The post Star Wars Battlefronts infinite health glitch is messing the game up for everybody appeared first on Game News.
]]>
Reddit’s currently (opens in new tab) awash (opens in new tab) with mentions of the glitch, which seems to be most prevalent on Xbox One, although there is mention of it on PC as well. It seems to be an issue with lag (another problem the game seems to be suffering from at the moment) where crashing a ship can (but not always) catapult the player across the map and somehow makes you immortal in the process. A lot of people seem to be activating it by accident too, but plenty are taking advantage of it and messing up the fun for everyone else – there are no shortage of pictures like this doing the rounds:

Yeah, 168 kills you say?
EA and DICE haven’t said anything outright yet but instead are directing people to a page to report cheaters.
@moonsters2001 We know that’s frustrating. You’ll find some good information on reporting cheating here: https://t.co/js0Dagh6XjNovember 23, 2015
See more
I’m not sure how much help that’ll be when it’s a glitch in the game enabling it and some people aren’t even doing it on purpose, so we’ll see how long it takes to fix.
Seen something newsworthy? Tell us!
The post Star Wars Battlefronts infinite health glitch is messing the game up for everybody appeared first on Game News.
]]>The post Star Wars Battlefront collectibles location guide appeared first on Game News.
]]>
The meat of Star Wars Battlefront (opens in new tab) is in its multiplayer, but that doesn’t mean there isn’t a lot to get out its solo content. What adds replay value to Battlefront’s single player are the myriad collectibles scattered throughout its maps and modes. Our guide is here to take out the searching and guesswork for you, but first there are a few things you should know.
These collectibles help by boosting your score for the match in progress, and as such they reset every time you begin a new match. You can always count on finding the collectibles at the same spots during every match you replay, but different modes of the same map place their collectibles differently. Our guide makes reference to compass points even though the compass in Battlefront isn’t very easy to read – just note that north is represented by the slightly longer line at the edge of the compass.
Looking for more help, young Padawan? Then check out our 12 essential tips for winning in Star Wars Battlefront (opens in new tab) and learn How to dominate every mode in Star Wars Battlefront (opens in new tab).
Current page:
Page 1
The post Star Wars Battlefront collectibles location guide appeared first on Game News.
]]>The post You can play Star Wars Battlefront while it installs – but you might not want to appeared first on Game News.
]]>Though Battlefront won’t be out until Tuesday, EA Access members on Xbox One can play it for up to 10 hours starting today. It was previously revealed that – unlike some EA Access titles – all of Battlefront’s modes would be available to enjoy (opens in new tab) during the preview period. Apparently, that includes this mini-game, which has you stomping around a Hoth base as the dreaded Sith Lord, slicing up Rebels while the game installs.
If you’re fine with this, by all means, enjoy. Just remember: once you start down this path, forever will it dominate your destiny. Consume you it will!
Seen something newsworthy? Tell us!
The post You can play Star Wars Battlefront while it installs – but you might not want to appeared first on Game News.
]]>The post Is DICE better off without Battlefield? appeared first on Game News.
]]>The neat thing about this principle is that you can also apply it to game development. And, well, most forms of conscious human activity. Look at Ubisoft Montreal, a studio that is so enormous it practically affects the movement of ocean tides, best known for its work on Assassin’s Creed and the vast cosmos of games that are basically Assassin’s Creed with a change of camera angle. I think one of the main reasons that key staffers haven’t gone mad under the strain of tending to the same, hyper-profitable open world formula is that they’re given regular opportunity to let off steam creatively, in the shape of artier fare like Child of Light or even just a slightly unusual brand of third-person arse-kickery, such as the forthcoming For Honor.

