STAR WARS™ Empire at War - Gold Pack

Last year, when we discovered the Star Wars Empire at War Remake mod, Fraser Brown requested to be frozen in carbonite until it was done. I guess we can thaw him out because I just checked the mod page and hot damn. Not only does this mod update the game to cutting-edge visual standards with new models and effects, it adds new units and deepens the game mechanics. The most recent release, the 3.0 update, brought a whole host of new stuff and graphical improvements to the mod. Empire at War is a strategy game released in 2006, and we still consider it to be one of the best space games on PC.

I’m a particular fan of this mod because of its philosophy: It doesn’t really muck with the core game experience or add too much new material, but it does rework what it needs to and adds (optional) much-needed difficulty. Empire at War Remake has also been given the Mod of the Year award by the ModDB community, surprising literally no-one. It won the same in 2018 as well. Here’s a bunch of pretty pictures of the mod in action:

You can get Star Wars Empire at War and its expansion, which you’ll need for the mod, pretty cheaply on Steam or GOG, just $6.99 for the winter sale. You can check out Empire at War Remake: Galactic Civil War on ModDB, or go straight to the 3.0 update. The mod community also has a Discord server.

Oh, I was going to thaw Fraser out. Maybe I will after a few hours of Empire at War...

STAR WARS™ Knights of the Old Republic™

Thanks to ESRGAN (that's Enhanced Super Resolution Generative Adversarial Networks), a variety of old games are getting a spit and polish. We've seen Morrowind, Final Fantasy 7, and any game with a pre-rendered PS1 background get the neural network makeover, with some impressive effects. Earlier this year, modder Red11BY did the same thing for the characters in Star Wars: Knights of the Old Republic, BioWare's 16-year-old RPG.

The mod includes new HD textures for every single NPC in KotOR, both human and alien, as well as HD textures for all the game's armor sets worn by the player-character, upscaled to a resolution of 2048x2048 thanks to ESRGAN.

It's a 3GB download, but it seems like a worthwhile addition if you're in the mood to replay one of BioWare's best games. You can download it from Nexusmods.

Thanks, DSOgaming.

STAR WARS™ Knights of the Old Republic™

It feels like you can't move without falling over yet another piece of Star Wars-related news this week, and today is no different. In a recent interview with MTV, Lucasfilm's President, Kathleen Kennedy, spoke about the likelihood of Star Wars: Knights of the Old Republic getting some sort of big screen adaptation.

The interview, which took place at this year's Star Wars Celebration, saw MTV's Josh Horowitz, broach the subject with Kennedy. "You know, we talk about that all the time," Kennedy said. "Yes, we are developing something to look at. Right now, I have no idea where things might fall, but we have to be careful that there is a cadence to Star Wars that doesn't start to feel like too much."

You can check out a clip of the interview, below—the KotOR bit starts at 1:28:

So no, we really don't know what Lucasfilm is planning to do—if anything—with Star Wars: Knights of the Old Republic but maybe it's waiting for the dust to settle following the slew of recent news before hitting us with the next Star Wars announcement. 

Thanks, Game Informer.

STAR WARS™ Dark Forces (Classic, 1995)

A senior environment artist at Obsidian, Jason Lewis, is creating a fan remake of Star Wars: Dark Forces, which introduced the world to Kyle Katarn and the joys of shooting Stormtroopers in first-person back in 1995. So far, he's been able to make a recreation of the first level that can be traversed from start to finish, screenshots of which can be found on his Artstation page

It's shaping up very nicely, especially when compared to its predecessor from two-decades prior. As well as exteriors, Lewis has been working on the interiors of the Empire's base, which look appropriately menacing and shiny. In his most recent update, posted three months ago, he said the environments were mostly done. 

We need fodder for our blasters, of course, so the next challenge is making a Stormtrooper. Lewis isn't a character artist, so he says he'll need help with the human characters, though he's also going to give it a try himself. 

Another of Lewis' Star Wars projects was also spotted by YouTuber BlueDrake42. It's called Docking Bay 94 and recreates the hive of scum and villainy that is Mos Eisley. BlueDrake conflates the two projects in his video, but apparently they're separate. You can actually play the Docking Bay 94 demo, too, so grab it here

While the sequel was light years better, I've still got a soft spot for ol' Dark Forces, which 10-year-old Fraser was immediately sold on by the promise of playing Doom but in Star Wars. And if Doom can get a flashy modern remake, why not this? 

If you're more of a racer than a shooter, there's always the Star Wars Episode I: Racer remake that's in the works. 

