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KOTOR Remake May Finally Be Targeting 2028, Which Somehow Feels Both Close and Ridiculous

Dark Revan-style warrior with a red lightsaber beside the headline KOTOR Remake May Target 2028

The Star Wars: Knights of the Old Republic remake may finally have something resembling a release window. Maybe. Possibly. With a lightsaber-sized asterisk. According to Gamereactor, a New Saber executive has put the long-awaited KOTOR remake “hopefully” in the company’s 2028 release line-up. That is not an official release date. It is not a trailer. It is not a fresh gameplay reveal. It is not even the kind of confident corporate sentence you can safely build a countdown clock around. But for a remake that has spent years living somewhere between “still in development” and “please stop asking,” even the word “hopefully” counts as movement. 2028 Is Not a Date, But It Is Something The key word here is “hopefully.” That matters. The remake has not been officially dated for 2028, and nobody should treat this as confirmation that Revan is definitely returning that year. What it does suggest is…

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Star Wars: Masters of Teräs Käsi (1997): The Fighting Game Everyone Remembers for the Wrong Reasons

Star Wars: Masters of Teräs Käsi (1997) header image featuring Luke Skywalker, Princess Leia, Boba Fett, Arden Lyn, Thok, and scenes from the PlayStation fighting game.

There is a moment in Star Wars: Masters of Teräs Käsi when a Gamorrean guard can punch Darth Vader unconscious. Not distract him. Not knock him into a conveniently placed reactor shaft. Not survive long enough for someone more qualified to arrive. Just beat him in a fight. That tells you almost everything you need to know about LucasArts’ 1997 attempt to turn Star Wars into a PlayStation fighting game. Almost. Because while Masters of Teräs Käsi has spent decades being treated as a punchline, it is not merely a bad game with a famous license. It is a fascinating collision between Star Wars, 1990s fighting-game fever, unfamiliar hardware, Expanded Universe enthusiasm, and the dangerous belief that any franchise could become the next Tekken if you gave everyone enough special moves. It did not become the next Tekken. It did, however, give us Boba Fett firing missiles at Luke Skywalker…

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KOTOR Launched on Xbox 23 Years Ago, and Star Wars RPGs Were Never the Same

KOTOR Xbox launch article header featuring Star Wars Knights of the Old Republic and its impact on Star Wars RPG history

When Star Wars: Knights of the Old Republic launched on Xbox in July 2003, it did not just give players another Star Wars game. It gave them a galaxy they could actually shape. That was the difference. Before KOTOR, Star Wars games had already done plenty: space sims, shooters, strategy, arcade action, podracing, and more odd experiments than most franchises would ever dare attempt. Our complete archive of every Star Wars game ever made makes that history look almost absurd in hindsight. But KOTOR hit differently because it was not trying to replay the films. It was trying to let players live inside Star Wars as an RPG. The Day Players Finally Met Revan The Xbox version of Knights of the Old Republic arrived in July 2003, only days after LucasArts confirmed the game had gone gold. We already looked back at that production milestone in our piece on how…

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Star Wars: Yoda Stories (1997): The Tiny Desktop Adventure That Made the Galaxy Feel Like a Lunch Break

Star Wars: Yoda Stories (1997) header image featuring the original pixel-art Yoda and Yoda Stories logo with article title text and Star Wars: Gaming watermark.

Some Star Wars games want to recreate the Battle of Hoth. Others want to simulate the pressure of commanding an Imperial fleet, surviving a lightsaber duel, or deciding whether your Jedi should remain noble or start firing Force lightning at everyone who mildly irritates them. Star Wars: Yoda Stories wanted to sit quietly in a small Windows box while you avoided doing actual work. Released for Windows in 1997, Yoda Stories was LucasArts’ second and final Desktop Adventures game after Indiana Jones and His Desktop Adventures. Rather than delivering one large campaign, it generated compact missions intended to be completed in short sessions, usually within about an hour. A Game Boy Color version followed in 1999, although that adaptation made some substantial compromises. It sounds modest because it was modest. That was the entire point. As part of our complete archive of every Star Wars game ever released, Yoda Stories…

