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Evolution of Star Wars Games 1982-2019

Jedi Academy expanded and improved many of these ideas, but Jedi Outcast was there first. This was the first game to make duels feel like duels—acrobatic contests between two skilled combatants using deadly weapons.

Most Star Wars games still get this wrong, treating sabers like regular swords. Jedi Knight 2 made the weapon in your hand feel hot, lethal, precarious.

Each contest with Dasaan's dark Jedi was imbued with a sense of danger. A note of praise, too, for the campaign. Early-noughties Raven shooters were a staple of my adolescence, reliably exciting action-adventures with colourful characters and great set-pieces.

Jedi Knight 2 is among their best work, particularly the sense of mounting power it encourages. You start off without a lightsaber, crawling through vents and blasting Stormtroopers a la other Dark Forces games.

By the end you're a force of nature, culling whole squads at a time as a blur of Force power and hot blue light.

Well worth revisiting. The successor to a Bioware game, developed at a frenzied pace in only a year and a half, littered with cut content to hit its release date, and at times like, a lot of times utterly crippled with bugs.

Even playing KotOR 2 years after its initial release, with a forum-brewed concoction of bug fixes and content-restoration patches , it's quite possibly the buggiest game I've ever completed.

And yet it's brilliant, in spite of all those issues. At least, not the classical film Star Wars of unambiguous heroes and villains, where the light side of the Force is always right.

Lead designer Chris Avellone took Star Wars to the darkest place it's ever been. The Jedi are imperfect. The Sith are nuanced—manipulative, intimidating, but obviously scarred and broken in human ways that led to their downfall.

Your mentor Kreia spends much of the game criticizing the Jedi, and she always speaks about the Force in shades of gray.

Knights of the Old Republic 2 is the rare Star Wars game—really the rare video game, in general—that will show bad things happening to characters even when you try to help them.

Kreia is the key to KotOR 2's greatness, a character who is clearly haunted, bitter, manipulative, and yet right in so many ways. Avellone and the rest of Obsidian reexamined Lucas's galaxy through the lens of Kreia's ideology, and it's probably the most thoughtful take on Star Wars we'll ever get.

Even when bugs stopped me from progressing, when save files refused to load, when the ageing battle system left me frustrated, I had to push on to read just one more line of dialogue.

It's simply the best Star Wars story ever written, buried in a game that only works right about half the time. Jedi Academy grants you far more freedom than its predecessors.

There's a bit of BioWare to the way you pick between different identities for your character at the start, the way you move through the campaign by choosing missions from a list of options, the way your alignment to the light or dark sides hangs off a mixture of large and small decisions.

Starting you with a lightsaber from the get-go, this game is all about mastering a combat system with a remarkably high skill ceiling.

There are multiple types of saber, including Darth Maul-style double-sabers, dual sabers, and increased depth for single-saber fighting.

It's a little messier than Jedi Outcast as a consequence, but far more stylish. I played this game to competition dozens of times between and because it felt so good to carve new paths through each level.

I treated it as an opportunity to direct my own Star Wars movie, each run of moves just as important for their aesthetic value as their combat effectiveness.

Despite the aging engine it still holds up remarkably well—landing a heavy blow after a wall-run feels amazing even now.

I can't believe it's twelve years old, and it's even stranger that the series ended here. No Star Wars game has done lightsabers this well since.

It's crazy, when you think about it— fourteen years since the last time a developer rendered the series' most famous weapon in an interesting way.

People who were born the month Jedi Academy came out are now almost too old to train as Jedi! If Jedi were real. I understand that they are not. Old Battlefront 2 is a bit of a mess.

But what a joyous, silly, damn fun mess of a game it was. Where most Star Wars games cast you as a Jedi or a heroic pilot, Battlefront and Battlefront 2 finally had the good sense to make you just another trooper on the ground, a lowly Stormtrooper or rebel soldier with a good old fashioned blaster at your side.

It plays like a goofier Battlefield, with floaty jump physics and battles that were more chaos than calculated strategy.

Sure, jump in an AT-ST! Sure, play as a wookie with a bowcaster! Sure, ride a tauntaun across the surface of Hoth.

Oh, you want to be a wampa? Yeah, hell, why not. How could you say no to landing a fighter inside an Imperial Star Destroyer, fighting your way through its corridors, and destroying it from the inside?

Battlefront 2 is the most unabashedly video gamey Star Wars game of them all. Revel in its silliness. The new Star Wars Battlefront 2 , which recently wrapped up, is also a corker.

It had a rough launch thanks to a crappy business model, but it's grown into an impressive multiplayer shooter that captures every era of the series and its spin-offs.

In every possible way, TIE Fighter was a space jockey's dream. It took the formula established by X-Wing and polished it to a perfect shine with glorious graphics and audio, an exciting variety of ships, and a multi-layered narrative wrapped in an overload of Star Wars bombast.

