The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation?
Abstract
:1. Introduction
2. Who’s Scruffy Looking?
The IGN review of the same game also beheld beauty in the developers’ technical prowess, again expressed in terms of polygon count and computationally expensive visual effects:“Making use of nearly every bell and whistle that the GameCube hardware has to offer, Rogue Leader is a jaw-droppingly gorgeous game. All craft in the game feature extremely generous polygon counts that are enhanced by special effects such as bump mapping, self-shadowing, and high-resolution textures.”
Noting with excitement that “blaster explosions are all light-sourced”, the Adrenaline Vault review of Dark Forces suggested that the game demands to be played using the latest hardware technology:“Polygons are pushed well into the millions to form some of the most detailed ship and character models, and everything is exquisitely lit and shadowed by the artists. But there are also crazy real-time lighting effects, casting shadows and self-shadowing objects. And every texture seems to be bump-mapped, or dirt-mapped, or reflection-mapped—or whatever.”
While it is clear that games may be appreciated simply for their capacity to harness technology in the service of art, there is an additional dimension to consider where the object is to recreate another visual form. As the reviews analysed here demonstrate, the effectiveness with which video game adaptations can reconstruct the visual flavour of the movies is an important factor to consider.“It seems obvious that the graphics in this game are exceptional. Although a 3D-accelerated card is not necessary for playing Jedi Knight, the full effect cannot be appreciated without such technology. Even so, the graphics in this game will probably be the best you have ever seen displayed on your system.”
Writing for GameZone, Louis Bedigian was equally effusive about developer Factor 5’s ability to capture the visual flair of the movies:“The Star Wars universe is represented with startling near perfection to the movies we all know and love so much.” (Bedigian 2001).“Factor 5 has managed to faithfully recreate the movies. They’ve provided hundreds of TIEs on screen with no slowdown, lighting effects to the maximum, and some visuals that are so reminiscent of the films that you’ll do a double take. Rogue Leader is a sensory barrage.”
As noted, several of these reviews alluded to the significance of the hardware on which the games run, in relation to that hardware’s graphical capabilities. In referring to Rogue Leader’s use of the GameCube’s “every bell and whistle”, Torres, for example, was gesturing towards that game’s status as a launch title—and graphical showcase—for the new Nintendo console. Others referred directly to the ever-evolving specifications of PC graphics cards. This paper is not positioned within the recent tradition of platform studies, as set out by Bogost and Montford (2007) and expanded upon by scholars including Apperley and Jayemane (2012). However, a more holistic view of these games’ critical reception would necessarily include some consideration of the cultural and technological context in which they were released. Apperley and Parikka’s (2015) discussion of platform studies and media archaeology asked whether the significance of a gaming platform may be fully understood without taking into account the success of its launch titles. By corollary, might it not also be the case that the circumstances of a game’s critical and commercial reception may only be understood in relation to the platform on which it is released?“Visually, Jedi Outcast looks amazing. Everything is as Star Wars as it should be; droids shamble and shine, stormtroopers flip and dance when they get shot, and blasters spurt color-coded beams across the battlefield. You’ll recognize TIE fighters in their hangar and grin with satisfaction as a realistic-looking Lando Calrissian greets you from his prison cell.”
3. Will You Shut Up and Listen to Me?
Both John Williams’ iconic score and the instantly recognisable sound effects created by Ben Burtt and the team at Industrial Light and Magic seem integral to any successful video game adaptation of Star Wars. As the GameZone review of Jedi Outcast put it, “The music just never gets old. The crackling slash of sabers just never gets tired” (RGerbino 2002). Meanwhile another critic made clear their expectations when it comes to the aural quality of a Star Wars title, “Of course, Jedi Outcast’s sound is perfect, but, with this being a Star Wars game, you knew that already” (Darth Destroyer 2002). The GameZone review of Jedi Outcast, however, provided a more nuanced justification for these high expectations:“Scenes from the films are remodelled in the crisp game engine and look almost perfect, accompanied by John Williams’ inimitable score and virtually any of the films’ sound effects you might care to mention.”
The authenticity of the sound effects has been commented upon by many critics, “Appropriately, the lightsabers, doors, guns and ships all make convincing vwings, shhps, fahtows and chughghs” (Butts 2002); “Every blaster shot, chirp, and squeak in the game is as authentic as it gets” (Torres 2001); “All the typical blaster sounds, ion engine whines and explosions that you are used to hearing have been included. Rogue Leader sounds great” (Stevenson 2001); “The sound effects are equally impressive, with each weapon sounding exactly like they should” (Majaski 1997).“The sounds within the game put you right into Kyle’s shoes. Once you hear the familiar sound of your saber you will fall in love. John Williams’ music once again consumes every ounce of emotion whether you are sneaking around trying to evade your enemies or if it’s full pitched battle.”