Now, look at DICE. In the course of the past decade, the Swedish developer has created no less than 10 Battlefield games, plus dozens of Battlefield DLC packs and chunky game updates. Its only real break from the series has been the original Mirror’s Edge, released in 2008, together with the odd spell helping another EA team get the measure of its all-conquering Frostbite engine. A decade on any franchise represents quite the slog, and Battlefield isn’t just any game. It’s a gruelling carnival of high fidelity – a connected physics and ballistics playground of the most ridiculous scale and density. Imagine spending years of your life on such a game, without reprieve. Imagine spending years of your life on one of the less glamorous aspects of such a game. “What did you do during the war, granddad?” “Well, I designed bollards for Battlefield maps till my eyesight gave out. Now if you don’t mind, Jimmy my lad, I could do with a tot of rum.”
That’s just my characterisation of the mood at DICE, of course – for all I know, the majority of its employees are perfectly happy with their lot – but I’ve picked up on the odd glimmer of weariness in conversation with studio frontmen. In 2013 I spoke to Battlefield’s executive producer Patrick Bach about the frustrations of Bad Company, a game that took the bold step of serving up pseudo-military shootybang with actual jokes. The subfranchise enjoys a sizeable cult following (not just for its tone – some fans hold that the second Bad Company’s multiplayer has yet to be bettered) but according to Bach, a significant proportion of the audience were deterred by what they saw as its frivolity. DICE dutifully ladled on the grit with Battlefield 3, and was promptly lambasted for taking itself too seriously.

You could say that, in trading Battlefield for Battlefront (opens in new tab), DICE has bounced out of its foxhole only to tumble headlong into a carbon freezing vat. With a new film trilogy in the offing, working in the shadow of LucasFilm and Disney must be intense, to say the least: one pictures the Death Star looming over the studio’s rooftop offices, its targeting computer set to auto-fire should the words “Battlefield 4 mod” ever find their way onto Metacritic. And yet, I’m not sure DICE has ever seemed fresher of face or springier of step. It’s not just the obvious, albeit carefully staged enthusiasm with which the developer’s artists have burrowed into the detail of the Star Wars universe; in reviving the Battlefront formula, a formula derived in part from earlier Battlefield games, DICE has taken the opportunity to experiment a bit, playing around with power-ups, ironsights-free combat and the concept of celebrity infantry.
And then there’s Mirror’s Edge: Catalyst. I can’t be alone in feeling rather astonished by Mirror’s Edge: Catalyst – less for what it is as what it, miraculously, isn’t. According to unwritten laws of internet cynicism, when a franchise owned by a publisher of EA’s stature debuts to middling sales then spends years in limbo, only to reappear out of the blue, there is but the one possible outcome: a Frankenstein’s monster of lowest-common-denominator design trends swathed in the bleeding pelt of the original game. Catalyst isn’t that, so far. It’s Mirror’s Edge but spread out and without the annoying gunplay. It still has a female lead, and she is still sensibly dressed (well, inasmuch as one can do anything sensibly while gallivanting around on skyscrapers). As a militant fan of the original, I can honestly say it’s more than I ever hoped for.

Perhaps, just perhaps, all this is evidence that DICE has outgrown the franchise that made its name. Maybe it deserves more at this stage than the temporary leave of absence from army life EA’s partnership with Star Wars has earned it. The conditions for a license handover within EA are, in many ways, ripe. Battlefield Hardline developer Visceral has demonstrated that it knows how to make a Battlefield game tick, if not necessarily shine – its next stab at the IP could be the one that propels it to stardom, like Treyarch’s gradual but undeniable rise with Call of Duty. EA also has the DICE Los Angeles team, made up of former Danger Close staff and overseen by Stockholm veterans, which has spent the first couple years of its life working on Battlefield DLC packs. No, I probably wouldn’t entrust DICE LA with a “proper” numbered Battlefield in light of Medal of Honor: Warfighter’s failings, but that was 2012. A lot can change over the course of a console generation jump.
On a deeper level, the taut synergy between DICE, Battlefield and the Frostbite engine has begun to soften a little. Battlefield games will probably always be the lynchpins of Frostbite’s development – Battlefield encompasses so many different types of interaction, most of them designed to function in a high-pressure networked environment, that it’s an ideal proving ground for Frostbite features that will later gravitate to other releases. But work on Frostbite has been decentralised in the leap from Frostbite 2 to Frostbite 3 – a bunch of EA studios are using the engine now, from Ghost Games to BioWare, all learning from one another’s breakthroughs and missteps. DICE is still Frostbite’s Big Daddy, but it’s no longer the only hand at the wheel.

