STAR WARS™ Battlefront™ II
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STAR WARS™ Battlefront™ II — TestA film-budget Star Wars battlefield that walked the full arc from lockbox disaster to a second player surge

Notes externes88%Évaluations Steam87,4 k évaluations65Metacritic/100
Testé par: Ze Yi · Publié le: ·review.views: 2,911 Commentaires
DéveloppeurDICE|Sortie2020-06-11|ActionAventureTir|
8.3
Note globale

A film-budget Star Wars battlefield that walked the full arc from lockbox disaster to a second player surge

Graphismes
9
Audio
9.5
Gameplay
8.5
Scénario
6.5
Contenu
8.5

Verdict

Stitch every dimension together and you get a game that resists a single number. The audiovisuals are a ceiling, the multiplayer stands tall, the content is absurdly thick, and the one drag is that thin campaign. But what makes it singular is not any one dimension's height — it is the full arc it traveled.

From industry cautionary tale to player comeback

Battlefront 2 community resurgence

At launch in 2017, lockboxes and a random progression system turned this game into an industry cautionary tale. It put pay-for-power on the table, enraged nearly the whole player base, and even spurred legislative debate in several countries over whether game lockboxes count as gambling, while its publisher briefly shed billions in market value. That is the negative half of its place in history, and it does not wash off.

But the story did not stop there. In 2025, on the back of the Andor series, the 20th-anniversary heat around Revenge of the Sith, and an all-time-low Steam price that dropped the barrier to almost nothing, the game staged a dramatic second surge. PC concurrents peaked at 35,892, an all-time high; it climbed to 12th on the US sales chart, ahead of Red Dead Redemption 2, Helldivers 2, and The Last of Us Part 2, and leapt 123 places in a single UK sales week. The 88% positive rating across 84,956 Steam reviews is the sediment of that arc — players voting with their feet that this is a Star Wars shooter long underrated by its launch controversy and far better than its reputation suggested.

Who should buy it, who should walk past

So when it comes down to the purchase, who is it for? If you want to put on good headphones and a good screen and live out the fantasy of walking into a Star Wars film — flying an X-wing, swinging a lightsaber — without any monetization grabbing at your ankles, this is about the most on-target pick on the market. Today's version is clean, deep in content, and gorgeous in sight and sound: a benchmark for Star Wars shooter feel.

But if you are a linear-story player after narrative density, an earned character arc, and a forceful ending, you will likely come away let down. The campaign runs six to eight hours, rushed in its turn and scattered in its back half, and it cannot carry a purchase made purely for the story. Those players should look instead to EA's own Star Wars Jedi: Fallen Order, a game purpose-built for single-player storytelling. This is a multiplayer game; the campaign is a piece bolted on, and expecting it to be the main course misreads what the game was ever aiming for.

A coordinate nobody can copy

Back to the core question: what is the single thing here that cannot be replicated? Not the visuals, not the music, not the content — any of those can be surpassed by a successor with newer tech and a bigger budget. What genuinely cannot be copied is the double identity: carrying the original sin of the lockbox controversy and finishing the entire redemption arc at the same time. No 3A shooter shoulders this much historical baggage and also completes this thorough a self-redemption. It is at once the negative milestone that rewrote industry rules and the positive textbook for how long-term operation turns a disaster around. Those two contradictory identities stacked on one game form a coordinate no amount of money can reproduce, because you cannot manufacture a redemption without first earning a fall — and no studio sets out to fail on purpose just to recover well. That singularity is why, looking back in 2026, STAR WARS Battlefront II remains a game worth taking seriously and worth recommending — you are buying not just a Star Wars shooter, but a living piece of the industry's history.

