Star Wars: Squadrons VR Review – The Galaxy’s Finest Space Combat

Star Wars: Squadrons is finally here and it absolutely delivers. From the incredible set piece moments, excellent new characters, and fantastic VR space combat, this is an adrenaline-fueled blast in the galaxy far, far away that you won’t want to miss. Here’s our Star Wars: Squadrons VR review with all the details!

I don’t typically play space combat games, space sims, flight sims, or any of that sort of stuff. Furthermore, I’ve never played a game with a flight stick for more than just an hour or two to test things out. All of that changed with Star Wars: Squadrons.

From the very first moment I booted it up I played the entire game with a VR headset and flight stick, specifically the Thrustmaster T.16000M HOTAS, and it was so good — so authentic even — I don’t really want to play it any other way. I’ve tried keyboard and mouse and gamepad too, both get the job done and it really feels great with a gamepad for my tastes, but I surprisingly prefer the flight stick or full HOTAS instead. For a game that’s designed for VR and non-VR across PC and consoles with cross-play on everything, this is perhaps the best compliment I can give: it feels made for VR. And from what we’ve heard, it basically was from the very start.

Star Wars: Squadrons Story Mode

In Star Wars: Squadrons the story shows both perspectives and bounces back and forth between the Galactic Empire and New Republic. The Prologue is split into two parts, introducing both sides, immediately after Alderaan is destroyed during the events of A New Hope. Then it fast-forwards a few years and the rest of the game takes place after Return of the Jedi in the aftermath of the Battle of Endor.

Right at the start of the game you get to customize each of your pilots down to their face, voice, and name. I wasn’t expecting this considering you don’t really see them much, but these are the same avatars you’ll use in multiplayer so getting ownership of your identity across the game for both the Republic and Empire is a great touch.

The entirety of Squadrons takes place from a first-person perspective whether you’re talking to crewmates in the hangar or flying your starfighter during a mission; it’s a big reason why the VR support feels so natural. The only times the camera is not inside of your face are during the cutscenes that take place before and after missions.

For these moments, when the camera is sweeping across your squadron or zooming in on characters while they fly, you see a rectangular letterbox floating in front of you, sort of like the Cinematic Mode on PSVR. It’s absolutely immersion breaking, no doubts about that, and a bit of a bummer, but cutscenes like this are expected in non-VR games so this is a price to pay in order to get VR support out of a AAA project like this. Sacrifices needed to be made and I’d rather have a VR hanger and briefing room than 30 second cutscenes in VR.

star wars squadrons tie fighter cockpit

The other sticking point about Squadrons’ VR support is that there is zero motion controller functionality here. You have no hand presence in the cockpit at all — it’s just a head tracking only game. Some die hard VR purists will likely be upset about this, but honestly, give me a great flight stick over inaccurate motion controllers that lack realistic resistance and tension any day. You’re sitting still when you play a game like this so all you need is head tracking. It works great, looks great, and most importantly, feels great.

Even if Squadrons was just its Story Mode and practice/training map and that’s it, this would feel like a complete game. My playthrough came in around the 10 hour mark, but it could probably go higher if you played on a high difficulty setting or replayed missions to get more medals. There are four difficulty modes to pick from so there is some replayability, but I imagine most people will spend the majority of their time in multiplayer..

Surprisingly, the cast of new characters is memorable and full of personality for both the Republic and Empire. Between missions there are opportunities to chat with all of them to learn more about their backstories and motivations that helps add a lot of context to how they act. One of the Republic pilots used to race previously and your squad mates poke fun at her for being a show off. Eventually, she teaches you how to drift in an X-Wing and it’s an exhilarating moment reminiscent of scenes with Poe from the new trilogy.

Most of the missions can be boiled down to taking out squadrons of enemy fighters, defending larger ships, eliminating big ships, and escaping or escorting. I’d be lying if I didn’t say this gets repetitive, but the way EA Motive mixes things up, shuffles these pieces around, and introduces one-off set pieces here and there keeps you on your toes. By the time you reach this midpoint of the story in Mission 6 things get pretty interesting with bombing runs in a Y-Wing and a big, bombastic finale that rivals the spectacle of the films themselves. Chase sequences were also some of the best moments and it made me wish for more time trials or flight trials to put my pilot skills to the test.

