Star Wars: Rogue Squadron

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Star Wars: Rogue Squadron
LucasArts
Publisher(s)
LucasArts
  • Nintendo 64
    Windows
    LucasArts
arcade flight
Mode(s)Single-player

Star Wars: Rogue Squadron

X-wing pilots known as Rogue Squadron. As the game progresses, Skywalker and Rogue Squadron fight the Galactic Empire
in 16 missions across various planets.

Gameplay is presented from the

third-person perspective and game objectives are divided into four categories: search and destroy, reconnaissance, rescue, and protect. The player can control five craft and each offers a unique armament arrangement, as well as varying degrees of speed and maneuverability. Bonus power-ups
that improve these crafts' weapons or durability are hidden in different levels throughout the game. The player's performance is checked against three medal benchmarks after the completion of each level. Acquiring these medals promotes the player's rank and helps unlock hidden content.

Rogue Squadron's focus on flight combat was directly inspired by a level in

Star Wars canon. Before the game's release, Factor 5 successfully appealed to Nintendo to release the Nintendo 64's newly developed memory Expansion Pak commercially. Consequently, Rogue Squadron was one of the first games to take advantage of the Expansion Pak, which allows gameplay at a higher display resolution
.

Upon release, critics praised the game's technical achievements and flight controls, but its use of distance fog and the lack of a multiplayer mode drew criticism. The game's sales exceeded expectations; by August 1999, more than one million copies had sold worldwide. It spawned two sequels developed and released for the GameCubeStar Wars Rogue Squadron II: Rogue Leader and Star Wars Rogue Squadron III: Rebel Strike—as well as Star Wars Episode I: Battle for Naboo, a spiritual successor released for Windows and Nintendo 64.

Gameplay

Unlike the

arcade-style flight action game.[5] Each of the game's 16 levels introduces mission objectives that must be completed to progress to the next level. These objectives are divided into four categories: search and destroy, reconnaissance, rescue, and protect.[3] Enemy aircraft are primarily composed of TIE fighters. Ground defenses are more varied and include three different walkers, laser and missile turrets, tanks, probe droids, shuttles, stormtroopers and speeder bikes.[6]

Gameplay is presented from the

V-wing.[8] Each vehicle offers a unique armament arrangement, as well as varying degrees of speed and maneuverability.[9] The game initially restricts the player to a particular craft for each level; however, after a level is completed, it can be replayed with any available craft.[10] Levels set on non-atmospheric moons expose the player's craft to space; thus disallowing the speeder and V-wing (which are repulsorcraft) from being used; but as on other levels, the craft is vertically confined.[3] Nine bonus power-ups are hidden in different levels throughout the game. These bonuses improve a craft's weapons or durability and are applied to each eligible craft for the remainder of the game.[9]

The player's performance is measured throughout the game, and performance statistics are checked after each level against three medal benchmarks. Each benchmark contains five categories: completion time, number of enemies destroyed, shot accuracy, number of friendly craft and structures saved and number of bonuses collected. If a player's performance exceeds one of the level's three benchmarks in all five categories, a medal—bronze, silver, or gold—is awarded on completion. Acquiring these medals promotes the player's rank and helps unlock hidden content.[11]

Unlockable content

Rogue Squadron includes a number of unlockable secrets. The player can unlock three bonus levels: "Beggar's Canyon", "The Death Star Trench Run", and "The Battle of Hoth". These levels are made available when the player obtains all bronze, silver, or gold medals, respectively, on each level. Alternatively, they can be unlocked via

passcode. Unlike the game's primary levels, the bonus levels are adaptions of events from the Star Wars films. "Beggar's Canyon" allows the player to reenact the race mentioned in A New Hope, while "The Death Star Trench Run" allows the player to execute an alternate version of the film's climactic battle. In the "Battle of Hoth" bonus level, the player can join the Rebel Alliance's combat against Imperial troops, as depicted in The Empire Strikes Back.[12]

Several craft are available when unlocked. Both the

AT-ST is playable in a basic demonstration level unlocked only via passcode. A playable model of a 1969 Buick Electra 225 based on a car owned by the game's sound designer, Rudolph Stember, is included in the game as an Easter egg.[12]

During Rogue Squadron's development,

cheat cartridges such as GameShark or Action Replay. More than six months after the release of Rogue Squadron, LucasArts unveiled the code to unlock the Naboo Starfighter as a playable craft. The code has been named the Nintendo 64's most well-hidden code because of the length of time before its discovery.[12]

