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Combine this is with a squad system that means you spend about five to six more seconds before spawning in, and you've got an experience that just feels more plodding than the pick up and play feel of the first game, even if our players move more quickly to their demise. It feels more at home with the ponderous space opera tendencies of the prequel trilogy than the somewhat campy 70s sci-fi of the first movie, and you can go ahead and guess which one I prefer. For me, the difference is striking: I could easily push myself to a 2+ kill/death ratio in the first game, but I'm lucky to get four or five kills a match in the new one. It used to be I would get excited to drop into an AT-ST when one presented itself on the battlefield: now I'm just stressed out that I'll waste my points getting blown up.Īnd then we've got the weapons, which are heavy molasses compared to the zippy little blasters in the original game, and I have a hard time keeping them trained on an enemy through the duration of the game's surprisingly high time-to-kill. This means that less skilled players will likely never get to use one of the superpowered Jedi or Sith characters, and it means that those players that do end up playing as Darth Maul are going to be even more dominant than before. Battle points turn that on its head: now you earn points through in-game actions, which you exchange for heroes and vehicles. For another, it meant that anyone could grab a fun toy if they were in the right place at the right time, which felt like a welcome change from the scorestreaks of Call of Duty that give the best players in the game even more ammunition with which to make everyone else's lives miserable. Star Wars Battlefront handled powerups, vehicles and hero characters with a delightfully anachronistic pickup system, where you'd be able to transform into Vader just by running over a weird blue token. This did a few things: for one, it controlled the number of vehicles on the field at any given moment. Let's start with the biggest change: Battle Points.
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It cuts to the core of the gameplay here.
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And it isn't just that it abandoned the straightforward elegance of shooting at those giant AT-ATs, though that's a shame. And unlike Walker Assault, which I maintain is the best large-scale multiplayer mode in gaming this side of PUBG, Galactic Assault just falls short. I still need to finish the campaign and put more time into Starfighter Assault, but Galactic Assault serves as the meat of the game's multiplayer, and it's where I've spent most of my time.
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