LucasArts and its most popular license from a galaxy far, far away explore the real-time strategy genre for a third time with Star Wars: Empire at War. Set a few years before the events in Episode IV, the game distinguishes itself by letting players take command of the Rebel Alliance or Galactic Empire throughout the entire galaxy, offering a wider assortment of strategic possibilities. Instead of concentrating on one particular region, players must also consider the ramifications of their actions on other planets as well as in space. Each faction makes real-time choices on a galactic map using available ground troops, fleets, and other units from the Star Wars universe, including such iconic characters as Obi-Wan Kenobi, Han Solo, Darth Vader, and Boba Fett. The goal is to defeat the opposing side by gradually taking control of as many star systems and strategic points as possible.
The more star systems under control of the Empire or Rebellion, the more resources it will have to build defense systems, bases, and units. Yet before players can set foot on one of the over 40 featured planets, including Tatooine, Hoth, and Dagobah, players must first gain orbital control of each planet through space combat. Surviving units can then be deployed to the planet's surface to engage in tactical ground battles influenced by both weather and terrain. An assortment of familiar vessels, troop types, and structures are available to command, from AT-ATs and speeder bikes to X-wings and TIE fighters. Victories and defeats will persist throughout the game, causing players on both sides to rethink their strategies as the galaxy changes. Three play modes include a galactic conquest mode, a story-driven campaign mode, and an online skirmish mode supporting up to eight players.
~ Scott Alan Marriott, All Game Guide
Review: Overall
Though the Star Wars license has seen its fair share of strategy games, none has evolved into a bankable franchise for LucasArts. Star Wars: Empire at War tries to rectify this situation, combining positive aspects from earlier Star Wars titles, borrowing elements from other strategy games, and incorporating some newly created features for better or worse.
Empire at War takes place on a star system map with real-time events. The map's size ranges from 8 to 43 planets, depending on the difficulty, as players decide which units to create and what worlds to conquer or defend. Having both space and land battles is an ambitious design element, but there are some drawbacks to both phases.
In land battles, the game restricts how many units you can use at any one time. This keeps battles to a fairly small size -- not what you would expect from a movie series with "wars" in the title. Land maps are also extremely small, which diminishes the strategic options, as there is typically only one direction to travel. The secret to success is making sure you have enough units in space that can be called upon for reinforcements.
Space combat offers a few more options. Space stations can be built to help defend a planet and increase the total population cap. Space battles are similar to land battles in that you are limited to the number of onscreen units at any given time. There isn't much maneuvering in space, either; nearly every battle begins with both sides in close proximity to each other. Hazards like asteroid fields may alter your course, but in most cases you simply move forward.
One interesting element is that larger ships have individual points you can attack. A Star Destroyer alone has engines, a tractor beam, individual weapons, a hangar, and shields to target. Unfortunately, you often don't have time to select each attack point. Destroying the hangar helps, since it stops TIE fighters from being deployed. Yet it can be more beneficial just to destroy ships as fast as possible by overwhelming them with units.
Empire at War includes most of the major vehicles from the films along with some original designs. The game also features heroes from the movies, books, and games, such as Mara Jade and Kyle Katarn. Hero units are the most fun to control in land battles. Darth Vader can crush soldiers and tanks with the Dark Side of the Force, while Chewbacca can commandeer vehicles. The hero units aren't as entertaining in space since they just sit inside cockpits.
With the film's characters, ships, and vehicles as playable units, Empire at War makes you feel part of the Star Wars universe. Although sometimes more challenging than it should be, controlling all of the aspects on the galactic map is enjoyable. Unfortunately, the battles just aren't very interesting to play. While the game is a notch above previous Star Wars strategy titles in most areas, it still falls short of other entries in the genre. Take away the Star Wars license and you take away the incentive to keep playing.
~ Jonathan Sutyak, All Game Guide
Review: Enjoyment
From a technical standpoint, the game runs well. The galactic map is fun and offers the most strategy in the game. Heroes add to the Star Wars atmosphere, and blowing up planets with the Death Star is a treat. However, Empire at War is held back by shallow, small-scale battles.
~ Jonathan Sutyak, All Game Guide
Review: Graphics
While the cinematic camera lets you watch battles as if they were part of a movie, you can't actually anything during this view. You also cannot rotate the in-game camera at all. Even space battles have the same isometric view as the land battles.
~ Jonathan Sutyak, All Game Guide
Review: Sound
Sound effects and music are excellent as they are in most Star Wars titles. All of the hero units have voices similar to the movies, but you can certainly tell the difference.
