mission parts battlefront 2 quotation
The story of Star Warscanon. Battlefront 2"s story started at the Battle of Endor during Star Wars: Episode VI - Return of the Jedi, and concluded with the Battle of Jakku in 5 ABY, and was one of the first pieces of visual media to depict the canon Star Warsgalaxy following the events of the former. Battlefront 2 essentially depicted the death throes of the Empire, showcasing Emperor Palpatine"s last, spiteful grab at maintaining control after his death with Operation: Cinder, and also the beginning of Luke Skywalker"s journey as a Jedi Master. Numerous otherstories have taken its foundations to tell their own unique tales, making Battlefront 2a pivotal contribution to the new Star Warscanon timeline.
Developed by Battlefieldstudio DICE and published by EA, Star Wars Battlefront 2was the sequel to the publisher"s 2015 Star Wars Battlefrontreboot, and boasted the significant addition of a single-player story. SWBF2"s story centered around a group of Imperial special forces led by Iden Versio (Janina Gavankar) as they come to terms with the Empire"s collapse at Endor. The ensuing events see Iden and her fellow squadmate, Del Meeko (TJ Ramini), question their loyalty to the Empire and eventually even defect to the New Republic. The event that instigates this is Operation: Cinder, the Emperor"s genocidal plan to destroy multiple worlds as a means of snuffing out any potential resistance to Imperial rule. Cinder has since become a focal point of the newcanon post-Return, even being acknowledged in the second season of The Mandalorian, and there are other elements of Star WarsBattlefront 2"s story that have lent it further importance.
When Disney purchased Lucasfilm in 2012, it made the decision to reset the Star WarsExpanded Universe, dubbing all comics, games, and novels released prior to the takeover a part of "Legends". New canon Star Warsmaterial began to release in 2014, starting with the publication of A New Dawn, a tie-in to the Star Wars Rebels animated series. The first books and comics to really expand upon the galaxy post-Episode VI, though, were published in 2015. Chuck Wendig"s Aftermath focused on New Republic forces hunting down the Imperial remnant, while Greg Rucka and Marco Checchetto"s Shattered Empirecomic focused on the parents of Poe Dameron during Operation: Cinder. Star Wars Battlefront 2was the first story to go into real depth regarding Cinder, however, and also how it informed the makeup of the galaxy following the Emperor"s death.
Although Star Wars Battlefront 2lacked the Imperial focus its trailers promised, it"s a piece of fiction other Star Warsstories keep coming back to. The Alphabet Squadronnovels by Alexander Freed focus on an Imperial defector who was involved with Operation: Cinder - with Cinder itself forming an integral core of the character"s arc - and Iden"s defence of Naboo alongside Leia Organa is also referenced in that story. Star Wars Squadrons intersects with Alphabet Squadronin some aspects, and the specter of Cinder lingers there too.
There are other reasons as to why Star Wars Battlefront 2"s story is such a pivotal one, though. Apart from rendering the effects of Operation: Cinder in detail, it also shows where the heroes of the original trilogy ended up in the months and years following the Battle of Endor. Del Meeko encounters a war-weary Luke Skywalker (one of the best game versions of the character) as he begins his journey to understanding more about the Jedi, and Lando even gets a mission that illustrates just how much of a war hero he was to both the Rebellion and New Republic. Han Solo, meanwhile, is shown performing intelligence work in Maz"s castle on Takodana, sporting a new bearded look until he eventually finds his way back to Leia and the New Republic. These encounters help provide a greater understanding of those characters" journeys before Star Wars: Episode VII - The Force Awakens, and also serve an important role in fleshing out the galaxy at large.
Ultimately, although it has its flaws, the story of Star Wars Battlefront 2 had an integral part to play in the new canon. Its depiction of Operation: Cinder has formed the basis of novels, comics, other canon Star Warsgames like Squadrons, and has stretched into live-action with The Mandalorian. It serves as an important bridging point between the original trilogy and the sequels (made more apparent by its Resurrection DLC, which serves as a prelude to The Force Awakens), and introduced fans to memorable characters like Iden, Del, and of course Shriv. It could"ve undoubtedly improved in several aspects, but that doesn"t detract from its importance in the Star Wars timeline.