Star Wars: Squadrons Gameplay And Ships

In a lot of ways this feels like a dream game for Star Wars fans. We’ve gotten dozens of games focused on the Jedi vs Sith with lightsabers and force powers and there have even been a heavy share of ground combat games that require you to know your way around a blaster. But not since the 90s and early 2000s have we gotten a game that was really focused on space combat in the Star Wars universe. Until now.

The industry has made huge strides with technology in recent years and visually it’s hard to find any faults at all with Star Wars: Squadrons. The overall presentation quality is on par with DICE’s Star Wars Battlefront II. Each map has a similar layout — they’re all in space after all — but the planet backdrops are gorgeous to behold and various bits of debris add enough variety here and there.

In VR there have been some performance concerns. For me personally VR mode only worked if the game was windowed, but after a patch it works from Borderless mode as well. I notice some very occasional stuttering on Ultra with an RTX 2060 Super, i5-9600K, and 32GB RAM but it’s not enough to really impact the experience. I’ve heard of others having far more issues with crashes and freeze ups in VR but haven’t experienced that personally.

The hangar is the unexpected highlight of the package due to how immersive it is to chat with crew members and just watch people working in the background. You really get a sense for what the inside of a hangar might truly feel like, almost like waiting in line at a big Disneyland Star Wars ride. And Squadrons features an excellent score that swells in combat appropriately and punctuates every moment with just the right emphasis. And yes, it’s all functional in VR — including the hangar and briefing room, complete with NPC conversations.

Star Wars Squadrons HOTAS Support

Squadrons is a special kind of wish fulfillment in that regard. Every cockpit is painstakingly recreated here with insane attention to detail so that instruments and indicators are all in different places depending on which ship you’re flying. From the wide, open canopy of the X-Wing and A-Wing to the closed tunnel vision of the TIE Fighter, each ship feels and plays dramatically different.

As far as I can tell equipment loadout options are the same or on par across factions, for balance, but the choices you make will change based on the ship. Since the X-Wing has shields maybe you sacrifice a bit of its hull capacity for better acceleration or speed? Perhaps you want to beef up the TIE’s maneuverability even more to go all-in on a zippy ship that’s hard to hit? You can get really creative there.

Star Wars: Squadrons VR Review – Comfort

Since Star Wars: Squadrons is an always first-person VR space combat game, it’s impossible to eliminate all artificial motion. By nature you’re flying a ship in space, banking, turning, and rotating during combat. For some people it’s going to be uncomfortable no matter what, but some ships may be better than others. For example, the TIE Fighter has a very enclosed cockpit so the field of view outside of the cockpit is more limited than the more open X-Wing and A-Wing. Playing with a flight stick also helps to ground you and aid immersion which can combat sickness.

When you’re out of the cockpit you can turn on snap turning instead of smooth turning if you’d like for hangar exploration, or you can just turn your head around instead. Compared to other space combat games I’ve played, it seems quite smooth and comfortable but I don’t typically get sick so it’s hard to say. As long as performance is good, framerate is consistent, and you’re not seeing any major issues it should be okay for most people. No one on staff has been affected by playing. it.

The first three missions of the story after the prologue have you flying X-Wings and A-Wings, so switching back to a TIE Fighter in the next mission after that is a huge shock to the system. Not only do these fast and nimble fighters not have any shields, but they’re far more agile as well. Drifting in a TIE Fighter feels like you’re doing a donut in a street racer and watching the stars swim by as you flip around is extremely exciting.

star wars squadrons cockpit

Even though Squadrons isn’t a space combat simulator game, it’s more of an arcade-style experience, there is still a lot of depth here. For starters, you’ve got to manage your system’s power flow. For Republic, that means engine, lasers, and shields. By flicking the switch on the top of my joystick I can reroute power on the fly to whatever I’m doing at that moment. On top of that, you can designate shields for the front, back, or balanced during combat, boost, drift, and more.

At first it’s a lot to take in; there is a steep learning curve when using a stick essentially for the first time and being in VR, you can’t exactly see the buttons easily, but you eventually get the hang of things. I tried playing with a gamepad a little bit and the learning curve is far less steep. It feels really, really good with a controller in your hands and you don’t lose out on any functionality playing that way. I also tried out keyboard and mouse, but for me, that felt like a huge step backwards in terms of immersion.

After I got a feel for where each button was it all started to feel like second nature. Keyboard and mouse, as well as gamepad, have the same sort of muscle memory that kicks in after a while to a lesser extent, but after trying all three formats the HOTAS is absolutely my favorite way to play, followed by gamepad.