Synopsis

Setting

Star Wars: Rogue Squadron is set in the fictional Star Wars galaxy, where a war is fought between the Galactic Empire and the Rebel Alliance. The game's first fifteen levels occur six months after the Battle of Yavin—as depicted in A New Hope—and before the events of The Empire Strikes Back. As the Empire gathers strength for an all-out assault on the Rebel forces, Luke Skywalker and Wedge Antilles form Rogue Squadron, a group comprising twelve of the most skilled X-wing pilots from the Rebel Alliance.[14]

The sixteenth and final level of the game takes place during

New Republic, which now controls three quarters of the galaxy. After the deaths of Emperor Palpatine and Darth Vader, the Galactic Empire collapsed, but was reborn under a mysterious new leader (who is actually a clone of Palpatine). Rogue Squadron, now under the command of Wedge Antilles, continues to fight the Empire to protect the newly formed Republic.[15]

Plot

The story is divided into four chapters, each of which starts with an opening crawl resembling those featured in the Star Wars films. Further story details are presented through the game's instruction manual, pre-mission briefings, character conversations during the game and in-game cutscenes. The game begins with Rogue Squadron briefly encountering the Empire at the Mos Eisley spaceport on Tatooine. The team executes escort and rescue missions on Barkhesh and Chorax, respectively.[16]

Kasan Moor
.

The Rebels learn that Imperial officer

Kasan Moor's TIE.[20][21] When Rogue Squadron tells Moor that she has been taken prisoner, she offers to defect and provide the Rebel Alliance with Imperial intelligence.[22]

With the help of Kasan Moor's intelligence, the Alliance launches three consecutive attacks on Imperial bases throughout the galaxy. After an assault on the Imperial Enclave, a facility on Kile II supporting the Empire's Naval operations, Wedge Antilles is ambushed by a group of TIEs and is taken captive.

Kessel.[25] The remaining members of Rogue Squadron travel to Kessel and rescue him and other Rebel prisoners.[16]

With Wedge Antilles free and Rogue Squadron again at full strength, the Rebel Alliance turns its attention to a new Imperial threat —

Sullust.[28] While still on Sullust, however, General Rieekan informs the Squadron that Moff Seerdon has used their raid as a diversion and begun his attack on Thyferra.[29] With Seerdon in control of the planet's bacta and their own supply threatened, Rogue Squadron quickly reaches Thyferra, kills Seerdon and frees the planet.[16]

In the final chapter, the game moves into the future, six years after the Battle of Endor. Rogue Squadron, now under the command of Wedge Antilles, continues to fight the wounded Empire. On the planet of

Mon Calamari, new Imperial weapons called World Devastators are destroying the planet.[15] Rogue Squadron is deployed, disables all three Devastators and destroys the Imperial presence.[16]

Development

After the success of

Factor 5 initially pitched a concept to allow gamers to play through missions similar to the fans' favorite action sequences from the Star Wars films. This proposal was rejected, however.

Star Wars: X-wing Rogue Squadron,[34][35] a series of books and comic books set after the years of the original film trilogy,[34] and have the game centered around Wedge Antilles.[35] It was later decided that the game would instead focus on Luke Skywalker and primarily take place between the events of A New Hope and The Empire Strikes Back as it was more commercially appealing.[34]

A rectangular cartridge consisting of a black base and a flat, red top
The Nintendo 64's Expansion Pak allows gameplay at a higher resolution.

LucasArts began developing the story and gameplay

artificial intelligence flew and fired in a predetermined path. When "playing" the demo for audiences, Tosti followed a very specific flight path of his own to give the illusion that he was actually battling with the TIEs. Despite the demo's barebones presentation, response from gamers was largely positive.[13] In the final build of the game, many of the enemy fighters continued to follow predetermined flight paths as calculating flight paths on the fly required too much processing power.[34]

Late in development, the team realized that they were developing the game with a Nintendo 64 memory expansion in place at all times. Unable to run the game on a standard Nintendo 64, they began working on compression techniques to allow the game to run within the confines of the standard console.[34] At the same time, Factor 5 appealed to Nintendo to release the newly developed memory Expansion Pak commercially. Nintendo was reluctant, expecting the technology to be reserved solely for hardware peripherals. However, after Iguana Entertainment also wanted to use the Expansion Pak to achieve a higher display resolution for Turok 2: Seeds of Evil, Factor 5 was given the green light.[13] Ultimately, Rogue Squadron was made to run on a standard Nintendo 64 but the Expansion Pak increases its resolution from 320 × 240 to 640 × 480.[34][3]

Lucasfilm was hesitant to grant access to the Star Wars library of sound effects to Factor 5 sound designer Rudolph Stember. As a compromise, the company provided Stember with sounds