Combat Mission is the name of a successful series of computer wargames simulating tactical battles. The series has progressed through two distinct game engines. The original game engine, referred to as "CMx1" by the developer, Battlefront.com, powered a trio of games set in the Second World War. Combat Mission: Shock Force was released in July 2007 as the debut of the "CMx2" game engine. The Combat Mission games are a mixture of turn-based gameplay and simultaneous real-time execution. The game environment is fully three-dimensional, with a "Wego" style of play wherein each player enters their orders into the computer simultaneously during pauses in the action, and then are powerless to intervene during the action phase. More familiar turn-based games use an "I-go/You-go" system of play.
Charles Moylan worked on several of Avalon Hill"s computer projects, including Flight Commander 2, Over the Reich. In 1997 he was unofficially working on a computer adaptation of the famous board game. Moylan came to realize, however, that the game would be difficult or impossible to adapt successfully to a computerized version. Atomic Games had also attempted to produce a "Computer Squad Leader" game, but abandoned the tie-in to ASL and eventually marketed the game (successfully) as
In the beginning of 1998 Avalon Hill was in turmoil and unstable to work for, and Moylan decided to go his own way, as Big Time Software, shortly before Avalon Hill was purchased by Hasbro. The move from Avalon Hill also meant severing ties to ASL; the unfinished project had no references to Advanced Squad Leader or Avalon Hill. Moylan briefly offered the Alpha build (tentatively called Squad Leader) to publishers before teaming up with Steve Grammont, forming what eventually became Battlefront.com and re-christening the new game Combat Mission.
Battlefront produced the first game in the Combat Mission series, 2000. The game was successful and spawned two additional titles, as well as a second generation game engine with plans for many new titles and modules bearing the Combat Mission name. Big Time Software eventually became known as Battlefront.com, with additional members being hired, including Martin van Balkom, Dan Olding, and Fernando Julio Carrera Buil and Matt Faller, who handle the company website, graphics and sound design, and organizing beta testing of new products. Combat Mission remains the flagship series of the Battlefront.com line. In July 2010, a second programmer was hired by BFC to assist with the production of Combat Mission games.
These three games are commonly said to belong to the "CMx1" engine. An operational layer was also planned for Barbarossa to Berlin with the announcement of Combat Mission: Campaign, which was to allow players to order maneuver elements from platoon to battalion size on an operational grid and generate realistic battles to be fought out in Barbarossa to Berlin. It was expected to be released in 2006; Battlefront.com had announced this title would be released before Shock Force. This game languished in development hell and was officially cancelled on February 26, 2009 due to lack of funding and irresolvable bugs.
In the meantime, production shifted to a new game engine, described as the "CMx2" engine. New games, to consist officially of Titles, outlining a particular era, with Modules providing extra nationalities, weapons, and equipment types for each Title, were planned. The initial release was set as a near-future game.
This title depicts combat in a fictional US invasion of Syria, focusing on US Stryker brigades and Syrian regular and irregular forces and was released on July 27, 2007. Three modules have also since appeared:
Russian developer Snowball announced that it had obtained a license from Battlefront.com to create a product titled Combat Mission: Afghanistan depicting combat set in the Soviet–Afghan War. The game is not compatible with other versions and units don"t have the ability to be ported from one game in the series to Afghanistan or vice versa.
All three games share the same concept; turns are divided into a planning and an executing phase. While the planning phase can, in single player mode, last as long as the player needs to give orders to all their units, the executing phase always lasts 60 seconds of real-time. Both sides, either computer or another human, enter their orders before the execution phase takes place. This is known as the Wego system. During the execution phase, units carry out their orders, but the player cannot influence the result and is limited to watch, replay and move the camera. All games offer to play individual battles (ranging from 15 to 60 turns, or 120 turns in Barbarossa to Berlin and Afrika Korps) or operations, linking a series of battles. See Scenarios below for more information.
