As well as getting a hands-off demo of Star Wars Battlefront II at its official unveiling out at Star Wars Celebration, Nathan "nachosjustice" Lawrence also had a chance to sit down and chat in-depth with DICE about upping the series' multiplayer offering and what has, and can, change.
Here's a snippet from the interview feature:
Again, DICE was only willing to cover the tip of the iceberg when it came to classes in Battlefront II, but if you read between the lines of what Diemer had to say next, it starts to paint a clearer picture. “It’s more about boosting up the troopers than it is about bringing down the heroes [in terms of power],” says Diemer. “[We] give you more options to play together as a team. One [class], perhaps, can take more damage than you can, but you can deal more damage, or maybe at a longer range. So, by combining both of your abilities at the right moment, you can take out Darth Maul [for example] if the timing is right and the moment is perfect.
“We don’t want it that it’s always a counter, but we want it that it gives you that glimmer of hope – another Star Wars thing – that there is a possibility that if I play my cards right and if I’m lucky and if I do the right things at the right times, then I might become the hero of the match. Maybe not always, but maybe sometimes.”
Let’s dissect that for a moment because it’s important. First, there’s the possibility that a squad can take down a hero, and that hero isn’t less powerful, but a squad of troopers is more powerful than in the last game. Within this, there’s also the implication that the restrictive two-player Partner system from Battlefront 2015 has been expanded into a squad system with a higher player count.
Click here for the full in-depth interview feature.