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Star Wars Battlefront

Game9 documents

9 documents in the library are about Star Wars Battlefront, from writers such as Alinea Analytics, Game Developers Conference and Deconstructor of Fun, the newest from 2026. Each has a summary and key insights with the page they come from.

Star Wars Battlefront cover

Star Wars Battlefront is a first- and third-person shooter set in the fictional universe of the original Star Wars trilogy, and a reboot of the Battlefront series. Players fight as Rebel Alliance or Imperial soldiers across planets such as Hoth, Endor, and Tatooine, using a mix of infantry combat, ground and air vehicles, and unlockable "hero" characters drawn from the films. The game focuses on multiplayer across a range of objective-based modes, and also includes cooperative and solo missions that can be played offline.

Released
Nov 17, 2015
Developer
EA Digital Illusions CE
Genres
Shooter
Platforms
PlayStation 4, PlayStation VR, PC (Microsoft Windows), Xbox One

Game data from IGDB.com

Key figures

  • Deep discounting remains a primary driver for legacy title performance, evidenced by Star Wars Battlefront II selling 751,000 copies in June following a 90% price reduction.

    Alinea Analytics, 2025 · June’s Steam Top 10: Seven 1M+ Sellers

  • The Star Wars Battlefront Classic Collection launch was marred by technical issues, resulting in a 19% positive review rating despite an initial 10,000 concurrent user count.

    GameDiscoverCo, 2024 · Market Analysis: Late March 2024

  • EA faced a massive consumer revolt over Star Wars Battlefront II's progression system, which forced the company to remove microtransactions entirely, resulting in an estimated loss of approximately $1 billion in potential digital revenue.

    Deconstructor of Fun, 2017 · Star Wars Battlefront II: The Only Analysis You Need to Read

Documents about Star Wars Battlefront

Cover of EA Closes BioWare, Cuts 400 Jobs
Article

EA Closes BioWare, Cuts 400 Jobs

Electronic Arts has announced a significant restructuring effort, resulting in the closure of the legendary studio BioWare and the termination of approximately 400 employees.

  • Electronic Arts has closed the legendary studio BioWare and cancelled its in-development Mass Effect project as part of a 3% workforce reduction affecting approximately 400 employees.
  • This latest round of layoffs continues a four-year trend of downsizing at EA, following cuts of 800 roles in 2023, 670 in 2024, and over 400 in 2025.
  • EA is shifting its strategy to focus on fewer large-scale action-adventure projects, citing the industry-wide challenge of managing soaring development costs.
Game FileOct 2026
Cover of How come Fuse Games gets to make a Star Wars racing game?
28 min
The Game Business28 min

How come Fuse Games gets to make a Star Wars racing game?

Fuse Games, a UK-based independent studio founded three years ago by former leaders from EA’s Criterion Games, is currently developing Star Wars: Galactic Racer.

  • Fuse Games, a 75-person independent studio founded by former Criterion Games leaders, is developing 'Star Wars: Galactic Racer' using Unreal Engine.
  • The studio employs a distributed development model, partnering with other UK studios to scale capacity and avoid the industry's traditional cycle of project-based hiring and layoffs.
  • The game aims to revitalize the racing genre by blending 4K 60fps visuals with 'racing adventure' elements that allow players to inhabit canonical Star Wars characters.
The Game BusinessFeb 2026
Cover of June’s Steam Top 10: Seven 1M+ Sellers
Article

June’s Steam Top 10: Seven 1M+ Sellers

The June 2025 Steam market analysis highlights a robust period for the platform, characterized by seven titles achieving over one million copies sold.

  • The co-op climbing title PEAK reached 3.5 million copies sold on Steam in June, generating approximately $20 million in revenue.
  • Seven titles sold over 1 million copies on Steam in June, including Elden Ring Nightreign (1.1M), Stellar Blade (1.1M), and R.E.P.O (1.1M).
  • Steam wishlist conversion rates scale with volume: games with over 500,000 wishlists at launch convert 19% to buyers on day one, increasing to 32% after one month.
Alinea AnalyticsJul 2025
Cover of PEAK Was June's Top Steam Game by Copies Sold
Article

PEAK Was June's Top Steam Game by Copies Sold

The gaming landscape on Steam experienced significant activity in June 2025, characterized by a mix of high-performing new releases and the sustained commercial viability of legacy titles.