The series also offers a "quick battle" option. Player(s) can only edit some general parameters (mission type, year, region) and then the computer creates a random map. Units can be selected by the computer or can be bought using points. Each unit has a value in points depending on type, for example a tank costs more than a squad of riflemen. Optionally, for added realism, when buying units the rarity of the unit can be taken into account. This keeps the battles true to the time period, as players trying to use rarer units are penalized. Additionally, scenario designers often carefully research a battle to create accurate historical battles.
Continuing the theme first presented in the Combat Mission models the morale state of soldiers in the game, with different levels ranging from OK to Routed. Fatigue levels are also modelled, and beginning in Barbarossa to Berlin soldiers are modelled with varying base levels of fitness; Fit, Weakened or Unfit. A final consideration is experience and training, which Combat Mission assigns to units ranging from Conscript to Elite.
Armour penetration in Combat Mission is given realistic treatment. Partial penetrations, spalling, and non-fatal penetrating hits are all modelled in the game, with realistic ballistic stats for both armour and armour-piercing weapons. Catastrophic damage to vehicles is modelled, with real life tank models prone to fires being equally prone to "brewing up" in the game.
There are two types of scenarios in the first Combat Mission series; Battles and Operations. Battles are standalone scenarios, either randomly generated Quick Battles or pre-made by scenario designers. Operations are a series of two or more battles played over the same terrain, linking these fights into a greater overall context. Forces are carried over from one battle to the next in an operation, but often units will have ammunition replenishment and new units will be added to the player"s army. Operations have different objectives than scenarios; sometimes winning depends on advancing to the end of the map, for example.
The second Combat Mission series will have two types of scenarios; Battles as in "CMx1", and Campaigns, which will be story driven. Like the Operations in "CMx1", the "CMx2" campaigns will carry over forces from one battle to the next, but individual promotions will be possible and repair/retention of weapons is expected to be more realistically handled.
Weather and terrain is highly variable and includes different visibility (sunny, fog, precipitation, night), ground cover (mud, snow, dry ground), temperature (Not in Beyond Overlord, with extreme temperatures affecting vehicle and weapon performance) and ground type (dirt, sand, rock). Terrain is laid out in 20 metre tiles in "CMx1" (to change to smaller tiles in "CMx2") and includes terrain types appropriate to each individual theatre (western Europe, eastern Europe, the Mediterranean) including brush, marsh, light trees, forest, pine forest, hedges, low fences (wooden and stone), graveyards, small and large buildings, stone and wood buildings, small huts, steppe, desert, rocky ground, palm trees, cratered ground, dirt roads, paved roads, deep and shallow fords, rivers, and various types of bridges.
There is no background music in Combat Mission except during the title screen. The in-game sound consists of wind noise, rain, and background explosions.
In the World War 2 series of games Infantry squads (particularly the Americans) can be broken down into 3 teams. In the modern Combat Mission games (Shock Force and Black Sea) Infantry squads can only be broken into a maximum of two teams within a particular category - Scout, Assault, Split and Anti-tank. Each of these categories creates a team of that specific type using the appropriate soldiers. The remaining unit members are bundled into the second team.
The game engine handles various aspects of the battlefield differently; ranging from very detailed (like tank armor) to very abstract (like infantry movement). The two game engine variants, "CMx1" and "CMx2" also have significant differences in processing capability, ability to handle large numbers of units or complex models/maps and iterative AI complexity, with CMx2 being a much more robust, stable and flexible development of the core game engine.
Infantry in the first series of games (which use the "CMx1" engine) is handled more simply than other parts of the game: A squad of 12 men is displayed as 3 soldiers and a numeric value displaying 12 in the status bar if you click on the unit. A two-man bazooka crew is displayed as a single soldier and a value displaying two in the status bar. However large a squad in manpower is, it will always face and move as a single unit. Large infantry units can be split into smaller, less effective units with a corresponding loss in morale.