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SWTOR’s First Testers Logged In 16 Years Ago, and the Old Republic MMO Dream Became Real

SWTOR first testers logged in 16 years ago as BioWare’s Old Republic MMO entered early testing

On July 9, 2010, Star Wars: The Old Republic stopped feeling like a giant BioWare promise and started becoming an actual game people could touch. That was the day BioWare opened the doors to the first wave of SWTOR game testing, inviting selected North American players into the early testing process. It was not a full public beta. It was not the glorious mass stampede everyone wanted. It was a smaller, focused rollout, with more regions and players expected later. Still, for anyone watching the game at the time, it mattered. Because before that moment, The Old Republic was mostly trailers, developer interviews, forum speculation, class reveals, and the impossible weight of being “the Star Wars MMO from BioWare.” No pressure, then. The KOTOR MMO Dream Was Finally Taking Shape The reason SWTOR carried so much hype was simple: people did not just want another MMO. They wanted the impossible…

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On This Day: Knights of the Old Republic Went Gold, and Star Wars RPGs Were Never the Same

Star Wars Knights of the Old Republic went gold article header about KOTOR changing Star Wars RPG history

On July 9, 2003, Star Wars: Knights of the Old Republic went gold. That sounds like a small production milestone now, especially in an era where games “launch” and then spend six months being patched into the shape everyone hoped for on day one. But back in 2003, going gold meant something very specific. The game was done. The master was ready. The discs were coming. And in this case, one of the most important Star Wars games ever made was about to leave BioWare’s hands and land in players’ homes. At the time, GameSpot reported that LucasArts had confirmed the Xbox version of Knights of the Old Republic was ready to ship, with release expected shortly after. Looking back more than two decades later, that little “gone gold” announcement feels less like routine publishing news and more like the moment Star Wars RPGs crossed a line. Because KOTOR did…

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Star Wars: Rebel Assault II – The Hidden Empire (1995): The Sequel That Let Star Wars Get Even More Cinematic

Header image for Star Wars: Rebel Assault II – The Hidden Empire (1995) showing the game logo over a dark space battle scene with TIE fighters, Imperial ships, and the Death Star.

If Star Wars: Rebel Assault (1993) was the moment LucasArts looked at the CD-ROM era and said, “what if Star Wars tried to feel like a movie now?”, then Rebel Assault II – The Hidden Empire is the sequel where that idea got bigger, shinier, stranger, and much more convinced it could pull the whole thing off. And to be fair, sometimes it really did. The first Rebel Assault was already built around spectacle. It wanted movement, drama, music, explosions, and that early-90s “look what this machine can do now” energy. But Rebel Assault II pushed that vision further. It did not just want to feel cinematic. It wanted to feel like Star Wars had stepped directly into the era of live-action CD-ROM ambition and decided subtlety was for weaker franchises. That makes it one of the most fascinating Star Wars games of the 1990s. As part of our Complete…

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Star Wars: Rebel Assault (1993): The CD-ROM Star Wars Game That Wanted to Be a Movie

Header image for Star Wars: Rebel Assault (1993) showing a dark Imperial corridor gameplay scene with stormtroopers and a Rebel pilot in early CD-ROM-era Star Wars graphics.

There are Star Wars games that want you to learn systems. There are Star Wars games that want you to master mechanics. And then there is Star Wars: Rebel Assault, a game that mostly wanted you to slam a CD into your computer, stare at the screen, and say, “Wait, games can do that now?” That was the magic of it in 1993. Star Wars: Rebel Assault arrived at exactly the right moment: the early CD-ROM era, when developers were suddenly drunk on storage space, cinematic ambition, and the exciting possibility of making players feel like they were inside a movie instead of just standing near one. It was developed and published by LucasArts, and more than almost any Star Wars game before it, it sold itself on spectacle. Not depth. Not freedom. Spectacle. And honestly, that was enough. As part of our Complete List of All Star Wars Games…

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Super Star Wars: Return of the Jedi (1994): The Finale That Turned the SNES Trilogy Into a Proper Monster

Header image for Super Star Wars: Return of the Jedi (1994) featuring retro SNES-style pixel art of Luke, Han, Leia, Vader, and Ewok imagery in a dark purple-blue Star Wars scene.

