Master the art of starfighter combat in the authentic piloting experience Star Wars: Squadrons. Buckle up and feel the adrenaline of first-person multiplayer space dogfights alongside your squadron. Pilots who enlist will step into the cockpits of starfighters from both the New Republic and Imperial fleets and fight in strategic 5 vs. 5 space battles. Modify your starfighter and adjust the composition of your squadron to suit varying playstyles and crush the opposition. Pilots will triumph as a team and complete tactical objectives across known and never-before-seen battlefields, including the gas giant of Yavin Prime and the shattered moon of Galitan.
Master the art of starfighter combat in the authentic piloting experience Star Wars: Squadrons. Buckle up and feel the adrenaline of first-person multiplayer space dogfights alongside your squadron. Pilots who enlist will step into the cockpits of starfighters from both the New Republic and Imperial fleets and fight in strategic 5 vs. 5 space battles. Modify your starfighter and adjust the composition of your squadron to suit varying playstyles and crush the opposition. Pilots will triumph as a team and complete tactical objectives across known and never-before-seen battlefields, including the gas giant of Yavin Prime and the shattered moon of Galitan.
Star Wars: Squadrons feels like the next incarnation of the older X-Wing games. The story takes place after the events of Episode VI: Return of the Jedi, with the Rebels having killed The Emperor, blown up the second Death Star, and rebranded as the New Republic. In this clip, you’ll meet some lively characters from both the Imperial and New Republic factions. A lot of the characters in Squadrons reference fan-favorite moments, such as The Battle Of Yavin and The Clone Wars. In this particular section, the New Republic steal a Star Destroyer to build a new kind of capital ship. We then see the Imperial perspective.
Star Wars: Squadrons places players in iconic ships like the New Republic’s A-Wing, X-Wing, and Y-Wing as well as the Imperial’s array of TIE fighters and Bombers. Squadrons includes classic simulator gameplay mechanics, like balancing your craft’s systems (weapons, shields, and engines), and a ton of customization, including different types of lasers, rockets, and countermeasures.
Star Wars: Squadrons, developed by Motive Studios, releases on October 2 for PlayStation 4, Xbox One, and PC.
Star Wars: Squadrons will be available on October 2 for PC, PlayStation 4, and Xbox One. This review in progress assesses the entirety of the game’s single-player story campaign and general game mechanics after 8 hours of play. Over the coming days, we’ll be testing game’s online multiplayer (a major component which we were unable to access during the pre-release phase) to see how it performs in a general release environment before finalizing our thoughts.
For all the ups and downs I’ve had with various Star Wars media products over the past few decades, the formative space combat simulations of X-Wing and TIE Fighter on MS-DOS (or at least, my memory of them) have always been a fixed highlight. It’s hard to go astray when you’re focused on the minutiae of inherently cool sci-fi fantasy planes, as opposed to whatever’s going on with Jedi lineages or space politics now.
There have been a few arcade-style Star Wars space combat games that filled the 20-year period since the last flight simulator, and some of them were even good. But Star Wars: Squadrons is now making a welcome return to some of the simulator intricacies, while still retaining a large degree of the approachable spectacle of the arcade-style flight games. And, based on the single-player story campaign, the balance Squadrons has settled on works very well and creates an experience that makes you feel as if you’re really an active participant in a Star War.
The basic mechanics will be familiar if you’ve ever played any kind of flight game. You pitch your fighter up and down, you bank it left and right. You fly forward, not backward, and you can twirl until you feel sick. You maneuver your crosshairs onto an enemy and then fire lasers or missiles at them. You’re locked to a first-person cockpit view of the action, but all of Squadron’s missions are in space, which means maintaining altitude isn’t something you have to worry about, and instead, you get the wonderful freedom of being able to fly along any axis–rolling your ship and flying upside down is a hoot. It feels like you could feasibly finish the Squadrons campaign relying mostly on those principles if you wanted to, especially on lower difficulty levels, and that’s great. But Squadrons digs a little deeper with the ability to reroute power on your ship, a system that brings a nice layer of complexity in the advantages that it can open up for you and the considerations that come with that.