Points forts

  • Frostbite plus photogrammetry turns Tatooine and Hoth into frames you could screenshot for a movie poster
  • Gordy Haab took the London Symphony into Abbey Road for 150-plus minutes of original score, and the audio draws no complaints
  • Galactic Assault, Starfighter Assault and Heroes vs Villains run three combat lanes at once: ground, space and hero
  • The battle-points call-in system lets a basic trooper climb to vehicles and heroes inside a single match
  • Twenty-five free updates span all nine saga films and out-thicken plenty of 3A shooters from the same window
  • Progression currency now unlocks purely through play, ripping out the pay-for-power trap entirely

Points faibles

  • Iden Versio's campaign runs only six to eight hours, with a rushed turn and a back half that degrades into a character parade
  • The launch lockbox and progression system became an industry cautionary tale, and the experience nosedives past the first ten hours
  • Hero power and balance have long drawn player complaints, and some modes still tilt lopsided late in a match

Opening

There are not many blockbusters you can describe with two completely opposite sentences and have both be true.

Battlefront 2 large-scale battlefield

Sentence one: this is the 2017 cautionary tale that dragged lockboxes into the open, enraged an entire player base, drew a gambling-authority probe in Belgium, and forced its publisher to yank every real-money transaction on launch day. Sentence two: this is the 2025 redemption story that came roaring back on the strength of a streaming hit and a deep discount, peaked at 35,892 concurrent players on PC, and out-sold Red Dead Redemption 2 and Helldivers 2 on the US charts. Same game. Same disc. STAR WARS Battlefront II.

If today is the first time you have ever booted it up, the angry version barely concerns you anymore. What you inherit is the finished form — fed by 25 free updates over two and a half years, stripped of every pay-for-power trap, thicker than plenty of 3A shooters released alongside it. This review exists to trace that arc from disaster to comeback, and then to answer the only question that matters now: forgetting the baggage, is it worth your money in 2026?

Here is the verdict up front. As a Star Wars battlefield built with film-industry money, its sights and sounds are close to flawless, and its multiplayer holds up across all three lanes — ground, space, and hero. The one genuine weak spot is that six-to-eight-hour campaign with the rushed turn. It is not a perfect game. It is, however, probably the closest thing on the market to walking straight into a Star Wars movie.

A word on how to read what follows. This is not a relaunch review chasing a day-one verdict, and it is not a nostalgia piece either. It is an assessment of the game as it exists now, after every patch has landed and the dust of the controversy has long settled. Where the launch sins still matter, this review names them; where the years of free updates fixed things, it says so plainly. Treat the score not as a snapshot of November 2017 but as a measure of what is waiting for you the moment you press buy in 2026.

Story | 6.5/10

Scénario: 6.5/10

The campaign is the biggest gap this sequel set out to fill, and it is also the part most likely to let you down. It has ambition, it has highlights, and it never quite turns a brilliant opening into a story worth remembering.

Iden Versio gives Star Wars a rare villain's-eye view

Iden Versio campaign

The 2015 original shipped with zero single-player content — you bought it, you queued up, you fought. This sequel finally hands the series a cinematic campaign, slotted between Return of the Jedi and The Force Awakens, led by Iden Versio, commander of the Empire's elite Inferno Squad. The framing is genuinely clever. You start on the Imperial side and watch the second Death Star fall, the Emperor die, the whole machine collapse from the inside. You are not another Rebel hero saving the galaxy; you stand with the losers and watch the order you served for years come apart at the seams.

Janina Gavankar carries Iden with sharp motion capture and a performance full of hesitation and doubt, and it lands. The moments where Iden begins to grasp what the Empire has done to her own homeworld carry the weight of a prestige Star Wars drama.

That tells you something important: EA and DICE did not lack the ability to tell a good story here. They hired the right lead and nailed the acting. The early hours, told from inside a crumbling Empire, have a perspective most Star Wars fiction never bothers with — the soldier who believed, watching the belief curdle. What they fumbled was everything downstream of that promising start, which makes the disappointment sting all the more because the raw material was genuinely there.

