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YMMV / Star Wars: Battlefront II

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  • Author's Saving Throw:
    • Aerial combat was one of the least popular features in the first game, since most players found out that it's incredibly hard to have a meaningful effect on a land battle while piloting a starfighter; even if you can manage to hit enemy troops from the air without accidentally hitting your own, you can't actually advance the battle by taking command posts, and aerial dogfights are incredibly limited (partly due to the low altitude and rough terrain, and partly because there are just a tiny handful of fighters on each side). Hence, this game nixed aerial combat entirely (save for on Hoth, where Snowspeeders still function like fighters) and moved all starfighters to space battles. Space battles proved to be much more popular, since the open field of space provides much more opportunity for fighter-on-fighter action, and the new space levels allow pilots to advance battles by targeting and destroying capital ships.
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    • In the first game, if you took out an AT-AT on Hoth using the Snowspeeder's tow-cable, the game's achievement system would only credit the gunner for the kill and not the pilot (who basically has the job of completing the kill with this method). This game fixes this by crediting both the pilot and gunner for the kill, acknowledging that taking out an AT-AT with tow-cable is supposed to be a team-effort.
  • Best Level Ever:
    • Kashyyyk. The good guys (Republic and Rebels) have a massive fortress built into the hillside, while the bad guys (CIS and Empire) come charging through the ocean waters and up the beach, with access to plenty of vehicles right off the bat. The fighting gets especially intense on the good guys' side of the beach, and their multiple defenses won't stand up against the sheer might of the bad guys' forces. There are turrets allowing you to rain heavy fire on the enemy, plenty of high ground to snipe from, fallback positions, allies... it's even more epic than it sounds.
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    • Mos Eisley Assault. You can play as every hero or villain in the game, all the heroes and villains face off against each other, some of the sillier tracks from across the first two trilogies play in the background, and it all comes together in a giant cartoony free-for-all.
    • Naboo Hunt. You can choose to play as the Gungans, who have (surprisingly ineffective) EMP Grenades (the "boomers" from the first movie), or you can choose to play as Super Battle Droids, with rocket launchers and fast-firing blasters. It's quite clear which one was meant to win. It also helps that all the gungans intentionally are made to sound like Jar Jar.
  • Contested Sequel: The sequel took its place as one of the most popular and best-selling Star Wars games of all time thanks to improved gameplay and the addition of space battles, playable heroes, medals, more units and vehicles, and the incorporation of every movie in the series up to that point. The improved AI for the game is an added bonus. However, some fans prefer the original game's maps over the sequel's maps. Of course, that's something that can easily be remedied through modding. Notable in that those who think this way generally like Battlefront II, it's just that they prefer Battlefront I, so there's no internal Fandom Rivalry. And especially once the Conversion Pack was introduced as a mod for Battlefront II with Battlefront 1 weapons, classes, ships, and fully-functional maps (including the Tatooine Dune Sea, complete with Sarlacc), everyone has remained quite happy within the fandom.
  • Demonic Spiders:
    • Wampas on Hoth. They are fast and can kill you in one swipe, and they can take a lot of punishment in turn. When you play Hunt on Hoth in Instant Action, you'll have to fight an entire colony of them!
    • Gamorrean Guards in Jabba's Palace, as they can take an absurd amount of punishment, have a habit of spawning in the middle of already-heavy combat zones, and can kill most non-hero units in a single hit. Even hero units have to beware, as they are prone to being knocked over with one hit before being killed by the second. They are also able to capture command posts for themselves, resulting in much bleeding out of reinforcements for both sides.
  • Ensemble Dark Horse: Gizor Delso became quite popular in mods. The fact he provides an excuse for the Empire to fight the Separatists also helps.
  • Funny Moments:
    • When you take damage during a space battle, your fighter's astromech droid (assuming you have one) often squeals in panic just like R2-D2.
    • Clone troopers fighting Jango Fett will occasionally quip, "Can I get your autograph?" They might also refer to General Grievous as "Major Malevolent".
