The Star Wars: Battlefront II Backlash: What Went Wrong?
When the highly anticipated Star Wars: Battlefront II launched in November 2017, many fans expected a triumphant return to the galaxy far, far away. Instead, they were met with a firestorm of controversy, making it one of the most disliked video games in recent memory. The disappointment wasn't about the core gameplay, which often recaptured the magic of large-scale Star Wars battles. The issues ran much deeper, primarily revolving around its controversial monetization model and how it impacted the player experience.
The Loot Box Nightmare: A Pay-to-Win System
The central source of player anger was the game's reliance on loot boxes, which were essentially digital surprise bags containing random in-game items. These items included things like:
- Star Cards: These were crucial power-ups that provided players with gameplay advantages. They could boost weapon damage, improve abilities, or enhance defensive capabilities.
- Cosmetics: While some loot boxes contained cosmetic items that changed character appearances, the primary concern was the gameplay-affecting Star Cards.
- Crafting Materials: Used to upgrade Star Cards and further enhance their effects.
The problem was that the best and most powerful Star Cards, the ones that gave players a significant edge in multiplayer matches, were disproportionately found within these loot boxes. This created a perceived pay-to-win environment. Players who spent real money on loot boxes could acquire powerful gear much faster than those who chose to earn it through in-game progression. This felt fundamentally unfair to many, as skill and time invested were overshadowed by the potential for financial expenditure.
The Grind Was Real (and Designed)
To make matters worse, the in-game currency required to purchase loot boxes and upgrade Star Cards was notoriously difficult to earn at a reasonable pace. Players found themselves facing an immense grind, spending hours upon hours playing matches just to accumulate enough credits for a single loot box. This was widely seen as a deliberate design choice by EA, the game's publisher, to incentivize players to open their wallets and purchase loot boxes with real money.
One widely cited example was the time it was estimated to take to unlock all the powerful abilities for a single hero character. Early calculations suggested it could take hundreds of hours of gameplay, or a significant amount of money, to achieve this. This level of commitment felt unreasonable for a full-priced game.
Hero Unlocks: The Darth Vader Controversy
Adding fuel to the fire was the way hero characters, iconic figures from the Star Wars universe like Darth Vader, Luke Skywalker, and Emperor Palpatine, were locked behind massive in-game credit walls. Initially, players had to spend 60,000 credits to unlock each hero. For context, earning 60,000 credits could take dozens of hours of dedicated gameplay. This felt like a slap in the face to fans who were eager to jump into the action with their favorite characters.
This decision was met with immediate and widespread outrage. Memes and sarcastic comments flooded social media, and the game's subreddit became a hotbed of criticism. The sheer audacity of locking beloved characters behind such a steep grind, especially when they could be acquired through loot boxes (albeit with random chance), was a major turning point in public perception.
"The intent was to let players earn heroes through gameplay, but we heard the feedback loud and clear. We have made changes to make heroes more accessible. [...] I want to apologize for the concerns this has caused."
This was a public statement from EA in response to the uproar, demonstrating the severity of the backlash.
The Impact on the Star Wars Brand
The controversy surrounding Battlefront II had a significant impact on the Star Wars brand in the gaming world. It tarnished EA's reputation and led to increased scrutiny of video game monetization practices across the industry. Many felt that the greed exhibited by EA undermined the beloved Star Wars universe, which is generally associated with adventure, heroism, and good versus evil, not predatory monetization schemes.
Subsequent Changes and Player Trust
Following the immense backlash, EA and developer DICE were forced to make significant changes to the game. They:
- Removed loot boxes for Star Cards: In a monumental shift, EA removed the ability to purchase loot boxes with real money that contained gameplay-affecting items.
- Rebalanced progression: The grind for credits was significantly reduced, making it much faster to earn in-game currency and unlock content.
- Made heroes more accessible: The credit cost for heroes was drastically lowered.
- Shifted to a cosmetic-only monetization model: Post-launch, EA focused on selling cosmetic items for real money, which is a much more accepted form of monetization.
While these changes were welcomed by the player base and allowed Battlefront II to eventually find a more stable footing and a dedicated community, the initial damage was done. The game launched with a cloud of distrust hanging over it, and the memory of its controversial beginnings lingered for a long time, impacting how many players viewed EA and its future Star Wars titles.
Frequently Asked Questions about Battlefront 2's Controversy
Why was Battlefront 2 so controversial at launch?
Battlefront 2 was highly controversial at launch primarily due to its aggressive loot box system. These loot boxes contained gameplay-affecting items like Star Cards that provided advantages in matches. This led to accusations that the game was pay-to-win, as players who spent real money could gain a significant edge over those who didn't.
How did loot boxes affect gameplay in Battlefront 2?
Loot boxes in Battlefront 2 contained Star Cards that could significantly boost player performance. These cards improved weapon damage, defensive capabilities, and character abilities. Acquiring these powerful upgrades was heavily tied to chance and the purchase of loot boxes, meaning players could become more powerful not just through skill or time invested, but through spending money.
Was Battlefront 2 truly pay-to-win?
While not every single match was decided by who spent money, the system was widely perceived as pay-to-win because a player could gain a tangible, often significant, advantage by purchasing loot boxes. This meant that skillful players could be outmatched by less skilled players who had simply invested more money into the game for better gear.
Did EA eventually fix Battlefront 2's problems?
Yes, following massive player backlash, EA made substantial changes to Battlefront 2. They removed the pay-to-win loot boxes, rebalanced the progression system to reduce the grind, and shifted their monetization strategy to focus solely on cosmetic items. These changes significantly improved the player experience and allowed the game to recover some of its lost reputation.

