Star Wars: Empire at War - Development

Development

System requirements
Minimum Recommended
Microsoft Windows
Operating system Windows 2000 or Windows XP
CPU Pentium III 1 GHz (single core) Pentium 4 2 GHz (single core)
Memory 256MB 2 GB
Hard drive space 2.5GB free space
Graphics hardware 32MB DirectX 9.0c compliant card with Hardware T&L 64MB DirectX 9.0c compliant card with Hardware T&L
Sound hardware 100% DirectX 9.0c compliant card
Network Internet connection required for activation
Mac
Operating system Tiger
CPU 1.83 Hz (single core) 2 GHz (single core)
Memory 512MB 1GB
Hard drive space 3.5GB
Graphics hardware 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. 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". 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. The game was unveiled by LucasArts on January 21, 2005 with an original release date set for the end of 2005. 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.

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. 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. 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. Rubyor said the game's skirmish mode incorporated a variety of new and traditional strategy mechanics found throughout RTS genre. 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. The game's musical score was composed by Frank Klepacki. 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. 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.

A stage demo and trailer were on display at E3 2005. On July 15, 2005 LucasArts released a new trailer and announced a release date of February 7, 2006. A playable build of Star Wars: Empire at War was well received at the 2005 Games Convention in Leipzig, Germany. The official demo of Star Wars: Empire at War was available for download on January 18, 2006, for Microsoft Windows systems. It featured five introduction tutorials to the game, and one galactic conquest mission with the player assuming the role of the Rebel Alliance. The full Windows version was released on February 16. On November 3, 2006, Aspyr Media Inc. announced Empire at War would be coming to the Mac OS X platform in April 2007. The Mac demo was released in March 2007.

Read more about this topic:  Star Wars: Empire At War

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