Select from a diverse cast of new characters, including daring Bounty Hunters, heroes of the Rebellion and Imperial stormtroopers. What happens when an Ewok takes on a Tusken Raider? Can a flock of porgs tackle a stormtrooper in a standoff? Could Chewbacca go toe-to-toe with Boba Fett? Who would win in a showdown between Yoda and Darth Vader? Experience fun-filled adventures, whimsical humor, and the freedom to fully immerse yourself in the LEGO Star Wars universe like never before.
Master the art of starfighter combat in the authentic piloting experience Star Wars: Squadrons. Buckle up and feel the rush of first-person multiplayer space dogfights alongside your squadron. Pilots who enlist will step into the cockpits of legendary starfighters, from both the New Republic and Imperial fleets, and fight in strategic 5v5 space battles.
Modify your starfighter and adjust the composition of your squadron to suit varying playstyles and crush the opposition. Pilots will triumph as a team and complete tactical objectives across known and never-before-seen battlefields, including the gas giant of Yavin Prime and the shattered moon of Galitan. Play, and become a Jedi. Watch the new cinematic trailer revealed today at The Game Awards, and learn more about the branching narrative action-adventure video game in early development by Quantic Dream.
Get a first look at the heroes, action, and world of the upcoming game. The creators of the new Apple Arcade mobile game speak to StarWars. Get full details on the new mobile game, which sends fans on their own galactic adventure. The belonging you seek is not behind you; it is ahead. Some assembly required. Enlist as a pilot with the Imperial Navy in this stone-cold masterpiece. LEGO bricks! And all your favorite heroes and villains from the beloved animated series.
Ever wished you could be a Rodian Jedi with an orange lightsaber? Time to transmit your application to the Academy. Embark on an all-new Battlefront experience from the bestselling Star Wars game franchise of all time. Become the hero and play as a fearless trooper, pilot a legendary starfighter, fight as your favorite iconic Star Wars character, or forge a new path as an elite special forces soldier through an emotionally gripping new Star Wars story.
Up to eight players can enjoy the VIKTORY II experience, each with six different injection-molded playing pieces for the four unit types of infantry, cavalry, artillery, and frigates, as well as city and town pieces , for a total of plastic playing pieces. Overall, each game of VIKTORY II comes with individual game elements , making it one of the most high-value, high-component games ever published in its price range. As players move units and build towns and cities, they explore the map , revealing land bridges and hidden bodies of water that will drastically change how the game plays out.
As soon as players encounter each other, fighting begins. The customizable map system means you can design one game with lots of water hexes, making naval supremacy most important- the next, you can place lots of land hexes, making large land army hordes the key to success. The design of each game map is completely up to you!
In VIKTORY II, each unit has its own special abilities and uses , making the game more fun to play and deepening the strategic appeal of the game by providing unique unit characteristics which create a wider range of potential battles and scenarios. Not only is every unit different, but the units are well balanced - they are all useful in different situations, challenging your strategic thinking abilities in different ways each and every game.
If you're a board-gaming pacifist who avoids conflict with other players and are looking for a game where everybody is a winner so we can "all just get along", then VIKTORY II isn't for you- if you don't start fighting, the fight will come to you.
VIKTORY II features a simple accounting system that lets any player quickly assess whether their opponent has too many units on the board- no more arguments over whether someone lost count of their units, because in VIKTORY II it's always self-evident how many units of each type you and every other player should have.
Each player's military units are linked to their total number of cities and towns- this eliminates the need for collecting and managing resources. In other words, you don't need to be a bean-counter to win, and you can have more fun making truly strategic decisions instead of spending most of your time as a glorified calculator. Battle outcomes are determined by rolling a varying number of dice and no one is ever "guaranteed" to win a battle. By limiting the number of dice each side can roll in a battle, VIKTORY II gives small armies a "fighting chance" against large ones though larger armies will still have a clear advantage.
As long as you can keep players with the same color pieces separated, you could easily play 10, 15, Because the rules are so elegantly designed i. Get in more gameplay and less debate when you play board games! In order to accommodate gamers that don't like player elimination - an included alternate rule variant avoids eliminating players , while maintaining the fighting conflict central to VIKTORY II. Instead of eliminating players, you can subjugate them into your vassals.
If you've got a game question, I think it's best if you have direct access to the actual person who designed the game? If you point out a problem with the rules or suggest a good change, I'll even credit you publicly in the next version of the rules published.
It's a board game that I've put my blood, sweat and tears into, and I think it will return in enjoyment, fellowship, value, and satisfaction many times its purchase price.
Great job. Looking forward to your next endeavor. I greatly enjoyed the game, especially the speed at which a game could be completed and the fact that we were able to play two completely different games without even changing the tile layout. I find that this game is definitely worth the price. What makes this a great game is your strategy has to change each time you play based upon opponents, map set up and starting points.
Good job on a well designed game. There's a lot to be said for VIKTORY: I like the way the unit types are tied to the terrain types, the speed in which the pieces return into play, the variable setup, and the crisp rule set. As far as the game play very very interesting and fun with the different board set ups this should be a well played game for many years.
My favorite wargame. Simple rules blend strategy and dice rolling. It pays to be aggressive and games move very quickly. Components offer a lot of versatility for personal modification of the rules. The game is fast and the rules are simple to understand.
With the variations of the board you won't tire of the game, and if you think you can master the rules think again. 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. 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. Initially, it was the class storylines that stole the show, spinning a diverse series of yarns that let us be everything from an Imperial James Bond to a more conventional Jedi hero, but they were bogged down by lots of rubbish side quests and MMO gameplay that already felt dated.
Since launch, however, The Old Republic has made a lot of strides. A lot of the filler can now be comfortably skipped entirely, especially if you're a subscriber, letting you just enjoy the class and planetary storylines—which have always been the best parts.
In , BioWare also launched a new storyline, taking players out of the familiar galaxy and introducing a new threat. Knights of the Fallen Empire and its follow-ups are even more overt nods to the original Knights of the Old Republic and its sequel, with story campaigns that are singleplayer and blessed with a more cinematic bent.
As an MMO, it's still rough around the edges, but there's no other game that offers so many Star Wars adventures, and unlike its predecessors it goes well beyond the conflict between the Sith and Jedi. And it's free-to-play, along with some of the expansions. If you want to try out the later ones, you'll need to either subscribe or drop a bit of money in the Cartel Market, but after that you'll be able to keep them forever. Episode 1: Racer was the first racing game I ever played that felt fast.
I mean truly fast. 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. 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. 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.
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. 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 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 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. 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.
We know they're great. The thrilling screensaver options included an infinite opening text scroll with customizable text!! There were also glacially paced space battles. What's not to love? It will almost certainly not work on any computer made after the year Hey folks, beloved mascot Coconut Monkey here representing the collective PC Gamer editorial team, who worked together to write this article!
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