If Super Star Wars (1992) was the moment Star Wars found its 16-bit swagger, and Super Star Wars: The Empire Strikes Back (1993) was the sequel that sharpened that swagger into something a little colder and much meaner, then Super Star Wars: Return of the Jedi (1994) is the finale where the whole thing stops pretending to be a respectable movie adaptation and just becomes a beautiful, aggressive, mildly unhinged SNES beast. And honestly, that was probably the right move. This was the third and final game in the Super Star Wars trilogy, and by the time it arrived, the formula was fully locked in. Big sprites. Loud action. Movie scenes remixed into game logic. Enemies everywhere. Bosses where there really did not need to be bosses. Platforming with opinions. A soundtrack doing its best to drag John Williams through the SNES sound chip and come out swinging. As part…

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The Cancelled Darth Maul Game Still Hurts 15 Years Later

Darth Maul in a dark red Sith-themed header image for an article about the cancelled Star Wars game that never released.

Darth Maul almost got the Star Wars game he deserved. Not a cameo. Not a bonus skin. Not another appearance where he shows up, looks furious, ignites the double-bladed lightsaber, and leaves before the game remembers what to do with him. A full game. And 15 years after Red Fly Studio’s Darth Maul project was cancelled, it still feels like one of the most painful missed opportunities in Star Wars gaming. The project, often discussed under the working title Battle of the Sith Lords, was in development at Red Fly Studio before being cancelled in 2011. Over the years, reported details and prototype footage have painted a picture of a game that could have been a darker, sharper, more aggressive kind of Star Wars action title. Maul was not just a villain with a cool design. He was a perfect video game character hiding in plain sight. Fast. Violent. Silent….

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Star Wars Galaxies and SWTOR Solved the Same Fantasy in Completely Different Ways

Two armored Star Wars characters in a cinematic sci-fi setting used as a header image for an article comparing Star Wars Galaxies and SWTOR.

Every Star Wars MMO is secretly trying to answer one impossible question: How do you let players live in Star Wars? Not just visit it. Not just swing a lightsaber through a hallway while someone shouts about destiny. Actually live there. Star Wars Galaxies and Star Wars: The Old Republic both tried to solve that fantasy. They just came at it from completely different directions. One gave players a sandbox and said, “Go make a life.” The other gave players a story and said, “Go become someone.” Both answers worked. Both answers failed in places. And together, they explain why Star Wars MMOs still fascinate people years later. Star Wars Galaxies Made the Galaxy Feel Like a Place Star Wars Galaxies was not built around making every player feel like the main character. That was part of the magic. You could be a crafter. A dancer. A doctor. A scout….

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Star Wars Galaxies Was the MMO That Let Players Live in the Galaxy Before SWTOR

Star Wars Galaxies inspired header image showing a lightsaber duel in a natural landscape with title text about the MMO that came before SWTOR

On June 26, 2003, Star Wars Galaxies: An Empire Divided launched in the United States. It did not arrive like a Death Star blast. It arrived carefully. Quietly, even. For a massive Star Wars MMO from LucasArts and Sony Online Entertainment, that was almost strange. This was not just another licensed game. This was the dream: a living online Star Wars galaxy where players could become smugglers, scouts, entertainers, medics, artisans, bounty hunters, rebels, Imperials, merchants, citizens, weirdos, and eventually, if the galaxy felt especially cruel, Jedi. Before Star Wars: The Old Republic gave players cinematic class stories and fully voiced BioWare drama, Star Wars Galaxies offered something different. A place. Not just a story to follow. A galaxy to live in. Galaxies Was Built on a Different Fantasy Most Star Wars games put the player near the center of history. You are the Jedi. The commando. The pilot. The…

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Super Star Wars: The Empire Strikes Back (1993): The Sequel That Made the SNES Trilogy Even Meaner

Header image for Super Star Wars: The Empire Strikes Back (1993) featuring retro SNES-style pixel art of Luke Skywalker, Darth Vader, and Yoda with dramatic blue and orange lighting.

