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GameCube (Games) Media Movies Star Wars Prequels Entertainment Games

Rogue Squadron III - The Sequel You're Looking For? 47

Thanks to GameSpot for their review of Star Wars Rogue Squadron III: Rebel Strike for the GameCube, rating the Factor 5-developed sequel that arrives in stores this week. GameSpot pronounce it a qualified success, saying "the parts of the game that stick to airborne and space combat are quite solid", but "the on-foot missions... [are] where Rebel Strike really falters." With the title including "a cooperative two-player version of Rogue Leader in its entirety", and IGN also being somewhat positive, recommending the "superb two-player cooperative mode" as "an absolute must play", although suggesting "if you were only a casual fan of the last [game in the series]... you [should] rent first", is this what you'd consider a good use of the Star Wars license?
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Rogue Squadron III - The Sequel You're Looking For?

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  • I'll reserve judgement until I play, but my gut reaction has me wondering why we're playing through the same story again.
    • "I'll reserve judgement until I play, but my gut reaction has me wondering why we're playing through the same story again. "

      Why? Because it's fun. The first (second) one was a lot of fun on the GameCube. Fly around, blow stuff up, play interesting missions etc. And when ya find out they added a new twist to it, i.e. running around on the ground, it's more exciting. At least conceptually. They had fun in the previous game.

      Anyway, that answers the question why you're playing through the story again.
      • well that sounds awful lot like the shadows of the empire then(flying around, ground missions).

        (which i guess could have been the game that started this thing with sw games)
  • I was really looking forward to the on-foot parts of the game. The N64 version of Rouge Squadron had some interesting foot missions, and I was hoping that Factor 5 would bring these to the 'cube and make them even better.

    Has anyone played the cooperative version of Rouge Leader 2? I think that this would be a fun waste of an afternoon :)
  • I've pre-ordered it and it should be showing up tomorrow. The demo mission on the pre-order disk was so-so, but didn't really give me a feel for the ground based missions, so I'll reserve judgement till tomorrow night.

    The rest of the demo disk was kind of lame. The original arcade Star Wars was fun for about 15 minutes ( 5 x 3 minute showing it off to friends) but I don't think i'd play it. And the Gladius trailer did nothing for me. I was hoping it would shift me one way or another, but it really only

  • Is this game linear or are you flexible?
    • "Is this game linear or are you flexible? "

      Still linear. We're talking a cheap sequel here, not a revolutionary update. I'm under the impression that Factor 5 is more about game technology (sound, etc) than about game making. That's not an insult, just the impression I've got. (I'd appreciate correction or clarification.)
      • I'm under the impression that Factor 5 is more about game technology (sound, etc) than about game making. That's not an insult, just the impression I've got. (I'd appreciate correction or clarification.)

        Well, it's hard to "correct" an impression/opinion like that, but I think that these are some of the best overall gaming experiences I've had. A lot of that it is the "magic" of the original Star Wars universe, but I find the missions to be well-designed challenges and the control to be excellent. These a
        • Got this last night...

          there are two 'paths' displayed on the mission select screen, with unlockable bonus games in the middle, and you can switch between 'em at any time, so it's nice that you have at least one option if you get stuck.

          Overall, though, my impression of the game isn't great. I think the best descrition for all the parts is "cluttered".
  • "...is this what you'd consider a good use of the Star Wars license?"

    Not even close. I can forgive replaying the same old story once per console generation when it's a good upgrade from what has come before (like Rogue Leader, the GC launch title), but it becomes pure whoring when they dip from the same well this often.

    Bioware went the right direction by placing us in the familiar Star Wars universe and building a brand new story (not to mention giving us the first single-player Star Wars RPG). Star W

    • Nah, for me, it's just a lot harder to give a damn to stuff that is so firmly "extended universe" only. I don't want to re-enact the movies, but that's the technology (spacehsips, mostly) that I want to play with, and none of this later crap will do.
    • The final few missions in Rogue Squadron I (for N64 and PC) were based on events from the post-trilogy books.