The "CMx2" engine, used in Combat Mission: Strike Force and onwards, provides a much more detailed treatment of Infantry. Individual soldiers are modelled, animated and tracked, along with their own individual AI within the game. So a platoon of 8 infantry contains 8 individual soldiers which are treated as separate entities united by a common unit AI, but with their own set of characteristics, including even their name.
Terrain is handled in 20 metre tiles. While you see a group of trees in the battle graphic, you can turn the (visualization of the) trees completely off and be left with a dark-green area of the ground instead. This area has a value for providing cover, providing camouflage and hindering movement. The value always acts for the complete square, not for a single tree. Elevation is handled correctly, making it possible to seek cover behind slopes or dominate a battlefield by controlling high ground. Alternatively, reverse slope defence tactics can also be quite effective, as they were in real life.
Indirect firing heavy artillery is mostly stationed off-screen and represented by a single artillery observer. If he has line of sight to a target, he can order very accurate shelling of the target area. However, target patterns are predictably oriented to the map edges. Barbarossa to Berlin introduced the idea of pre-registered barrages which can be called down immediately on the first turn of the game with no chance of error, representing pre-planned artillery missions rather than "on-call."
Combat Mission: Black Sea introduced the use of UAVs. Some models, notably those used by the US forces, can be used to identify targets beyond the operating unit"s Line of Sight, allowing indirect fire support and CAS missions to be called in.
Tanks and all kinds of vehicles are modeled in great detail, with accurate researched values for speed, number of weapons, cannon range & angles, turret speed, and armor penetration angles / armor plates quality protecting different parts of a vehicle. Different ammunition types with different armor penetration values are present.
Combat Mission: Beyond Overlord covers the western front of the European theatre from June 1944 to May 1945. Being the first incarnation of the Combat Mission series, the graphics appear the most dated. Explosions and the firing of guns are displayed with white ellipses, and every shell shows as a yellow blob. Nationalities included in the game are German, British, Canadian, Free French, American and Polish.
The second generation game engine debuted in 2007, including three different games: Shock Force, Afghanistan, and Battle for Normandy. In June 2012, the CMX2 2.0 game engine was announced, which was to debut with another new game called Fortress Italy.
Covers Battles between US Stryker Brigades and Syrian forces in the year 2007. The first incarnation of the CM series using the new CMx2 game engine, Shock Force features improved graphics and 3D modelling, including such esoterica as sun and star positions in the sky. Modelling of infantry offers a 1:1 representation (every single soldier is depicted in the 3D world by its own animated graphic). The game was released on July 27, 2007. The game was patched to 1.01 status shortly after release and as of January 2009 had eleven official patches, with more announced.
Russian software developer Snowball made a surprise announcement that they were developing a game under license using the CMx2 game engine, with certain refinements and additions, in order to portray tactical combat during the Soviet war in Afghanistan during 1979-1989. Battlefront confirmed the news on their official website and posted screenshots of some of the work in progress, confirming that playable units would include Lee–Enfield-armed mujahadeen, BMP personnel carriers, and other authentic military equipment emblematic of the era.
Campaigns was announced in October 2005; later discussion revealed that work had already been progressing on the game for many years behind the scenes by independent developer Hunting Tank Software. The game was intended to allow players of Barbarossa to Berlin the ability to create battles in an operational (division sized) setting. No release date was set as the game continued development and testing. Announced campaign settings included the Battle of Kursk, Stalingrad, Berlin, Third Battle of Kharkov and Operation Mars. Only Russian and German nationalities were to be playable in the initial release. The game was eventually cancelled in February 2009. Major setbacks had included the defection of one of the coders of the project and the need to replace him.
In December 2010, Battlefront confirmed the title of the next major release in the series. The game takes place, as had been discussed for years on the official forums, in Normandy. The official title Battle for Normandy was announced on December 23, 2010. A public demo was released on May 11, 2011 and the full game was available for download to pre-order customers on May 18, 2011. The game was upgraded to the 2.0 game engine in December 2012. As of 2015, an optional upgrade is available to bring Battle for Normandy up to the most-recent version of the CMx2 engine (3.0).
