Solo4114
Master Member
I keep seeing people who say this and I just didn't have that experience. I really wanted to like it because it looked and sounded amazing, but as a kid who loved Rogue Squadron on the N64 and Gamecube I just couldn't wrap my head around the handling and kept flying into things. Never got used to the dual stick controls for flying.
So, three things.
1. I grew up playing the X-Wing/Tie Fighter/XvT/XWA games. I knew they were never gonna go anywhere near the control scheme or complexity of those games. I never played Rogue Squadron, so I don't know how they controlled things, but if I could learn, you can learn. (Though if the gameplay itself doesn't grab ya, it's probably not worth bothering at this point).
2. The game had a mode where you used one of the sticks for throttle that, I think, worked a lot better. It included roll on the stick responsible for pitch, too. Made it much closer to what I was used to. The more arcadey version of controls was a holdover from Battlefront 1.
3. Battlefront 1 was...nowhere near as good as this game was for flying. Their flying mode was, you know.....fine, I guess, but super arcadey. That's a big part of why I appreciated Battlefront 2 -- I'd already seen what they did to a flying mode before, and this was a major step up.
All that said, if this game basically ends up being the content I SHOULD have gotten for Battlefront 2, but split out into its own $40 game?
Screw. That.
The reason is simple: Starfighter Assault was utterly abandoned for 3 years when those who bought the game were promised a "live service" and ongoing support. To then break off the same gameplay and try to charge me again for it is incredibly sleazy, even for EA and I do not care to support such practices.