I think this compromise would have really given the campaign an identity because it’s such a shame that it’s being totally overshadowed by the awesome multiplayer. It felt clear that this was a multiplayer game first, which is why I think it’s quite strange that you can’t play the campaign in co-op with your friends. I didn’t end up caring much about any of the characters, but there were some really solid set pieces in there. The writing is clearly passionate but quite trite, most likely hamstrung by the elusive licence. The story mode ultimately didn’t really click with me. If I wasn’t being chased down by TIE Fighters and dodging missiles, I’d be over there trying to chomp my way through the set dressing like it’s a Star Wars caesar salad. The skyboxes in Squadrons – usually framed by gigantic warships – are filled with delectable globs of pastel clouds that are simply breathtaking. Skywalking all over these Imperial traitors has never felt so immersive, and after a few missions, I was already convinced that the game had delivered upon its lofty ambitions, to hone in and become the new standard for galactic dogfighting. It is precisely what I had in mind when I was six-years-old watching Anakin destroy the Trade Federation in his Naboo starfighter. Playing Star Wars Squadrons in virtual reality with a hands-on throttle and stick (HOTAS) peripheral is the closest I’ve ever been to the true Star Wars space flight experience.
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