    • In Mos Eisley Assault, some of franchise's stranger songs ("Yub Nub", "Jedi Rocks", etc) play in place of the standard battle music. It works surprisingly well.
  • Game-Breaker:
    • The Wookiees. They have above-average health, access to drones, and a grenade launcher. The Wookiee crossbow is a combination of a sniper rifle and a shotgun! Using various levels of charge on the gun can enable it to either spread out and hit more targets, or fire a single, concentrated shot. Add the scope for the sniper rifle part. Access to grenade launcher allows a Wookiee to go against vehicles, adding to the insane versatility of the berserker. The only class barring hero that counters a Wookiee is the Dark Trooper, whose ARC Caster can do more damage, but lower health, reload and charge times means you have to have a really good escape.
    • The award weapons are this trope in spades, most notably the award rifle, shotgun, and pistol. The award rifle turns enemy soldiers into hamburger meat faster than you can say "I am your father," the award shotgun one-hit kills even the toughest enemy soldiers, and the award pistol is a mini Sniper Rifle that fires as fast as the original pistol.
    • The Droideka can be one in skilled hands. Not only are they ungodly fast while rolling, but once they reach a destination and deploy, often a long cramped hallway/alley or good over-watch position, they essentially completely cut off that area. Their shield lets them tank huge amounts of damage, and their own rapid-fire blasters shred anything short of a tank; this is on top of being immune to headshots and having infinite ammo. It tends to take a combined team effort to unglue one Droideka, and even then it will kill most of its attackers or simply curl up to retreat/reposition. They were thankfully hard to unlock in online play, making them rather rare.
    • Downplayed for Super Battle Droids — mostly due to their wrist rockets. Every other faction's standard trooper has grenades which have limited range, are thrown in an arc, and take a second to explode after landing. The rockets? They fire in a straight line for as long as you please, and explode on impact. It's notably easier to play as the Separatists than the Republic...
    • Any Jedi hero. They can pretty much fight at any range and keep themselves alive by killing enemies, which is fairly easy since their lightsabers cut through infantry like a knife through warm butter and can deflect enemy fire. Darth Maul, having a double-bladed lightsaber and a secret combo, is the worst offender, as he can push the Republic back to a single command post (Polis Massa is a good example) and hold down a single corridor by spamming Saber Throw.
    • CIS Tri-Fighters are small, fast, and the most maneuverable of all Scout-class fighters, with nigh-undodgeable homing missiles and a rapid-fire blaster chaingun.
    • Emperor Palpatine becomes nearly unstoppable with his force lightning. If you charge right up to the enemy's main spawn control point and try to take it, you can bring yourself back up to full health just by using force lightning to kill dozens of enemies in the vicinity in mere seconds.
    • Han Solo is about as good as a non-Jedi hero can get, mainly for his incredibly powerful gun. It deals the same damage as the award pistol and fires two shots at a time to instantly kill anything that's not in a vehicle, doesn't need to reload, rarely overheats, and has a good fire rate with perfect accuracy, letting him single-handedly gun down crowds of enemies in short order. He's playable even in Hero Assault as he can kite lightsaber-users with his fast movement speed while poking them to bits and blowing them up with detpacks. "Hokey religions and ancient weapons are no match for a blaster at your side," indeed.
  • Hilarious in Hindsight:
    • Darth Maul appeared as a Hero for the Seperatists despite dying in The Phantom Menace, over a decade before the Clone Wars even began. However, it was later revealed that he survived in Star Wars: The Clone Wars, albeit as an enemy to both sides of the war.
    • One of Han Solo's lines is "I'm getting too old for this". In The Force Awakens, set thirty years later, he's a Cool Old Guy who can still handle himself in a fight despite his age.
    • Clone troopers sometimes refer to General Grievous as "Major Malevolent". In Star Wars: The Clone Wars' first season, Grievous commands a battleship names Malevolence.
  • Memetic Mutation: Most of the dialogue has become this, particularly the clone lines.
    • "Watch those wrist rockets!"
    • "They've sent in the supers!"
