Daily Camera (Boulder)

Are the best ‘Star Wars’ stories now in video games?

- By Todd Martens

Walking out of “Star Wars: The Rise of Skywalker” when I saw it last December, I had one, immediate reaction: what a disappoint­ment — if only it had been built for video game consoles instead of movie theaters. I wanted to play it.

That’s not to say video games’ stories rank below their cinematic peers — far from it — but it is an acknowledg­ement that the “The Rise of Skywalker” was laid out like an old-fashioned video game, where one action set piece builds to a larger, slightly more difficult action set piece. Acrobatic fights while floating across desert landscapes, intense lightsaber duels and blaster battles on a starship — all of them revealing new heroic powers — really only make sense if your understand­ing of storytelli­ng is to “level up.”

There are better ways. For all the deserved attention “The Mandaloria­n” series on Disney+ has received, the just-released game “Star Wars: Squadrons” reminds us that some of the best “Star Wars” stories in recent years have been in the video game space. Maybe after multiple generation­s have grown up playing with “Star Wars” toys and games and now have the ability to walk around a “Star Wars” planet at Walt Disney World and Disneyland, when or if it reopens, we’ve grown accustomed to viewing “Star Wars” as a work of play. Or maybe games have impacted media so much it’s better to simply play a game rather than view content inspired by one.

“Star Wars: Squadrons,” available now for PCS, the Playstatio­n 4 and Xbox One, is an argument for the latter. This is a work, in fact, that doesn’t suffer from an actionfocu­sed, little-narrative approach — every second I’ve spent with this game has fulfilled the sort of personal “Star Wars” fantasy that’s enhanced by giving the audience a bit of autonomy. It’s also, for those privileged enough to own a virtual reality headset, the VR experience I’ve had at home that most represents what it’s like to be in a theme park.

Rather than throwing spectacle after spectacle at me, it lets me partake in them, to scratch the itch of being in the center of intergalac­tic, aerial dogfights. But less than emphasizin­g awe, “Squadrons” centers on the feel of controllin­g a ship, making me feel a part of something bigger. Sure, that’s just digital, fictional warfare, but “Squadrons” understand­s the appeal of “Star Wars” is that it’s open to everyone, and any of us can be ace pilots if given the chance. We don’t admire; we act.

There is nostalgia at play. The game recalls some of the Lucasarts spacefligh­t simulators of yore that I obsessed with in my suburban Chicago basement, but there’s a sense of swiftness and polish that makes this game as appealing as a coinop arcade machine. And yet it’s also in possession of confidence, a depth that I’ll need to master if I really want to go hard in multiplaye­r battles.

As a solo player without many friends who play multiplaye­r games — OK, fine, none — I’m not so sure I’ll take the time to learn each individual ship and its advantages or disadvanta­ges. But I’m not sure I need that because “Squadrons” has me smiling throughout, even if I accidental­ly turn my X-wing into an asteroid. While throwing me into larger-than-life moments — disable a giant, Imperial starship and help lead a capture of it — “Squadrons” succeeds in making them feel livable and conquerabl­e.

In other words, by focusing so intently on the act of spacefligh­t, I don’t feel like a tourist in the “Star Wars” universe, thrown a litany of “greatest hits” moments. Instead, “Squadron’s” single-focus obsession allows my imaginatio­n to run free rather than have to wonder where I am, who I am or what I’m supposed to do now. I can just fly. And shoot. And it feels great.

“If you go back to the very first pitch we had for ‘Squadrons,’ before if it was even a prototype, we had a controller map and it was color-coded,” says Ian Frazier, the creative director of the Motive Montreal-developed game for Electronic Arts. “If you just needed to fly the ship and shoot stuff, and this was all you needed, that was one color. Then there was a different color for an intermedia­te level of control and another color if you wanted to master some of the fancy stuff. We built the game with that in mind.”

That layering approach has meant, in the week that I’ve had the game, I’ve had as much fun taking on practice missions as I have completing the single-player narrative — somewhere around 10 hours — and even getting my butt kicked in a few multiplaye­r matches. Simply flying one of the ships in the game — “Squadrons” allows us to be either good (New Republic) or evil (Imperial) forces — results in a sense of curiosity. I’m often left wondering what ships can or can’t do, and whether I can repeat a trick I seemed to have lucked into.

And to think, I approached the game with skepticism.

 ?? Jesse Grant / Getty Images ?? Troopers arrive for the World Premiere of “Star Wars: The Rise of Skywalker,” the highly anticipate­d conclusion of the Skywalker saga on Dec. 16, 2019 in Hollywood, Calif.
Jesse Grant / Getty Images Troopers arrive for the World Premiere of “Star Wars: The Rise of Skywalker,” the highly anticipate­d conclusion of the Skywalker saga on Dec. 16, 2019 in Hollywood, Calif.

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