There has always been something hypnotic about visiting the world of Star Wars.
Good or bad, in the theater, on TV, or turn by turn of the page, the world of this cinematic universe has never failed to conjure the spirit of journeying to a far-off world. Series creator George Lucas and directors Irvin Kershner and Richard Marquand deserve plenty of credit for this phenomenon, but their work was built on the labor of artists and technicians like Ralph McQuarrie, Colin Cantwell, Norman Reynolds, John Berry, Leslie Dilley, Roger Christian, Doug Chiang, Phil Tippett, Joe Johnston, and so many other hardworking artisans.
I dug up all of those names because when developers like Respawn Entertainment jump into the now multi-billion dollar universe, they're often tasked with slavishly building on the work of those artists and their peers. Some studios find themselves revisiting locales from the films and shows like Coruscant or Jedha, while others have the chance to add new planets or ships to the series' visual canon.
In Star Wars Jedi: Survivor, Respawn's creative and technical teams took an incredible stab both at revisiting those familiar sites and developing a new visual identity for locales like Koboh and its Shattered Moon. The studio has been given an incredible amount of leeway in the game's production design to iterate and expand on what the films created.
We don't often take time to celebrate the kind of work it takes to make such game worlds possible. But every few minutes in Survivor I'll just stop and go "that looks incredible." It's an incredibly ambitious amount of labor that gives life to a thriving, open game world that goes beyond what Star Wars Jedi: Fallen Order built, and it shows how the studio has built a
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