
They’re just so knowledgeable in that area. From a DICE perspective, when we set out to make this game, we wanted to look to some experts that could really lend a great creative eye and design eye to starfighters, in a way that I don’t think we could begin to approach. We had worked with Criterion on the VR mission for the first Battlefront. Paul Keslin: For most of the time, we knew that we always wanted a good partner. GamesBeat: From a design standpoint, how did you start collaborating on multiplayer and ultimately get to a design?

I’ve also embedded a video capture of a Starfighter Assault battle. This first interview focuses on the design, and the second will deal with the tips. I interviewed Keslin and Lake, and we talked about the design of multiplayer and tips for how to play. But I loved the massive 20-versus-20 Galactic Assault mode, where you take multiple objectives from the enemy in a narrated battle. You can graduate to flying starfighters in Starfighter Assault or take objectives in Strike mode. The experience starts easy with Arcade mode, which is a solo or co-op experience where you can explore the characters’ capabilities and learn how to play. Overall, multiplayer is much deeper with Battlefront II. Villains mode where four heroes - like Luke Skywalker or Rey - square off against villains like Kylo Ren and Darth Vader. It mixes all the characters and soldiers from all Star Wars time periods and results in crazy experiences, such as the Heroes vs. They say that Battlefront II’s multiplayer is about the fantasy of being a trooper, pilot, or hero in the Star Wars universe.