Each starfighter in Squadrons has the ability to rebalance the feed of power to prioritise different ship components: the engines, the laser weapons, and, on certain ships, the shield system. Doing so gives you access to specific benefits related to that system at the cost of reducing the efficiency of the others. Diverting all power to the engines makes your ship more maneuverable, gives you a faster top speed, and charges a speed boost; prioritizing lasers will let you fire them for longer; focusing on shields will allow them to recharge faster, and even overcharge to absorb more damage than normal. Furthermore, ships with shields can also choose whether to divert shield coverage to the front of the ship, the back of the ship, or balance them all over. It’s not exactly on par with the Star Wars simulators from the ’90s (power diversion isn’t as granular, and you can’t adjust your firing patterns or anything like that), but the notable systems are there, and there’s still plenty to think about when you’re in the thick of things.
You can leave the systems equally balanced and still be fine, but it’s exciting to make these snap decisions in the middle of a mission and act more like the ace pilot you’re supposed to be. Sure, you could simply let your X-Wing cruise over the Star Destroyer and shoot at its targeting module until your lasers run out, eating a bit of damage in the process, and then repeat. But you could definitely get things done way more efficiently if you shift power to your shields as you approach in order to overcharge them, flip everything to lasers as you begin to fire to get a dozen more shots in before you overheat, and then push everything to the engines as you crank the throttle to get clear, quickly shifting your shields to the rear to absorb all the turret fire coming your way. Constantly having your mind occupied with these mechanics on top of your mission objectives can give even the most straightforward sorties an involved and exciting edge to them, especially knowing that you could be putting yourself at greater risk if you’re in a bad configuration for the situation.
The commands are simple to execute (mapped to the D-pad on a controller by default, though you can reconfigure all controls), meaning the challenge comes from internalizing the best options for the situations you find yourself in and remembering to change things up when the time comes, in the heat of the moment. It’s these additional complexities and the advantages they give you that make me incredibly excited to see how much they’ll change the familiar dynamic of video game dogfighting in Squadrons’ multiplayer component. I want to know how high that skill ceiling goes.
Of course, the feedback you get from playing with these systems does a lot to make the experience really satisfying, and the tried and true Star Wars production design is executed well in Squadrons. The familiar sounds of droids and proton torpedoes are weirdly comforting, and hearing the crunch of titanium as you fly past a TIE you just obliterated is very exciting. The unique cockpits of each ship have a great look too, with easy-to-read gauges that don’t betray the excellent retro-futuristic boxiness of the ships themselves. I personally appreciated the extra touch of ’70s chic with some fantastic hairstyles on some of the pilots, though a few of the “cooler” campaign characters obviously didn’t get the memo.
Across 14 missions lasting around eight hours in total, the campaign of Squadrons jumps back and forth between the journeys of two pilots, each flying on one of the two sides of the intergalactic war between the freshly rebranded New Republic and the Galactic Empire. It all starts with a defection, which leads to a secret military project and light musings on loyalty, personal morality, and what constitutes a victory while serving during wartime–a plot that succeeds in justifying the escalation of exciting space combat encounters, if nothing else.
The missions themselves are straightforward in nature, all offering a smattering of dogfighting as well as at least one other objective, such as taking down a larger enemy ship, defending one of your own, or hitting stationary targets like reactor cores and shield generators. There is some wiggle room for variance in approaches or strategies, but nothing major. Optional objectives crop up at times and can serve as ways to make an upcoming task easier if you’re good enough to complete them. Later missions allow you to alter your loadout, and some even let you choose the ship you take into battle, but for the most part, a lot of these variables are predetermined in such a way that gives you ample opportunity to get familiar with the game’s meaningful variety of vehicles and loadout options.
What makes these missions special are not the raw objectives, though: It’s the spectacle of some of the maps they take place on. Squadrons takes you to some exciting regions of the Star Wars galaxy, which are easy to appreciate right away. Colourful nebulas filled with lightning storms, Star Destroyer graveyards, and a shattered moon are just some of the memorable stages for the campaign encounters.
You don’t need to be a Star Wars fan to understand the game’s events. There are a couple of brief but notable cameos from the Star Wars canon, but more time is spent getting to know original characters, the members of Vanguard and Titan squadrons–the Republic and Imperial teams, respectively. They fill the missions with practical radio chatter, but you get a better opportunity to dive into their characters through optional conversations that you can access before and after missions.
