The sheer number of keyboard commands made it feel far different from Factor 5's Rogue Squadron, which had been released just a couple months before on PC and console. Flight was intuitive and very forgiving, based as it was on Lawrence Holland's World War II flight sim engine, but it included complicated elements like shield rebalancing, turn rates being affected by thrust, and electronic countermeasures. Like its predecessors, X-Wing Alliance effectively mixed arcade and simulation elements, making it akin to a more ambitious Ace Combat. Its stages were able to support far more ships than X-Wing or TIE Fighter, greatly enhancing its sense of scope. X-Wing Alliance was released during the height of prequel fever, just a few months before The Phantom Menace introduced us to Jar-Jar Binks and Anakin Skywalker squeaking, "Are you an angel?" It was the culmination of a decade's worth of Star Wars flight sims, bringing with it the ability to enter hyperspace, fly the Millennium Falcon, and fight in the Battle of Endor. X-Wing Alliance was released on February 28, 1999, and by most measures it was the most ambitious game in the series. Is there something you think we should be reporting on? Email 20th anniversary to X-Wing Alliance, the final entry in the Star Wars themed series of space combat simulators by LucasArts.
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