Battlefront is, and perhaps was always going to be, Battlefield lite. It is a shame then, that the structure of the game is not strong enough to sustain these moments of escapist pleasure for long. But then you get a map like Jawa Refuge, with its multi-layered rock platforms, and all is forgiven.
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Sure, there are missteps: the dull Ice Caves map is just that – a series of frozen tunnels that quickly turn into mass grenade ambushes the Sulphur Fields of Sullust provide a colourless, spiny hellscape full of troughs and traps – like someone’s tarmacked over a crazy golf course. Hoth is a soulless but breathtaking expanse.
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Tatooine provides a range of craggy, inhospitable set-pieces, complete with snaking canyons and sunken moisture farms. Endor is expansive and richly organic, with its treetop Ewok villages offering long sight lines over the dark, steamy jungles beneath. And yes, they’re amazing.Īlthough there are only a handful of environments, they’re diverse and packed with detail. Charging through the forests of Endor, emerging into the whiteout of the Hoth landscape, or blasting into a skirmish around the Millennium Falcon – these are the moments fans dreamed of when they first heard that this game was in production. In aesthetic terms, it is the most accurate video game rendition of the series ever made.Īnd within its modest structure (this is resolutely a multiplayer game, with only a handful of single-player and co-op missions bolted on) it provides moments of genuinely breathtaking drama. This game looks, sounds and feels like being inside Star Wars. The unearthly moan of AT-AT fire the scream of a swooping TIE Fighter the spacecraft covered in dents and rust.
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This is a game that absolutely revels in the audio visual wonder of the movies. That is the magic of the original trilogy: it creates a universe that feels used.ĮA Dice, the developer behind Star Wars: Battlefront, seems to understand that perfectly. He wanted this fantastical environment to feel downbeat and real. W hen George Lucas first discussed Star Wars with his sound designer Ben Burtt, the director stressed that all the noises in the film – from the lightsaber swings to the whoosh of the landspeeder – had to be organically produced, rather than electronic.