A great opening that never pays off

Battlefront 2 cutscene

The trouble is that a superb villain's-eye setup never becomes a complete arc. Iden's pivot from loyal officer to New Republic ally gets criticized in nearly every review as underdeveloped — she defects less because the character earns it and more because the plot needs her to. Chinese outlets like GamerSky and IGN China keep reaching for the same word: scattered. The campaign clocks six to eight hours, bouncing between Iden, Luke Skywalker, Han Solo, and Kylo Ren, and the back half drifts into a parade of cameos that thins the central tension to almost nothing.

You can feel DICE wanting those guest stars to thrill the fans, and each cut to a familiar face does spark a brief jolt. The cost is that Iden's own story keeps getting interrupted and shoved aside, her arc paused every time a bigger name needs the spotlight. By the time the credits roll, what sticks is a set piece in the cockpit of the Millennium Falcon — not who Iden finally became, not the inner turn that should have been the whole point. A theme with real heft, an Imperial soldier's conscience waking up, ends up served as a medley of greatest hits, and the saddest part is how clearly you can see the better, quieter game it could have been.

Against the genre's narrative benchmarks, the gap is obvious

Stand it next to EA's own Star Wars Jedi: Fallen Order and the gulf is plain. That game, two years later, is a structurally complete single-player story with earned character growth, every beat set up and paid off — the protagonist's trauma, his slow reclamation of the Force, each step carrying real weight. This campaign plays more like a cinematic appetizer beside the multiplayer main course — pretty, soaked in Star Wars flavor, but never substantial enough to justify a purchase on its own.

If you are a linear-story player chasing narrative density, an earned character arc, and a forceful ending, those six to eight hours will leave you wanting, maybe even disappointed. It shows you a brilliant villain's-eye opening and then fails to cash it out into a story you carry with you. That is the core reason this review hands the story dimension its lowest score: it is not bad, the performance and premise both have bright spots, but it falls well short of what this IP could have done with the same setup — it feels, in the end, like a half-finished idea rushed out the door.

Audio | 9.5/10

Audio: 9.5/10

If one dimension here has never drawn a single complaint, from launch to today, it is the audio. Even at the height of the lockbox storm, nobody disputed that this was the best-sounding Star Wars game around.

A full orchestra at Abbey Road, scored like a film

Battlefront 2 orchestral score

Composer Gordy Haab wrote over 150 minutes of brand-new orchestral music for this game alone. That is not a matter of dropping movie tracks into menus. It means a 100-strong London Symphony Orchestra plus an 80-voice London Voices choir, recorded at Abbey Road — the room where the Beatles cut their records — at a 96kHz/24-bit master spec. The audio director's brief was unambiguous: a John Williams-flavored score with the texture of the original trilogy, music that sounds like it already belonged to this galaxy.

The result is that every cue you hear on the battlefield sounds like Williams wrote it, yet was built specifically for this game. When a round of Galactic Assault tips against the defenders and the brass suddenly climbs, the adrenaline of being pushed forward by the music is the kind of presence only a real orchestra on real tape can deliver. No sample library fakes it. That willingness to spend, and to spend in the right place, is genuinely rare in an industry that increasingly leans on stock instruments to save a buck.

It also pays off in a way you feel rather than notice. A synthesized swell can sound impressive in isolation and still ring hollow under pressure; a live ensemble carries microscopic imperfections — breath, bow, the room itself — that the ear reads as real. In the chaos of a losing push, that authenticity is what keeps the music emotional instead of decorative, and it is the difference between a soundtrack you tolerate and one you actively want to hear again.

Iconic effects reproduced 1:1 — headphones put you inside the film

Battlefront 2 starfighter audio

Star Wars is half picture, half sound. The signature pew-pew of the blaster, the low hum of a swinging lightsaber, the shriek of a TIE fighter ripping overhead — sounds carved into the memory of several generations — are all reproduced here straight from the source. Put on a good pair of headphones, close your eyes, and you genuinely cannot tell whether you are playing a game or listening to a film mix.

