no one:
me, slicing tanks outside Polis Massa to asphyxiate those Clones, or leading scrimblo bears through Endor's undergrowth to stab some fascists: "yeah I prefer Lapti Nek, but Jedi Rocks kinda bops too"

2005, a year of great changeover in the mainstream console gaming world. HD systems are just arriving, many developers are adopting extensive middleware (think Source or Unreal Engine), and giants like Ubisoft and Electronic Arts are beginning an acquisition spree. Two victims of EA's consolidation plan were first DICE, the Swedish group behind Battlefield 1942, and then Pandemic Studios of Destroy All Monsters fame, who themselves had been absorbed a couple times already. Separate from all this was LucasArts, the game software division of Lucasfilm which had juggled both Star Wars and original properties for decades. Star Wars: Battlefront and its immediate sequels sprang in some way from the influence of these companies, but its legacy has since been defined by a fanbase eager to redefine and reclaim the series' best aspects.

Battlefront II isn't quite the masterpiece my 4.5/5 rating suggests. The game loop, usually based around command point control or capture the flag, can get repetitive. Neither infantry nor vehicle controls are as polished or responsive as in the best multi-mode multiplayer military massacres. I've got more than a few nitpicks about some level and class designs, plus the instability of Pandemic's Zero Engine on modern PCs. And truth be told, its marquee single-player options, the story campaign and Galactic Conquest, aren't as in-depth as they should be. Yet this remains one of my all-time favorites not just in the genre and source franchise, but simply in general.

Pandemic found a practically perfect balance between accessible controls, involved objectives, addictive gunplay and vehicular combat...the list of "great enough" things goes on. These fundamentals which largely worked in the original Battlefront only improved after a couple more years, alongside the usual audiovisual garnishes. No longer are players stuck ambling across overly-large battlezones, also lacking in secondary items/weapons or class-based techniques with risks and rewards. This sequel delivers on the promises of its predecessor while demonstrating how ambitious a licensed take on Battlefield games can get. Being able to embody anyone from the lowliest Droid soldier to Darth Vader stomping across the hall, often within the same round of play, rarely gets better than this

Take an Imperials vs. Rebels conquest map like Death Star, for example. All these laser-congested lanes, nooks and crannies of teammates globbing into each other, and temptations of jumping over endless pits for speed—they add up into a frantic fight which one can nonetheless master. Chaining killstreaks to acquire upgrades, usually while rolling and hopping between spheres of crossfire and resource control, eventually becomes natural. I'll gladly lob 'nades into the Naboo courtyard, even as I risk drawing fire and the ire of AATs, just so I can quickly snatch those post-mortem power-ups and keep the pressure on after base capture. Wandering the backhalls of Echo Base can be tricky at first, but the end goal of taking that Rebel base from behind them justifies everything.

There's enough nuances lying beneath Battlefront II's pick-up-and-play surface, even in something as arguably tacked on as the story missions. Others have mentioned, time and again, how elegantly the Clone narrator's journey takes us from a patriotic, republican cause to fighting on the side of undeniable, structural evil. This remains fun despite the chilling themes and characters' resignation to process and subservience under Sith order. And yet this doesn't feel like glorification of the Empire because you're ultimately going through the same motions, victories, and humiliations as your opponents. There's something both mundane and admirable in retaking bastions, methodically disabling flagships, and mowing down everything in your path with saber throws and force lightning.

One of the biggest additions in Battlefront II, its space battles, illustrate this effectively. Nothing really changes between each orbital map, all consisting of two main ships flanked by frigates and supplied with endless waves of dogfighters and bombers. But the process of departing the hangar, blasting TIEs outta the skies, and then docking in hostile territory rarely gets old. Combine this with unique objectives in story mode, or modded levels adding these mechanics to otherwise earthbound combat, and you've got what feels like the full essence of Star Wars' iconic armed struggles.

What brings this indelible piece of software a half-star up is the mod scene. A cursory glance shows just the usual suspects you'd find in communities like Skyrim or Counter-Strike: player skins, new game modes, and way too much attention thrown upon the heroes and villains. (I get it, though. Playing as Jedi, Sith, and other big names in-between always feels great, especially thanks to Hero Assault extravaganzas on Mos Eisley.) Look deeper and there's almost too many custom maps and campaigns for single-player and beyond, from excellent recreations of places from the Battlefront and Jedi Knight series to all new, mechanically ambitious works like the ground-to-sky megalopolis Suun Ra. Hell, there's a whole package simply for building a brand new Galactic Conquest playlist entirely from user-added maps! It's sadly a bit fiddly to get this all working, but that's always something EA could fix if they weren't busy forcing DICE to produce disappointing new games chasing after this one.

The aforementioned Galactic Conquest points to the strategic possibilities beyond the light tactical layer already present here. Having to manage and defense multiple fleets and planets, all while balancing your per-turn income against temporary boosts for battles, makes for an engaging time...most of the time. It's when the AI wants to drown you in endless space duels, or simply fail to provide any threat to your planetary march, that I fall back into custom Instant Action sessions. Fan mods can pick up the slack, especially those which appropriate this part of the game to tell a unique plot rivaling what Pandemic made. I feel like there's still so much one can push the Zero Engine, as seen with Dark Times or the oft-discussed fan remasters full of gizmos and doodads. This scene deserves the kind of attention and critique that's benefited better-knowns like Doom for decades now.

I could go on and on and on about what Battlefront II achieves, and what it's meant to me over the years. There's a whole meta to unlocking the Elite badges and proceeding to curbstomp round after round with once puny unit classes. We could simply imbibe the bevy of memorable, often hilarious radio banter heard across each factions' grunts and officers. I have to hold myself back from doing in-depth writeups on the strats and trivia of each stage, whether original or brought forward from the original Battlefront. One cannot simply spend well over a hundred hours, part of it just fucking around on a comically huge recreation of Naboo's Theed City with all its Florentine halls and courtyards, and lack in minutiae and remembrance to share.

If you haven't yet tried classic Battlefront II for some reason or another, I hope that changes in the near-future. A few hours of trying the campaign, Galactic Conquest playthroughs, and some Instant Action will more than suffice to experience this in full. But the ease with which this remains so replayable, despite the sea of similarly invigorating big-team-battle software out there, is commendable. This remains one of my comfort food games, hardly slacking after all these years. It reminds me of a time when we got not just more Star Wars interactive media of note, but when there was still a lot of creative risk and confidence in the franchise's games. You had this, Jedi Outcast, Knights of the Old Republic, Empire at War, etc. vs. mainly Jedi Survivor and the recently middling DICE games by contrast. The era's dearly missed, but not quite missing in action, so long as we're watching those wrist rockets and 360 no-scoping Gamorreans from the depths of Jabba's Palace.

Reviewed on Mar 25, 2023


3 Comments


I only recently came back to it as well, but have spent way more time playing mods than I expected. If and when I get around to video editing, I'll have to go through my collection and get footage of what the community's made over the years.

1 year ago

A game so great, that its terrible PSP control scheme didnt stop me playing at least 100 hours of it over the course of a summer
Good thing the PSP maps are available as PC mods. I wouldn't want to try this without a keyboard and mouse now that I've found the perfect camera sensitivity settings.