Vanguard Squadron is made up of a ragtag group of humans and humanoid aliens with personalities as varying as their colour palette–the confident one! The timid one. The scoundrel. Titan Squadron, on the other hand, is an all-human squad. And while each character shares a hint of backstory that explores how any sane person in this universe could come to join the fascist Empire, all of that is betrayed by character designs that strongly suggest that these people are all absolutely, definitely evil–menacing scars, elitist personalities, an ex-cop who loves “delivering justice,” and one guy who cannot take off his terrifying, half-melted full-face pilot’s helmet. Needless to say, despite the welcome opportunities for character interaction, the limited amount of face-to-face time you get to actually spend with your squads means your look into their lore and personalities rarely goes too deep, and it’s hard to form any real connection with them.
Compounding this is the fact that your two protagonists are both silent. Despite character customization being the first thing you’re asked to do–part of which is choosing their voice and personality–your character is never seen and rarely heard from during the campaign. You can be an absolute hero who carries the squad when you’re in combat, but when you’re simply hanging out in the… hangar, you feel more like a fly on the wall than a member of the squad, which is awkward.
Conversations with your fellow squad members are more like lengthy monologues that you listen to politely, and toward the tail end of the campaign, you feel like a pawn being pushed around to fight a feud you have no feelings on. Your character is unable to express even a fraction of the hesitation or emotion seen in the supporting cast, which undersells big story beats and what little the game is trying to accomplish in its thematic explorations, especially with the Empire. But, by and large, the majority of the campaign is still filled with good scenarios that push you to pilot your funky space planes as best you can.
Of course, another major component (if not the main component) of Squadrons is its 5v5 online multiplayer, which features a dogfighting mode as well as “Fleet Battles,” an objective-based tug-of-war scenario between two teams. There is also a progression system that rewards a variety of cosmetic items and is notably free from microtransactions. How enjoyable these modes will be over a long period of time, and how rewarding the game’s progression ladder ends up feeling, is something I’ll be trying to come to terms with over the following days. But as my experience stands right now, the campaign of Star Wars: Squadrons is a solid showcase of setpieces that conveys what’s possible with the game’s engaging flight combat mechanics. Juggling all tasks required on your cool starfighter while soaking in the sights and sounds of Star Wars has been a real treat in the first 8 hours, even if I’m left a bit wanting.
The Good
The Bad
Involved flight mechanics add an engaging layer of complexity to space combat
Campaign characters and narrative dressing leave you wanting more
The signature retro-futurism of Star Wars is well-executed across the board
Some beautiful stages that make you just happy to be there
Keep an eye on GameSpot over the coming days for the full review of Star Wars: Squadrons, which will come after we’ve had ample time to test the game’s primary multiplayer modes during the game’s first week of release.
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To kick off the month of October and leadup to Halloween 2020, streaming service FandangoNow is offering a great deal on its huge collection of horror movies. Right now, you can own a bunch of great horror films in HD for just $5 each, including Hellraiser, Evil Dead, and more.
Standouts from the sale include Oculus from director Mike Flanagan (The Haunting of Hill House). The psychological horror film centers around an antique mirror that causes terrifying hallucinations. Another favorite: The Invitation, a thriller about a tense dinner party that takes a dark turn. The Visit is a particularly creepy film about two children sent to stay with their grandparents, who begin to act incredibly strange. I also recommend XX, an anthology of female-directed short horror films. Of course, you’ll also find classics like Sam Raimi’s Evil Dead and the chilling Hellraiser, so there’s a lot to pick from in this sale, depending on what type of horror you’re into.
If you’ve exhausted the options on mainstream services like Netflix, consider trying out Shudder, a horror streaming service that just passed the million subscriber mark this year. Shudder offers great original films like Host, a “pandemic thriller” made over Zoom during COVID-19, and TV shows like Creepshow, so you’ll find a bunch of new content to fuel your October horror binge.
What horror movies will you be checking out this month? Let us know in the comments below.
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While the Madden and FIFA series have leaned into their own story modes in recent years with Longshot and The Journey, EA’s other flagship sports franchise, NHL, has left this on the bench. That is still the case in NHL 21, but the game’s developer is finally updating its career-minded mode, Be A Pro, with what appears to be the biggest and most welcome changes to it in years.
I recently had the chance to play around four hours of NHL 21’s Be A Pro, and it’s clear right from the start that EA isn’t repeating the mistakes of last year.
The first thing you’ll notice in NHL 21’s Be A Pro mode is that the UI is completely overhauled, and for the better. The hub has been revamped to display more information on the screen at once. This sounds very basic, but in returning to NHL 20, its Be A Pro screen feels very barebones and lacking by comparison. NHL 21’s Be A Pro hub shows you most everything you need on one screen, with sub menus available for your game schedule, skill tree, important news, salary details, and more.
