Star Wars: Rogue Squadron 3D
Description
Factor 5 and LucasArts worked together to create the flight-based action game Star Wars: Rogue Squadron, which has an arcade-style gameplay format. It was the first of three games that would be produced in the Rogue Squadron series and was launched in December 1998 for Microsoft Windows and the Nintendo 64. The game was published by LucasArts and Nintendo. The narrative of the video game was inspired by the Star Wars: X-wing – Rogue Squadron comics and takes place in the Star Wars universe, especially in the time period between the events of the films Star Wars and The Empire Strikes Back. Luke Skywalker, commander of the elite X-wing pilots known as Rogue Squadron, is the character that the player assumes control of. Skywalker and his Rogue Squadron companions engage in combat against the Galactic Empire across a total of sixteen missions, which take place on a variety of worlds.
The action of the game is seen from a third-person perspective, and the objectives of the game are split into four distinct categories: search and destroy, reconnaissance, rescue, and protect. The player has control over five different types of vehicles, each of which has its own distinct armament configuration in addition to differing degrees of speed and maneuverability. Bonus power-ups that upgrade the weapons or durability of these ships are buried throughout the game in a variety of stages at various locations. After the player completes each level, their performance is compared to three medal benchmarks to determine how well they did. Acquiring these medals raises the player's overall rating and makes it easier to access previously concealed content.
The level of Star Wars: Shadows of the Empire in which the player was given the opportunity to control a snowspeeder was the direct source of inspiration for the emphasis that Rogue Squadron places on aerial combat. During the production process, Factor 5 was responsible for designing the game engine and the music, and they worked closely with Nintendo. On the other hand, LucasArts was responsible for developing the game's plot and gameplay, as well as ensuring that it adhered to the official Star Wars canon. Prior to the launch of the game, Factor 5 was successful in persuading Nintendo to make the newly designed memory expansion pack for the Nintendo 64 available for purchase in the marketplace. Rogue Squadron was one of the first games to take advantage of the Expansion Pak, which enables gaming at a higher display resolution. As a result, it was one of the first games to take advantage of the Expansion Pak.
Upon the game's initial release, reviewers complimented the developer on the game's technical achievements and flight controls, but they criticized the game for its usage of distance fog and the absence of a multiplayer mode. The video game's sales were much higher than anyone had anticipated; by August of 1999, more than one million copies had been sold all over the world. It was successful enough to spawn two sequels that were developed and released for the GameCube: Star Wars Rogue Squadron II: Rogue Leader and Star Wars Rogue Squadron III: Rebel Strike. Additionally, it spawned Star Wars Episode I: Battle for Naboo, a spiritual successor that was released for Windows and Nintendo 64.