Cheers, Kotaku

STAR WARS™ Dark Forces (Classic, 1995)

These are disappointingly barren times for Star Wars games: only two Battlefronts (and a mobile game) have been released since EA acquired the licence back in 2013. Earlier this week, too, it was rumoured that the company's open world project had been killed, following the earlier cancellation of Visceral's Ragtag project. This is all happening during the peak of 21st century interest in Star Wars. I hoped we'd be drowning in new Star Wars games by now, and reader, we are not. There are numerous missed opportunities here—though I'm looking forward to Respawn's Jedi: Fallen Order

Nightdive Studio, which remastered games like System Shock and Turok for PC and is currently working on the System Shock remake, wants to help in our hour of need. The studio's CEO Stephen Kick took to Twitter a couple of days ago to express interest in giving a remaster treatment to 1995's Dark Forces. 

Hey, it's just wishful thinking, right? Favs don't make it so. The follow-up, though, shows some intent to start a conversation: 

Dark Forces was a high point of '90s FPS games that followed Doom, introducing us to Kyle Katarn, who'd go from being a Han Solo-esque mercenary figure in this first game to Force user in the Jedi Knight games—which is quite a transition to make, really. It's unclear how EA's licence to make Star Wars games would affect a remaster of an older game. We'll keep you updated if anything becomes of it.

My dad got stuck in Dark Forces' sewer level for ten years, and I still see those dianoga in my nightmares sometimes. 

Thanks, PCGamesN

STAR WARS™ Empire at War - Gold Pack

Star Wars: Empire at War, one of the best space games on PC, has never looked this good before. The Empire at War Remake mod has been around for years but the latest incarnation is especially swish, as you can see from the fancy Star Destroyer battle above. 

“This mod catapults Empire at War into 2018,” reads its ModDB summary. “It maintains the game's design philosophy, while adding new units, better graphics and deeper gameplay.”

It’s been updated a lot this year. The mod’s creator, Jeroenimo, has big plans. They want to turn the galaxy into a “varied and alive ecosystem”. The three main factions—Rebellion, Empire and Underworld—have been reworked, while new factions like the Mandalorians and Clone War Separatists have been thrown into the mix. The Vong are in the works, too. 

A ‘Lite’ version of the mod is available at the moment. From now on, though, instead of incremental updates, Jeroenimo plans on waiting until the mod is fully functional and feature complete. 

This is also a good excuse to remember the time that Andy pitted Star Wars against Star Trek in Star Wars: Empire at War. A proper battle of the franchises.

STAR WARS™ Knights of the Old Republic™

Remember Apeiron—that ambitious fan reworking of BioWare's Star Wars: Knights of the Old Republic made in Unreal Engine 4? Yeah, Lucasfilm has shut it down. Sad but expected news, I suppose. 

Taking to Twitter, the project's Poem Studios published a cease and desist letter issued by Lucasfilm, alongside the following message: "It's with a great sadness that I'm posting today; I recently received a letter from Lucasfilm instructing Poem to end production on Apeiron. After a few days, I've exhausted my options to keep it afloat; we knew this day was a possibility. I'm sorry and may the force be with you."

Sent to project lead Taylor Trotter, the following letter outlines Lucasfilm's admiration of Poem's "affection and enthusiasm" for the Star Wars franchise, before stressing its objection to "any unlicensed use of Lucasfilm intellectual property."

Image credit: Poem Studios

Lucasfilm underscores the fact it is the "exclusive owner of all intellectual property rights in and to the Star Wars major motion pictures, games and any other Star Wars content," and that references to Knights of the Old Republic could be "misleading to the public and [are] likely to create confusion as to whether it is affiliated with Lucasfilm."

At the time of writing, the Apeiron website is still live (as noted above, Poem has till October 15 to shut it down). Once that goes, this in-game footage will presumably follow. Till then, check out what might have been:

STAR WARS™ Knights of the Old Republic™

May the fourth be with you! Here's a highly ironic picture of Richard Dean Anderson from Stargate SG-1, etc. You know the deal by now: this is arbitrarily Star Wars Day because of a pun on the date, and not because this day actually has anything to do with Star Wars (the 1977 movie was released on 25 May). Time to fill our houses up with discounted vinyl junk in the shape of Yoda. 

Still, don't let my light cynicism stop you from hoovering up some classic (and not-so-classic) Star Wars games for less this weekend. Pretty much all the major digital storefronts are running sales themed around a galaxy far, far away. Steam has its complete collection of Star Wars games available as a bundle for about $76/£55, and big discounts on individual games too. You'll find deals at Humble Bundle and Fanatical, too.