If Super Star Wars (1992) was the moment Star Wars finally found the right kind of 16-bit violence, then Super Star Wars: The Empire Strikes Back was the sequel that looked at that formula and said, “Good. Now make it colder, harder, and just a little bit crueler.” That was a solid creative choice. Released for the Super Nintendo in 1993, the game was developed by Sculptured Software and LucasArts and published by JVC Musical Industries. It was the second entry in the Super Star Wars trilogy, based on The Empire Strikes Back, and it would later be followed by Super Star Wars: Return of the Jedi in 1994. As part of our Complete List of All Star Wars Games Ever Made (1979–Present), this is one of those games that really earns its spot. It also sits naturally in the Star Wars Games (1990–1999) hub, right next to the games…

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Super Star Wars (1992): When Star Wars Went 16-Bit and Lost Whatever Mercy It Had Left

Header image for Super Star Wars (1992) showing a retro collage of SNES-era box art and 16-bit gameplay scenes from Tatooine and the Death Star.

If Star Wars (1991) on NES felt like A New Hope had been turned into a weird, hard platformer, then Super Star Wars felt like somebody gave that idea more horsepower, more color, more explosions, and absolutely no intention of making your life easier. Released for the Super Nintendo in 1992, the game was developed by Sculptured Software with Lucasfilm Games / LucasArts involvement and published by JVC Musical Industries. It adapted the original 1977 film into a 16-bit action game full of side-scrolling blaster fights, platforming, landspeeder stretches, and the inevitable Death Star trench run. As part of our Complete List of All Star Wars Games Ever Made (1979–Present), this is one of those games that really feels like a line in the sand. It also belongs naturally in the Star Wars Games (1990–1999) hub, because this is where Star Wars on home consoles stopped looking merely ambitious and…

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On This Day: Star Wars Galaxies: The Total Experience Released in 2005

Star Wars Galaxies: The Total Experience 2005 box art - On This Day in Star Wars Gaming History with Chewbacca, lightspeed starships, and Empire Divided panels

On June 1, 2005, Star Wars Galaxies: The Total Experience arrived with a title that was almost comically confident. The total experience. Not “a few missions.” Not “a quick Jedi fantasy.” Not “press start and save the galaxy before dinner.” This was the MMO-era promise in one box: step into Star Wars, pick a role, join a world, and try to find your place somewhere between cantinas, crafting halls, player cities, blaster fights, creature hunts, and the eternal question of whether becoming a Jedi should be a dream or a spreadsheet. And honestly, that was very Star Wars Galaxies. Yesterday Was the Dream. Today Is the Box It Came In We already looked at why Star Wars Galaxies still represents a fantasy modern Star Wars games keep chasing: the idea of living inside the galaxy instead of just saving it. The Total Experience is interesting because it tried to package…

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Star Wars 1313 Was Revealed 14 Years Ago, and It Still Haunts Star Wars Gaming

Star Wars 1313 concept art featuring armored bounty hunter in the dark Coruscant underworld, with title 'Star Wars 1313 Still Haunts Star Wars Gaming

Some cancelled games disappear. Star Wars 1313 did the opposite. It never came out, but somehow it still feels like one of the most famous Star Wars games of the last decade. Revealed in 2012, Star Wars 1313 promised a darker, grittier trip into the Coruscant underworld. No Jedi fantasy. No chosen-one glow. No Force powers solving every problem. Just bounty hunters, crime, vertical city danger, and the kind of Star Wars setting that looked like it had not seen sunlight in years. That is probably why people still talk about it. The Star Wars Game That Looked Different At the time, Game Developer described Star Wars 1313 as a darker and more mature take on the franchise, built around a bounty hunter investigating a criminal conspiracy beneath Coruscant. That pitch still sounds painfully good. It was not trying to retell a movie. It was not asking players to become…

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Super Star Wars: The Empire Strikes Back Was SNES Star Wars at Its Most Bruta

Super Star Wars: The Empire Strikes Back header image featuring classic SNES-era Star Wars artwork and title text about the game’s brutal difficulty.

