Rejoice, ye multiplayer masses, for EA hath seen your affliction and given heed to your cry.
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They’re hardly surprising, though. With 2017 filled with loot box and microtransaction controversy (see Shadow of War, Destiny 2, Call of Duty: WWII, and more or less every licensed pro sports game), the much-anticipated Star Wars game seems to be the straw that broke the gamer’s back.
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And of course, spending more money on loot boxes means immediate, semi-exclusive advantages over others in multiplayer.Īll of these ideas and structures are borrowed from free-to-play and mobile games, and they’re disheartening and insulting to see from one of the biggest games of the year from the world’s biggest gaming software company. Blocks in the arcade mode meant players could only earn a limited amount of the in-game currency per day. Because a lot of the rewards are hidden in randomized loot boxes, you’d have to pay thousands of dollars or play thousands of hours to unlock all the content.
The slow progression wasn’t the only problem. EA relented, chopping the time it would take to earn those heroes by 75%…but also reducing the rewards for completing the single-player campaign by an equal amount. But after early players crunched the numbers and realized it would take about forty hours of play to unlock iconic characters like Luke Skywalker and Darth Vader, gamers revolted. You could just play the game for free, hoping to earn those rewards eventually. Of course, you don’t have to pay to get that advantage. You don’t have to pay to play, but you do have to pay to win. Namely, it seems to be almost entirely built around microtransactions (in-app purchases, mini-DLC, “ player recurring investment,” and so on), driving players to spend more real-world cash to get an advantage over their opponents. It’s technically out today in most markets, a short open beta and a pre-play period for EA Access subscribers have exposed extremely troubling parts of the game’s core structure.
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