The Adrenaline Vault review, in which the author suggested that “if I could give the Musical Score category more than 5 Stars, I would”, describes how the familiar musical motifs enhanced their gameplay experience:“The music is unbelievably good, having been composed by John Williams and drawn exclusively from 20 years’ worth of commissioned work for the Star Wars trilogy. The result is a score that succeeds at covering the entire spectrum of a grand adventure story; it is a lush, suspenseful and heroic body of work.”
This near-Pavlovian response to the games’ musical cues is further explained by Josh Campbell, writing for Gamezilla:“The first thing the devoted Star Wars fan will notice regarding the music is that the actual John Williams score is used throughout the game. There were times that the “Imperial March” theme would begin playing as I entered a new area, and I became worried that something was hanging around the next corner for which I might not be prepared!”
Several titles have successfully supplemented Williams’ work with original compositions:“During [Rogue Squadron II], the soundtrack alternates between known pieces of music from the films, as well as original music from the game, adapting and blending on the fly” (Torres 2001). However, it is notable that reviews for the venerable Knights of the Old Republic (KOTOR) have contained certain heretical statements, which imply Williams’ compositions are not an essential feature of a Star Wars adaptation:“I suppose it should be pointed out that to some people, especially those who are roughly my age and have had this music burned into their gray matter since their formative years, it simply means adventure the same way a red light means Stop.”
And, indeed:“Some of the audio is what you’d expect from a Star Wars game, though Knights deserves credit for featuring a mostly original (yet very subdued) soundtrack, which is a nice change of pace from the ubiquitous John Williams score.”
KOTOR is not entirely bereft of Williams’ motifs—the opening crawl, featuring the classic fanfare is present and correct—but the game was almost wholly scored by The Elder Scrolls composer, Jeremy Soule. Thus, the best-reviewed Star Wars game considered here is that which features the lowest proportion of the film composer’s seminal score. That said, KOTOR is noteworthy for its length: players can expect to spend perhaps 40 h completing BioWare’s opus, while a title such as Rogue Squadron II may be completed in less than a quarter of that time. KOTOR is also the least direct adaptation of the movies considered here: as the Cinescape review pointed out, the game has little to do with any of the films and the inclusion of themes associated with particular characters (Leia’s Theme, Yoda’s Theme, the Imperial March) would be nonsensical. With nearly two days’ worth of action to score, and a story that predates the events of the original movies by at least a couple of millennia, it is clear why BioWare looked beyond Williams’ body of work in this instance. Perhaps KOTOR is the exception which proves the rule that a good Star Wars game must make liberal use of John Williams’ orchestrations.“While all the Star Wars-related sound effects are here, Bioware chose not to use the John Williams score. This is a good thing, because very little of this game has anything to do with the movies. The score is absolutely excellent, and is perfect in the game.”
4. Control, Control! You Must Learn Control!
Some discussion of the games’ controls—here described as “top-notch”—is present in many of the reviews. But what constitutes a “top-notch” control scheme? The GameZone review of Rogue Leader related the quality of the controls to the feel of the movements they elicit:“What better way to toss gamers into the action than to start you off on the attack on the first Death Star? You could, of course, take a training run in a T-16 Skyhopper, but what’s the fun in that? Actually, the trial run isn’t really necessary; the controls are top-notch.”
Eurogamer found the Rogue Leader controllers “over-responsive”, suggesting that the “feel of the system conflicts with the game’s principle virtue: its authenticity”. However, IGN’s analysis of the same game’s controls was similarly based on the feel of the movement, and was entirely positive in its appraisal of how the ships handle:“The controls are excellent. All of the movements feel just right—you never feel like something is out of place or that it doesn’t belong. When you hop into an X-Wing, you’re really hopping into an X-Wing!”
Meanwhile, the GamePro review of Jedi Outcast identified lightsaber control—surely a fundamental feature of such a game—as the only weak spot in an otherwise satisfactory control scheme:“Flight control has overall seen significant improvements. The sway and reaction of ships is tighter and consequently more in tune with the movement of the crafts from the movies. Overall, ships handle fast and furious and the level of control is consistently tight and responsive.”