GOG is running a similar sale, and its selection of Star Wars classics is pretty impressive these days, particularly after the addition of Episode I: Racer. Just looking at all of that old Star Wars promo art makes me want to reinstall every Jedi Knight game and play them all weekend. Fingers crossed GOG rescues Battle for Naboo next. 

Origin, meanwhile, has new Star Wars Battlefront 2 for $24/£22, which isn't a bad price for an impulse purchase of a 63%-rated FPS, although I haven't returned to the game since the recent progression overhaul and I wasn't the biggest fan of the campaign, where in one level Luke Skywalker hits some bugs with his lightsaber for ages. It's worth noting that Star Wars: The Old Republic is also running a double XP event through to 11 May. 

If you want some guidance on the best Star Wars games on PC, check out our handy list. You should then look at our worst Star Wars games list, where I complain about the shortcomings of Shadows of the Empire, a game I actually love and have completed ten times. 

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.  

PC Gamer

Being evil in an RPG is no easy feat. Not only do you need the stomach for it, but developers aren't always the best at making evil choices feel as nuanced and satisfying as their morally righteous counterparts. It's rare for a game to present you with a decision so evil that it actually upsets you, but there is also an undeniable joy in being a monstrous jackass—even if your reason for detonating a dormant nuke in the middle of a small town is just for the lols.

That's why we forced some of our writers into the confession booth to finally fess up about their favorite evil decisions in PC gaming. It's some pretty dark stuff—from smothering babies to forcing someone to murder their lifelong best friend—but if you've got a kink for the chaotic, here are our picks for some of the most sinful choices we've made in games. 

Tyranny - Hush little baby 

To be fair, Tyranny is an RPG that has no real shortage of evil choices to be made—you do murder millions of people in the introduction alone, after all. But later in the story, Tyranny trades mass murder for one decision that is hauntingly terrible. See, to undo your overlord's Edicts that, like magical natural disasters, are tearing apart the land, your character must help fulfill certain contractual clauses. When you first venture to the Blade Sea, that clause is killing the last of its traitorous ruling family. At first this seems like a pretty easy task after you besiege the castle, corner the Regent Herodin and make ready to end his life. But after he is dead, the edict remains mysteriously intact. It's then revealed that there is another heir—a child born out of love between Herodin's son and the kidnapped daughter of your commander, Graven Ashe.

It's a hopelessly complicated situation made even more complicated by the fact that the mother, Amelia, will die to protect her child. But if the child lives, the Edict of Storms will continue. True to developer Obsidian's great storytelling lineage, there's a few different ways to handle the decision. But if you're the ruthlessly pragmatic type, you can simply kill Amelia and then smother her child in its crib. Or if you're a real monster, you can force one of your unwilling companions to do it for you, probably subjecting them to a lifetime of guilt and self-loathing. Whichever way you go about it (or however you might justify it) smothering babies isn't exactly heroic.— Steven Messner

Fallout 3 - The Big Bang

The big, obvious one from Fallout 3 is such a grand moment that it's almost impossible to resist. I blew up Megaton for two reasons: one, I wanted a nice apartment in Tenpenny Tower, where I could have a little break from the depressing nuclear post-apocalypse and chill with my robot butler. Secondly, the layout of Megaton is really annoying, and needlessly tricky to navigate compared to other locations in Fallout 3. It had to go, really. I activated the nuke and watched that baby go off. I regret nothing—it's still one of the most shocking and exciting moments from any game in the last ten years. — Samuel Roberts

Dishonored - Lust for vengeance 

Despite being an assassin, Dishonored rightly punishes wanton murder and instead encourages players to seek their vengeance through more creative means. Each kill pushes the city of Dunwall closer to complete chaos, so finding an alternative is necessary if you hope to ultimately rid the city of evil and corruption. Instead of murdering the pope, for instance, you can brand him with a mark of shame and force him to live out the rest of his life as a beggar. It's poetic justice at its finest—except in the case of Lady Boyle.