The new-look Be A Pro hub
The Be A Pro structure is familiar–as in years past, you start out by creating a character and choosing whether you want to start in the Memorial Cup or in Europe, and compete for a place in the NHL, or you can jump directly into the NHL and guide your player through their rookie season. I tried both ways, and found it was more exciting to start in one of the lower-tier leagues, as this makes your journey to the NHL feel more fulfilling.
Outside of the new hub and layout, another major change for Be A Pro in NHL 21 is the new conversation system. You will have text conversations with coaches, management, and teammates to discuss your future, and there are multiple dialogue options to choose from that can alter the trajectory of your career. EA says there are “hundreds” of story beats that can play out. I only played around four hours, so I didn’t see them all, but I was impressed with their variety.
In one instance, a teammate asked if I wanted to go bowling as a team-bonding exercise. I said yes, but then I got a call from my agent saying an opportunity came up to make some cash. So I was presented with a choice–go bowling with my teammates to increase my likeability with them (which would in turn improve line efficiency) or call my agent back to take up the brand opportunity (which could pay dividends down the road with further brand opportunities and sponsorships).
I ended up going bowling, but it was a decision I spent some time thinking about as I weighed the pros and cons–the ratings impact is also shown on screen so you can see just how much your decisions may affect your career. These kinds of dilemmas can also occur in conversations with members of the media and coaches. For example, in a media interview you can promise to have a big game the next time out, and you’re rewarded for coming through and punished for failing with impacts to your statistics.
While most of these conversations happen off the ice, there are also some conversations with your coach that occur in the middle of a game. In certain pivotal situations, you can promise to get your team back on track with a goal, or you can reassure your coach that you’ll play a more measured game to protect a lead.
I found that these conversations made me feel a sense of ownership of my player as I guided them through the early stages of their career. In about four hours, my character’s journey is only just beginning, and I’m excited to see how their story will play out and what other choices I might need to make throughout my career.
Creative director William Ho said in a group interview that he hopes people don’t just mash the conversation buttons and move on.
“We really want people to look at the responses and look at the ratings impacts … we’ve tried to make those ratings impacts with the fiction of each conversation and each promise,” he said. “So keep your eyes peeled and don’t just button through the conversations.”
It’s also worth noting again that NHL 21’s Be A Pro mode is focused primarily around your rookie season in the NHL. The majority of the content and the new voiceover and narration pertains to your rookie season, though Ho said there will be a “significant amount of content” available for your sophomore seasons and beyond as it relates to stat-tracking for your milestones as you progress toward new franchise records. Still, Ho acknowledged that he anticipates the main feedback around NHL 21’s Be A Pro mode will be that fans want more.
Also new for Be A Pro in NHL 21 is an in-universe radio show hosted by NHL 21 commentator James Cybulski that plays while you’re looking over the menus between games and other notable events. Cybulski, who in real life is also a radio host and broadcaster, does a fine job of recapping the previous week’s events and giving you something informative and entertaining to listen to as you complete more mundane tasks like assigning skill points, looking at your calendar, and more. Cybulski even takes callers and chats with hockey analyst and former player Ray Ferraro, and it genuinely sounds like a real radio show, complete with phone-caller audio and mistakes like Cybulski messing up the name of a caller.
NHL 21’s Be A Pro mode also contains a new menu for Salary Perks. As you progress through your career, you’ll make more money, and then you can choose how to spend it. Some of the perks include hiring a lawyer, a doctor, a stylist, or a stockbroker. Like real-world athletes have done with their money, you can also choose to invest your earnings in things like mutual funds, clothing brands, fragrance companies, or apps. Players can also buy houses and cars. Purchasing these items also impacts your player attributes. For example, hiring a lawyer grants you +2 aggressiveness and -1 shot blocking–how EA arrived at those figures, I don’t understand, but it gave me a good laugh.
Be A Pro also does a better job this year at providing quick and helpful feedback around player progression and letting you know what you need to do to improve and how close you are to achieving the next rank. During your shifts on the ice, the game tells you your XP rewards for good passes, well-aimed shots, and big hits. When you’re on the bench during a change, you get helpful feedback about what you need to do to improve, and then it’s up to you to execute.
