

When I first heard the DICE were looking to implement a classic BFII Conquest-style Instant Action mode, I was ecstatic. But overall it just simply too barebones to replace what the OG Battlefronts offered. Even adding Starfighter versions of Team Battle and Onslaught. And DICE did continually improve and add content to it. Which was the goal I suppose, so I guess it did serve its purpose. It essentially was a little sandbox shooting gallery to learn the basics and test the heroes and reinforcements on. No enemy reinforcements, no enemy heroes, no vehicles or starfighters to speak of. The AI was only slightly modified versions from the actual campaign, which to their credit, utilize different star cards and abilities, but can only use the base troopers. Instead of being able to play Heroes vs Villains and the Assault modes offline against bots, what we got instead was essentially offline Blast and Survival 2.0 on the tiny, confined parts of only six or so launch maps. Instead what we got was.disappointing to say the least. And by that, I mean multiplayer modes straight up ported 1:1 to offline against bots like the original Battlefronts.

What I was really looking forward to with EAfront II was more single-player content compared to 2015. Empire vs Separatists space & ground battle at Mustafar). The Queen of Naboo on the first Imperial mission, or the Oil Refinery structure on the Clone Wars Kashyyyk mission) and cross-era faction fights, particularly in the Republic-Empire transitional missions (e.g.

Instead of utilizing unique maps, characters, and assets exclusive to that campaign mode, "Rise of the Empire" was simply a series of scenarios on the present multiplayer maps with modified objectives, with the occasional unique character/object models (e.g.

But it was not a campaign of what we traditionally would think of. For those of you who remember, the original Pandemic Star Wars: Battlefront II from 2005 had it's own campaign called "The Rise of the Empire".