Terence McGovern.[36] Instead of using Nintendo's default sound drivers, Factor 5 developed its own tool called MOsys FX Surround. The Factor 5 drivers use Nintendo 64 processors, but tax them less; advanced compression techniques were employed. As a result, the game includes over 80 minutes of high-quality stereo sound.[37][38]

In November 1998, a month before the game's scheduled release, LucasArts announced the worldwide agreement with Nintendo concerning three new Star Wars video games. It granted Nintendo the rights to market the games and hold exclusive, worldwide distribution rights for five years following each release. Rogue Squadron was the first game released under this agreement.[39] To promote the release of the game, Mark Hamill, the actor who played Luke Skywalker in the Star Wars films, visited the Mattel Children's Hospital in Los Angeles to play the game with patients in a Starlight Children's Foundation's Fun Center.[40]

Reception

X-wing
are examples of graphical detail that were praised by reviewers.

Many reviews compared Star Wars: Rogue Squadron to one of its inspirations, the Battle of Hoth flight combat level in Star Wars: Shadows of the Empire, considered one of that game's best elements.[3][43] GamePro remarked that Rogue Squadron "enhanced the flight model with true pitch, roll, and bank mechanics".[37] IGN praised its inclusion of "upgrades, more enemies, better sound, and stunning second-generation graphics".[3] The Nintendo 64 version received mostly positive reviews, and received an aggregate score of 85 percent from both GameRankings and Metacritic.[48][50] GamePro named it one of the best games released in 1998.[37] In a 2008 retrospective, IGN's Levi Buchanan stated that the game revived the Star Wars license on consoles through well-paced gameplay, a story tied into the Star Wars canon, and visuals that made it "one of the generation's top stunners".[52]

The game's technical aspects were singled out for acclaim. Its visuals were called "respectable"

R2 units, cockpit views, and exhaust flames, Schneider described the game's 3D ship models as "gorgeous". IGN's Matt Casamassina said that the game was the best-looking Nintendo 64 game to date.[3]

Reviewers also praised the game's sound design. Powered by the new Factor 5 audio drivers, Rogue Squadron features about 40 minutes of speech and 40 minutes of music.[37] GameSpot's Ryan Mac Donald believed that the game's inclusion of extended voice work helped create a "movie-like" atmosphere.[43] IGN noted that in addition to being technically impressive, the game's Dolby Pro Logic surround sound was an important gameplay element. The audio signals helps the player determine enemy positions and the direction of travel. IGN awarded the game three sound awards, including Sound Effects, Best Voice, and Best Overall Sound of 1998 on the Nintendo 64.[38] The game earned a nomination for "Game of the Year" at the AIAS' 2nd Annual Interactive Achievement Awards (now known as the D.I.C.E. Awards).[53]

Some reviewers complained about aspects of the game's visuals; critics disliked the heavy reliance on distance fog.[3][43] Another common criticism of the game was the lack of multiplayer modes. GamePro's review called the omission a "serious, unforgivable sin";[37] Schneider believed that while adding these modes would have extended Rogue Squadron's replay value, the game was still enjoyable for its medal reward system and a large number of secrets and unlockables.[3]

Although nearly identical,

AllGame's Brad Cook wrote that the PC version's handling is more difficult than the N64 version. He believed the PC's "choppy" feel made it difficult to target enemies.[42] In contrast to its opinion of the N64 version, IGN's PC review was not enthusiastic about the game's visuals. IGN staff remarked that Rogue Squadron's "graphics and special effects aren't spectacular" and that they had "seen better graphics" on the PC.[2]

Sales

When Rogue Squadron was released in early December 1998, the title's Nintendo 64 incarnation was the second-highest-selling video game for the first half of the month (behind Nintendo's

LucasArts Archive Series in May 2001.[59] The PC version was also released via digital distribution in 2015.[60] The Nintendo 64 version sold over 1 million copies in the United States,[61] and over 44,000 in Japan.[62] Rogue Squadron's retail success was not anticipated by the game's producer Julian Eggebrecht, who said that the game sold "about 100 times better than anybody expected".[13] He believed that releasing the game shortly after the theatrical re-releases of the original Star Wars films and only five months before the theatrical release of Star Wars: Episode I – The Phantom Menace helped contribute to the game's success.[63] Two sequels were later developed and released for the GameCubeStar Wars Rogue Squadron II: Rogue Leader and Star Wars Rogue Squadron III: Rebel Strike—as well as Star Wars Episode I: Battle for Naboo, a spiritual successor released for Windows and Nintendo 64.[13]

Notes

  1. ^ Released on Microsoft Windows as Star Wars: Rogue Squadron 3D[2]

References

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Further reading

External links