While a game’s controls can initially appear to be a mundane concern, it is apparent that this is an important factor to consider in relation to video game adaptations of Star Wars. The controls are the player’s conduit, the means by which they may demonstrate mastery of the ships and weapons that are such essential features of Lucas’ galaxy. If the handling of an X-Wing feels inauthentic, or the control of a lightsaber is clumsy in its implementation, the player experience is compromised.“You haven’t done it all until you’ve fought two ‘saber-wielding evil Jedi and defeated one with sheer skill before choking the other to death with the Force. Unbelievable. And… surprise! It all controls rather well with only the chaos of the lightsaber duels to detract from a feeling of total control.”
Writing in The Guardian, Stuart Dredge agreed, suggesting that the addition of the space saga’s tropes “moves the Angry Birds gameplay on a notch, particularly when lasers are involved” (Dredge 2012). Likewise, the Polygon review described how the judicious incorporation of the Force—a concept so quintessentially Star Wars—creates further bird-based gameplay possibilities:“Gravity remains the weapon of choice to crush the evil Pig Empire, but the birds can also tap into the Force to magically move objects, swing lightsabers to cut through debris, and volley laser fire to take out multiple pigs at once. These new mechanics fit nicely with the series’ well-established slingshot gameplay, and are tapped to create a variety of strategy-intensive levels that are among the most challenging and rewarding I’ve seen in an Angry Birds game.”
In much the same way that the Angry Birds adaptation of Star Wars advanced an existing gaming franchise, there are further indications that the best Star Wars games can further refine and expand upon established gaming genres. Praising the “ingeniously designed” levels, the Gaming Age review of Jedi Knight labelled the game “one of the greatest first-person action/adventure games ever made”, before concluding that “this game redefines the genre” (Majaski 1997). Describing the gameplay as Jedi Outcast’s “real star”, the GamePro review of that game suggested that “adding Jedi powers to an already-great FPS [first-person shooter] engine is a stroke of genius” (Darth Destroyer 2002). In doing so, the developers opened up new game design possibilities that enliven the already crowded FPS genre:“The Force also serves the enemy pigs. Darth Vader-pig levitates platforms in certain stages, and taking him out releases the objects, raining down on helpless Empire-pigs. The Force isn’t just a gimmick in Angry Birds Star Wars, it’s a layer of strategy.”
Other innovations identified in the very best Star Wars games include KOTOR being bestowed the title of “the first successful Western-style console Role-Playing Game [RPG] of the modern age” by Eurogamer, on the basis that it “takes the design beliefs of the Western RPG form and then works out how to present them best for playing whilst sprawled on a sofa in your living room” (Gillen 2003). KOTOR, with its novel dark side/light side mechanic, also paved the way for so-called ‘karma’ systems in subsequent video game blockbusters, such as Mass Effect (BioWare 2007):“Playing Jedi Outcast is a pleasure in and of itself. Raven has displayed great creativity in this title, especially in level layout and puzzles. The Force powers gave the developers a lot of leeway in what they could do with puzzles, and by and large, the challenges you’ll face are more than your average push-box-jump-over-chasm FPS puzzles.”
“Knights lets you play as a really nasty character if you so choose, and that’s certainly part of the fun. It’s also an interesting aspect of gameplay, considering a big part of the theme is how Jedi constantly run the risk of falling to the dark side—indeed, you’ll probably often be tempted to see what happens if you pick the evil dialogue options rather than the good ones, if only because most RPGs simply don’t let you make these types of decisions. Certain key points in the game will play out very differently depending on the decisions you make, creating lots of replay value.”
5. You Have No Place in This Story. You Come from Nothing. You Are Nothing. But Not to Me
Meanwhile, several critics have remarked upon the perfunctory but perfectly adequate nature of the games’ attendant story. In the Gamezilla review of Jedi Knight: Dark Forces II (LucasArts Entertainment Company LLC 1997), for example, Josh Campbell described the tale of vengeance that drives the game’s narrative, noting that such a tale is “not exactly complex or intriguing on its own, but suitable enough to frame a video game around” (Campbell 1999). Similarly, the Gamespot review of Dark Forces II was somewhat critical of the “cliched” storyline but conceded that “it does a fine job of providing links between the levels” (Dulin 1997). Elsewhere, another Gamespot review—concerning Rogue Squadron II—offered nothing but praise for the “much more tightly focused” story that connects each of that game’s levels, noting that “the tighter narrative complements the missions and makes for an extremely cohesive and satisfying experience, as every mission flows very naturally into the next” (Torres 2001).“Everything is tied together with a tightly written, mature plot. Kyle’s motivations and the progression of the story are all handled with a touch that is at once both subtle and unrelenting. There’s a nice balance and sense of pace here.”