~ Jonathan Sutyak, All Game Guide
Review: Replay Value
After a few hours of the single-player game, you will probably find yourself hitting the auto-resolve button more often than engaging in battle. The {#Star Wars} license keeps {*Empire at War} from being just another average {\strategy} game and may be enough to bring you back for multiplayer skirmishes.
~ Jonathan Sutyak, All Game Guide
Review: Documentation
The manual has basic information on the units, heroes, and buildings. An included reference card lists what to counter each unit with.
~ Jonathan Sutyak, All Game Guide
Production Credits
Company 1: Petroglyph; Producer: Chuck Kroegel; Development Director: Ted Morris; Design Director: Joe Bostic; Art Director: Gary Cox; Audio Director: Frank Klepacki; Technical Director: Steve Toll; Lead Programmer: Michael Legg; Lead Graphics Programmer: Greg Hjelstrom; Lead AI Programmer: Bret Ambrose; Programmer: Brian Hayes, Oksana Kubushyna, James Richmond, Jason Curtice, James Yarrow, Andre Arsenault, Yang Li Hector Yee, Eric Yiskis; Senior Artist: Elie Arabian, Eric Kearns; Artist: Michael Amerson, Adam Pitts; UI Artist: Herb Ellwood; Designer: Patrick Pannullo, Dan Etter, Christopher Rubyor, Rich Donnelly, Joe Gernert; AI Designer: Steve Copeland; Campaign Designer Writer: Adam Isgreen; Line Producer and Additional Design: Michael Fetterman; Operations Manager: Cristy Huender; Additional Programming: Miek Lytle, Chris Brooks, Justin Ficarrotta, Mario Teruel, Colt McAnlis; Additional Art: Nick Teasdale, Charlie Howell; Concept Artist: Daniel Miller; IT Support: Curtis Shellman; Community Manager: Christopher Rubyor; General Manager: Chuck Kroegel; Studio Director: Steve Tall, Joe Bostic; President: Michael Legg; Company 2: LucasArts; Assistant Producer: David Silverstein; Production Assistant: Bertrand Reyes Estrellado; Supervising Producer: Chris Williams; Associate Producer: Matt Fillbrandt, Chuck McFadden; Associate Producer and Writer: Justin Lambros; Production Assistant: James Morris; Localization Producer: Hirami Okamoto; Technical Direction: Jonathan Williams, Nick Pavis; Lead Tester: Nick Eberle, Mark Montuya; Assistant Lead Tester: Brandon Hutt, Eric Brummel, Michael Blair; Voice Direction: Will Beckman; Assistant Voice Director: Jennifer Sloan; Senior Voice Editor: Cindy Wong; Assistant Voice Editor: G. W. Childs; Original Star Wars Sound Effects: Ben Burtt; Original Star Wars Music Composed By: John Williams; International Production Assistant Lead: Philip Berry; International Production Assistant: Ken Balough; International Lead Tester: Jason Pimentel; QA Tester: Aaroa Sarver, Ahmad Abbott, Alex Colom, Carlos Godinez, Christopher Gross, Chris Thomas, Clay Norman, Dani McCoy, Daniel Eanes, Gabriel Bootz, Gregory Quinones, Henry Hall, Jeff Manners, John Edmond, Jonathan Craig, Julian James, Michael Ward, Ken Barnes, Kip Bunyea, Neilie Johnson, Nick Dengler, Russ Ogilvie, Serge Tcherniavskii, Seth Benton, Tom Drake, Zak Huntwork, Mathieu Belair, Jason Webb; Compatibility Supervisor and Lead Technical Writer: Lynn Taylor; Sr. Lead Compatibility Technician: Dan Martinez; Lead Compatibility Technician and Multiplayer Lab Lead: Kim Jardin; Compatibility Technician: Brian Deksnys, Isaiah Webb, John Shields, Lester Siat; Programmer: Charlie Smith; Enzyme Labs Management: Carolijo Maher, Nicolas Liorzou; Enzyme Labs Project Manager: Christine Baxter, Darren Keenan; Enzyme Labs Lead Tester: Francis Favreau, Francis Labrecque, Jean-François Pilon; Enzyme Labs Tester: Aki Holopainen, Dominic Norman, Frédéric Blanchett, James Snyder, Joey Lockie, Maxime Turgeon, Philippe Masse, Yan Ouellet, Eric Bissonnette, Stefan Stanczykowski; Enzyme Labs International Tester: Félix Gauthier, Ian Williamson, Luc Cruz, Norbert Landertshamer, Paul-André Renaud, Philippe St-Amant, Jean-François Gagné, Philippe Emond; Production Consultant: Noah Falstein; Additional Writing: Ken Melville; Manager of Quality Services: Paul Purdy; Senior Lead Tester: Chane Doc Hollander; Quality Services Computer Technician: John