    • "NOW HEAR THIS!"
    • "Just like the simulations."
  • Narm:
    • The female Rebel sniper sometimes shouts "Yee-haw!" in an atrocious attempt at an American southern accent.
    • The announcer prompts can sometimes lead to rather ridiculous sounding messages when spliced together.
      CIS Announcer: Reinforcments are being depleted! Victory is inevitable!
  • Paranoia Fuel: The Bothan Spies. They have incinerator weapons, regenerate health, transmit the ability to regenerate health to others, are equipped with time bombs, and attack in numbers. And they can do all this without you seeing them once, because they can turn invisible! It's almost guaranteed that once you see one, you will not stop until you've sprayed the area with gunfire, emptied a magazine in the alien's general direction, thrown several grenades, and generally made sure that it is superlatively dead.
    • Of course, they have such awful range and such low health that you can hand them their asses if you ever get in a fight where you can actually see one of them.
    • A glitch in the Tantive IV in the second game allows the player to leave the map and walk around it from the outside. If you're fighting another player and both of you know the glitch, this can get really paranoia-inducing, as they can literally come from anywhere.
  • Polished Port: The Xbox One backwards compatibility version both runs a lot better and looks a lot better, due to the visuals getting a bump with the better hardware.
  • Rooting for the Empire: Literally in the campaign, since the player only plays as the clone troopers (who not only get to execute Order 66, but are presented rather sympathetically doing so and in their envy of the Jedi's fame) and Empire, and the final mission presents an alternate reality where the rebels are defeated for good. This even got streamlined into the old Expanded Universe, as people felt the ending was perfect for them, but then it was all de-canonized when Disney bought the rights and did away with the entire now-Legends canon.
    • From some missions, you might end up doing this when you play against the New Clone Army or the Separatist Remnants, in part because the leader of the latter is an Ensemble Dark Horse.
  • Scrappy Weapon: While award weapons always have some kind of drawback compared to their base counterpart, their upsides generally make them worth using. Unfortunately, this can't be said of the Beam Rifle. Compared to the regular sniper rifle, the Beam Rifle suffers from a severely reduced fire rate, reload speed, clip size, and ammo capacity, making it worse in nearly every way. And just to add insult to injury, it does no damage on headshots and has issues with hit registration. Its only upsides are instantly killing on bodyshots and the ability to penetrate multiple enemies, which don't make up for the weapon's mountain of downsides; the War Hero bonus gives you a damage increase that lets the regular sniper rifle One-Hit Kill on bodyshots anyway, and enemies will rarely line up nicely for you to land a One-Hit Polykill.
  • Take That, Scrappy!: Naboo Hunt puts Super Battle Droids up against Gungans. You have a tri-shotgun that can 2-hit kill anything, a rocket launcher built into your arm, and a machine gun. They have grenades, horrible aim, and a fusion cutter. Plus, there's already the motivation of killing Jar-Jar, whom all the Gungans sound exactly like. Do the math.
  • That One Achievement: The Demolition medal requires you to land four critical hits on vehicles with a rocket launcher in one life. This is much harder than it sounds; most weak spots on vehicles are located in spots that are hard to hit when they're trying to gun you down, and the ones that aren't make you put yourself in the vehicle's line of fire. And you have to dead-fire the rockets, because the lock-on function will not automatically target vehicle weak spots. If you want to play with remote missiles, have fun trying to grind this one.
  • That One Level:
    • Kashyyyk is a meat grinder, requiring players to hold the front line against the enemy before falling back to defend a small refinery station. The enemy has access to explosives and vehicles, making the latter part hell.