Star Wars: Squadrons Multiplayer

There are two main multiplayer modes: Dogfight and Fleet Battles. You can do a solo Fleet Battle with everyone else filled by AI allies and enemies, or invite friends in for a co-op affair against the AI as well. As far as I’ve seen there is no way to do a solo Dogfight match against AI or to have a co-op Practice flight, but you can spawn squadrons during Practice to sharpen your dogfighting skills.

You don’t even unlock Fleet Battles until your online rank is at least 5, so Dogfight is all you can do at first. There is a ton of map variety ranging from destroyed docking yards, massive relay stations with trenches and debris, or even huge asteroid fields that resemble obstacle courses. Not crashing becomes just as difficult as avoiding enemy fire. There’s even a giant, empty map that’s just a void of space. Keeping up with speedy TIE Fighters there is extremely difficult.

In Fleet Battles though, that’s where Squadrons really comes alive. In this game mode there are two armies with massive flagships anchoring their spot in space. First, the fighters battle it out in a game of tug of war to try and earn enough “morale” to wage an assault. From there, whoever wins the tug of war, takes the fight to the enemy’s two medium-sized capital ships. Once those are down you can attack the opponent’s massive flagship to win the match — but it’s not that simple.

At any time during a Fleet Battle the enemy can win back the morale tug of war and flip to the offensive, forcing you to go on the defensive. Once you’re attacking a flagship, like a Star Destroyer, you can take out its subsystems such as the shields, its power supplies, its turrets, and so on to slowly chip away until it’s destroyed in an epic ball of fire.

There is an in-game tutorial that takes you through all of this against AI, as well as the aforementioned AI enemies only mode you can play solo or with friends.

The biggest problem facing Star Wars: Squadrons though is a question of longevity. Once you finish the campaign all you can do is Dogfighting (Team Deathmatch) and Fleet Battle, that’s it. There are no plans for DLC, no plans for new maps, new ships, or anything like that. The developers have been very clear that Squadrons is sold as-is and will not be a live service game. It’s a great game already, but it could offer so much more had EA been willing to fund an ongoing support cycle. Instead, it’ll never grow beyond what it is right now. Hopefully there is enough interest to generate plans for a sequel that does get ongoing support.

Squadrons also contains a seasonal ranking structure, similar to most AAA online games, complete with ranks, rewards, daily missions, and so on. There are plenty of carrots to keep you moving along and coming back to earn juicy cosmetics since EA has stated there will be no microtransactions at all this time.

star wars squadrons empire republic

Star Wars: Squadrons Review Final Impressions

While I would say that Star Wars: Squadrons has exceeded my already lofty expectations overall, it’s not without its faults. It still manages to out-perform 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 campaign. 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. Multiplayer is thrilling and extremely fun, but is lacking in options and variety a bit. There were some tiny performance issues and a lack of VR motion controller support, but all that is forgivable.

Minor gripes aside, for fans of Star Wars, fans of arcade-style space combat, and fans of just flat-out immersive VR, it doesn’t get a whole lot better than Star Wars: Squadrons.

 


4 STARS

good bad pro con squadrons review

For more on how we arrive at our scores, check out our review guidelines. This review was originally published on October 1st as a review-in-progress and has since been updated and finalized  throughout.


Review Scale

Star Wars: Squadrons is out now for PC, PS4, and Xbox One for $39.99. VR support is included with PSVR on PS4 and any PC VR headset on PC through Origin, Steam, and the Epic Store. This review was conducted primarily via Link cable on PC with an Origin copy of the game using an Oculus Quest and Quest 2 via Link cable and Virtual Desktop. It was also tested on a Rift S.

For more on Star Wars: Squadrons, such as the best HOTAS controllers and flight sticks to try, check out our coverage hub for everything VR in Star Wars: Squadrons.

How Medal Of Honor: Above And Beyond Is A VR Return To The Franchise’s Cinematic Roots

Last week we had the chance to speak with Peter Hirschmann, Game Director at Respawn Entertainment on Medal of Honor: Above and Beyond.

We already published part of that interview in which Hirschmann discussed the upcoming VR shooter’s multiplayer game modes. Now you can read the majority of the complete interview transcribed down below. Some sections have been left out to improve clarity and flow and some passages have been lightly edited for consistency without altering any meanings.