Carsey; Audio and International Department Manager: Darragh O'Farrell; President: Jim Ward; Vice President of Product Development: Peter Hirschmann; Vice President of Finance: Kevin Weston; Vice President of Global Marketing and Sales: John Geoghegan; Senior Director of Production Services: Atsuko Matsumoto; Director of Global Marketing: Kevin Kurtz; Director of Global Sales: Kevin Kebodeaux; Director of Studio Operations: Matt White; Associate Product Manager: Matt Shell; Marketing Coordinator: Yelena Kozlova; Director of Public Relations: Anne Marie Stein; Public Relations Manager: Jason Andersen; Studio Publicist: Chris Baker; Media and Events Publicist: Alexis Mervin, Hadley Fitzgerald; Sales and Channel Marketing: Kristina Landies, Mike Maguire; Operations: Evelyne Bolling, Scott Fry, Carlos Bustillo; Finance: Dan Nystrom, Karen Downey, Mary Beth Ratto, Melissa Galicia, Neena Bonetti, Rita Flores; Internet Director: Paul Ens; Internet Production: Nicole Love, Christopher Inclenrock, Scott Barrett, Dennis VonGalle; Senior Manager of Strategic Marketing: Sean Denny; Consumer Insights Strategic Marketing Specialist: Melissa Blegen; Assistant To the VP of Product Development: Mette Adams; Studio Coordinator: Peggy Ary; Manual Writer: Matt Keast, James Morris; Manual Designer: Patty Hill; Mastering Lab and Product Support Supervisor: Jay Geraci; Mastering Lab: Eric Rauch, Jay Tye, Scott Taylor; Additional Art: Gregory Harsh, Greg Knight; IT Support: Akira Hiyama, Brendan Lloyd, Chad Williams, Daryll Jacobson, Dinesh Katariya, Dylan Coates, Fisher Key, Greg Millies, Jim Carpenter, Jody Madden, Joe Shum, John Doak, John Von Eichhorn, Lee Mehelis, Matt Gallaher, Melanie Jacobson, Mike Ethridge, Rich Murillo, Robert Santos, Sean Tisdale, Sean Whitacre, Thomas Chan, Victor Tancredi-Ballugera, Wes Anderson; Business Affairs: Anne Marie Hawkins, Jannet Shirley-Paul, John Garrett, Mark Barbalak, Seth Steinberg; Lucas Licensing: Chris Gallaher, Kristi Kaufman, Leland Chee, Stacy Cheregotis, Stacy Arnol; Voice of Kyle Katarn: Brian Bascle; Voice of Rebel Pilot: Brian Bascle; Voice of Rebel Trooper: Brian Bascle; Voice of Additional Voices: Brian Bascle; Voice of Mon Mothma: Carolyn Seymour; Voice of Rebel Trooper: Chris Cox; Voice of X-Wing Pilot: Chris Cox; Voice of Additional Voices: Chris Cox; Voice of Tie Fighter Pilot: Corey Burton; Voice of V-Wing Pilot: Corey Burton; Voice of Additional Voices: Corey Burton; Voice of Narrator: Denny Delk; Voice of Commander Ackbar: Edmund Dehn; Voice of Interdictor Cruiser: Gary Martin; Voice of Tie Mauler Commander: Gary Martin; Voice of Additional Voices: Gary Martin; Voice of Imperial Officer 1: Grant Albrecht; Voice of Rebel Field Commander: Grant Albrecht; Voice of Additional Voices: Grant Albrecht; Voice of Colonel Veers: Jamie Glover; Voice of Additional Voices: Jamie Glover; Voice of Han Solo: John Armstrong; Voice of Mara Jade: Kath Soucie; Voice of Rebel HUD: Kath Soucie; Voice of Scout Trooper: Lex Lang; Voice of T4-B Tank Commander: Lex Lang; Voice of Additional Voices: Lex Lang; Voice of Luke Skywalker: Lloyd Floyd; Voice of Emperor Palpatine: Nick Jameson; Voice of A-Wing Pilot: Nick Jameson; Voice of Red Leader: Nick Jameson; Voice of Grand Moff Tarkin: Paul Darrow; Voice of Catain Piett: Rupert Degas; Voice of Imperial Officer 2: Rupert Degas; Voice of Additional Voices: Rupert Degas; Voice of Darth Vader: Scott Lawrence; Voice of Empire HUD: Steve Blum; Voice of Stormtrooper: Steve Blum; Voice of Additional Voices: Steve Blum; Voice of Captain Antilles: Stephen Stanton; Voice of Obi-Wan Kenobi: Stephen Stanton; Voice of Additional Voices: Stephen Stanton; Voice of Boba Fett: Temuera Morrison; Voice of AT-AT Commander: Timothy Watson; Voice of Imperial Officer: Timothy Watson; Voice of Additional Voices: Timothy Watson; Voice of C-3P0: Tom Kan; Voice of Additional Voices: Tom Kane; Voice of Alliance Shuttle: Wayne Grace; Voice of Gallofree Transport: Wayne Grace
A screenshot of an active galactic conquest battle (player is playing as the Empire).