When a game finishes, you get an even more in-depth breakdown of your performance with new menus that have sliders that show you experience points gained–or lost–toward the different facets of your game. This year, these progress bars notify you about how close you are to the next ranking, and this visual aid gave me the extra push to play one more game to keep ranking up and improving my character. And like last year, the skill tree returns, so you’re able to build out your character to your liking depending on how you like to play. It remains a thrill to see your player’s OVR rank rise as you progress through a season and succeed on the ice. Another nice touch is that, if you make it to the first line–meaning you’re one of the best offensive players on your team–the playcallers James Cybulski and Ray Ferraro will give your line a special nickname.
I haven’t played a full season of Be A Pro and gotten to see everything there is to offer at this stage, but at first blush, it appears EA is taking things in the right direction. I still hope that one day EA decides to make a full-blown story mode for the NHL series, but until then, Be A Pro will have to do–and thankfully it seems much better this year.
NHL 21 launches on October 16 for PS4 and Xbox One, but you can start playing from October 9 with EA Play. Keep checking back with GameSpot for more on the ice hockey game in the days ahead.
Respawn Entertainment’s next Apex Legends update will bring in several major changes including allowing players across all platforms to play together. Launching on October 6, the update will include cross-play across systems, a new limited-time mode, and the Aftermarket collection event.
Cross-play will launch in beta and will work on all currently supported platforms: PlayStation 4, Xbox One, and Origin (plus Steam once Apex Legends becomes available). The option is enabled by default, and players can add friends to their party by searching for their username. Unfortunately, there is no cross-progression between platforms at this time, although Respawn promises an update on that feature once Apex Legends releases on Steam later this year.
The addition of cross-play also brings some changes to how matchmaking works in the shooter. The game will primarily separate PC and console players, as those playing with a keyboard and mouse have an advantage over those using a controller. However, when a cross-play party includes console and PC players, it will match everyone into a PC match. Those who wish to disable cross-play will only be put into matches with their current platform. Respawn suggests that fans don’t disable the feature as it may make queue times “very, very long.”
Get revved up for the Aftermarket Collection Event. Take part in the cross-play beta, dive into the new “Flashpoint” LTM, take on challenges to earn exclusive rewards, and more! It’s going to be a hell of a ride! 😎
Also launching next week is a limited-time mode called Flashpoint, which features special zones in Kings Canyon that regenerate the health and shields of players. The trade-off is that healing items do not spawn in this mode, so the usage of these flashpoints is crucial to survival. According to Respawn systems designer Mark Yampolsky, the mode is designed to create a team deathmatch atmosphere and players will be able to craft Phoenix Kits at crafting replicators for a price.
Apex Legends Aftermarket event prize track
Other new additions to the October 6 patch include the Aftermarket Collection Event, which brings 24 themed limited-time cosmetics into the store. Items can be purchased directly for either Apex Coins or Crafting Metals. There will also be event bundles that come at a discounted rate. You can see the new items on EA’s website or get a look at the prize track above for the event, which includes exclusive rewards. Up to 1,000 points can be earned per day by doing challenges (while still allowing you to progress your battle pass) to work your way toward these prizes.
Beyond all this, Respawn also promises additional significant updates in the future and promises that “quality of life fixes” will be announced soon.
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Star Wars: Squadrons releases on October 2, and reviews have already gone live for developer EA Motive’s spin on interstellar dogfighting. The consensus so far has been a positive one, praising the game’s smaller scale, gorgeous visuals, and exhilarating action.
In our early review impressions of the single-player campaign, critic Edmond Tran noted that while the short campaign may leave fans hungry for more, the engaging flight mechanics and incredible locales will make you feel like you’ve just entered your own personal Star Wars experience:
“There is also a progression system that rewards a variety of cosmetic items and is notably free from microtransactions. How enjoyable these modes will be over a long period of time, and how rewarding the game’s progression ladder ends up feeling, is something I’ll be trying to come to terms with over the following days.”
We’ve grabbed a few more reviews and posted them below, with the majority of critics from other outlets also praising EA Motive’s attention to detail while mentioning the barebones single-player narrative being roughly half the length of last year’s Star Wars Jedi: Fallen Order. For more reviews, head on over to our sister site Metacritic to see what other critics had to say. You can also check out our preorder guide for more info on what to expect from Star Wars: Squadrons.
