Star Wars: Squadrons will be available on October 2 for PC, PlayStation 4, and Xbox One. This review in progress assesses the entirety of the game’s single-player story campaign and general game mechanics after 8 hours of play. Over the coming days, we’ll be testing game’s online multiplayer (a major component which we were unable to access during the pre-release phase) to see how it performs in a general release environment before finalizing our thoughts.
For all the ups and downs I’ve had with various Star Wars media products over the past few decades, the formative space combat simulations of X-Wing and TIE Fighter on MS-DOS (or at least, my memory of them) have always been a fixed highlight. It’s hard to go astray when you’re focused on the minutiae of inherently cool sci-fi fantasy planes, as opposed to whatever’s going on with Jedi lineages or space politics now.
There have been a few arcade-style Star Wars space combat games that filled the 20-year period since the last flight simulator, and some of them were even good. But Star Wars: Squadrons is now making a welcome return to some of the simulator intricacies, while still retaining a large degree of the approachable spectacle of the arcade-style flight games. And, based on the single-player story campaign, the balance Squadrons has settled on works very well and creates an experience that makes you feel as if you’re really an active participant in a Star War.