      • It's not much better outside the campaign. If playing on the heroic side (Republic/Rebels), your forward command post has very little cover and is nigh-impossible to hold against enemies storming it from both the beach and the water; this inevitably leads to your reinforcements running out very quickly, and the infinite Wookiee reinforcements only do so much. And just to add insult to injury, losing the forward CP also means you lose access to tanks. Meanwhile, if you're playing on the "Villain" side (CIS or Empire), the mission requires you to slog your way across the map, with very little cover, while AI-spawned Wookiees aid the "Heroes" in manning heavy weapons on top of a huge wall. Oh, and said Wookiees don't count towards the enemy number count. It's a bit like the D-Day invasion in "Saving Private Ryan" and initially the only way to get past the wall is two narrow doorways, which are easy to turn into choke points. You can open up a much larger door between the two, but to do that you have to get past these narrow choke points to blow up a computer panel while under fire from pretty much every single enemy on the heroic side.
    • When on the Hoth Hunt level, that is "Rebels vs. Wampas," it can be this if you pick the Wampas. The problem is that the Rebels all start out standing in an open field... that is covered in turrets, autoblasters, and trenches. The Wampas have to emerge from narrow caves and advance across an empty hanger, in full view of the entire Rebel army, who is at this point well entrenched and no doubt manning the numerous gun emplacements, waiting for you to emerge from your narrow choke point into their killing field.
    • Operation Knightfall should be one of the most memorable levels, if only there is no ridiculous mission where you have to protect bookcases that is being destroyed by the Jedi and if all the bookcases are destroyed, the mission is failed. Jedi spawn right on top of the bookcases when the objective goes live. Do the math.
    • The Raid on Polis Massa is an extremely challenging Marathon Level, requiring you to complete multiple objectives across a massive map, while being swarmed by Rebel forces. And once you're done, you have to fight your way back to the start of the map.
      • The regular Polis Massa map is very tough for the Empire and Republic due to the way the spawn points are set up; namely, the Rebels and CIS spawn closer to the Empire/Republic's forward command post than the Empire/Republic do. This makes the command post depressingly hard to hold, and just to add insult to injury, the Rebel/CIS command posts are ridiculously easy to defend.
    • The Tantive IV mission. Let's just say that the Rebels in the opening of A New Hope would have fared much better if they had access to thermal detonators.
    • Endor for the Empire. The Ewoks actively side with the Rebels against you, and their small size and usage of rocks that send you flying and temporarily stun you makes for an annoying enemy. To make matters worse, their deaths don't diminish the enemy unit counts, so killing them is of no hindrance to the Rebels. In addition, the level's forestry can make locating Rebels particularly difficult, which makes it easy for snipers to hide and snipe you when you aren't looking.
    • Jabba's Palace - for both teams, mind you. The layout is labyrinthine and full of traps, most notably a Rancor - and all over the map there are Gammorean Guards, who take an absurd amount of punishment, and can end your life with a clean swing of their axe.
    • Naboo, for several reasons:
      • The map has a pathfinding bug that causes bots on the heroic side to get stuck north of the upper left command post, in an area that originally had stairs to a sniper point but was blocked in this version. No one has managed to fix this.
      • The vehicles on the map are unbalanced. The Republic gets to fight AATs with AT-RTs, which aren't exactly on the same level but are at least capable of doing some damage. No such luck with the Rebels, who get no vehicles whatsoever while the Empire gets to field IFT-Ts.
      • In Galactic Conquest, Naboo is one of the few planets that directly borders another (Dagobah), and is located in a chokepoint in the middle of the map, so it's going to get invaded a lot. Dagobah also gets this for the same reason, but it's far easier to defend.
  • Underused Game Mechanic: During the campaign, there are a pair of missions where you (as the Empire) get to fight both Clones and Separatists respectively, complete with a decent story justification for it. Sadly, everywhere else matchups are strictly limited by the era you're in.
  • They Wasted a Perfectly Good Plot:
    • This game adds space battles for the first time, yet it didn't include the famous Battle of Yavin IV and Battle of Endor. Recreated by fans, though.
    • The capital ships in space battles... don't really do anything. They just sit in one place, occasionally launching fighters, until one cruiser is too badly damaged by enemy bombers and the battle ends. It would have been far more interesting and dramatic to have them moving around the battlefield, engaging each other with their heavy weapons, while the starfighters dogfight and drop bombs to soften them up.


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