Combat Mission: Touch was announced on 1 April 2012, as an app for iPad 2 and iPad 3. The game initially debuted online in the Australian region on 1 April, followed a day later by a North American release. The game was developed in partnership with Dromedary, LLC as scaled down version of the popular PC-based series. The application features American vs. German forces in 7 Normandy-based scenarios. BFC announced a micro-transaction based revenue model centred around the sale of additional scenarios (unlike the PC game, CM: Touch does not include map or mission editors). The game was described by one reviewer as "(a) niche WWII RTS, low in polygon count and high in challenge."
Combat Mission: Fortress Italy was released on 2 August 2012. This was the first title to use the CMX2 2.0 game engine.Campaign, the base game includes U.S. Army, Italian Army and Luftwaffe (Hermann Göring Division) forces. The game has received mixed reviews.Fortress Italy up to the most-recent version of the CMx2 engine (3.0).
Combat Mission: Red Thunder was released on 04 Apr 2014. It focuses on the Russian Offensive, Operation Bagration, that was launched in June, 1944, shortly after D-Day in the west. Several new features are implemented, such as improved modeling of air support, flamethrowers, riders on tanks, hit decals, and support for turn-based play over TCP/IP networks. Red Thunder also debuted the newest version (3.0) of the CMx2 engine.
Combat Mission: Black Sea was released on 04 Nov 2014. Battlefront"s first modern-day Combat Mission title since Shock Force, Black Sea focuses on a hypothetical war between NATO and Russia over Ukraine in the year 2017. Keeping true to the nature of modern conflict, several new features have been introduced, including electronic warfare, unmanned aerial vehicles, and laser-guided weapons.
Combat Mission: Final Blitzkrieg was released on 8 April 2016. The game features U.S., German Army, Waffen-SS and Luftwaffe troops in the Netherlands, France, Germany and the Ardennes in the period 1 October 1944 - January 31, 1945.
Combat Mission: Shock Force 2 (CM:SF2) released on August 31, 2020. The game updates the original Shock Force to the current Game Engine 4, dramatically improving on the original game"s graphics, 3D models, environmental features, UI, UX, AI scripting and Game Editor. It also adds additional game features developed for Black Sea and Final Blitzkrieg.
Modules: CM:SF2 includes all three modules from the original Shock Force (Marines, British Forces and NATO) with most of the 3D models rebuilt, reskinned, and reintegrated into brand new TO&E coding. All original scenarios and campaign games (from the base game and additional modules) are included, updated and generally improved to Game Engine 4 level.
Shock Force 2 stays within the previous Shock Force"s fictional 2008 timeframe and storyline and does not extend that story and strategic context beyond the hypothetical 2008 situation.
Upgrades: Battlefront.com, in an unusual move for the industry, will provide inexpensive upgrades for owners of the original Shock Force game. This is being done to show genuine appreciation of the very strong player community that has built up around CM:SF.
The Combat Mission community is very active in creating scenarios and game modifications. One of the biggest repositories of user created content as well as some popular forums can be found at thefewgoodmen.com. More forums can be found on Battlefront"s official website. Arguably the largest content creator for the series on YouTube is Usually Hapless.
Syrian Civil War: Combat Mission: Shock Force 2 does not feature, describe or allude to the contemporary civil war in Syria. It simply updates and upgrades Shock Force"s in-game content, mechanics and game features to Game Engine 4. The original game was released 4 years before the Syrian Civil War began. CM:SF2 does not simulate the post-2011 Syrian civil war in any way whatsoever.
2-D Space:Capital ships and frigates have absolutely no defenses on their undersides. This means fighters can bypass their Auto Turrets by simply diving underneath them.
