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See Star Wars: Battlefront II for the sequel, and Star Wars Battlefront (2015) for the DICE reboot.


  • Best Level Ever:
    • Hoth, with a massive map, plenty of vehicles, a wide-open field, and no shortage of mayhem. A near-perfect recreation of the battle from The Empire Strikes Back.
    • Bespin
      • Cloud City is a sniper's paradise, with plenty of nooks and crannies from which to pick off anyone and everyone down below.
      • Platforms is the closest the game has to the space battles of the second game, as it has plenty of starfighters, turrets, and a wide open sky to do combat, or you could try to push from the ground manually. It's also the only map with bottomless pits, which can be exploited to take an enemy hero out of play with a well-placed rocket.
    • The Battle of Naboo campaign mission puts you in the shoes of the Trade Federation against the Gungan army, who all sound conspicuously like Jar Jar and incidentally have no way of dealing with AATs. As if the promise of mowing down an army of Jar Jars wasn't enough, you can deviate from the movie by driving an AAT into the Gungans' shields and blasting the crap out of everything nearby. Needless to say, it's a lot of fun.
  • Complacent Gaming Syndrome: See Ultimate Showdown of Ultimate Destiny. That is the only mode anybody will ever want to play online in the second game. Taken further in the Xbox version, which had Downloadable Content mostly remembered for porting the mode to more maps and spreading the mode's influence, despite the content including other two new heroes to play as and some maps ported from the first game.
    • When people do play other modes like Conquest and CTF, expect both teams to be made up almost entirely of heavies and engineers.
  • Demonic Spiders:
    • Droidekas. They pack a withering amount of firepower and have obscenely tough shields, capable of eating an entire clip from a blaster rifle (and the Clone Troopers have larger-than-average clips to begin with) or even an orbital strike; once entrenched, it's not getting removed by anything other than overwhelming force. It is vulnerable before it fully deploys and activates its shields, but killing it in that window is easier said than done since they also have higher-than-average health to begin with; in order to kill an un-rolling Droideka with a blaster rifle, you have to continuously shoot it right as it begins to transform; too slow and it survives with a sliver of health and ventilates you. Fortunately, tanks will make short work of them, but on vehicle-less maps... yeah, have fun. Thankfully, their AI was reined in by the second game, giving you more opportunities to take them down.
    • Any bot behind a turret. The turret AI in the first game has aimbot accuracy, and the turrets themselves can kill you in around four hits maximum. If you don't take care of them before they can take aim, you're toast, no questions asked. The AI's turret accuracy was thus reduced in the second game. A bit too much, in fact, as they became unable to hit the broad side of a moisture evaporator at twelve paces.
  • Game-Breaker:
    • Jedi heroes. In the first game, if you didn't get a vehicle to run them over with, you would almost certainly end up dead in seconds, then start raging nonstop as it happens over and over again. Oh, and you couldn't play as them. The sequel, on the other hand, let you play as them, and added in Force powers such as Force Push, Force Pull, and Force Lightning. Ordinary characters cannot block Force powers, even with another hero, which usually results in an easy lightsaber kill.
    • Turning friendly fire off could do this, especially with the Heavy Ordinance classes. As turning off damage to teammates also turned off damage to yourself. Let's go over a short list of what you can do with friendly fire off. You can spam grenades and/or machine gun fire down a tight hallway without any regard for your allies, fire Rockets at enemies at point-blank range, pie people in the face with tripmines, pie tanks in the face with tripmines, render enemy command vehicles entirely useless by running underneath them and pieing them with mines, and sticking mines onto a speeder bike and driving directly into enemy tanks.
    • Starfighters in general in the first game can be incredibly powerful once you get used to the controls. They have positively insane damage output, making them lethal when used to dive-bomb ground units; for reference, an AT-ST takes around a minute of sustained fire to bring down, but is destroyed in seconds by an X-Wing. Additionally, they're fast and agile enough to dodge just about any ground-based attacks barring the anti-air turrets on Bespin, meaning that the only real way to take them down is in a dogfight and they can easily attack just about any point on the map. Finally, they can reliably kill Jedi heroes by landing on them.