Meanwhile, the Gamespot review of Knights of the Old Republic suggested that tales of the conflict between the light side and the dark—as captured in that game’s unique mechanics—are intrinsic to the franchise:“One of the crucial elements that separate Jedi Knight from the rest of the overcrowded PC gaming market is its story. At the beginning of the game and between each level you’ll be treated to cinema scenes. These mini-movies are extraordinarily done and help propel the story along through its twists and turns.”
This perceived freedom is limited in nature, usually reducing the player’s options to one of two binary choices or a single, middling option; in truth, player agency is restricted by the algorithmic constraints of the game’s programming. MacCallum-Stewart and Parsler (2007) termed this figment of freedom “illusory agency”, noting that game designers “can seek to grant as much freedom as they can or they can seek to disguise the fact that possible actions are limited”, in order to convince the player that their choices matter. Wardrip-Fruin et al. (2009) further refined the notion of agency in games “as a phenomenon, involving both the game and the player, that occurs when the actions players desire are among those they can take as supported by an underlying computational model”. This definition perhaps better accounts for the perceived open-endedness of KOTOR’s plot: the narrative choices offered to players are constrained by the game’s “computational model”, but such constraints are of little consequence when they align sufficiently with the player’s intentions for their character.“The game’s greatest accomplishment is its focused yet open-ended plot progression, which gives you the freedom to play as either a morally good or evil character, or shades in between. The struggle between good and evil is of course central to Star Wars and manifests itself extremely well throughout this outstanding game.”
In his Gamespot review of the same game, Greg Kasavin suggested that “character interaction really is the best thing about Knights of the Old Republic”, while “the game’s main storyline isn’t remarkable and eventually boils down to squaring off against your standard bad guy”3. Nonetheless, according to Kasavin, the player will “encounter so many great little subplots and characters along the way that this really won’t matter” (Kasavin 2003). Expanding on the importance of well-developed characters, Kasavin also described how meaningful character interaction elevates the experience:“Far more interesting is how these characters are turned into actual characters—an all the more powerful blow aimed at the heart. Beautifully written, carefully defined and memorable, this is a cast who engender sympathy and empathy. Everyone in the world will fall in love with Assassin/Translator droid HK-47 (In short: Imagine if C-3P0 was a misanthrope who wanted to kill everyone), but you’ll all find personal favourites.”
Star Wars, as a franchise, has a long association with transmedial storytelling (see Guynes and Hassler-Forest 2018) with video games playing a significant role in expanding the Star Wars storyworld, or the larger “narrative universe” (Mejeur 2018). All of these stories take place within a shared world, although Ryan—citing Star Wars as an example—suggested there is a distinction to be made between cases in which “they represent the same world and in which cases they project related but distinct worlds” Ryan (2014, p. 42). Regardless of whether the storyworld presented in a Star Wars game might be considered part of the same canonical universe as the movies4, players nonetheless benefit from what Jenkins has termed “additive comprehension” Jenkins (2006, p. 123). That is, players’ enjoyment of these games is enhanced by their prior knowledge of the Star Wars storyworld.“You’ll always be an active participant in the storyline, rather than a passive observer. You don’t just read, watch, and listen to a lot of text, cutscenes, and dialogue—your character is constantly invited and required to make difficult decisions, and that’s ultimately the most entertaining, impressive, and rewarding aspect of the game.”
6. It Will Be Just Like Beggar’s Canyon Back Home
The GameZone review of Jedi Outcast also praised the technical artistry that brings the game’s characters to life with greater fidelity than was, at that time, previously possible to achieve:“The game plays out like the movie, with Luke running interference over the Death Star and eventually flying down the trench. There’s no slowdown, tons of fighters on screen, and an incredible sense of speed.”
Noting that Rogue Leader “represents the closest recreation of the Star Wars universe that we have yet to see”, however, the IGN review of that game acknowledged that the technology was simply a means to an end:“I have never seen the Star Wars universe recreated with such attention to detail. This game is the closest thing we have to actually living inside the film. Each character model is so well done and I even found the cut scenes interesting.”
