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Star Wars Battlefront 2’s Hideous Sales Figures Prove Why EA Didn’t Make Battlefront 3


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Star Wars Battlefront 2’s Hideous Sales Figures Prove Why EA Didn’t Make Battlefront 3

Imagine getting hyped for a Star Wars game, only to discover it’s less Jedi adventure and more credit card simulator. That’s exactly what happened with Star Wars Battlefront 2, a game that promised thrilling galactic warfare but delivered a loot box-laden mess.

What should have been a triumphant sequel became one of gaming’s most infamous controversies. EA’s grand vision for the franchise crashed harder than a TIE Fighter into a Death Star wall. The fallout was so severe that it effectively erased any hopes of a Battlefront 3.

Let’s dissect how the mess unfolded and why it doomed the series entirely.

From hype to horror: How EA lost the war before it began

When Battlefront 2 launched in 2017, players expected an improved version of the 2015 reboot: ******* battles, more heroes, and meaningful progression. Just like the fans, EA also had high hopes, even predicting (via

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) the game would sell 14 million copies in just 5 months.

With the Star Wars brand, a major marketing push, and the upcoming release of The Last Jedi, their confidence seemed justified. However, reality painted a much bleaker picture. Instead of meeting the expectations of five months, the game was already falling behind in its third month.

Sales plummeted: Physical *** sales dropped significantly compared to the original Battlefront. What was supposed to be the next big thing in gaming became the example of a PR meltdown. So, what caused this ******? In one word—microtransactions.

Major characters like Darth Vader and Luke Skywalker were locked behind absurdly long grinds (~40 hours for one character). Or, with a quick swipe from a credit card, they could be yours instantly.

The real problem was that these purchases weren’t just cosmetic. They gave gameplay advantages, turning the game into a pay-to-win mess. What’s worse? EA tried to defend the system. Naturally, the backlash was immediate and volcanic.

Seeing the backlash, just days before release, EA temporarily disabled microtransactions to contain the damage, but the trust was already shattered. What was supposed to be a flagship title became a global example of how not to monetize a game.

Why Battlefront 3 was never destined to happen

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After the chaos of Battlefront 2, any plans for a third installment were effectively dead in the water. EA may have hoped that updates would win back the community, but the numbers told a different story.

While not a total flop, the game’s sales were far below expectations, especially compared to the sky-high costs of maintaining a Star Wars license. Internally, developers reportedly pitched ideas for Battlefront 3, but EA passed. The failure had already done its job.

More importantly, the controversy had damaged EA’s reputation (forever in most gamers’ minds) and stretched the limits of its relationship with Disney. With Battlefront 2 now seen as the poster child for corporate greed and broken progression systems, moving forward with a direct sequel felt like trying to sell sand on Tatooine.

The situation highlighted a painful truth for EA: even the most iconic IP in the world can’t protect a game built around exploitative monetization. Battlefront 3 became a casualty of corporate overreach, and its absence will serve as a quiet reminder that some lessons in gaming come at a very public price.

Even though there has been renewed interest in Battlefront 3 recently (as seen with the surge of players on Battlefront 2 via

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), the odds of it ever getting the green light are still slim to none.



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