      PTFG (play the f'kin games) before you rag on them.

      Personally, I'd rather fly missions from the timeframe in original trilogy, rather than from a story some hack-tastic-fanboy-author wrote, but that just me.

      • Were they now ? I must have missed the connections, not having read the X-Wing series yet. A new X-Wing game set during the fight against Thrawn would be very nice. Even a straight update to the engine would be fine, X-Wing: Alliance was a long time ago...
    • I agree with you on that one, While I loved Rogue Leader, I am just not all that interested in the new game because, well lets face it, I have personaly blown up the deathstar like 15 times now. Virtually every Starwars game that had any space combat at all has involved blowing up the deathstar, even the side scrolling Starwars games on the SNES saw us making the fabled trench run.

      You would think that the imperials would just give up on that damn thing. I mean consider the amount of money and man power t
  • by Luketh ( 696002 )
    It's like they've combined Rogue Squadron II with Rebel Assault II... Why tamper with success and go GTA style (pedestrian as well as vehicle)... :(
  • As a Star Wars fan, and a fan of the games, I've always disliked the RS series, since after playing X-Wing, then Tie Fighter, and finally Dark Forces, Rogue Squadron always struck me as the easier/arcade little kid brother of Tie Fighter and X-Wing, who really thinks his older brothers are cool but just can't quite emulate them quite right. Admittably, Tie Fighter is on another level from RS, since its a 'real' simulator. So, if you've liked RS, but have never played Tie Fighter or X-Wing, I highly recommen
    • The X-Wing series are some of my most favorite games of all time. It's a continual dissapointment to see the space sim genre shafted year after year. There was a petition going for TIE Fighter 2, but that stuff never works.

      It's too bad. I never get the same feel in the RS games that I did in XW/TF/XvT/XW:A...

      -lw
    • When I first saw RS I was blown away, the graphics were outstanding. When I actually got to play I was less than impressed, having played through X-Wing and Tie Fighter I found the game quite confusing and almost impossibly difficult in the later missions. The issue is not the controls but the targeting system, of which there really isn't one. With X-Wing or Tie Fighter you could target fighter groups and pick them off one by one, with RS the targeting system makes this a hit or miss affair, much like an ar
    • Not to mention X-Wing : Alliance!

      The only one of those I didn't like was X-Wing vs Tie Fighter. I think it was because it had no single-player campaign.
    • Rogue Squadron always struck me as the easier/arcade little kid brother

      If you think it's easy/ier, you haven't tried to finish it.

      And I don't quite understand how the 'arcade' classificiation can be grouped up with 'easier' like that. If you like simulations better than arcade games, fine. But there are some damn hard arcade-style games out there.

      Personally, I prefer to get away from sims whenever possible. When developers go for realism in a game, they tend to bore me to death.

      --Jeremy
  • 'is this what you'd consider a good use of the Star Wars license?'

    Other than the recent Knights of the Old Republic, what other -recent- Star Wars game has been released?

  • by sahonen ( 680948 ) on Tuesday October 21, 2003 @11:17AM (#7271697) Homepage Journal
    And I'll say it again. LucasArts should just ditch the Star Wars license and go back to making good games. Monkey Island, the Maniac Mansion games, Loom, Indiana Jones (up to Atlantis, after that Indy was just another Lara wannabe), Sam and Max, Full Throttle, Grim Fandango. How many good Star Wars license games can you name?

    And they should stop doing 3D "adaptations" of characters that simply DO NOT work in 3D. Guybrush in 3D was simply horrible, and I imagine the Full Throttle and Sam and Max sequels will look equally horrible.
  • by Trillian_1138 ( 221423 ) <slashdot@ f r i d a y t hang.com> on Tuesday October 21, 2003 @08:54PM (#7277479)
    A LONG TIME AGO, IN A GALAXY FAR, FAR AWAY...

