A single-player, narrative-based Star Wars title has been a rarity in the gaming industry for the better part of 10 years now. The last true story-drive game within the franchise prior to Star Wars Jedi: Fallen Order was Star Wars: The Force Unleashed II which made its debut in 2008. 6h417
The Electronic Arts isn’t exactly known for having a great public image with gamers these days. Plus, they’re notorious for putting out nothing but multiplayer titles riddled with microtransactions (up until Battlefront 2, at least).
So, what made EA of all publishers decide to take up the mantle of making a shift away from the multiplayer realm and create a narrative-heavy Star Wars game? A recent interview with Respawn Entertainment developer, Stig Asmussen, conducted by StarWars.com provides a bit of insight for this exact question.
Asmussen stated in the interview that he had conveyed his desire of wanting to told him they would definitely keep the idea on the table for when the right project came along.
Asmussen also shed some light on why the Respawn team decided to pursue Star Wars universe and came across as natural as possible.
Regarding the time period Respawn selected for Fallen Order, Asmussen said that the team researched and explore multiple different eras before settling on the Order 66 era following Star Wars timeline for creating a completely new character that is being chased down, is forced to make a stand, and survive while the Empire is in hot pursuit of the protagonist.
The full interview is available below:
StarWars.com: What was behind the decision to make Star expects at least a little bit of.