This capitalist is the financier behind many of Dishonored's villains and is rightly deserving of justice. But Dishonored's non-lethal way of dealing with her is pretty abhorrent. During the Lady Boyle's Last Party mission, Corvo can choose to simple murder Boyle (and her lookalike sisters) or instead deliver her into the hands of a creepy-ass stalker named Lord Brisby who, in addition to confessing his love for her, promises to make her disappear forever. While his suggestion is vague, it's just insidious enough to make me believe that handing Lady Boyle over is little more than human trafficking. That, by knocking her unconscious and letting Lord Brisby have her, I'd be condemning her to a life of sexual slavery at the hands of this creep. I mean, I get it, she's a terrible person and absolutely deserves punishment—but I think we can all agree that this is a bit much.— Steven Messner

Splinter Cell: Pandora Tomorrow - No questions asked  

Okay, obviously this isn’t an RPG, but I’ve pulled rank in order to include it because it’s such a juicy moral dilemma. What, dear reader, would you do if your boss ordered you to shoot someone—and only gave you a second to decide. Luckily for Steven, that’s not a situation I’m ever likely to be in. But for Sam Fisher, double-tapping a colleague is all in a day’s work. So it goes when midway through Pandora Tomorrow you step into one of those elevators with a mesh door. Suddenly you get a call from your handler, Lambert. “Fisher, we need Dahlia Tal dead. Kill her.” The elevator starts moving. “Don’t think, just do it.”

To this point as far as you’re aware Tal is an undercover agent in the Israeli secret police who’s been helping Fisher infiltrate a terrorist base, and has been portrayed as the kind of entirely sympathetic ‘goody’ NPC you expect from the series. The game barely gives you a second to make the call—I shot her, as did the guy in this video—and afterwards I remember feeling something close to actual actual shock.

If I’m being honest, there was also some exhilaration that the game had thrust such a horrendous decision on the player with zero foreshadowing. Brilliantly, at least in terms of design, if you kill Tal you don’t get any explanation as to why it was necessary. Whether or not I’d made the right decision was just about all I could think about for the rest of the game.

A quick trip to Wikia now reveals that Tal was in fact planning the ol’ switcheroo on Fisher, and had a team of snipers waiting to ambush him outside the facility. If you decide to let her live, Lambert gives you a bollocking and explains the deal with the double cross. It always disappointed me that although subsequent Splinter Cell games also came with tough decisions, none felt as startling as that murderous phone call. It’s also a pity that Pandora Tomorrow doesn’t appear to be on GoG or Steam currently. Time for a stern talk with Ubisoft.— Tim Clark

Knights of the Old Republic - Do as I command 

Playing the Dark Side in Knights of the Old Republic was way more fun, but this bit was twisted. Towards the end of the game, as you take on the mantle of the Sith and confront your party about their allegiances, things get pretty heated. The purehearted Mission Vao wants to redeem you, while her loyal wookiee friend Zaalbar is stuck in an impossible situation. He has a life debt to you, but loves Mission dearly. What's the most evil possible thing you can do, in this situation? Use Force Persuasion to convince Zaalbar to stab, strangle, or shoot Mission to death, while she shouts "It's me, Big Z! Noooo!" I don't think that's how the life debt is supposed to work.— Wes Fenlon

Planescape: Torment - I have no body and I must scream 

Planescape is full of potential bastardry, from selling your companions into slavery to, well, everything involving Deionarra. But in the Nine Hells of Baator there's an especially memorable moment. The Pillar of Skulls is where sage souls whose lies resulted in someone else's death are punished by being turned into chattering heads trapped in a column of flesh for eternity. The heads trade their knowledge for sacrifices, and know things you can't learn anywhere else. 

This is where you discover that one of your companions, a wisecracking floating skull named Morte, is an escapee of the pillar who has been trying to atone for his sin by serving you. Knowing this, you can put him back into the Pillar of Skulls in return for which it will answer one question. I don't know if shoving the first friend you make in the game back into a mass of bone and putrid flesh for eternity in trade for some information counts as Lawful Evil, Chaotic Evil, or Neutral Evil but whichever it is you are a dick for doing it.— Jody Macgregor

Fallout 2 - All is fair in love and war 

Fallout 2 was the first game I can recall where you could be truly evil—like, really, really evil. If you, like me, ended up sleeping with Miria (or her brother Daven), you'd be forced by her father into a shotgun marriage, straddling you with a completely useless companion. If you're truly evil, you can make the best of a bad situation and profit in the process. If you head over to The Hole or New Reno, you can pimp off your spouse for some extra caps or, if you encounter trappers, have Miria earn you some gecko skins by doing the dirty. That's probably not what her father intended to happen when he forced you to marry her.

Even worse, if you tire of any of your companions (and you don’t just let them get killed in a fight), you can sell them into slavery and be rid of them forever. ‘Losing’ Miriam to Metzger in The Den was my eventual choice, and when I happened to return to Modoc and mentioned what happened to her father, Grisham, the old geezer had a heart attack. RIP, dad, and thanks for the shotgun wedding.