Frequently alluded to by critics is the idea that the best Star Wars adaptation are capable of immersing the player in this familiar but fantastic world, “The way it submerges you in George Lucas’ universe and takes you on a wild ride is unmatched” (Stevenson 2001). For Gamespot’s Greg Kasavin, this sense of immersion extended to feeling as though the player is a part of this world:“But none of these tech feats mean anything to the end player. What matters is that all of these effects come together to quite realistically mimic the real thing—and that’s an accomplishment that is close to monstrous.”
The concept of immersion has proven surprisingly slippery in game studies. In the seminal Hamlet on the Holodeck, Janet Murray referred to immersion as “the experience of being transported to an elaborately simulated place”, comparing this experience to “a plunge in the ocean or swimming pool” Murray (1997, p. 98). However, McMahan usefully differentiated between the frequently conflated terms immersion and presence, the latter being defined as “the feeling of being there” McMahan (2003, p. 68). While care must be taken not to ascribe unintended meaning to reviewers’ words, it seems reasonable to assume that it is the feeling of being in the Star Wars universe—the feeling of presence—that underpins much of the appeal of these adaptations. Indeed, each of the dimensions of presence in video games conceptualised by Tamborini and Bowman (spatial presence, social presence, and self-presence) may be identified in the reviews considered here Tamborini and Bowman (2010, pp. 88–89).“It’s one of the only Star Wars games to truly make you feel at times as though you’re a key player in and a part of this unique and beloved sci-fi setting. You’ll get to do all the sorts of stuff that you’ve seen and enjoyed in the Star Wars movies, and you’ll get to emulate any of your favorite characters’ personalities and actions over the course of the game.”
The IGN review of Rogue Leader made a similar point, but also offered praise for the noncanonical scenarios created specifically for the game:“If the familiar locales aren’t enough to get you into the Star Wars universe, the different enemies from the movies are here in full force to remind you. You’ll recognize many of the characters and vehicles. From Stormtroopers and R2 Units to the AT-ST and Tuskens, you’ll be pleased to know they’re all in here.”
This suggests that successful Star Wars adaptations are not necessarily constrained by the movies and, as noted above, arguably the best-regarded video game adaptation of the saga, Knights of the Old Republic, largely eschewed its celluloid progenitors. Reviewing KOTOR for Gamespot, Greg Kasavin was keenly aware of the advantages of doing so, “Knights arguably lives up to the Star Wars name better than any other Star Wars property in years, including the last two theatrical films” (Kasavin 2003). Kieron Gillen’s Eurogamer review neatly summarised how KOTOR succeeds while maintaining a studied distance from the movies, touching upon the idea that the mythic structure of the story is sufficiently familiar to conjure up the feel of Star Wars:“Each scenario is overflowing with Star Wars character. The Attack on the Death Star, which we mentioned above, is somewhat of a dream come true for many fans as it perfectly re-creates the experience from the film. But there are of course many other areas to explore and battle through, each just as appealing.”
In many cases, critics directly commented on the quality of the adaptation, as in the IGN review of Rogue Leader, “It’s taken more than 20 years, but a development studio has finally captured the spirit and beauty of the Star Wars trilogy movies and crammed it all into one action-packed game” (Casamassina 2001). The relationship between the game and the original source material was also considered in the Eurogamer review of Rogue Leader:“It feels more like Star Wars than anything else has in living memory, and does so by moving the focus back four thousand years. And—would you believe it—things are very much as they are in the “contemporary” Star Wars universe. This gives the game the strength of familiarity of theme, a mythic arc as you realise you’re rooting around in the prehistory of the world and due to distance from the actual films, freedom to create a plot as galaxy-spanning as anything that was committed to celluloid.”
Meanwhile, the GameSpot review of Dark Forces II rather downplayed the challenge of adapting the beloved franchise into a video game:“We often compare games to movies, but from the archetypal star screen introduction right the way through to the game’s monumental climax, this is the ultimate accompaniment and tribute to those three original Star Wars movies we all cherish.”
Still, as the swathes of substandard movie tie-ins clearly demonstrate, creating a good game based on a movie is not so straightforward. As alluded to in the GamePro review of Jedi Outcast, a glut of relatively poor Star Wars games were released around the turn of the century, from Masters of Teräs Käsi (LucasArts 1997) to Flight of the Falcon (Pocket Studios 2003):“Designing a game set in the Star Wars universe seems like a no-brainer. The look and sounds of the game—from the Imperial gray of walls, to the elephantine squeal of a TIE Fighter engine, to the squeaky “pew, pew” of a blaster shot—are already set in stone, so designers just need to think of a genre and use the existing elements to build a game.”
