
Star Wars games have always had one very obvious problem.
The Jedi are standing right there.
They have laser swords. They have magic space instincts. They get dramatic robes, ancient temples, moral crises, and the sort of destiny speeches that make everyone else in the galaxy quietly check their schedule and wonder whether they still have to pay rent.
So naturally, a lot of Star Wars games end up orbiting the Jedi fantasy. And fair enough. When it works, it works. Jedi Knight, Jedi Outcast, Jedi: Fallen Order, and Jedi: Survivor all understand that swinging a lightsaber around while the galaxy collapses is, scientifically speaking, quite fun.
But the strange truth is this: Star Wars games are often at their best when they let someone else have the controls.
Not the chosen one. Not the last hope. Not the robed person in the middle of the poster.
The bounty hunter. The clone commando. The pilot. The smuggler. The soldier. The mercenary. The doomed fool in a cockpit wondering why the Empire brought that many TIE fighters.
That is where Star Wars games get interesting.
Continue reading “Star Wars Games Are Best When They Let the Weird Jobs Matter [Guest Article]”


