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Hands-on: Rogue Squadron II GameCube

Read our hands-on impressions of the latest build of Rogue Squadron II and view exclusive new screenshots.

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LucasArts recently gave us the chance to sit down with a newer build of Rogue Squadron II for the GameCube. Developed by Factor 5, the sequel to the successful Nintendo 64 game has continued to improve since its debut at this year's E3. The game is nearing the final stages of development as Factor 5 preps it for the GameCube launch this November.

The levels from the E3 demo have seen the addition of new graphical effects, while maintaining the game's smooth 60fps frame rate. The new effects add a subtle polish to the game that improves its photo-realistic quality. The lighting has been improved and tweaked, with ships now casting shadows on themselves that deform in real time as the ships move. Lighting on certain levels also switches in real time as the battle progresses. For example, on the Bespin levels, the light refraction shifts as the sun moves through the sky during the battle to reflect the passage of time. As the sun sets in the sky, light moves across the buildings slowly, causing parts of the city to become darkened. In the darker parts of the city, illumination from the building interiors becomes more prominent. You can temporarily light the area by firing off your weapons as you buzz on through, which makes for a very cool effect.

The lighting tweaks are a bit harder to appreciate in the space battles, as you'll usually be faced with blaster fire by the bucket load while weaving through ships and trenches. But if you do manage to glance around, you'll notice very impressive lighting effects that are faithful to the movies' effects and show off the sick amount of detail in the game. Be it the detail on individual fighters or just looking around the interior of the cockpit, RSII gives you plenty to appreciate.

Just about every effect the GameCube has to offer is on display here, and, in what we hope is a trend for launch software, all of them are used effectively. Rather than just use effects for the sake of having them (remember the chrome effect in the early days of the N64?), Factor 5 has managed to make the GameCube's bells and whistles integral to its game engine. As detailed and beautifully modeled as the game is, the lighting, bump mapping, aliasing, and all the other effects are crucial to the selling the game's graphics.

The graphics are just part of RSII's appeal, though--the game's attention to detail, not just in graphics but sound as well, is just outstanding. Outside of individual ships, the game environments look and sound like they do in the movies. We're not just talking about standard sound effects, either. For example, the game sounds have a different tone when played from the interior cockpit or exterior views. Engine noises become more prominent when you're in the ship, while blaster fire does when you're outside of it, which, again, shows an attention to detail fans will appreciate.

So far, Rogue Squadron II has managed to ably walk the fine line between tech showcase for the GameCube hardware and slickly designed game. It's important to note, however, that the screenshots that are associated with this story are from an older build of Rogue Squadron II. Be sure to check back with us Tuesday, when we'll bring you more updated information on Rogue Squadron II and an exclusive batch of screenshots that show off all the detail that we mention in this story.

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