— Jarred Walton

STAR WARS™ Knights of the Old Republic™

When considering the best Star Wars games, it's clear that the saga has had its ups and downs on PC. During the '90s and early '00s, LucasArts had a lot of hits, particularly with games that were targeted at using a mouse and keyboard or a joystick—these were the days when Star Wars games would launch just on PC, instead of every single console, too. And honestly, based on recent experience, it was a better time for fans of games based on Lucas's iconic films. It's hard to envision EA making a new X-Wing with just PC players in mind, for example. Then again, Jedi Fallen Order is perhaps the most promising Star Wars game in years, as a singleplayer-only Jedi action game. 

While a previous version of this list was in a numbered order, here we've revised that so we can fit in more of our favourites. 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

Of course we have Star Wars games on the brain at the moment due to the recent release of Respawn's Star Wars Jedi: Fallen Order. Since we didn't get code for it before the review embargo, we're still busily working our way through it to see if it can gain a spot on the following list. May the Force be with it.

Republic Commando 

This light tactical FPS is one of the most enjoyable games to come out of the Clone Wars/Revenge of the Sith era, which is mostly remembered for disposable PS2 nonsense like Racer Revenge and Bounty Hunter. 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. 

Samuel Roberts

Empire At War

It wasn't the most radical, in-depth or interesting RTS around back in 2006, 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. 

Samuel Roberts

Rogue Squadron 

When Rogue Squadron landed on GOG, I played through over half of it in one night. It’s still a brilliant shooter, featuring every Rebel spaceship with their own differences in sound design and feel (except the poor old B-Wing). 

In the late '90s I was obsessed with Star Wars games—I think I still have a PC Gamer demo disc containing only Star Wars game demos that I played again and again for about two years—and Rogue Squadron is weirdly one of those titles considered an N64 game before a PC game, even though it came to PC first in North America. I only ever played it on PC, and for someone watching the Star Wars Special Edition VHSs every day in 1999, Rogue Squadron blew me away. That’s partly because of the level of fan service employed in setting some levels in familiar locations (or some you heard in passing, like Kessel) or having the Millennium Falcon turn up halfway through a mission, but also because it’s so simple an arcade shooter that it's aged pretty well.

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! 

Though Rogue Squadron didn’t have the Battle of Endor (which is okay because X-Wing Alliance did that brilliantly and makes more sense in a sim style), this was a very complete-feeling game for players who particularly love the space and ground battles of Star Wars. It’s got some fun Expanded Universe bits, the Millennium Falcon as an unlockable and even patched in the Naboo Starfighter from Episode I, back when The Phantom Menace was more promising-cool-thing than pop culture atrocity.

I regret that that LucasArts didn’t bring its sequel, the stunning GameCube shooter Rogue Leader, to PC (is it too late for this to happen? Capcom is porting its console back catalogue to PC—no reason LucasArts shouldn’t do it), and it’s sad that Factor 5 is no longer around to create more games in the series. It seems like a waste to let the series die when it’s such a good representation of a major part of Star Wars.

Also recommended—but not good enough to be on this list because there are no X-Wings in it—is the similarly angled Battle For Naboo, which for my money would’ve been a way better addition to GOG than the weaker Star Wars Starfighter. That was the third best Prequel Trilogy game after Racer and Republic Commando. Hopefully it happens someday. Rogue Squadron fans would lap it up, I’m sure, but for now this remains the best you can get on PC.

—Samuel Roberts

Knights of the Old Republic

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.

—Chris Thursten

Star Wars Galaxies

Star Wars Galaxies should have been one of the most important MMOs ever made. 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. When the game was conceived, Star Wars was a place—somewhere you could set an MMO. 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.

I think I'm still angry about it, guys. Wait, no. I'm definitely still angry about it.

—Chris Thursten

Jedi Knight 2: Jedi Outcast

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. Without it, gaming would be much poorer—Blade Symphony wouldn’t exist, for one thing.

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.

—Chris Thursten

Knights of the Old Republic 2: The Sith Lords

Knights of the Old Republic 2 is the quintessential Obsidian Entertainment RPG. 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.

Here's Knights of the Old Republic 2's dirty little secret: it's not very good at being Star Wars. 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.

—Wes Fenlon

Jedi Knight: Jedi Academy

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 2003 and 2005 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.

