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Star Wars™ Galactic Battlegrounds Saga includes Star Wars™ Galactic Battlegrounds and the expansion pack Star Wars™ Galactic Battlegrounds: Clone Campaigns.
The destiny of a galaxy hangs in the balance, and you are in command!
Lead the great armies of...
Star Wars™ Galactic Battlegrounds Saga includes Star Wars™ Galactic Battlegrounds and the expansion pack Star Wars™ Galactic Battlegrounds: Clone Campaigns.
The destiny of a galaxy hangs in the balance, and you are in command!
Lead the great armies of the Star Wars™: Episode II: Attack of the Clones saga in intense real-time strategy clashes.
Enter the fray as the Galactic Empire, Rebel Alliance, Wookies, Trade Federation, Gungans or Royal Naboo to determine the course of the Galactic Civil War.
Expand the battlefield with the Clone Campaigns addon. Choose to play as the breakaway Confederacy of Independent Systems or the Galactic Republic in 14 missions based around characters, vehicles and locations from Star Wars: Episode II Attack of the Clones.
Execute campaigns over land, sea, and air in single-player campaigns, skirmishes, and local multiplayer battles.
Combat arenas extend from interstellar asteroids to epic ground battles to aquatic realms.
Deploy vast armies-up to 200 units per side - that can include Bounty Hunters, Jedi, Droids™, Wookiee Kat tanks and much more.
Manage resources and upgradeable technology into your strategy, such as Wookie ingenuity, advanced Gungan biotechnology and Jedi stamina.
Create custom single or multiplayer campaigns featuring virtually any Star Wars units and settings with the Scenario Editor.
The game is a lot of fun, but there seems to be a glitch where the formations or commands for units eventually disappears. I've tried uninstalling and reinstalling the game multiple times, but nothing seems to fix it. Without the ability to tell units to hold or guard, there are some of the story missions that are nearly impossible to beat because key characters will rush into the thick of battle and get themselves killed.
This is not where you should go for a Star Wars RTS. As several others have stated, this is nothing but a very lazy skin-job over AoE2. Without even taking the effort to modify the mechanics to make sense from an in-universe perspective. The only real addition this brings to the engine is flying units; which isn't even that innovative when you consider that there were flying units (owned by the neutral "Gaia" faction) in the base game, they just didn't have attacks.
Seriously, get Empire at War or something. I give this two stars for being a solid title, from a technical standpoint, but really that is a testament to Ensemble Studios work on the original engine.
This game is actually an AoE2: Star Wars Total Conversion. If you would play and pay for it, do not miss this title.
It delivers everything AoE2 (and the Conquerors expansion) did:
- various species
- a nice balance between resource management, R&D and fight
- good campaigns
- war on ground, sea and air
My only beef is that due to the limitations of the graphic engine some scaling were needed with the bigger units, which makes them look strange. Apart of that, great game.
If you expect ground-breaking solutions, clever AI and stunning details, look elsewhere; there are plenty of great RTSs here on GOG.
Good thing: It's AoEII with Star Wars!
Bad thing: It' just AoEII with Star Wars.
What does it mean? That while it is still based on one of the finest base-building RTSs ever, it is limited by a Venn Diagram where the overlap isn't quite perfect.
Perhaps, the biggest drawback is how all factions all look similar despite bonuses - for instance, one would expect the Empire to require a massive web of support (something like Cossacks' required unit maintenance) in exchange for a much faster output of units and research, or even having the ewoks (look, nothing is as fun as hunting ewoks on Battlefront. NOTHING) only being able to construct in tree areas while having every tech very simple but also extremely cheap and units hard to kill (not by increasing hitpoints, but giving every attack that isn't area damage a chance of missing) and lacking a strong attack, and being capable of crossing through woods - while larger units such as the AT-AT wouldn't even be capable of getting close to threes or buildings, making gameplay different between each civilization instead of repeating the same strategy over and over.
The abundance of Jedi/Sith does not make much sense with the original trilogy civs, and could have been solved with simple things such as replacing the Jedi with other unique units (such as the Imperial Guard) and putting in a hero system where the player can summon a massively overpowered main character from the films depending on certain conditions.
Focusing on what it does well - and there's plenty of it - SW:GB is a testament to both the quality of the GENIE engine, and of the Star Wars universe. Unfortunately, that the apple does not fall far from the tree also means it feels short on many areas, and a bit of "AoEII in space!"