  • The co-op climbing game PEAK led Steam sales in June 2025 with 3.1 million copies sold, generating $17 million in revenue.
  • Seven titles surpassed one million copies sold on Steam in June, including PEAK, Revenge on Gold Diggers (1.3M), Rematch (1.1M), Elden Ring Nightreign (1.1M), Stellar Blade (1.1M), R.E.P.O (1.1M), and Dune Awakening (1.1M).
  • Rematch generated nearly $30 million in revenue on Steam, successfully positioning itself as a football-focused evolution of the fighting game genre.
Alinea AnalyticsJul 2025
Article

Market Analysis: Late March 2024

This analysis examines current market trends and upcoming high-profile releases across the PC and console gaming landscape for late March 2024.

  • Dragon’s Dogma 2 is a major market driver, securing the third highest-grossing spot on Steam via pre-orders with over 300,000 units sold before launch.
  • The Star Wars Battlefront Classic Collection launch was marred by technical issues, resulting in a 19% positive review rating despite an initial 10,000 concurrent user count.
  • Helldivers 2 maintains its position as the leading PlayStation sales title in the U.S., while Unicorn Overlord leads third-party paid downloads on the Nintendo Switch eShop.
GameDiscoverCoMar 2024
Cover of Behind the Audio of the Heroes of Star Wars Battlefront II
57 min
Game Developers Conference57 min

Behind the Audio of the Heroes of Star Wars Battlefront II

The audio design for Star Wars Battlefront II centers on the objective of creating an immersive, authentic soundscape that bridges multiple eras of the franchise.

  • The audio team managed a roster more than twice the size of the previous game by implementing a modular sound patch configuration system.
  • To prevent listener fatigue and maintain variety, designers created between five and twenty-five unique variations for individual sound effects.
  • The development team utilized a data-driven approach that shared environmental assets, such as debris and reflections, to streamline production and optimize performance.
Game Developers ConferenceFeb 2021
Cover of Electronic Arts’ Earnings From Star Wars Games Top $3 Billion
Article

Electronic Arts’ Earnings From Star Wars Games Top $3 Billion

Electronic Arts has undergone a significant corporate transformation, transitioning from a publicly traded entity to a private company following a $55 billion acquisition.

  • Electronic Arts has been acquired by an investor group led by the Saudi Arabian Public Investment Fund (PIF) in a $55 billion deal, marking the largest leveraged buyout in gaming history.
  • As part of the acquisition, EA has delisted from the NASDAQ and returned to being a private company after nearly 40 years of public trading.
  • The ownership structure of the newly private EA consists of 93.4% held by the PIF, 5.5% by Silver Lake, and 1.1% by Affinity Partners.
Game World ObserverFeb 2021
Cover of Star Wars Battlefront II: The Only Analysis You Need to Read
Article

Star Wars Battlefront II: The Only Analysis You Need to Read

The integration of aggressive, randomized microtransactions into the premium, full-priced release of Star Wars Battlefront II represents a critical failure in aligning monetization strategies with consumer expectations.

  • EA faced a massive consumer revolt over Star Wars Battlefront II's progression system, which forced the company to remove microtransactions entirely, resulting in an estimated loss of approximately $1 billion in potential digital revenue.
  • The core conflict stemmed from violating the implicit 'contract' of a $60 premium title, where players expected a complete experience rather than the aggressive, free-to-play style monetization mechanics that required significant time or money to unlock characters and upgrades.
  • Blizzard’s Overwatch successfully generated over $1 billion by limiting loot box monetization to purely cosmetic items, a model that avoids the 'pay-to-win' backlash experienced by EA.
Deconstructor of FunNov 2017
Cover of Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team
61 min
Game Developers Conference61 min

Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team

The transition from traditional, high-crunch production models to a philosophy centered on autonomy, mastery, and purpose represents a fundamental shift in managing AAA game development.

  • Shift from top-down management to a framework based on autonomy, mastery, and purpose to improve morale and efficiency in AAA development.
  • Operational success is driven by a structured seven-week milestone cadence supported by three specific review processes: update, steering, and quality.
  • Maintain team integrity during growth by keeping units small and cross-disciplinary, distributing work across multiple spaces or subcontractors rather than expanding individual team sizes.
Game Developers ConferenceNov 2017

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