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| source// EA |
The rebirth of Battlefront was something many fans had been eagerly awaiting for years. While Battlefront 3 was speculated for a long time, nothing was all that official and things were quiet for far too long to believe anything would actually happen. Then E3 happened, and fans were gifted to very minimal footage of a new entry in the series being made by DICE, but now it was official and out there - we were getting a new Battlefront.
What fans were given though, was nothing like they were expecting. Fans had built the original Battlefront games up to an almost mythical status, which to be fair could have never been matched. However, the bare-minimum seemed to be given out. No campaign and a seemingly small pinch of content had fans bored within a week. Also let's not forget the painfully overpriced season pass which cost almost as much as the game at full retail. All of this doesn't take away from the fact that what we were given was good. It wasn't a lot and it certainly wasn't worth the money, but it was good. It was also the best looking game to be released at the time and still is one of, if not THE most beautiful games on current-gen systems.
However, the small amount of content left a lot to be desired, and for Battlefront 2 to be received as well as the originals and like an actual Battlefront game, a decent amount needs to be added in.
10. In-Game Voice Chat
This might be a feature a lot of people didn't even realize wasn't included in DICE's Battlefront, but there was no option for in-game voice chat. If you wanted to strategize with players you'd have to go through a system party option rather than just lobby chat. While a lot of people don't even bother with in-game chat anymore, there's definitely those out there that still use it. A competitive, first-person shooter without the ability to form a strategy and plan with the people on your team just seems odd.
This may not be a feature high up on anyone's list, and it may not even be on the majority of those lists, but there's no denying there's some people out there who were p***ed about its exclusion in the last game. It's just a feature that is almost a guarantee when it comes to these types of games, especially ones with such a huge and heavy focus on multiplayer.
If there was no in game chat in Battlefront 2 would it ruin the game? Absolutely not. But there's zero harm in including the feature; all it will do is help in the long run.
9. Split Screen Multiplayer
I'll go ahead and say it before I even justify it: this will not be included in Battlefront 2 and if by some long shot it actually is you can color me surprised. Has there ever even been an EA multiplayer game that included a split screen mode for the offline portion of the game? It used to be a feature in the majority of online first person shooters. Now it feels like almost no game includes the feature. Yes, I know I'm being over dramatic and there are certainly games out there which include split screen multiplayer, but damn what happened to the days of couch co-op?
Battlefront did include split screen co-op for the missions in the game, but that was only a tiny fraction of the game, not to say there was a lot to it. Yes, the majority of people play online with their friends, but what about those people who don't and don't want to pass a controller back and forth after each game? What about the people who want to play with roommates, or with their buddies who come over or, hell, even if they want to play a couple matches with a girlfriend or boyfriend?
They might not be the majority, but it's a feature that would help immensely. It's also a good way to get your friends to try the game and convince them to buy it. It's yet another feature that will do no harm to include.
8. An Overhauled Token System
The token system was awful, I'll go ahead and say it. Especially in modes like Walker Assault and Supremacy, where your ability to either get in an AT-ST, Tie Fighter, X-Wing, or use the on-a-rail AT-AT was dependent on your ability to seek out and collect spawning tokens.
The hero aspect of the token system was okay simply for the reason that there's really no fair alternative to it. It could be made so everyone had a chance to be a hero after a certain amount of time, but that would over-saturate the game with too many overpowered heroes. Or the first person to get to so many points or kills on a team becomes the hero, but that's too unfair to many casual players.
So the hero tokens get a pass, but they need to be re-worked. Have each hero token spawn at one of three set locations for each team, only able to be picked up by that team - so no doubling up on heroes for a single team. Give a warning and have it show up on screen for every player, no matter how far from the token they are. Too many times it's easy to miss a hero token on Battlefront simply because you aren't in a close range to it. On the other hand, the vehicle tokens and weapon tokens need to go away.
Vehicles should be located on the map, free for anyone to get into and when destroyed, and respawn after a timer - like the way vehicles are handled in the Halo series. Weapon tokens should be treated like an ability. Every so many minutes, let's say five, you can use one thermal imploder, after which it goes back on a timer to the next time you use it. For one, it'll make you more cautious and strategic about when you actually use these things as they will be more scarce. It would feel more balanced, and it would make a lot more sense than picking all these things up from random token pick ups.
7. The Addition Of Class Types And Removal Of Loadouts
It's understandable that DICE made a first person shooter with a create-a-class mechanic: every game out there features it. However, this wasn't a feature in the Battlefront games fans came to know and love. And truthfully, this feature added nothing to the newest addition of Battlefront.
Yes, certain guns felt different from other guns, and some definitely outclassed others (*cough* DL-44 *cough*). Everything felt too flat, with little to no dynamic aspect to it. A jump pack was one of the only things that made your class feel like it was anything other than a simple assault class. Even the "snipers" in the form of the cycler rifle and pulse cannon didn't make you feel like a sniper.
Create-a-class functions are not bad, in fact they can be awesome in some games, but in the Star Wars universe it just doesn't seem to fit. Battlefront 2 needs to revert back to the ways of, well, Battlefront II from 2005. Battlefront II had four soldier types: heavy weapon, sniper, infantry, and engineer. All had further unlockable classes based on performance in-game. So you'd start the game as a level one infantry and work your way up to a level three infantry soldier if you so choose. The best part about this was it made it feel like the character you chose, and the weapons you had mattered. It also gave way to allow for optional characters to be played - for instance the Dark Trooper or a Wookiee.
This was a gameplay mechanic that just fit for Battlefront, and it was what fans knew and loved gameplay wise for the series. The addition of create-a-class just made things feel off, and a revert back to the old ways would be welcomed back from all those who know and love the old.
6. Content From The Prequels
Everyone hates them, and we are venturing into a brand new trilogy, so it's understandable as to why they were left out of the reboot. However, there's just too many possibilities to be explored. Who cares if having characters from the original trilogy square off with characters from the prequels is not canon? There's nothing canon about Han Solo fighting Emperor Palpatine on Hoth either. Even if everyone hates the prequels, you can't say it wouldn't be awesome to control Darth Maul with his double-sided lightsaber, or General Grievous as awful as he was. Also, aren't Maul's robotic legs considered canon now? Give us a robot legged Maul to control for the love of God.
There's also a little something that would fit in the whole first person shooter thing very well from the prequels: The Clone Wars. How one of the biggest conflicts in Star Wars history, where hundreds of clones slaughtered one another, could not be included is crazy. The Clone Wars was almost a war written for video games. How do you explain hundreds of people who look exactly the same dying in one battle? Clones. Clone Troopers fighting against Storm Troopers, why the hell not?
If we learned anything from Battlefront a year ago, it's that sadly the original trilogy might not have enough content in it to fuel this franchise alone. Eventually DICE is going to have to realize the good they could do with the prequels.

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