Bittersweet Ending: Noticeably subverted in that the last mission in the single-player campaign is the Battle of Hoth from old Expanded Universe, this is because the 501st didn"t participate in the Battle of Endor. They were rewarded with an indefinite leave of absence, but after the destruction of Death Star II, they volunteered for duty again. With the squabbling of several warlords and the like, the BF2 501st was dissolved and its units were sent to different battalions, but Grand Admiral Thrawn reconstituted the 501st when he gained control of the Empire. The newly reformed 501st allowed non-humans and females to join in, and they survived until at least 138 ABY.
Boss Battle: The campaign has a few, though given the fast-paced nature of the missions, they act more like overpowered Elite Mooks.Utapau has General Grievous himself. The 501st (or Obi-Wan) make surprisingly quick work of him.
Continuity Snarl: The 501st fights on Utapau, when in the films it was only the 212th Attack Battalion there. This opens up a plot hole, as it means that they somehow teleport from Utapau (which is in the Outer Rim) to Coruscant before Order 66 was issued, despite them having been on Utapau the day Grievous was killed, which was the same day Order 66 was executed. This is hand-waved by the narrating clone mentioning that they were pulled out, loaded up onto transports, and sent to Coruscant on secret order from the highest authority.According to both Legends and Canon, the original Jango Fett clones were slowly phased out of the Imperial Military to be replaced by normal humans. In Battlefront 2, after the clone rebellion on Kamino, the clone narrator says that the Imperial Stormtroopers (bar the 501st) were still clones, just of several other people to minimize the possibility of another mass clone rebellion.
Demoted to Extra: Count Dooku is the Separatist hero of the first game, able to appear in any battle as one of the four available heroes. In the second game, he only appears in one standard battlefield: Geonosis. In normal battles, this puts him on the same tier of representation as Ki-Adi-Mundi and Anakin Skywalker; in campaign, the other two get another appearance or two, while Dooku doesn"t. His situation is yet more humiliating in light of the "dead" Separatist heroes appearing more: Jango Fett (killed in we thought he was), who shows up in seven missions).
Likewise, the CIS"s bomber (dubbed in-game as the CIS Strike Bomber) is a Belbullab-22 starfighter, which was not only a heavy starfighter in most other adaptations, but was almost-exclusively seen being used by General Grievous. In later works from The Clone Wars onward, the Separatists" designated bomber would be the Hyena Droid Bombers. Both this and the previous example would be rectified by a fan-made remaster of this game that indeed replaces the respective bombers.
Evil Knockoff: Inverted. One campaign mission pits you against your clone brothers, but in this case, you are the one fighting for an oppressive regime, and the clones you fight against are simply defending their homeworld from Imperial oppression.
The actual campaign in turn can be rendered unwinnable by running the game on Windows 7, which for some reason will cause Princess Leia to fail to spawn properly in the Tantive IV mission. FIXED by the unofficial r129 patch.
Game Mod: Several, two of the most famous being the Battlefront Conversion Pack, which adds content from the original game, as well as new maps and hero units from Dark Times II: Rising Son, which adds even more maps, tons of new units, and a standalone Galactic Conquest campaign starring Luke Skywalker.All of the mods require The Unofficial Patch
Gameplay and Story Segregation:The first mission in the Single-Player campaign involves the 501st stealing a power source for the Death Star without alerting Ki-Adi-Mundi. The player can complete these objectives as Ki-Adi-Mundi. Of course, this could be explained away in that Ki-Adi didn"t know what he was stealing would be used for.
Due to the unlimited reinforcements for the AI, situations arise where a particularly good player finds themselves outnumbered by the Rebel army in the tiny Tantive IV despite having an entire Star Destroyer"s worth of troops for boarding, as seen in Egregious in the Death Star mission where a prison breakout of Rebel prisoners can completely overwhelm the 501st Legion garrisoning the station.
Grenade Spam: The AI in this game isn"t any more grenade-happy than the previous game (which isn"t saying all that much), but the volume of grenades used is made particularly evident by this game having several very narrow maps that the original Battlefront didn"t (namely Jabba"s Palace, Polis Massa, and the Tantive IV). These maps will almost always have at least one corridor being made completely impassable by bots lobbing thermal detonators at each other.