Better still, the music in the big battles is no static wallpaper; it shifts and builds with the state of play. The early setup, the mid-match deadlock, the final crescendo — the score rises and falls with the rhythm of that specific fight rather than looping one track. That integration of music and play keeps an emotional throughline running under a 40-player melee, so a comeback feels scored like a comeback and a rout feels scored like a rout.

Set beside the 2015 original, this sequel pushes the volume of original scoring even higher, adding new themes for new eras without ever breaking the spell of belonging to that galaxy. On the audiovisual front, DICE essentially spent a Star Wars film's resources on a game's soundtrack — and the sound design around it, from the directional whine of a passing fighter to the bass thump of a walker's footfall, matches that ambition step for step. That is exactly why this review awards the audio dimension its highest mark.

Visuals | 9.0/10

Graphismes: 9/10

The visuals are this game's other near-perfect score sheet. Outlet after outlet slapped the phrase "best-looking Star Wars game" on it, and that verdict has barely budged from 2017 to now.

Frostbite plus photogrammetry — every landmark is wallpaper

Battlefront 2 Tatooine desert

The game runs on Frostbite 3.5, and DICE used photogrammetry to rebuild Star Wars' iconic landmarks at near-photographic fidelity. Tatooine has genuinely uneven sand and volumetric light pouring from its twin suns; Hoth's snowfields, Endor's forests, Kamino's rain — the textures and lighting all survive a 4K screenshot blown up for a close look. This is not the cheap kind of scenery that impresses from a distance and dissolves up close. Every detail is finished to a film-set standard.

What matters more is that this fidelity is not a static showroom — it has to hold up under a 40-player brawl. Frostbite's volumetric light, dynamic shadows, and destructible environments keep the spectacle dense with visual information: an AT-AT grinds forward in the distance casting a vast shadow, blaster bolts streak past up close, an X-wing trails smoke as it spirals down overhead. Freeze almost any frame and it could be a still pulled straight from a Star Wars film.

The trick is that none of this density turns into noise. A lesser engine would let a battlefield this busy collapse into visual mush, but the lighting hierarchy keeps your eye where it needs to be — the muzzle flash you have to react to reads cleanly against the explosion behind it. That legibility under chaos is the quiet, unglamorous half of great game visuals, and it is the part most screenshots never capture.

Vehicles and battlefields are the fan's visual payoff

Battlefront 2 AT-TE walker

For a Star Wars fan, piloting steel giants you have only ever seen on the big screen is its own enormous payoff. The six-legged AT-TE walker is the largest drivable ground vehicle in the game — heavy, looming, oppressive. Up in the air, the X-wing, the TIE fighter, the Millennium Falcon — each one is modeled and textured to the point where a fan grins on sight. Bank the Falcon over the battlefield, hear the engine roar against that unmistakable silhouette, and the thrill of actually flying it is something no other game can hand you.

Performance is just as solid. On PC, Frostbite's optimization has a strong reputation; a mainstream graphics card runs it at high frame rates, and several overseas hardware reviews put its 4K showing in the top tier of contemporary shooters. You do not need a flagship rig to get near-maxed visuals.

And high settings versus high frames is not an either-or here — you can crank effects for cinematic shots and still hold a stable frame rate in a crowded fight, which, for a 40-player shooter, is part of competitive fairness. That balance has aged unusually well, too: a game this good-looking that still runs smoothly on modest hardware years later is precisely the kind of title a wave of new players can pick up without first shopping for a graphics-card upgrade — a quiet advantage that mattered a great deal when the crowds came rushing back.

Head to head on the same engine, the IP fidelity wins

Set it beside Battlefield 1 — same Frostbite, same DICE, same visual tier — and something interesting surfaces: comparable tech underneath, but this game takes the "Star Wars feeling" to an extreme. The edge is not raw spec; it is the precise reproduction of a sprawling IP's visual language, where the color of every light, the framing of every scene, and the silhouette of every vehicle convince you instantly that you are standing in that galaxy far, far away.

