Why Haven’t We Gotten a Star Wars: Rogue Squadron Remaster Yet?

If you’ve ever played the Star Wars: Rogue Squadron games, you already know exactly why we should want an HD remaster and re-release of that trilogy. If you haven’t played them… well, most people probably haven’t played them, owing to the where and when of their original—and only—releases. So let’s catch you up, then.
Star Wars: Rogue Squadron was a Nintendo 64 game released in 1998, which is to say that it was on the very (very) distant second-place finisher of that era of consoles. Rogue Squadron received a simultaneous PC release, but it wasn’t as well-regarded, so it didn’t set the world on fire, either. PC gaming was also a bit different in 1998 than it is now: you didn’t have these digital marketplaces like Steam that made for easy access to games, and society wasn’t quite yet at the stage where every home had a computer in it, either.
Rogue Squadron was followed by a numbered sequel, Rogue Leader, which was superior in every way to the original despite being a launch title for the GameCube—the second in a three-game deal with Nintendo for timed exclusivity, signed between LucasArts and the Big N. The GameCube fared worse than the N64: while we know with hindsight that a launch lineup that included Rogue Leader, Luigi’s Mansion, Super Monkey Ball, Crazy Taxi, and then Pikmin later during the holiday season is pretty damn appealing, in 2001, what was mostly noticed was a lack of a new Mario. And so the GameCube got off to a tough start, and ended up finishing third overall behind Sony’s Playstation 2 and Microsoft’s debut effort, the Xbox. Which again meant that people missed out on a Rogue Squadron game.
The third game in the trilogy, Star Wars Rogue Squadron III: Rebel Strike, features some of the highest highs of the entire run of games, thanks to developer Factor 5 taking full advantage of all the technical know-how gained by working on Rogue Leader for the GameCube’s launch—the Battle of Hoth had been done and done again, but a level that was the actual escape from Hoth by the rebels afterward, ascending back into space at an angle while the empire’s forces were still very much trying to explode anything they saw take off from the planet’s surface? That was a chance for an exhilarating technical showpiece for both Factor 5 and the GameCube, and they both delivered. Rebel Strike also has its lowest lows, though, since it introduced clunky on-foot missions to a series that took off with fans due to its stellar aerial combat and the piloting of classic Star Wars fighter ships. Which is to say that this one didn’t have people rushing out to buy that GameCube they skipped out on when Rogue Leader was right there at the start.
And then… nothing. Factor 5 was working on releasing the entire trilogy for the Xbox, tailored to its even higher horsepower than the GameCube’s—while also letting the original N64 game take a massive leap forward—but LucasArts canceled the project despite it being “nearly 50 percent” complete, Factor 5’s head, Julian Eggebrecht, told IGN, given their “unstable environment” at the time. An Xbox 360 launch title that would have been focused on cooperative multiplayer—Rogue Squadron with emphasis on the squadron—was their next project, but LucasArts canceled that one, too. So, after a dalliance with Sony and the Playstation 3 that resulted in the ambitious-but-flawed Lair, Factor 5 went back to Nintendo, to the Wii, to revive the Rogue Squadron trilogy they had wanted to release on the Xbox years before. Per Eggebrecht’s interview with IGN, it would have been something to behold, much more than just a shiny new coat of paint:
“…we wanted to support every single control that you could imagine. So, for the flight sequences, you could, for example, choose to have the Mario Kart wheel to actually control your X-Wing, together with the balance board, which would control the pedals.”
Space combat wasn’t the only focus, however. According to Eggebrecht, there were also speeder bike racing levels, third-person action sequences, and even lightsaber battles making the most of the Wii Motion Plus’ 1:1 controls.
An all-new graphics engine had the game running at 60 frames per second (fps), with a visual fidelity Eggebrecht is still proud of.