Some Star Wars games gently invite you into the galaxy. Super Star Wars: The Empire Strikes Back kicked the door open, threw you onto Hoth, and started blasting before you had time to ask where the health pickups were. Released for the Super Nintendo in 1993, the game remains one of the most gloriously punishing entries in the long history of Star Wars gaming. It took the darkest chapter of the original trilogy and turned it into fast, loud, side-scrolling chaos full of blaster fire, platforming, boss fights, vehicle sequences, and absolutely no concern for your blood pressure. In the wider complete history of Star Wars games, it stands as a perfect example of early console Star Wars: ambitious, dramatic, slightly unfair, and very willing to hurt you. The Empire Struck Hard on SNES The Super Star Wars trilogy did not adapt the films quietly. These games took familiar movie…

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Star Wars Galaxies Promised the One Thing Modern Star Wars Games Still Chase

Star Wars Galaxies screenshot showing players gathered in a desert settlement beneath an AT-ST, highlighting the MMO’s living galaxy fantasy

Before live-service roadmaps, cinematic action adventures, and endless debates about canon, Star Wars Galaxies offered one enormous dream: What if you could just live in Star Wars? Not visit it for one mission. Not replay a famous movie moment. Not spend twelve hours as the galaxy’s most important person. Actually live there. Released in 2003, Star Wars Galaxies: An Empire Divided remains one of the strangest, boldest, and most fascinating experiments in the entire history of Star Wars gaming. Not because it was perfect. It absolutely was not. But because it understood something Star Wars games still chase today: the galaxy is most exciting when it feels big enough for ordinary lives. The Dream Was Bigger Than Being a Jedi The obvious fantasy was becoming a Jedi. Of course it was. This is Star Wars. Give people a galaxy, and someone will immediately ask where the lightsaber button is. But…

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Revenge of the Sith Turns 21, and Its Games Hit Harder Than People Remember

Revenge of the Sith gaming collage featuring Anakin and Obi-Wan dueling on Mustafar, Star Wars Episode III game scenes, Battlefront-style visuals, and headline text about the movie’s games hitting harder than people remember.

May 19 is not just The Phantom Menace day. Yes, Episode I arrived in theaters on this date in 1999 and kicked off a strange, messy, wonderfully experimental era of Star Wars games. But six years later, on May 19, 2005, Star Wars: Episode III – Revenge of the Sith arrived and gave that same prequel era its darker, louder, lava-soaked finale. This was the movie that finally did the thing everyone knew was coming: it broke Anakin Skywalker. The film was heavier, angrier, and far less interested in being cheerful than parts of the prequel trilogy had been before it. Jedi died. The Republic collapsed. Padmé cried. Obi-Wan developed the look of a man who had just watched twenty years of institutional failure catch fire on Mustafar. But Revenge of the Sith did not just land as a movie. It hit Star Wars gaming at exactly the right moment….

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How The Phantom Menace Launched the Weirdest Era of Star Wars Games

High-energy Star Wars Episode I gaming collage with podracing, Jedi action, battle droids, Naboo visuals, and headline text about The Phantom Menace launching the weirdest era of Star Wars games.

On May 19, 1999, Star Wars: Episode I – The Phantom Menace arrived in theaters and detonated like a merchandised thermal bomb. The film itself is still debated, memed, defended, roasted, rewatched, and quoted with suspicious enthusiasm. But for Star Wars gaming, The Phantom Menace did something far more important than introduce midi-chlorians and senate procedure to a confused generation. It opened the floodgates. The prequel era gave LucasArts a new toybox: podracers, Naboo starfighters, battle droids, Gungan battlefields, Sith assassins, Republic cruisers, bounty hunters, clone armies, Jedi starfighters, and planets that did not look like the same three Original Trilogy backdrops wearing different hats. And the games got weird. Gloriously weird. The Movie Was Only the Beginning The gaming push started immediately. Star Wars: Episode I – Racer launched for Nintendo 64 and Windows right as the film hit theaters, turning the podrace into one of the fastest and…