Star Wars Squadrons
Game: Star Wars: Squadrons
Platforms: PC, Xbox One, PS4
Developer: EA Motive
Release date: October 2
Price: $40 / £30 / $60 AUD
GameSpot (Early review impressions)
“As my experience stands right now, the campaign of Star Wars: Squadrons is a solid showcase of setpieces that conveys what’s possible with the game’s engaging flight combat mechanics. Juggling all tasks required on your cool starfighter while soaking in the sights and sounds of Star Wars has been a real treat in the first 8 hours, even if I’m left a bit wanting.” – Edmond Tran [Full Review]
PCGamesN – 9/10
“If Star Wars: Squadrons had simply been ‘TIE Fighter with prettier skies to look at,’ it would’ve already been a winning proposition. What it is in fact is a great looking, technically demanding starfighter sim that provides a dynamic new spin on space dogfighting without any of the usual monetary cruft that accompanies live service games today. Time will tell if it truly has the depth and skill ceiling to give it staying power, but it’s made a damn fine first impression. If you’ve ever wanted to become an ace X-wing pilot, or fondly remember your time in a DOS-based fighter cockpit, Star Wars: Squadrons is a must-play.” – Ian Boudreau [Full Review]
Game Informer – 8.3/10
“Squadrons’ single-player may fizzle out frequently like a malfunctioning hyperdrive motivator, but the multiplayer continually impresses and is worth the price of entry alone. Flying in formation with a group of friends put a smile on my face, and that was just the calm before the storm. When the lasers start flying, Squadrons’ multiplayer can be nothing short of exhilarating and a great test of skill, pushing players to be clever in the cockpit to outthink and outmaneuver opponents. Given just how enjoyable it is to pilot an X-Wing or TIE Fighter, this is a multiplayer experience I will continually go back to, even if EA doesn’t support it with new content. It’s just fun to play, providing something different compared to most of today’s competitive games.” – Andrew Reiner [Full Review]
VG247 – 4/5
“Squadrons feels like more than the sum of its parts. Most importantly, it does exactly what it set out to do – and does it very well indeed. It’s EA’s smallest-scale console Star Wars title yet – but also its best. Fleet Battles feel a little long and sometimes listless, and some will no doubt pine for a little more content – I personally would’ve really liked to see a 20-player (or more) deathmatch mode. But it’s nevertheless difficult to really criticize such a tightly-wound, complete package. As such, it’s an easy recommendation.” – Alex Donaldson [Full Review]
IGN – 8/10
“Star Wars: Squadrons’ single-player campaign missions are a feast for Star Wars fans’ eyes and ears, especially in VR. Its engaging space combat is a great balance of approachable arcade control with the added nuance of simulation-like systems, which combine with astonishingly detailed ships and cockpits for the most authentic-feeling ride since LucasArts’ legendary X-Wing and TIE Fighter games back in the ’90s. Star Wars: Squadrons doesn’t end up doing anything too memorable with its charming characters or interesting rival squadron setup, but this campaign still tells an entertaining Star Wars story I enjoyed no matter which cockpit I was in.” – TomMarks [Full Review]
Upload VR – (Review-in-progress)
From what I’ve played so far, Star Wars: Squadrons has exceeded my already lofty expectations. It out-performs every other VR space combat game I’ve tried across the board for my tastes and offers a ton of nuance in its gameplay and immense entertainment with its full, robust campaign mode. If you got a chance to try the brief, but magical, X-Wing VR Mission in the first DICE Battlefront game on PS4 with PSVR and wished it could have been made into a full game, then this is exactly that and so much more. Some tiny performance issues and a lack of VR support for your hands and in cutscenes is unfortunate, but more than forgivable. – David Jagneux [Full Review]
Polygon – Unscored
“Star Wars: Squadrons is the total package. If all you have at your disposal is a console, a decent TV, and a working controller, you’re going to have a wonderful time. If you have a throttle, stick, and rudder pedals, you’re really in for a treat. And, if you happen to be able to afford VR, you may never want to take that headset off again.” – CharlieHall [Full Review]
PC Gamer (Review-in-progress)
“In the cockpit, though, this is probably the best a Star Wars flight game has ever felt, and multiplayer demands far more skill than the campaign—which is especially exciting to me when I think about strategizing with a full 5-player squad instead of AI teammates. Multiplayer also offers a deep pool of ship parts to unlock, changing everything from laser cannons to hull to engines, that make them play quite differently. I have more flying to do (and a lot more experimentation with those ship parts) before I give Squadrons a score, but I’m eager to get back in the cockpit as soon as the servers come online.” – Wes Fenlon [Full Review]
The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.
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