Star Wars: Rebel Strike - Rogue Squadron III
- As a Rebel fighter pilot, you'll face Imperial forces in a number of incredible flying machines
- Master every sort of vehicle the Rebels use, from X-Wing and B-Wing fighters, to speeder bikes -- you'll even ride tauntauns
- Climb out of your cockpit to wage war on foot, as you become heroes like Luke Skywalker or Wedge Antilles
- Cinematic realism as you step out of into faithful recreations of worlds from the Star Wars films
- Engage in multiplayer battle with new modes like co-operative mode, endurance, capture-the-base and dogfights!
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Enjoy cinematic realism as you step out of into faithful recreations of worlds from the Star Wars films.
From the Manufacturer
X-wings, B-wings, speeder bikes, AT-ATs, tauntauns. You'll have to master them all to save Luke, Wedge, Han, Chewie and Leia from Darth Vader and his Imperial forces in this return to the classic Star Wars trilogy. All new multiplayer modes include the entire Rogue Leader game in co-op, endurance, capture-the-base and dogfights. Cinematic realism takes you to new heights as you climb out of your cockpit to battle the Empire on foot in this sequel to the best selling Rogue Squadron series.
Top reviews from the United States
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The graphics in this game are quite good and the action is fast. It's one of the most accessible vehicle games that features the events of the Star Wars movies. One difference from this and past games is that there are "ground sequences" where your character goes on foot, which are not as in-depth as say "Jedi Knight" but a nice diversion from the usual vehicle flying action. The difficulty really ramps up later on, especially if you're not handy with the Gamecube controller. This is a worthwhile gem to have if you can get your hands on it, and it is compatible with the original Wii (you need a GC controller to play it of course). Hence I was not able to beat this game when I borrowed it from a friend. It's likely to keep you busy for awhile, especially if you're a Star Wars fan.
This one was released in 2003 - the last one, in 2001 upon Gamecube's release. Factor 5 is a group of 30 people - took them 9 months to make Rogue Squadron 2, as you can tell from their "Postmotem" article on Gamasutra.com. This one probably took longer. There's many more levels in this one - already - I've seen as much levels in this game as are present in the entire first one. I'm guessing I'm only about 35% of the way done too. Also a far greater variety in these levels. However the land-based running/walking missions are not as good as the others - but I've only seen one of those.
They've increased the amount of pixel shader-like effects that they're using. They've got a specular reflection water effect, which isn't even in the first. That's in the first level - "Revenge of the Empire". Many more tie fighters then the first - and much higher vertex counts as well. Some levels here push 70 million polygons/second, which is impressive for Gamecube. "Relics of Geonosis" for instance, with the massive asteroid field, is pushing many polygons - 70-80 million, a lot, considering Gamecube is supposed to do only 12 million max! My goal was to put as many vertices in the level as possible, while maintaining 60 fps, and I think we succeeded!
A far greater amount of variety, in a pretty good movie franchise. Certainly worth the handful of dollars I spent on it - $10.21 altogether including shipping. It has the entire original game, in dual-screen mode though, as well.
Some interesting levels:
"Relics of Geonosis"
That's a large asteroid field! Many vertices. 80 million vertices/polygons/second, which is astronomical for Gamecube, and 6.66 times more then Gamecube's targeted 12 million vertex/second maximum.
"Revenge of the Empire"
A decent specular water effect, by the people at Factor 5, who are experimenting with Gamecube's pixel-shader-like effects.
"Raid at Bakura"
Has a very large ship there, with many lights. Larger then any ship found in Rogue Leader.
"Deception at Destrillion"
This one goes a little slow - but has a TON of vertices. 80 million vertices/second. Slows down a little though - because of the specular water effect. Massive scale. You've got to destroy the satellites which are powering the super laser.
"Guns of Dubrillion"
Many vertices/second. 80 million, divided into two sections of 40 million/second though. You actually get to ride a walker - a massive 4-legged machine. Entertaining. Focused on better animation this time - for the walkers. Then foot missions had bad animation.
"Fondor Shipyard Assault"
Impressive. We put a massive array of vertices into the mission. 12 defense stations - massive in scale. Then the assault on the ship itself - a massive polygonal monster, with trillinear or anistropic filtering enabled.
I'm was only just getting warmed up at this point. The missions from here on out are even better.
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