Certainly, the presence of the Star Wars license alone is no guarantee of quality, as unfortunate owners of the blatant cash grab known as Attack of the Clones for the Gameboy Advance will attest. Thus, as the Polygon review of Angry Birds Star Wars made clear, expectations were not generally high when news of this unholy alliance emerged:“Bucking recent trends in Star Wars gaming, Star Wars Jedi Knight II: Jedi Outcast is good. Really good. It’s a balance of license and gameplay that brings honor to the Star Wars name and real Jedi action to your PC.”
The Guardian review of the Angry Birds spin-off expressed similar reservations, before concluding that Angry Birds Star Wars is simultaneously the best entry in the Angry Birds franchise, and the best Star Wars adaptation in some time:“Such a high-profile combo may trigger a gag reflex in the throats of gamers and Jedi alike, and understandably so. Both have been thoroughly spurned by insipid tie-ins and cash grabs. But Rovio’s latest flies to the tender core of such cynicism and blasts it to stardust, with a payload of creativity, playfulness and reverence for the beloved sci-fi classic.”
As many of the critics cited here have implied, a good Star Wars adaptation must first and foremost be a good game. For example, the IGN review of Jedi Outcast suggested that “not only is this one of the greatest Star Wars games I’ve ever played, it’s one of the best action games period” (Butts 2002), meanwhile, the Gamespot review of KOTOR made a similar point, “Knights is both an outstanding RPG in its own right and an excellent tribute to the Star Wars source material” (Kasavin 2003). Referring to LucasArts’ early 1990s heyday, when Lucasfilm’s games studio offshoot was casually churning out classics such as The Secret of Monkey Island (Lucasfilm Games 1990), Indiana Jones and the Fate of Atlantis (LucasArts 1992), and, of course, Star Wars: X-Wing (LucasArts Entertainment Company LLC 1993), Keiron Gillen had this to say in his KOTOR review:“…Scepticism about such a partnership is understandable: when the world’s biggest entertainment brand ever meets the most popular brand of the mobile apps era, the danger is compromise: a game so hemmed in by brand guidelines that it forgets to be fun.”
“The irony is before LucasArts lost anyone with a designer’s brain in the company, they made some frankly astonishing videogames […] Because I love videogames, I love the great Star Wars games that came from this period, because they’re great videogames—not because they’re from that Galaxy a Long, Long way away.”
“Some have said that it wouldn’t be as good without the Star Wars aspect, that it’s a fairly mediocre space combat game, but to me that’s a ridiculous argument. Rogue Leader is the embodiment of Star Wars in a videogame. That is the point.”
“The game’s actually prompted a few discussions around the office about the use of licenses within games. […] the game uses a lot of the conventions (clichés if you’re on the other side of the argument) of the movies. I tend to think you’re sort of expected to know that going in. I mean, what’s a Star Wars game without a garbage masher level?”
7. Wars Not Make One Great!
Funding
Acknowledgments
Conflicts of Interest
References
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1 | |
2 | |
3 | One could argue, of course, that the Star Wars movies frequently boil down to confronting a “standard bad guy”, as is befitting of a story inspired directly by myths that typically culminate in such a confrontation. |
4 | This is a question made all the more complicated by the transmedial strategy embarked upon by Disney following their acquisition of the Star Wars property—see (Brown 2019). |
Rank | Title | Year | Metascore |
---|---|---|---|
1 | Star Wars: Knights of the Old Republic | 2003 | 94 |
2 | Star Wars Jedi Knight: Dark Forces II | 1997 | 91 |
3 | Star Wars Rogue Leader: Rogue Squadron II | 2001 | 90 |
4 | Star Wars Jedi Knight II: Jedi Outcast | 2002 | 89 |
5 | Angry Birds Star Wars | 2012 | 88 |
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Barr, M. The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation? Arts 2020, 9, 131. https://doi.org/10.3390/arts9040131
Barr M. The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation? Arts. 2020; 9(4):131. https://doi.org/10.3390/arts9040131
Chicago/Turabian StyleBarr, Matthew. 2020. "The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation?" Arts 9, no. 4: 131. https://doi.org/10.3390/arts9040131
APA StyleBarr, M. (2020). The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation? Arts, 9(4), 131. https://doi.org/10.3390/arts9040131