—Chris Thursten

Star Wars Battlefront 2

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. There's something sublime about that: Battlefront is the rare chance to feel like you’re playing inside the Star Wars universe, rather than carving out a new destiny.

It plays like a goofier Battlefield, with floaty jump physics and battles that were more chaos than calculated strategy. AI enemies are nothing but stupid cannon fodder, and yet they’re so satisfying to mow down in droves. It’s hard not to love a Star Wars game that unabashedly gives you every toy you could ever want to play with. 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.

Battlefront 2 added hero characters to the original game, and sure, they’re crazy unbalanced. But who doesn’t want to Force-sprint across a map as Obi-wan Kenobi and slice up a bunch of droid troopers? 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.

—Wes Fenlon

TIE Fighter

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.

—Andy Chalk

X-Wing

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. X-Wing's sequel, TIE Fighter, may ultimately have been the superior game, with a better campaign and more interesting story (and that blessed ‘match target speed’ key) but at the time, X-Wing gave me exactly what I was looking for: a blend of exciting arcade shooting and enough fiddly flight simulator options to cover a keyboard.

— Chris Livingston

Episode 1: Racer

Episode 1: Racer was the first racing game I ever played that felt fast. I mean truly fast. As in, if you lose focus for too long, your mindset quickly deteriorates into “Oh my god oh my god oh my god, don’t crash, turn faster, oh god what’s happening” before you hit one too many walls, lose an engine, and drift slowly to an explosive stop. 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.

Racer didn’t just stop at the speed—it gave you complete control over your pod. 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.

Even since Episode 1: Racer’s release in 1999, few racing games have matched the amount of depth and speed it offered. Sure, other games let you unlock new cars to customize, but going around a track doesn’t offer the same adventure as dodging rocks on Tatooine, and cars can’t go nearly as fast. 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.

— Tom Marks

Dark Forces

Before I ever played Dark Forces, I remember reading the gorgeously illustrated, captivating Dark Forces: Soldier For the Empire, in which Imperial-turned-hero Kyle Katarn infiltrates the Death Star to steal the battle station's schematics. This was a revelation to ten-year-old me: that a new story could tie into the events of the Star Wars films, with a character who felt vital to this universe.

When I found out Katarn was the star of Dark Forces, well, I naturally had to play it. That story is the real legacy of Dark Forces: it spawned the Jedi Knight series and its own cast of characters that weaved in and out of the films and the rest of the (now noncanonical) Expanded Universe. Dark Forces helped prove that there were compelling stories to tell outside the films in Lucas' galaxy far, far away. And it let you shoot a ton of Stormtroopers in 3D, which was way novel in 1995.

— Wes Fenlon

It sounds weird, but being able to jump, crouch, look up and down, and walk around in multi-level maps was pretty exciting at the time, and it helped Dark Forces feel less like the Doom clone it easily could have been. The main appeal for me, though, was that instead of shooting a bunch of demons and monsters I'd never met before, I got to shoot Star Wars men I'd been familiar with for years.

Stormtroopers, Imperial officers, probe droids, Gamorrean guards... we got to have blaster battles with all of them, a dream come true for fans of first-person shooters and Star Wars. We even got to fight Boba Fett, who was waaaaay OP, by the way. He'd dodge around in the air like a hummingbird on cocaine, soaking up damage and flinging an inexhaustible supply of missiles in your face. We weren't ready for that. We were expecting the dumb, lame Boba Fett from the films, the moron who deliberately landed right next to a dude holding a glowing laser sword and attempted to shoot him from six inches away. The Boba Fett who was defeated by a pat on the back. That guy.

— Chris Livingston

I love the hell out of this game and its sprawling, often confusing levels and lovely-feeling guns. My dad got stuck in the sewer level with all the dianogas for ten years. In some ways, he never really left it.

Samuel Roberts

The secret best: Star Wars Screen Entertainment

Okay, sure, Dark Forces, TIE Fighter, blah blah. We know they're great. But the greatest Star Wars game is obviously Star Wars Screen Entertainment, a 1994 "CD-ROM including different A New Hope-thematic options to use as screen savers."

The thrilling screensaver options included an infinite opening text scroll (with customizable text!!), a (likely poorly animated) Death Star trench run, and a bunch of Jawas being annoying. There were also glacially paced space battles. What's not to love?

If you want to own the greatest Star Wars interactive media product of all time, you can find a used copy on Amazon for the bargain price of $1.95. It will almost certainly not work on any computer made after the year 2000.

Wes Fenlon

Come on, Wes, we all know Yoda Stories is the secret best.

Samuel Roberts

...

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