Plenty of technically similar shooters are merely good-looking; this one makes a fan feel something, because what it reproduces is not just image quality but the galaxy living in a generation's memory. There is a category of detail here — the exact orange of a Tatooine sunset, the weathering on a stormtrooper's armor — that means nothing to a newcomer and everything to someone who grew up with these films. That is why the graphics dimension lands near the top of the scale: tech in service of the IP, not spectacle for its own sake, and fidelity aimed squarely at the heart of the people most likely to play it.

Combat | 8.5/10

Gameplay: 8.5/10

Gameplay is the real main course. The campaign is an appetizer; what carries this game across years of life is the way it breaks the Star Wars fantasy into playable tiers.

The battle-points system lets a grunt climb in a single match

Battlefront 2 Galactic Assault

The core loop is a battle-points call-in system. You spawn as an ordinary trooper with a blaster, and kills, captures, and pushes feed a points meter; cross a threshold and you call in progressively stronger units — reinforcements first, then vehicles, then heroes like Darth Vader or Luke. The cleverness is that every round gains a weak-to-strong arc. Even an average player, if they fight steadily, gets to feel the climb from grunt to hero inside one match, rather than being stomped end to end by a handful of top-tier opponents.

Galactic Assault, the flagship mode, pushes that system to its limit. A map splits into multiple advance phases; attackers break through layer by layer while defenders give ground, and the whole round carries a clear push-and-pull rhythm. Forty players never collapse into mush, because each phase has an explicit objective pulling both sides forward, and the call-in economy keeps the tension humming throughout.

It also solves the oldest problem in big-team shooters: the runaway snowball. Because points accrue to the side that is winning but spawn fresh objectives for the side that is losing, a match rarely flatlines into a one-sided grind. A defending team pinned to its last position can still call in a hero and buy itself one more stand, and that single reinforcement is often enough to flip a phase. The result is a mode that stays close more often than its scale has any right to.

Hero duels and dogfights are each their own game

Battlefront 2 Heroes vs Villains

Heroes vs Villains could almost be pulled out and shipped standalone. In a four-on-four high-intensity duel, Vader's Force choke and heavy swings, Luke's lightsaber lunge, Han's rapid fire — every hero runs a distinct kit and tempo. What it tests is not your aim but your read on each hero's cooldown loop, your footwork, your spacing. It is, in essence, closer to a fighting game than a shooter. That "a game inside the game" design widens the whole package considerably.

Starfighter Assault lifts the entire battlefield into space. X-wing and TIE dogfights lean on inertia and positioning, and with free-look and a wingman system, the space combat reaches a depth far beyond the bolt-on flight sections most shooters offer. Plenty of people buy this game half for the ground war and half to chase an enemy fighter in tight circles, hunting that perfect firing window.

What makes the dogfighting click is that it never pretends to be a hardcore flight sim, yet it refuses to be arcade fluff either. You manage throttle and drift, you bleed speed to out-turn a tail, you peel a target off a teammate — all without a flight stick or a manual the size of a phone book. That middle ground is hard to hit, and Battlefront II hits it cleanly enough that the space mode has its own dedicated following entirely separate from the ground game.

Star Cards and the sins of the launch progression

The tuning depth comes from Star Cards. Different card loadouts steer a single class into burst, sustain, or support builds, leaving hardcore players room to tinker. You can turn a Specialist into a point-blank melee assassin or a patient long-range marksman; that customization is one of the places skilled players pull ahead.

But the progression wrapped around those cards was also the launch's biggest scandal. The original random system stuffed powerful cards into lockboxes, tying combat strength directly to spending — pay more, get strong sooner — and the community torched it as an industry low point, regulators included. DICE later tore the whole thing down and rebuilt it: cards unlock purely through character level and in-game challenges, currency comes only from play, and there is no longer any way to buy a shortcut. That finally fixed the balance. The version you play today is the clean one, decided by aim, movement, and system mastery rather than the thickness of your wallet — which is why the gameplay dimension, black history and all, still earns a high mark.

