Star Wars: Squadrons : ‘What would a modern-day Star Wars game focused entirely on the pilot experience look like?’

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It’s a very valid question, one that’s only been touched upon in the years since the classic space combat games of the 90’s like X-Wing, TIE Fighter, and Rogue Squadron. Star Wars: Squadrons aims to put the right for modern consoles, and Ian Frazier, the creative director at Motive and senior producer at Lucasfilm Games Orion Kellogg discuss the creation of the game, the thought process behind it and some of their own wish-list moments.

“Oh, I can’t resist the TIE reaper,” says Kellogg. “Squadrons is the first game really bringing this ship to life and it’s a beauty: it rides low and slow, tricked out with all sorts of ways to help your teammates survive…or to thwart your enemies.”

“I’m going to go with my personal favorite, the RZ-1 A-wing,” says Frazier. “It’s crazy fast and nimble, it can be modified with alternate shield generators and a particularly cool countermeasure system, and it can sustain a longer engine boost that most ships, which opens the door to some insane maneuvers. It’s a challenging ship to master, but I think players are really going to get a kick out of it.”

Mark Newbold
Mark Newbold
Exploring the galaxy since 1978, Mark wrote his first fan fiction in '81 and been a presence online since his first webpage Fanta War in 1996. He currently contributes to ILM.com and SkywalkerSound.com, having previously written for Star Wars Insider, StarWars.com, Star Wars Encyclopedia, Build The Millennium Falcon, Starburst Magazine, Geeky Monkey, TV Film Memorabilia and Model and Collectors Mart. He is a four-time Star Wars Celebration Stage host (the only podcaster to have appeared on every Celebration podcast stage since it began in 2015), the Daily Content Manager of Fantha Tracks and the co-host of Making Tracks, Canon Fodder and Start Your Engines on Fantha Tracks Radio.
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It’s a very valid question, one that’s only been touched upon in the years since the classic space combat games of the 90’s like X-Wing, TIE Fighter, and Rogue Squadron. Star Wars: Squadrons aims to put the right for modern consoles, and Ian Frazier, the creative director at Motive and senior producer at Lucasfilm Games Orion Kellogg discuss the creation of the game, the thought process behind it and some of their own wish-list moments.

“Oh, I can’t resist the TIE reaper,” says Kellogg. “Squadrons is the first game really bringing this ship to life and it’s a beauty: it rides low and slow, tricked out with all sorts of ways to help your teammates survive…or to thwart your enemies.”

“I’m going to go with my personal favorite, the RZ-1 A-wing,” says Frazier. “It’s crazy fast and nimble, it can be modified with alternate shield generators and a particularly cool countermeasure system, and it can sustain a longer engine boost that most ships, which opens the door to some insane maneuvers. It’s a challenging ship to master, but I think players are really going to get a kick out of it.”

Mark Newbold
Mark Newbold
Exploring the galaxy since 1978, Mark wrote his first fan fiction in '81 and been a presence online since his first webpage Fanta War in 1996. He currently contributes to ILM.com and SkywalkerSound.com, having previously written for Star Wars Insider, StarWars.com, Star Wars Encyclopedia, Build The Millennium Falcon, Starburst Magazine, Geeky Monkey, TV Film Memorabilia and Model and Collectors Mart. He is a four-time Star Wars Celebration Stage host (the only podcaster to have appeared on every Celebration podcast stage since it began in 2015), the Daily Content Manager of Fantha Tracks and the co-host of Making Tracks, Canon Fodder and Start Your Engines on Fantha Tracks Radio.
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