There are three game modes: storyline-based Campaign, Galactic Conquest and Skirmish. Battles can take place on a planet (land battle) or above the planet (space battle). Land battles are fought with infantry and ground vehicle units, while space battles are fought with starfighter squadrons and large spacecraft.
Galactic Conquest is the sandbox campaign, in which the player controls Rebel Alliance as it struggles to achieve freedom or command the Empire and strive to achieve galactic domination. A weaker, neutral faction of Pirates exists, but makes no attempt to battle the Rebels or Empire unless attacked. Each faction has at least one of three broad objectives for Galactic Conquest, which vary depending on which scenario is being played: kill the enemy leader (Mon Mothma or Emperor Palpatine), protect or destroy the Death Star, or completely remove the other faction from the campaign map. Grand strategy, production, and resource management is facilitated through a two-dimensional galactic map. The player receives funds from planets they control,and from mining facilities. Money is used to research technology, build defenses and vehicles, and train troops. Each planet confers different advantages to its owner, even though some bonuses are specific to each faction (for example, controlling Kuat reduces the price of Imperial Star Destroyers by 25 percent).
When enemy forces meet (either fleets in space or ground forces landing an enemy planet) a battle ensues. The player(s) can use only the equipment they brought to the battle (be it an X-wing squadron or an AT-AT). Factions must battle across both space and land maps. The defender may also use any buildings (land) or his space station (space) if he has constructed them. In each battle, each side may only have a certain number of units on the field at a time; the rest are retained as Reinforcements, which can be called in any time to designated areas when allowed. In land battles, a player can field more units at a time if he captures Reinforcement Points.
The storyline Campaign follows a semi-open linear path, where the given side must complete sequential mission objectives (such as stealing X-wing prototypes). Campaign missions build up to the plot of Star Wars Episode IV: A New Hope and eventually, the Battle of Yavin. Campaign is very similar to Galactic Conquest, although the Galactic Map is gradually opened for play as the player completes scripted events and completes missions.
Skirmish mode is the familiar, classic RTS mode. Skirmishes come in two types: land and space. In land skirmishes, all players start with bases and must research upgrades and capture resource nodes while fighting to destroy the enemy's base. In space skirmish mode, all players have a space station that can be upgraded. The player buys land or space units to attack the enemy with until the enemy base/space station is destroyed or the enemy forces are destroyed. The player can advance in technology levels to access more powerful ships as the player gains more money. The player can build more buildings and defenses, and the space station can also be upgraded to better defend itself without requiring the player to leave ships behind to defend it. Skirmish battles require the least time investment, so it is better suited toward casual players. It also has some "free-play" to it. Maps can support two, three, or four players, and the difficulty is scalable as easy, medium or hard.
All modes are played in real time. Days on the galactic map pass continually. When a battle occurs, galactic time is paused while the battle wages. After the battle, the galactic day timer resumes. When playing against the computer, the player can accelerate time or pause time on both the galactic and skirmish maps.
All modes also make use of important Star Wars characters, such as Darth Vader, as Heroes. Each Hero is a single, moderately powerful unit with special abilities. For example, Obi-Wan Kenobi, Emperor Palpatine, and Darth Vader can use The Force. Some characters can be used in both land and space battles, while others can be used only on land or only in space (a land-only Hero will remain on board a landing craft during space battles and have no use of their special abilities)....
In the Rebel campaign, the fledgling Rebel Alliance begin with an attack on the shipyards at Kuat introducting the player to basic space combat before infiltrating the planet of Wayland on a basic ground combat mission. The campaign explores how the X-Wing is pressed into the service of the Rebel Alliance, the liberation of Kashyyyk, the first whisperings of a brand new Imperial superweapon and ultimately the Battle of Yavin.
