{"id":48555,"date":"2020-06-21T14:42:08","date_gmt":"2020-06-21T13:42:08","guid":{"rendered":"https:\/\/thegeek.games\/?p=48555"},"modified":"2020-06-21T20:09:20","modified_gmt":"2020-06-21T19:09:20","slug":"star-wars-squadrons-more-details-about-motives-game","status":"publish","type":"post","link":"https:\/\/thegeek.games\/2020\/06\/21\/star-wars-squadrons-more-details-about-motives-game\/","title":{"rendered":"Star Wars: Squadrons: More Details About Motive’s Game [VIDEO]"},"content":{"rendered":"

Will there be microtransactions? Will we get to play without a user interface? Ian Frazier, the creative director of Star Wars: Squadrons<\/strong><\/em>, answered the questions.<\/p>\n

\u201eOur mindset has been very old school. We’re trying to say with this game that we have a $40 price point, we want to feel generous to players, and we want it to feel like a complete experience. Like ‘You gave us your $40. Here’s a game that you will love. Thank you.’ That’s it. This isn’t something we are building around a live-service strategy. It’s built around a game that is complete and great in its own right. That’s not to say we will never add anything, I guess we could, but it’s not presented as a live service,\u201d Frazier told GameInformer<\/a><\/span> in an interview.<\/p>\n

So they are not only going for a lower price point (not 60 like most AAA games), but they also don’t want to stuff it with monetization. Perhaps the success of Respawn’s Star Wars Jedi: Fallen Order<\/a><\/span> (PlayStation 4, Xbox One, PC) gave Electronic Arts a good wake-up call? Also, Mitch Dyer, the writer of the game, confirmed on Twitter<\/a><\/span>: \u201eZERO. MICROTRANSACTIONS.\u201d<\/p>\n

Here’s the TIE Fighter’s cockpit (keep in mind that it’s a team-based dogfight game!).<\/p>\n

You’ll have to carefully balance your power between the lasers, the engines, and the shields. \u201eThe whole game is designed from the ground up to be first-person all the way through. Now if you’re in spectator mode, you’re observing, there’s a third-person perspective there. You are the pilot. All the diegetic information is built into the HUD, so you could turn off all the game layer UI if you want and rely entirely on your instruments. We want that to be the core experience,\u201d Frazier added.<\/p>\n

The X-Wings are far more capable ships than the TIE Fighters. Frazier tried to assure us that it’s not going to be an issue: \u201eThe answer [in the X-Wing vs. TIE Fighter games] was you have a lot less stuff to deal with in an Imperial ship. And that is, in a sense, an advantage. I’ve found that to be shockingly true in our game. The TIE Fighter doesn’t have shields — which, you don’t have shields, which is a downside, right? But that also means you don’t have to manage shields. It’s one less thing to manage, so there’s less head-space required for that. The counterbalance of what you’re losing is what you’re gaining in focus,\u201d he said. We have yet to see how they will balance the two sides.<\/p>\n

Star Wars: Squadrons launches on October 2 for PlayStation 4<\/strong><\/em>, Xbox One<\/strong><\/em>, and PC<\/strong><\/em>.<\/p>\n

Source: WCCFTech<\/a><\/span>, WCCFTech<\/a><\/span><\/p>\n

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