Medal of Honor Above And Beyond Artwork

UploadVR: Let’s get started by talking about the new trailer. I thought it was great! As a piece of entertainment in and of itself it was very well done and very cinematic with lots of action. Last year we spoke about Medal of Honor as a concept was inspired by Saving Private Ryan and Spielberg as the origin of the franchise. The trailer felt like a return to those roots. Is that true for the rest of the game too?

Peter Hirschmann: The game as well? Well, you say it’s cinematic. When someone refers to something that’s cinematic, I think they’re typically referring to something that had an emotional impact through the combination of the cinematography, the lighting, the performances, the music, you know, it’s just such a key part of it all. And most importantly, whatever was happening from a story perspective around the characters, all those come together to create a cinematic moment. But a spectacle by itself is just gratuitous and pointless.

But if there’s stakes involved, especially involving characters that you’ve gotten to know, that’s when you have those cinematic moments. So with Medal of Honor, we’re trying to create those emotional moments and with VR, as you know, your head is the camera, so there’s no cutting, there’s no edits. Everything you experience, you experience literally in first person. You could say we’re putting the first-person back in first-person shooters. You don’t spend any time in cutaways, looking at other characters or looking at yourself in third person or seeing scenes that you’re not privy to. The entire experience, the entire game, is something that you experience in real-time, in first-person, from your perspective.

And the story, the immersion and stereoscopic nature of wearing an HMD just does not come through in trailers, you’re literally removing a dimension from the experience.

medal of honor above and beyond vr

UploadVR: Kind of shifting gears a little bit, I know last year we talked about the length and the format of the game. I think you said it was shooting for around 10 -12 hours and there were 50 mission segments, that’s how you described it. Is that similar to how the game is structured now?

Peter Hirschmann: 54.

UploadVR: Oh! 54, okay.

Peter Hirschmann: Yeah. I think we’ve netted out it’s about 10 hours. If you play it with a consistent pace, it can certainly stretch much longer if you go after every collectible and go into every nook and cranny. But some levels are very linear, like the U-Boat. It’s just a giant metal tube. So, you know, you start at one end and fight to the back, but most of the segments are multiple paths, sometimes three or four different ways to play through it.

There are lots of different ways to play, just even one piece of geography. So if you’re not speed-running, but if you’re playing at a natural pace and experiencing the story, it’s netted out to about 10.

And when you add, well, we haven’t talked about these much, but we have what we call combat exercises. The final name might be a little different, the shipping version, but they’re sort of just shooting Nazis because it’s fun.

I gotta be careful here, I don’t want to say gauntlet-style levels, but they’re sort of challenges. We just put you into a small map and just waves come at you while we let you kind of play with different weapons.

UploadVR: Oh, great. That kind of stuff is quite popular. I feel like it’s even more popular in VR, because I feel like with a lot of VR games, especially shooters, it’s difficult to take the time to appreciate how a weapon handles when you’re in the middle of a mission. So I think people love those sorts of shooting gallery / wave arenas where they can just kind of adlib a little bit more.

Peter Hirschmann: That’s exactly it. It came out of honestly our gray box test level that we literally have as just a giant gray box that we would use to test weapons.

And then we just added some Nazis walking around that would react. And it was like, s***, this is pretty fun. And like, can we gamify this? And then, the idea of it even becoming not just a mini game, but giving the player the opportunity to play with the weapons before they’re in the mission. Thematically, it’s like you’re visiting the quartermaster and they say, ‘Here you go. Take all the time you want!’ And the gamified leap is, you know, you’re using your imagination that instead of shooting targets we give you actual fully-animated characters to shoot at as the gamey conceit.

UploadVR: Yeah, you can tell modes like this are quite popular. For Boneworks, back whenever that first came out, one of the first things people were asking for was that kind of content because when they were doing YouTube videos and stuff during development they had that sort of gray box test level that they would show off all the weapons and physics. And everyone was like, ‘Wait! Hold on! Where’s this level, I just beat the game. I never got to go there!’

Switching gears again, can you divulge any details about the opening mission? Yeah. I don’t remember if we talked about this last time.

Peter Hirschmann: Yeah. Well, the opening, the prologue, we have a prologue, so the prologue, you know, and this is getting back to. Again, pulling some elements from those original Medal of Honor games forward into this game, one of the key narrative pieces of that original Medal of Honor was the character you’re playing being nominated for the Medal of Honor before the game starts. That’s what gets you the attention of the group that recruits you.

The Medal of Honor is a sacred award. The Medal of Honor is not something that you should be earning points to unlock. It’s in the language of the Medal of Honor itself. You never talk about people winning, people are awarded it.