Again, I could be misjudging the mood at the studio completely. Another way of looking at Battlefield is that, much as its dizzying sweep of features, tactics and scenarios suits the needs of Frostbite’s evolution, so it’s all the game any ambitious and imaginative design team could ever need. Certain of the spin-offs attest to how much variety can be achieved within the same old wargame – Bad Company aside, there’s the toonified Battlefield Heroes and that lonely stab at science fiction, Battlefield 2142. It’s been a while, however, since the numbered games truly surprised us. After so many years at the grindstone, it’s worth asking whether DICE is still the developer to capitalise on Battlefield’s breadth – whether the sheer strain of such a long and fruitful period at the helm is beginning to take its toll. If you love something, really love something, there comes a point when you have to let it go.
The post Is DICE better off without Battlefield? appeared first on Game News.
]]>The post Getting back to Star Wars Battlefronts roots appeared first on Game News.
]]>You’d think being thrown into the heat of battle minus all those god-like Force powers would be frustrating, but whether you were playing it tactically – systematically dominating sections of the map – or just looking to shoot some wookiees in the face, Battlefront 2’s Rise of The Empire campaign offered a fresh take on this well-told saga. The same thinking was applied to the returning Heroes (and Villains). These formally non-playable generals (Vader, Mace Windu, etc) had a huge effect on the outcome of each conflict. You could only use each one for a limited time, so deploying them in the right place could turn the tide of a skirmish. There was always a moreish thrill to fighting your way to an objective, only to have Vader turn up and decimate everybody.

The long-awaited addition of space-based dogfights was another big change for the series. These optional gold mines brought the Battlefront experience to a whole new level, enabling you to pilot your starship of choice and take down enemy fighters in a barrage of laser fire. You could also land inside an enemy’s vessel and meticulously dismantle the floating behemoth from the inside out, before swiftly escaping to watch the ship explode in your rear-view mirror.
The real star of the show came to life when you booted up the now defunct servers and took the fight online. Multiplayer saw up to 24 players battle it out in a variety game modes, ranging from the quintessential Capture The Flag to the titanic new mode Hero Assault – which saw all the aforementioned generals face-off on the sandy streets of Mos Eisley. Sure, you could just jump into a quick match and raise hell, but as a team you could own any battle. Chipping away at an enemy Star Destroyer as a band of bros (and sisters) captured a squadron mentality that foreshadowed the success of online gaming to come.
With Battlefield devs DICE drafted in to resurrect the aging series, we can only hope that it acknowledges both the triumphs and tribulations of this classic PS2 blaster. With games such as Dust 514 and EVE Online merging real-time battles across space and surface engagements, the scope for a new Battlefront game is tantalisingly broad.

(opens in new tab)
Just imagine being able to capture a base on the ground, grab a ship and launch into a space dogfight, all in real-time. Branded as more of a reboot than a direct sequel, this new entry could be a legacy-defining release in the timeline of this cherished franchise. Help us DICE, you’re our only hope.
Click here (opens in new tab) for more excellent Official PlayStation Magazine articles. Or maybe you want to take advantage of some great offers on magazine subscriptions? You can find them here (opens in new tab).
The post Getting back to Star Wars Battlefronts roots appeared first on Game News.
]]>The post Why Star Wars Battlefront is a reboot, and not a continuation, for the series appeared first on Game News.
]]>In the latest issue of Official PlayStation Magazine, DICE’s GM Patrick Bach explains the studios take is more of a reboot – and one that offers it a clean slate on which to innovate. “I think what we did was instead of trying to build upon the old games, we went back and said let’s start over. Let’s analyse the good and the bad, like we did with old games, but it’s more about going back to the core idea that Battlefront stands for, and then building on that. Because otherwise you will create a version of somebody else’s game, and that’s not what we do!”