    • Vehicles as a whole. They take ridiculous amounts of firepower to put down, their weapons have such insane splash damage that you can kill someone just by shooting the ground five feet away, and they can be repaired incredibly quickly by repair droids; really, the only credible threat to a tank is another tank. Almost every vehicle in the game was significantly toned down in the sequel by removing the splash damage on their main guns, requiring players to actually aim at people, and reducing their health to the point where rocket launchers actually deal noticeable damage.
  • Hilarious in Hindsight: Go here.
  • Nightmare Fuel:
    • Airless/underwater/toxic environments. Especially after hearing the horrible choking noise your character makes when they go into them.
      • That choking sound is made worse with Force Choke. Not only does the sound play when on the receiving end of Force Choke, but the screen turns red when your character is almost out of health. Talk about a near-death experience...
    • God help you if you fall into the Rancor Pit. At least until you realize that the Rancor doesn't actually move, and thus can't actually kill you unless you walk into it.
  • Polished Port: The PC versions are well-liked for modding purposes.
    • Also, 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.
  • Take That, Scrappy!: The first mission of the original game's Clone Wars-era Historical Campaign has you face an army of Gungans that all look and sound like Jar-Jar Binks. Have fun.
  • Sacred Cow: The second game is considered this by its vocal fanbase, especially after the release of 2015's Battlefront and its sequel which were criticized for their lack of offline content and artificially broken balance.
  • Scrappy Mechanic: The fact players and AI can respawn on command points that are being captured often results in frustration as you'll be trying to capture a command post only for 3-6 enemies to suddenly appear right on top of you, it's bad enough that it puts the first game's campaign (which is mostly just normal bot matches but with the player at a reinforcement handicap) into outright Luck-Based Mission Territory as you need to capture command posts so the larger reinforcement pool of the enemy starts draining but it's impossible to consistently capture them as your allies often get stuck in other parts of the map, leaving you to try to capture command posts alone and hoping you don't get killed by enemies spawning ontop of you.
  • So Okay, It's Average: The PSP spin-offs Renegade Squadron and Elite Squadrons are regarded as this, mostly due to their limitations and one-analog stick controls.
  • That One Level:
    • In the Battlefront 1 campaign, Bespin: Skies is a messy slaughterfest of a map with tons of grenade spam and what makes it worse than playing on Instant Action is the Empire gets 50 more tickets than you so it's very likely to win the war of attrition unless you manage to get a really good killing spree going.
    • Endor afterwards isn't much better, it's another meat grinder where the enemy has a huge 50 ticket advantage where it feels like you have to hope your friendly AI doesn't die too much, capping the command posts is near-impossible due to the frequency of enemy spawns and you can borderline forget getting into the shield generator outside of luck as the AI will focus on constantly respawning at the front door and shooting you the instant they spawn when you try which doesn't help with an already Imperial-sided map (They get three AT-ST spawns but if you manage to somehow capture the AT-ST command post then not only will simply no vehicles spawn there at all but any parked AT-ST will promptly explode) with plenty of foliage that blocks your vision but clearly doesn't block the AI's vision.
    • Rhen Var Harbor for the Rebels. The Empire gets to field an AT-AT, but the Rebels do not get Snowspeeders to deal with them; even if they did, the map's too narrow for the Snowspeeders to tie the walker up effectively. This basically reduces them to slowly grinding down the AT-AT's health with tanks (which the AT-AT destroys in one shot), turrets (which the AT-AT destroys in one shot), and rockets and grenades from ground troops (which the AT-AT destroys en masse in one shot). It doesn't help that the AT-AT is also a mobile command post, meaning that they also have to deal with a constantly respawning stream of Imperial troops assaulting their command posts. To top it off, the AT-AT respawns if it's destroyed. The Separatists get it easier in the same scenario; their AATs can take a hit from the Republic's AT-TE and deal good damage in return, and they have an easier time flanking the Republic through the ice caves and capturing their spawn point mainly thanks to Droidekas, cutting off their vehicle reinforcements (including the AT-TE) in the process.
    • Yavin 4: Temple for the Rebels and Republic. The Empire and CIS are both given tanks (AT-STs and AATs, respectively) whereas the Rebels and Republic are given no heavy vehicles themselves to counter them, only having speeder bikes. This was rectified in the following game, however.

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