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On This Day: Star Wars Episode I: Racer Made Podracing Feel Impossible Fast

Before Star Wars racing became nostalgic, it was just fast enough to make your childhood reflexes file a formal complaint. On May 18, 1999, Star Wars: Episode I – Racer launched in North America for Nintendo 64 and Windows PC, arriving right alongside the Phantom Menace hype machine. It took one of the most kinetic sequences in the movie — the Boonta Eve Classic podrace — and turned it into a full racing game that somehow felt faster than the film itself. That was the magic trick. A lot of movie tie-in games in the late ‘90s felt like merchandise with a health bar. Episode I: Racer felt like LucasArts had looked at the podrace scene and said: “What if this was the whole game, but louder, faster, and more likely to make your palms sweat?” Podracing Finally Had Its Game The concept was wonderfully simple: choose a podracer, survive…

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On This Day: Revenge of the Sith Put Darth Vader in Your Pocket

Retro mobile phone showing a pixel-style Star Wars lightsaber game, with headline about Revenge of the Sith coming to mobile in 2005.

Before smartphones, app stores, and mobile games asking for your credit card every 11 seconds, Star Wars was already trying to squeeze the fall of Anakin Skywalker into your pocket. On May 11, 2005, Star Wars: Revenge of the Sith was released for ExEn mobile platforms in parts of Europe, according to MobyGames’ May 11 game history archive. It was not the big PlayStation 2 or Xbox version most players remember. It was the tiny, old-school mobile version — the kind of game designed for feature phones, small screens, stiff buttons, and heroic levels of thumb patience. And honestly? That makes it even more fascinating. A Sith Lord, But Make It Pocket-Sized The ExEn version of Star Wars: Revenge of the Sith was based on Episode III and turned the movie’s chaos into a compact action game. Players could control Anakin, Obi-Wan, Mace Windu, and Yoda across 12 levels inspired…

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On This Day: EA’s Star Wars Deal Changed a Decade of Games

EA and Disney logos with Star Wars headline

On May 6, 2013, Star Wars gaming changed overnight. Disney and Lucasfilm announced a major multi-year agreement with Electronic Arts, giving EA the keys to Star Wars games for the “core gaming audience.” At the time, the official Lucasfilm announcement framed it as an exciting new phase, with DICE, Visceral Games, and BioWare all attached to future Star Wars projects. In hindsight, it was not just a licensing deal. It was the beginning of an era — messy, controversial, occasionally brilliant, and impossible to ignore. The Deal That Replaced LucasArts The timing mattered. Disney had acquired Lucasfilm in 2012, and LucasArts’ days as a major internal game studio were effectively over. As WIRED reported at the time, EA would become the exclusive provider of Star Wars games for the core gaming market, while Disney kept certain rights for mobile, social, tablet, and online categories. That distinction would shape everything that…

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On This Day: Rage of the Wookiees Took Star Wars Galaxies to Kashyyyk

Star Wars Galaxies Episode III Rage of the Wookiees logo on a black background.

Before Star Wars Galaxies became one of the great “you had to be there” MMO legends, it did something wonderfully 2005: it tied a full expansion to Revenge of the Sith and sent players straight into Wookiee country. On May 5, 2005, Star Wars Galaxies: Episode III – Rage of the Wookiees launched for PC as the MMO’s second major expansion, landing just two weeks before Revenge of the Sith hit theaters in the U.S. It was a very specific kind of Star Wars moment: film hype, MMO ambition, Kashyyyk, space content, creature mounts, and the faint sound of every Wookiee roleplayer suddenly clearing their calendar. Kashyyyk Finally Entered the MMO The headline feature was obvious: Kashyyyk. The Wookiee homeworld had always felt perfect for an online Star Wars world. Giant trees, tribal conflict, Separatist pressure, hidden danger, and enough vertical drama to make every speeder mechanic quietly nervous. Unlike…

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