Content | 8.5/10

Contenu: 8.5/10

Content is the hardest evidence in this game's redemption arc. A title savaged at launch eventually piled up one of the era's deepest content libraries — and that fact alone says plenty.

Twenty-five free updates spanning all nine saga films

Battlefront 2 multi-era maps

Between the 2017 release and April 2020, DICE shipped 25 free updates, capped by the Battle on Scarif. Free is the operative word — in an age when season-pass nickel-and-diming was the norm, this game made every drop of post-launch content a no-extra-charge update. Together they added heroes, maps, and trooper types across all nine films of the saga: the prequel Clone Wars, the original-trilogy Galactic Civil War, the sequel-era First Order. Three trilogies' worth of signature battlefields, very nearly the whole set.

That breadth means whichever Star Wars era you love, you can almost certainly find your map and your hero here. Prequel fans get Geonosis and Kamino; original-trilogy diehards get Hoth, Endor, Tatooine; sequel followers get Ajan Kloss and the full First Order roster. It is not a game serving one slice of the timeline — it is a multiplayer playground with the whole galaxy stuffed inside. You are not buying one film's tie-in; you are buying a ticket that lets you relive the series' classic battles, and that all-eras coverage is genuinely one of a kind among Star Wars games. No other entry lets a player fight on the sands of Geonosis in one match and the snows of a sequel-era world in the next, with the music, troopers, and vehicles all swapping to match — the sheer span of fan fantasies it accommodates is, on its own, a selling point few rivals can touch.

What each update actually delivered

Battlefront 2 co-op missions

Crack the updates open and the substance holds. June 2019's Battle of Geonosis added the first Geonosis map, exclusive ground vehicles, and the hero General Obi-Wan. That September's Cooperation Update was a turning point: it launched Instant Action — offline large-scale PvE against AI — alongside four-player online Co-op Missions that let you squad through trilogy scenarios, effectively bolting single-player and cooperative content onto a PvP-first game. December's Rise of Skywalker update then folded in Ajan Kloss, sequel-trilogy maps, and reinforcements like the Sith Trooper and First Order Jet Trooper.

None of these were toothpaste-tube patches. Every one genuinely shoveled in heroes, maps, and modes. For a buy-once game already sold, the studio could have fired off a couple of patches and walked. Instead DICE poured in nearly two and a half years and handed all of it over for free.

When a player watches the game they bought keep getting thicker and better at no added cost, their feelings drift from disappointment toward respect. There is a goodwill that only sustained, unpaid generosity buys, and DICE earned it the slow way — one substantial drop at a time, long after the news cycle had moved on and the commercial incentive to keep working had all but evaporated. The reputation recovery was, in large part, spoon-fed by these 25 updates, and that is why the comeback never felt cynical to the people who lived through it.

Playtime split and the comparison with the original

On the clock, the split is clear: the campaign wraps in about seven hours, a modest portion; but max out the multiplayer heroes, classes, cards, and maps, and the completionist time climbs past 60 hours easily — and that is the conservative read, since players who truly live in the multiplayer rack up hundreds. The campaign is the appetizer; the multiplayer is the main course you can eat for hundreds of hours.

Held against the 2015 original, which had no single-player at all and far fewer maps and heroes, this sequel — thanks to those 25 free updates — pulls a full length ahead. And the comparison is not just about raw count; it is about variety. Where the predecessor asked you to rotate through a handful of original-trilogy planets, this game hands you three eras of heroes, vehicles, and modes to mix and match. On content alone it not only laps its predecessor but out-thickens plenty of contemporaries that marketed themselves on size, and that depth is the material foundation underneath its 2025 revival — a returning player in 2025 was not coming back to a thin game, but to one stuffed to the brim.

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