Jack of All Stats: The multi-purpose fighters (the regular TIE Fighter, ARC-170, Vulture Droid, and X-Wing) don"t specialize in any one role, instead serving as a midpoint between the two other fighter types (excluding the lander, obviously). They can take more punishment and have heavier weapons than an interceptor, but aren"t as fast and maneuverable. And they"re faster and more maneuverable than bombers, but sacrifice firepower and health. In short, they"re a fighter you can pick when you aren"t feeling very specific on your mission- it can be used to attack capital ships, or it can be used to dogfight. It just can"t do as well as the ships specifically designed for those roles.
My Rules Are Not Your Rules:In campaign, the AI gets unlimited reinforcements but your team still has to make do with a limited number of respawns. While mainly to prevent wiping out the entire enemy team, therefore rendering the mission objectives moot, this can lead to frustration as it encourages a more aggressive play style, a war of attrition being out of the question.
Off-Model: The various frigates and capital ships aren"t entirely accurate to their canon counterparts.The CIS frigates (Munificent-class) are much smaller than the ones seen in Fixed Forward Facing Weapons, and overall have a far more rounded design. The ships are labeled "Banking Clan Comms Ship", so perhaps they"re meant to be a less combat-oriented subclass.
Old Soldier: Due to some fridge logic, the clone narrator of the campaign that was born 32 years before the battle of Yavin would be physically well over 64 by the battle of Hoth due to his accelerated aging. Either he and his ilk in the 501st are REALLY that good at kicking Rebel ass in their old age or the clones have been relegated to more command support roles.
Promoted to Playable: The four Jedi Heroes from each faction in the original game, most notably (though Count Dooku is only able to be played on two total missions, and one is the Hero Team Battle). The Tusken Raiders, Jawas, Gungans, Geonosians, Wookiees, and Ewoks are all playable in Hunt Mode as well.
Shell-Shocked Veteran: The narrator for campaign mode. Every mission is told in a gritty, Vietnam-flashback-esque way with the narrator always claiming that both sides suffered major casualties (which would be how most of your battles turn out unless you are godly at playing the game).
Tempting Fate: The Imperial announcer at the end of one level announcing that he"s sure Darth Vader will be pleased with the mission"s results. That level is the one where the Death Star plans get stolen.
A lesser example in the single-player campaign is two missions where the 501st as Imperial Stormtroopers take on CIS battle droids on Mustafar and then clone troopers on Kamino.
Unintentionally Unwinnable: There"s a bug in the Tantive IV mission on Windows 7 where Princess Leia doesn"t spawn, making the mission and by extension the campaign impossible. FIXED by the unofficial patch
The anti-Empire Clones in the Kamino campaign mission have a variant equipped with a jetpack and blaster rifle, a combination which isn"t seen anywhere else and is not playable.
Villain Protagonist: Story mode, at least after the Utapau mission, a little over two-fifths into the campaign. The Veteran does appear somewhat sympathetic in his journal entries, but he"s still a participant in war crimes, the murders of civilians and officials, and a number of other atrocities.
War Is Hell: The Journal doesn"t gloss over the bloodshed and atrocities like the movies do, and the narrator makes sure to detail every trauma and atrocity he"s been witness to.This point is especially hammered home in some of the later missions, where the things you kill aren"t just mindless droids, or even soldiers, but innocent people, who in defending themselves are slaughtered for resisting the Empire.
What Measure Is a Mook?: Subverted with the campaign. The destruction of the Death Star is described in the campaign. The people who replaced the 501st are described as "poor souls" and the premise of the last three or four missions is to wipe out every single Rebel who had the slightest bit of involvement in it. When you win the battle on Yavin 4 and destroy the Rebel leaders, when the officer commanding you says "Well done. The spirits of our fallen brothers will sleep soundly tonight."
Your Approval Fills Me with Shame: The narrator mentions that after a harrowing mission on Felucia, Aayla Secura thanked her clones and expressed great pride in their abilities as soldiers. Unfortunately, the clones knew Order 66 was coming, and felt ashamed to even look her in the eye.