So we thought let’s bring that idea forward to this game. In earlier MoH games it always happened off-screen but we thought we could give you just a little taste of your character. The prologue starts at North Africa and originally it was just gonna be an of-screen sort of thing that the player goes in and does a daring rescue mission to to save some allied troops.

But that implies an existing high-level of skill and we don’t know want the player to have to do that at the very beginning of the game. So we have this conceit that you’re wounded, you’re hurt in the execution of that mission, which is true to the nature of the award. If you ever meet a living Medal of Honor recipient you’re meeting someone who should have died.

medal of honor vr aim down sights respawn

UploadVR: So essentially you play as Tom Hanks in Saving Private Ryan, but if he had lived at the end.

Peter Hirschmann: Yeah, yeah, yeah. You’re waking up. I never actually made that connection, but yeah, that’s a good one to make. The medic gets you in time. And, the thing is, it’s a game about shooting Nazis. We wanted you to be able to shoot a Nazi literally in the first 15 seconds of the game.

So as you awake and look around it’s North Africa, there’s Desert Corps running around, Palm trees, and as you’re coming to the NPC allies are quickly give you context of everything.

By now you know you did something heroic. Then out in the distance you see a Nazi running at you and we give you the chance to pull your pistol out and shoot that first Nazi right then within the first 10-15 seconds of the game.

UploadVR: Going back to something you mentioned earlier about ‘Putting the first-person back in first-person shooters,’ my question about that is now that we’re almost five years into consumer-grade VR we’ve obviously had a lot of first-person shooters in VR. What are some of the ways that you feel Medal of Honor differentiates itself?

We’ve all played Onward, Pavlov, DOOM, Farpoint, Firewall, and all those kinds of games. So where does Medal of Honor sit on that spectrum and how is it different?

Peter Hirschmann: Well, every game you just named is great. We’ve played and loved and learned from them all to be sure.

We want to make it as accessible as possible. Accessibility for us is a term that has a lot of important meanings that applies to different elements of the game. Of course, you start with the controls. I mean we are on this cutting edge state-of-the-art platform and it’s one of Miyamoto’s tenants going all the way back to the early days of console: It all starts with the controller. Back then, it was a D-pad and two buttons and now, you know, it’s motion controls. I mean, it’s crazy, but that core still applies. It all starts with the controls.

We spent two years just iterating on the weapons stuff. We wanted to build something that felt immersive but didn’t overwhelm the player.

UploadVR: If I remember correctly, the reloading is not like a one-to-one simulation, like in something such as Onward. It was kind of a halfway point.

Peter Hirschmann: Yeah, that’s a great way to put it. For most weapons it’s a three-step process. Eject the clip, grab a new one, slam it in and charge the weapon. And then every weapon is a little bit different. Like, maybe the bolt is on a different side, where you load it’s a little different, and so on. It’s something that becomes a slightly skill-based activity, but you build a muscle memory for it.

UploadVR: Can you tell me anything about multiplayer?

Peter Hirschmann: You know, we have conventional modes that just by the nature of being in VR and being the nature of our systems, it’s a different experience. It’s just the locomotion and being able to lean and peek and hide and say cover.

That adds a depth beyond just straight death match and TDM [team deathmatch] that’s cool. Our take on sabotage is something that you can only do in VR because of how you interact with the environment and how you interact with the mode playing off of bomb placement for bomb diffusal fantasy.

You know, there are things you can do in VR. And again, we abstract it down to the most accessible mechanics. But with VR where you’re interacting with the world and every surface is available to you. There’s things you can do that are really cool, that would be hard to do on a flat screen.

That would be hard to do with just a conventional controller. And those are the kinds of things that we really leaned into and went deep on because it’s like, wow, this again, death match, team death match, domination, whoop — gave one away!

When you put them in a VR environment you still put them in our maps. So due to the weapon handling and nature of the platform, they’re going to feel different. But at least the rule sets are the rule sets and conventional and easy to get.

UploadVR: Cool! I’m really excited to hopefully learn more about the multiplayer soon.

medal of honor vr respawn tank and planes


Medal of Honor: Above and Beyond still doesn’t have a release date, but the latest trailer from Gamescom indicates it’s still coming this year exclusively to the PC VR Rift platform. Stay up to date with all the latest Medal of Honor VR news in our coverage hub for the game right here.

What do you think of how it sounds? Let us know down in the comments below!