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title: How Respawn Made the Best ‘Star Wars’ Game in a Decade
description: &#x27;Star Wars Jedi: Fallen Order&#x27; is the first good Star Wars video game since Disney took over the franchise in 2013. Respawn is the reason.
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author: Matthew Gault
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article:published_time: 2019-11-22T17:00:09.000Z
article:modified_time: 2026-02-24T07:48:26.978Z
article:section: Entertainment
og:title: How Respawn Entertainment Made the Best ‘Star Wars’ Video Game of the Past Decade
og:description: How the first good Star Wars game since Disney took over the franchise got made
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twitter:title: How Respawn Entertainment Made the Best ‘Star Wars’ Video Game of the Past Decade
twitter:description: How the first good Star Wars game since Disney took over the franchise got made
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![](https://static.time.com/v3/assets/bltea6093859af6183b/blt9820514cb6bd6bfc/698a068c16d884bfd2c375d3/swjfo-screenshot-cal-gravity-room-16x9-1.jpg.adapt_.crop16x9.818p-1.jpg?branch=production&width=3840&quality=75&auto=webp&crop=16:9)


# How Respawn Entertainment Made the Best ‘Star Wars’ Video Game of the Past Decade


by 

[Matthew Gault](https://time.com/author/matthew-gault/)


## Matthew Gault


Nov 22, 2019 5:00 PM UTC

![](https://static.time.com/v3/assets/bltea6093859af6183b/blt9820514cb6bd6bfc/698a068c16d884bfd2c375d3/swjfo-screenshot-cal-gravity-room-16x9-1.jpg.adapt_.crop16x9.818p-1.jpg?branch=production&width=3840&quality=75&auto=webp&crop=3:2)

Electronic Arts

by 

[Matthew Gault](https://time.com/author/matthew-gault/)


## Matthew Gault


Nov 22, 2019 5:00 PM UTC

_Star Wars Jedi: Fallen Order_ is the [first good _Star Wars_ video game since Disney took over the franchise](https://time.com/5731016/star-wars-jedi-fallen-order-review/) in 2013\. Video games are complicated and expensive to make, especially when you’re dealing with a licensed property like _Star Wars._ _Fallen Order_ pulls it off, delivering a thrilling Jedi simulator that manages to both tell a compelling story and deliver action-packed gameplay.

Developer Respawn Entertainment is the reason _Fallen Order_ succeeded. The studio behind _Titanfall 2_ and _Apex Legends_ has yet to make a bad game, but its games haven’t been as narrative driven as _Fallen Order_. Swinging a lightsaber is fun, but the story of outlaw Jedi Cal Kestis and former Jedi Cere Junda are what kept me playing. I wanted to know what would happen to those characters. I cared about them. That’s rare, for me, in a video game.

Getting the player to care about the success and failure of a video game character is Aaron Contreras’ job. He was the narrative lead on _Fallen Order_, and—with a team of other writers, including veterans of _The Clone Wars_ and _Rebels_ cartoons—Conteras set out to tell a story that would connect with audiences. “In game development, good stories challenge the audience with a very specific question,” Contreras says. “_Fallen Order_ asks ‘what does it mean to be a Jedi now that the Jedi order is no more?’”

_Fallen Order_ takes place after the events of _Episode III: Revenge of the Sith_ and the Order 66, when Emperor Palpatine all but wiped out the Jedi. Cal was a young padawan. He survived, but never completed his training. He’s a character traumatized by the events of Order 66 and dealing with guilt over people he couldn’t save. “Trauma is a huge theme of the game,” Contreras says. “Trauma and failure \[and\] the answer we have to failure, the choices we make when we fail is right there at the emotional heart of the game.”

According to Conteras, video games have a unique ability to tell a story about failure and loss. “As the player plays the game, they will fail, they’ll lose a fight, they’ll miss time a jump, and they’ll have to take a step back and then get back on the horse and try again,” Conteras says. “So we’re hoping there’s a real synthesis between the player and the protagonist…it’s hard to do that in any other art form. I think games are especially suited to including that ingredient of failure.”

Communicating themes of trauma and loss in a big budget video game set in the _Star Wars_ universe would be hard without great writing and great acting. If the player doesn’t care about the character they’re controlling, they won’t care about their tribulations. “I think a major ingredient was hiring Cameron Monaghan and casting him as Cal,” Conteras says. “So much of the life of Cal and the personality and nuance comes from Cameron’s performance and his understanding of what we were trying to do.”


Monaghan, probably most famous for his turn as the Joker on _Gotham_, says that Cal’s past trauma informed his performance. “It caused \[Cal\] to put up a wall. He’s hesitant to get attached to people,” Monaghan says. “That hesitancy drives the early story for Cal, but we see him create relationships with Cere and the droid BD-1 who form this team of outcasts and outsiders who are forming a rebellion against the Empire.”

_Fallen Order’s_ characters are defined by loss, in direct connection to the rise of the Empire. “I thought that was something really beautiful,” Monaghan says. “It’s a universal theme. It’s not only trauma, but how you choose to deal with it. Do you let it destroy you?”

_Star Wars_ has always been an epic about the battle between light and dark. It’s about a war against galactic-scale, planet-destroying forces. But its most recent success, _The Mandalorian_, is a smaller story about the relationship between a faceless bounty hunter and the adorable baby Yoda he’s hired to bring in.


_Star Wars_ is a deep universe, capable of telling stories that aren’t focused on world ending struggles. Like _The Mandalorian_, _Fallen Order_ succeeds, in part, because it’s a small story about personal relationships between characters. “\[_Star Wars_\] is a very epic story,” Monaghan says. “And to take it to a human place of the idea of trauma, I thought was a really beautiful way to tell the story. I give full credit to the writers on that one.”

According to Conteras, Respawn was already working on its own single player action adventure game when Electronic Arts, the publisher who owns Respawn, and LucasFilm approached them about making _Fallen Order_. A demo of Resapwn’s game had been floating around the company. “Electronic Arts and Lucasfilm looked at it and thought, ‘Hey, this team could maybe pull of a single player _Star Wars_ experience,’” Contreras says. EA and Lucasfilm asked Respawn if they wanted to set aside their original IP and turn it into a _Star Wars_ game. Respawn took a vote and unanimously decided to tackle the beloved franchise.


It was a brave choice. There’s baggage that comes with trying to make a _Star Wars_ game. Disney gave EA exclusive rights to make Star Wars games in 2013 and since then, the publisher has released _Battlefront I_ and _II_. In _Battlefront II_, progression was tired to in-game purchases called lootboxes. Fans and critics hated the game’s use of lootboxes so much that it [started an international conversation about regulating in-game purchases](https://www.nytimes.com/2018/04/24/business/loot-boxes-video-games.html). 

That’s a tough act to follow. “There’s a sense of responsibility from everyone on the development team. We want to make something that is authentically _Star Wars,_” Contreras says. “A big goal for us is that you load up the game, you take one step into the world that we’ve realized and it’s immediately _Star Wars_.”

Respawn succeeded. _Fallen Order’s_ lightsaber combat is a delight and exploring the worlds of the _Star Wars_ galaxy is a great way to spend your free time. But what sets _Fallen Order_ apart, what makes it special and puts it in league with other classic games like _TIE Fighter_ and _Knights of the Old Republic_, is its story. It’s the kind of small-scale, personal narrative that _Star Wars_ is only just starting to explore.

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