Bach reveals a big part of the studio’s driving force is the desire to create a game that’s instantly recognisable as a DICE game, regardless of the licence attached (including going as far asscanning in the real-life props from the movies for Star Wars Battlefront). “We build our own games, we build something that breathes ‘DICE’. We wanted to take a fresh stance on the concept of Battlefront, rather than saying ‘let’s take that feature and call it the same thing’, or ‘let’s remove that feature’. It will just get messy. So you have to see it as a reboot.”
Despite DICE choosing to drop space battles in Star Wars Battlefront, this Force-powered shooter could prove to be one of the most exciting Star Wars games in recent years.
The latest issue of Official PlayStation Magazine, with Call of Duty: Black Ops 3 on the cover, is out now. Buy it here or subscribe (opens in new tab) to future issues.
The post Why Star Wars Battlefront is a reboot, and not a continuation, for the series appeared first on Game News.
]]>The post DICE explains Star Wars Battlefronts lack of space battles appeared first on Game News.
]]>In the latest issue of Official PlayStation Magazine, executive producer Patrick Bach reveals the Swedish studio wants to keep the focus on Battlefront’s planetary skirmishes. “We want players to stay in the same [environment] – we don’t want players to fly off and do something over here. It’s about the Battlefront experience, so we want to keep you in-atmosphere and fighting with the infantry.”

With DICE going as far as scanning actual props to give Star Wars: Battlefront an authentic feel, Bach hopes the fans will understand its decision: “We have to start somewhere. You can’t do everything at once. We want to build something that’s great for what it is, and have a holistic view on what we’re trying to achieve, rather than tossing everything in there from the start.”
The latest issue of Official PlayStation Magazine, with Call Of Duty: Black Ops 3 on the cover, is out now. For more on Star Wars Battlefront and much more, pick up a copy here or subscribe (opens in new tab) to future issues.
The post DICE explains Star Wars Battlefronts lack of space battles appeared first on Game News.
]]>The post Star Wars Battlefronts on-rails AT-AT is a good thing so get used to it appeared first on Game News.
]]>You’ve got a bad feeling about this.
Now replace ‘helicopter’ with ‘AT-AT’, one of Star Wars Battlefront (opens in new tab)’s iconic metal battle-cows and imagine the fun you could have with a dick pilot or someone who’s ‘just working out the buttons’. I mention all this because there’s an ongoing spat right now, since DICE producer Jesper Nielsen posted on Reddit (opens in new tab) (as TheBikingViking) to confirm that Battlefront’s AT-AT’s would be on rails:

A lot of people are seriously unhappy that they won’t be able to drive AT-AT’s. Like, really unhappy that they won’t have direct control over each plodding foot as it ponderously stomps across the map at the sort of speeds that a lightly concussed, post-crash, Luke Skywalker was able to keep pace with in deep snow.

Image credit:Vaturius (opens in new tab)
Think about it: if you could drive the AT-ATs, it would be slow and boring and if you screwed it all up it would be the most humiliating three-point turn in the history of galactic warfare:

Image credit:Penny Arcade (opens in new tab).
On rails? I am fine with that. The Walker Assault mode for example, a 40-player thing that sees the rebels trying to fend off one of the Empire’s walkers, relies on the thing doing what it’s told. Imagine the hilarity of watching an AT-AT slowly grind up against a mountain in the far distance; as the clock ticks down and unidentifiably distorted music crackles through the headset, interspersed with giggling. Aren’t you a little… fucking stupid to be a Stormtrooper? If I can’t even trust some random on a bike in Battlefield Hardline, what the hell’s going to happen in a skyscraper-sized robo-horse with lasers for a face?
All the people so unhappy with the idea of not being able to drive a slow walking giant can’t have really thought it through. Get past the nightmare logistics of trying to control the thing and there’s the size of it. The thing needs to be huge, so it’s effectively a piece of moving scenery, not a vehicle. This isn’t something you hop into so you can nip across the map. It’s a piece of the map.
Get all our Star Wars battlefront details and info here. (opens in new tab)
The post Star Wars Battlefronts on-rails AT-AT is a good thing so get used to it appeared first on Game News.
]]>