from large publishers.
            I’m not even sure what we are arguing or why we’re arguing.

            Like the OP stated, lots of rebooted franchises have regressed compared to the older originals. We have better tools and technology today, game development is easier then ever, at the very least they should be on par in terms of features.

          4. Features cost, though, & publishers are all about cutting corners wherever possible (ex. proper PC ports disappearing a few years back). Also, difficulty etc. means the game is less streamlined, which the analysts have for a decade now, equated to “less sales” in the minds of the morons in charge.

            As a result, we get idiotic ripoff games like Quake Champions instead of a pure Quake 3 remake with some gameplay tweaks, akin to the ongoing Unreal Tournament reboot. I agree, it’s completely moronic, but all we can do is keep shouting the same things at them & hope that one day they’ll figure it out & stop destroying their own IPs with these absurd reboots (another great example; Kratos The God-Warrior Motherf*cker gets rebooted as “Daddy of War” – because “open world” NOW GIT HAIP!!!111!!!!” >.>)

            As for numbers; my point was, your standard AAA is being made by at least 200 people these days, all of which need to be paid for 2-3 years. Yes, marketing budgets have grown exponentially, but so have development costs, as well, even with publishers wh*ring out a lot of work to freelancers in order to cut costs.

        2. You’re just making up numbers. Google EA Financial results 2016 and you will see that EA had Total Revenue of $4.4 billion dollars and if you take a look you will see that their Operating Expenses included $1.02 billion dollars on Sales, General and Administration which covers a good bit more than just advertising so it’s certainly not 50% of their revenue for advertising. Probably closer to 15%.

    1. No f/cking way they’re doing that, MUCH LESS in only 2 years. It takes A SERIOUS LOT of game development in order to do what they say. Go ask any Star Citizen dev if you don’t believe it.

      Who knows what sheranigans they’ll show in the final game. What a f/cking insult towards people who REALLY try like CIG does.

      1. Well, it’s not on the same levelvas SC but on a lower level and most probably much less physical accurate. CIG are the only ones doing what they’re doing, they’re in a class of their own. Let’s hope they deliver.

        Go Robert!

        1. Still looking forward to the day where SC finally sort their netcode and I can actually have the damn thing running at playable speed :/

          1. I know. Even with a 1080ti i’m stuck at 35% gpu usage and 40fps. When you trick the game to play the universe offline, you get 100fps and ITS GOD DANN GORGEOUS SMOOTH etc.

  2. Every single player enthusiast will be thrilled to no end imagining the most enticing and original experience of an “untold story” about random generic “elite special sn0flake” soldier.
    Oh yeah…
    Of course it’s still gonna be very SUKcessphul on peasboxes, because “ERMAGHERD LUK AT DEM GRAFIX UH, AH, I’M CUMING!!!”

    1. I cannot tell if you have dyslexia or sarcastic. The only thing i know is you are consistent.

  3. Wooo! Welcome to 2005 EA… 😛 This really isn’t a thing to celebrate or act surprised about. It should of been there in the first game instead of taking steps back from it’s heritage.

      1. Indeed. But what’s worse is that whenever I want to find info of the original game I’d probably would have to shamefully type “Battlefront II 2005”. It’s the Ghostbusters incident all over again haha!… ugh. -_-‘

  4. “a Star Wars gaming experience unlike anything fans have ever experienced”

    The PR hype is strong with this one.

  5. “With modes supporting up to 40 players”

    40 Players!

    Ohmygod people! FOURTY PLAYERS!

    CAN YOU IMAGINE THAT?

    LIKE, SERIOUSLY, HOLY F*CK!

    /facepalm.

  6. What EA are forgetting is that for many the damage has already been done. I am a huge fan of the Battlefront series but I never bought the game even when it dropped down to as low as just £9 because it just isn’t the Battlefront game I wanted. They got greedy with the way they slithered out the extra content that should have already been included in the main game and the player base shrank and shrank and shrank some more and by the end of 2016 it had dropped down to just 2k while the PS4 still enjoys numbers above 11k. Dividing the player base so much between vanilla and season pass hurt the game badly.

    Go back and play Battlefront or Battlefront II. That’s what a true Battlefront game should be and I for one will not buy into it once more until it is.

    1. Battlefront had 4.5k players yesterday so I don’t know where you are getting these numbers.

      1. 4.5k while it’s better than 2k, is not much. It’s a testimony to the fact that the game wasn’t that much successful. While i had much fun in the beta with a couple friends, i didn’t buy the game because it felt empty. Let’s hope they correct that on the second reboot instalment.

    2. From what I hear from Battlefront players it’s lack of content that killed Battlefront. Apparently EA thought that just because it was a Star Wars game that would carry it and make it a big success.

  7. There’s an old saying in video gaming land that says, fool me once, shame on…. shame on you? Fool me twice… you can’t get fooled again?

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