The Imperial campaign features Darth Vader and his search for the fledgling Rebel Alliance, interspersed with missions to help complete construction of the Death Star. It then transpires that the plans for the Death Star have been stolen so the player has to seek out the traitor who has passed the plans to the Rebels, intercept Princess Leia and then use the Death Star to crush the Alliance once and for all.
64MB RAM (either Radeon X1600, Geforce 7300 or GMA 950)
Sound Hardware
100% DirectX 9.0c compliant card
Network
Internet connection required for activation
Star Wars: Empire at War was first mentioned in 2004, by then-president of LucasArts Jim Ward.[4] He discussed the possibility of a RTS video game set in the Star Wars universe, stating "...there's a bright future there for games based on these new properties as well as original Star Wars games like a new real-time strategy PC game that Petroglyph is developing for next year".[4] Ward described the game as taking the real-time strategy genre in a new direction and outlined plans to balance the gameplay between hardcore games and audiences familiar with the Star Wars franchise.[4] The game was unveiled by LucasArts on January 21, 2005 with an original release date set for the end of 2005.[5][6] LucasArts said that the newly formed Petroglyph Games would be developing an original 3-D game engine, entitled Alamo for Star Wars: Empire at War and that the game would support online battles for up to eight players.[6]
Lead designer Joe Bostic outlined the gameplay for Star Wars: Empire at War, stating the developer's priorities were for players to have easy control of ships during space combat because of difficulties with the structure of the space aspect of the game.[7] He said that the scaling of the various units in the game was another difficulty that the developers had to overcome to balance the gameplay.[7] In 2006, Chris Rubyor, a former employee of Westwood Studios, discussed the galactic conquest mode of the game, stating that the initial mode had to be overhauled several times because Petroglyph was unhappy with the original mode.[8] Rubyor said the game's skirmish mode incorporated a variety of new and traditional strategy mechanics found throughout RTS genre.[9] He also said the game's focus was primarily combat and unit tactics, while allowing units and new technologies to be purchased during skirmish combat, a feature that was not put in the main single-player campaign or galactic conquest.[9] The game's musical score was composed by Frank Klepacki.[10] Klepacki said surround sound was an important aspect for the game because he said he believed many past RTS games did not take advantage of the features of surround sound.[11] The game's audio took elements from the Star Wars films, as well as adding new elements to add variety to the game. Much of the sound effects were created by Klepacki, including all sounds in the interface and structure.[11]
A stage demo and trailer were on display at E3 2005.[12] On July 15, 2005 LucasArts released a new trailer and announced a release date of February 7, 2006.[13] A playable build of Star Wars: Empire at War was well received at the 2005 Games Convention in Leipzig, Germany.[14] The official demo of Star Wars: Empire at War was available for download on January 18, 2006, for Microsoft Windows systems.[15] It featured five introduction tutorials to the game, and one galactic conquest mission with the player assuming the role of the Rebel Alliance.[16][17] The full Windows version was released on February 16.[18] On November 3, 2006, Aspyr Media Inc. announced Empire at War would be coming to the Mac OS X platform in April 2007.[19] The Mac demo was released in March 2007.[20]
Star Wars: Empire at War was generally positively received, with a GameRankings average of 79 percent.[21]GameSpot gave Empire at War an 8.7 out of 10, saying "Empire at War delivers a true Star Wars experience".[23]IGN gave the game a 7.6 out of 10, saying "Star Wars: Empire at War definitely scores big in terms of style.... If you're hoping to enjoy this game because you really like Star Wars, you'll probably be satisfied for quite a while, but if your interest in the Star Wars property takes a back seat to your desire for a solid strategy experience, the few innovations aren't going to be enough to overcome the repetitive nature of the fights."[24]
Patches were released by Petroglyph to fix the multiplayer connection protocols. In some cases before the patch, these problems caused multiplayer games to be almost unplayable.[citation needed] However, some players have discovered that the latest patch (1.05) contains a bug that causes the game to "lock up" when the Death Star destroys a planet Han Solo and Chewbacca are on. This has been seen to occur in both galactic conquest mode and space battles. The original patch for the game actually "fixed" a special ability as shown in the game's manual—after installing the patch, General Veers' AT-AT becomes vulnerable to attack from the tow cable of snowspeeders. However, there are still serious connection problems online, and almost all players will experience a form of lag while playing multiplayer matches.