You even got to fly with Darth Vader himself! But its real genius—the element that transformed it from a great starfighter sim to an unforgettable Star Wars experience—was the way it convincingly turned one of sci-fi's most famously evil empires into a force for good.

By portraying the Galactic Empire as a bulwark of peace, order, and good government standing fast against a band of violent, lawless terrorists—and playing it completely straight—it pulled me in: I was blowing Rebel ships into radioactive space dust, and I was the hero.

Sure, there was some shadiness going on around the edges, but the greater good was always served. The instructions came in the form of a pseudo-novella entitled The Stele Chronicles that humanized not only the lead character, young Maarek Stele, but also many others, like his friend Pargo, who signs up to be a stormtrooper, and the fatherly admiral who guides him through the early stages of his career as a pilot.

The strategy guide took it even further, painting a picture of Imperial life as one of camaraderie, heroism, practical jokes, and, sometimes, emotionally-wrenching losses.

I wasn't fighting for the Empire simply because the game forced me down that path—I was doing it because I wanted to. It was the right thing to do.

And I loved it. While it wisely didn't try to ape the events of the movies beat by beat, the first LucasArts Star Wars game was still filled with enough familiar sights, sounds, and details to make you feel thoroughly connected to the fiction.

It was exciting to do the stuff the characters yelled about in the movies, like diverting power to the shields and weapons, not to mention activating the hyperdrive at the end of every mission.

You got to dock in cutscenes with familiar ships like the Mon Calamari Star Cruiser, and were able to fly A-Wings and Y-Wings, which never got much screen time in the films though, honestly, I really only ever wanted to fly an X-Wing.

While you couldn't look around with the mouse, there were tons of different cockpit views to toggle, including one where you could look back at your trusty R2 unit.

Hang on back there! Between missions you "walked" around doors would slide open when you moused over them and got mission briefings from the same weird old guy that prepped the pilots who took on the Death Star.

It all went a long way toward making me feel like a real rebel pilot engaged in a campaign against the Empire. At the time, the iMuse interactive music system had only been used in adventure games, but it was put to stellar ha use in X-Wing.

Events such as the arrival of enemies and allies were coupled with dynamic musical cues, giving the soundtrack a real cinematic feel.

Initially, it was the class storylines that stole the show, spinning a diverse series of yarns that let us be everything from an Imperial James Bond to a more conventional Jedi hero, but they were bogged down by lots of rubbish side quests and MMO gameplay that already felt dated.

Since launch, however, The Old Republic has made a lot of strides. A lot of the filler can now be comfortably skipped entirely, especially if you're a subscriber, letting you just enjoy the class and planetary storylines—which have always been the best parts.

In , BioWare also launched a new storyline, taking players out of the familiar galaxy and introducing a new threat. Knights of the Fallen Empire and its follow-ups are even more overt nods to the original Knights of the Old Republic and its sequel, with story campaigns that are singleplayer and blessed with a more cinematic bent.

As an MMO, it's still rough around the edges, but there's no other game that offers so many Star Wars adventures, and unlike its predecessors it goes well beyond the conflict between the Sith and Jedi.

And it's free-to-play, along with some of the expansions. If you want to try out the later ones, you'll need to either subscribe or drop a bit of money in the Cartel Market, but after that you'll be able to keep them forever.

Episode 1: Racer was the first racing game I ever played that felt fast. I mean truly fast. The glorious thing about that level of speed is it emulates exactly how I imagine podracing would feel.

To me, podracing is on the very short list of good things that came from the Star Wars prequels—along with Darth Maul, Jango Fett, and this moment —so for the game version to get it so right was pure ecstasy.

You could overheat your engines to boost, push your nose forward to gain speed midair, tilt your pod sideways to make it through small gaps—or attempt to and crash into the wall anyway as I often did—and sacrifice speed to repair an engine mid race.

Basically anything you saw Anakin do in the movie, you could do to your pod during a race, but without having to eventually become a Sith lord.

Racer gave you all of the detail of the film without the burden of its storyline, instead placing you in the shoes of a generic racer working your way up the ranks of the podracing circuit.

Spare parts, upgrades, and even pit droids were all available to buy for any of the 23 possible pods you could unlock. Racer had an immense and, frankly, surprising amount of customizability and detail for a licensed game, especially one based entirely on a 15 minute scene from the movie.

But LucasArts managed to incorporate every single thing from that scene to make podracing feel like podracing.

It feels fast, dangerous, and fun as hell. The music matches the intensity of the races, and each new track is like exploring a different piece of the Star Wars universe.

Whenever I think fondly back on Racer, I remember the speed first and foremost. I remember how awesome it was to finally unlock that racer who had beaten me a dozen times, and how dangerous it felt to be racing at all.

And I remember how glad I am that they made the prequel trilogy, if for no other reason than this game came out of it. By clicking sign up, I agree that I would like information, tips, and offers about Microsoft Store and other Microsoft products and services.

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Star Wars: Rogue Squadron 3D (PC) gameplay - Chapter I

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