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The Gala Games Mission. Town Star. Genre Agricultural Simulation. Development Status Beta. Among this bunch you'll find brilliant dogfighting games, first-person shooters, Jedi duelling and even an RTS.
If you're looking for some not-so-good Lucasarts tie-ins, which are still loveable in their own right, check out our list of the worst Star Wars games.
Don't be put off by Cal Kestis' permanently blank expression, there's actually an entertaining Star Wars romp to enjoy here with some genuinely likeable characters at its heart.
It's a third person action adventure with some exploration and puzzle solving to vary the pace. Combat relies a lot on well-timed parries and counters with your beautiful, humming lightsaber, which you can customise, naturally.
Combat timing takes some getting used to— Fallen Order feels sloppy next to finely honed action games like Sekiro—but the Star Wars cladding creates a sense of cheerful adventure as you mow down hundreds of chatty stormtroopers and wall-run between zones.
It never captures the Star Wars spirit quite as well as the Jedi Knight games for, but it's a perfectly solid, breezy hour piece of entertainment that fills up a few laid back Sundays very nicely.
The weapon looks and sounds great, and is almost as deadly as it should be. When sabers clash the part of me that loved Star Wars as a kid wakes up and shouts 'this is awesome!
That's a sign that a Star Wars game has gotten something right. If you're picking it up, go to Dathomir early.
The enemies there are a pain but it's worth persisting to get a certain upgrade that made the whole game more fun for me.
While Republic Commando looks a bit rough these days, it's refreshing to see that era of Star Wars executed with the right adult but not too serious tone.
If the prequels were more like this, you might even have enjoyed them. After an extremely effective opening sequence where you watch the creation of your clone captain in first person, you're put in control of a squad of clone specialists.
You can order them around with simple presses of the F button, prodding them towards highlighted parts of the environment to blow things up, converge on a single enemy, or take control of an area.
With decent dialogue and voice acting, too, it's still easy to recommend now. The neatest touch, which I've heard everyone bring up when discussing this game, is the comical windscreen wipe effect on your helmet that kicks in whenever its gets dirty or damaged.
It wasn't the most radical, in-depth or interesting RTS around back in , but it's nonetheless as close as an official Star Wars game has got to capturing the magic of the saga's space and ground battles better than Force Commander did, anyway.
Petroglyph's Empire At War even has multiplayer again these days, after the developer switched it back on in September. If one sci-fi multimedia series isn't enough for you, check out Andy's recent feature where he pitted the ships of Star Wars against those of Star Trek in a brilliantly detailed mod, then try it out yourself.
Rogue Squadron, I suspect, was created to emulate Nintendo's brilliant Star Fox 64, with planets represented as little hubs and most completable in the space of about ten minutes.
It's a really easy game to get to grips with in terms of the way each Rebel craft moves, and it was nice counter-programming to the X-Wing series if you weren't always in the mood for a sim experience.
The only thing that drove me insane about Rogue Squadron is that its two best levels—and surely a reason to buy the game for most people—were the Death Star trench run and the Battle of Hoth, both of which were hidden bonuses that had to be arduously unlocked by collecting gold medals.
They should've been the first missions in the game! Hopefully it happens someday. Knights of the Old Republic's success comes down to a single smart creative decision.
By setting their story thousands of years before the events of the films, BioWare neatly removed themselves from the complex and contradictory state of the expanded universe in the early noughties.
Given the freedom to do more or less what they wanted, they were able to build a Star Wars RPG that made that galaxy far, far away feel fresh again.
This was an era when Star Wars fiction was frequently tripped up by its addiction to iconic characters and set-pieces. The original Knights of the Old Republic demonstrates that repetition can actually be a good thing if it's sufficiently well executed.
The plot is, after all, built from familiar parts—easy-going smugglers and their lifebound wookiee companions, deadly battlestations, young Jedi learning about the Force.
Knights of the Old Republic works because it drills deeper into these ideas than anyone had for a long time, capturing what made those original moments special in the first place.
I'm pretty sure that Revan moment was the most surprised I'd been by a Star Wars story since the first time I saw The Empire Strikes back, even though the two reveals are structurally equivalent to each other.
This, incidentally, is the key to understanding the difference between KOTOR and its sequel—the former is an intelligent reconstruction of familiar Star Wars notions, while the latter is an intelligent deconstruction of them.
That's perhaps a tangent too far. The point is: this series represents a high point for developers investing serious thought into their Star Wars stories.
You should play it for that reason. It had the ambition and the credentials for it—one of Ultima Online's lead designers creating a fully-3D persistent world where everything was driven by players.
A ground-to-space simulation of the Star Wars universe with player houses, player cities, player ships, player factions.
It's the dream that currently powers Star Citizen, and it almost saw the light of day a decade ago.
I'm still a little heartbroken that it didn't. SWG sits near the top of the list of my personal games of all time, and I'm still angry about the way it all panned out.
This was an extraordinary game for roleplayers. The chance to just live in a totally open, totally customisable simulation of the Star Wars universe was an irresistible one, and when it worked, it worked wonderfully.
I feel like Roy Batty at the end of Blade Runner saying this, but man—I've seen things you people wouldn't believe. I've played through Star Wars stories that you'll never get a chance to because they only existed because of the power SWG gave its players.
I've taken down a rival bounty hunter in a duel in the streets of Bestine. I've flipped an Imperial gunboat upside-down so that the fleeing spy manning the top-mounted railgun can get a clear shot at the A-Wing on our tail.
Star Wars Galaxies was killed by two things: balance problems and its license. The former is something that should have been handled with far more care, and the latter is something that shouldn't have been a problem at all.
By the time the game matured, Star Wars had become a set of symbols, and the game was ripped apart by the need to cram as many of them into it as possible.
Iconic 'theme park' worlds. Collectible movie trinkets. A little button at the start that lets you be a Jedi by clicking a picture of Luke Skywalker.
All of this was utterly contrary to the spirit of the game SOE originally set out to make, but it can't take away from how many wonderful experiences I managed to have before it all fell apart.
Jedi Knight 2's lightsaber mechanics are important not only to the history of Star Wars games, but to multiplayer gaming on the PC in general.
This was the game that established a passionate, competitive community dedicated to the concept of the one-on-one melee duel.
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.