    I played "Rogue Squadron" on the Nintendo 64. I downloaded and watched in awe the tech demos of "Rogue Squadron 2: Rogue Leader" for GameCube, eagerly awaiting the system's release. When I finally got it in my grubby little hands, I played endlessly for days and, even now, two years after its release, it's still one of the most enjoyable and best looking games for GameCube. I still play on occasion, attempting to get the last gold medals to unlock the final bonus mission. So, naturally, I was more than a little excited when "Rogue Squadron 3: Rebel" Strike was announced.

    Again, I downloaded the videos and read all the previews. But this time, I was slightly skeptical. "Rogue Squadron 2" had been so phenomenal and had been so damn pretty, would "Rogue Squadron 3" be able to beat it? LucasArts and Factor 5 have now had years to perfect their GameCube development, but it is the same system. And, come on. We're revisiting the original trilogy AGAIN? After having had no less than fourteen hojillion games covering the same time period? But having played both the demo and now, finally, the release copy of "Rogue Squadron 3: Rebel Strike" (I'll stop writing the whole damn title and just refer to it as RS3 from now on) I can stop wondering how it's going to be, and give my own review of the game.

    Quickly, before I begin, I have to be honest. I have not yet explored every single facet of the game. LucasArts is one of the best companies for those who enjoy bonus extras. In the submenus of the "Options" section of the game, there are selections fo unlockable audio commentary, and it was recently made public that RS3 would contain not only the 1980 arcade version of "Star Wars: Episode IV - A New Hope" that the demo disk had, but also a version of the arcade game for "Star Wars: Episode V - The Empire Strikes Back." And, as usual, there are unlockable levels (such as rescuing Princess Leia from the 1st Death Star or escaping Jabba's sail barges) and there are sure to be unlockable ships.

    But I've played enough that I can give an in depth review of the game. So, here we go...

    CONTROLS:
    "IT'S NOT IMPOSSIBLE, I USED TO BULLSEYE WOMPRATS IN MY T-16 BACK HOME!"
    -Luke Skywalker, "Star Wars: Episode IV - A New Hope"

    We'll start off with gameplay. After all, that's what everyone says is most important. Graphics are, of course, nice, but a game can look pretty and still be abysmal. Rogue Squadron 2 had very controls that were easy to pick up. Your ship went forward, the left shoulder button slowed it down, and the right sped it up. 'A' shot your main gun, and 'B' your secondary, if you had one. Sure, there were ways to do barrel rolls and use your targeting computer, but the basics were simple.

    RS3 has stuck to the same set of controls for flying ships (we'll get to on-foot controls in a second). If you were comfortable with Rogue Squadron 2, you can easily pick up a controller and get right into the action. All of the ships handle differently, keeping true to the original trilogy. X-Wings are a solid mix of speed and maneuverability, A-Wings are fast with tight turns and low shields, Y-Wings steer like a cow but can take a beating, and so on. Likewise, the Snow Speeders and Speeder Bikes handle very well and the Speeder Bikes give a really great sense of speed.

    My one complaint, which I (and everyone else) had in the RS2 and was sad to see carried on to RS3 was the twitch factor of the controls. The GameCube control stick has a large number of usable angles that the console hardware can recognize. So why does the slightest tilt send my targeting reticle flying to the side of the screen? While it's possible once you get used to the controls, pin-point accuracy is still hard to obtain.

    Now for the ground controls (and note I included the Speeder missions above, as they handle like ships). I was nervous when it became clear RS3 would include ground missions. I enjoyed "Shadows of the Empire" for Nintendo 64 a lot, bu
  • I preordered RS3 in order to get the bonus disc.

    I'm now on the third mission of the game, and so far here are my impressions:

    - The graphics are really nice.

    - The cinematics are well-done.

    - The menus and other prompts, as well as their music and sounds are **exactly** like RS2. This feels really cheap to me. Even the descriptions you get of the vehicles in the hanger appear to be word-for-word identical.

    - The controls for the on-foot sections aren't very good. They are VERY sensitive, which is tough whe

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