Star Wars: TIE Fighter: Difference between revisions

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{{work|wppage=Star Wars: TIE Fighter}}
[[File:tiefighter.jpg|frame|''Good Hunting Alpha 1!'']]
 
'''''TIE Fighter''''' is a PC game first launched in 1994, with various expansion packs and collector's editions being released as late as 1997.
 
The history of the game itself goes back to the early 1990s, when [[Lucas ArtsLucasArts]] approached game developer Lawrence Holland and his studio, Totally Games!, to develop a series of games for the publisher. The first games were actually WWII flight simulators including ''Battlehawks 1942'' and perhaps Holland's best known non-franchise game, ''[[Secret Weapons of the Luftwaffe]]''. These games became instant classics, and in the meantime Holland was working on a 3D rendering engine specifically for flight sims, something that back in 1992 was revolutionary.
 
This prompted [[Lucas ArtsLucasArts]] and Holland to develop a flight (or rather space) sim game using both this engine and the ''[[Star Wars]]'' license, and ''[[XStar Wars: X-Wing]]'' was the result. A year later, Holland got working on a sequel. Rather than being a direct sequel chronicling the Rebel Alliance and their starfighter squadrons after the Battle of Hoth (which is where X-Wing left off), the game would put the pilot in the ranks of the Rebel's greatest enemies, the Galactic Empire, by putting them in the seat of one of the Empire's greatest symbols of military might, the TIE Fighter.
 
The main protagonist of TIE Fighter was Maarek Steele (though he was never named as such in the game; his name comes from the [[All There in the Manual|supplemental guidebook]] that came with first run editions of the game) who started out as an anonymous pilot but would rise through the ranks with distinction over the course of the game's events. What separated TIE Fighter from X-Wing in particular was its rather involving story and campaign, which not only pitted the player against the Rebels (and certain traitorous Imperials) but also explained the motivations behind the actions of the Empire and its enemies and gave significant insight into many key characters of the Star Wars universe, including Thrawn (a major story thread of the game is how Thrawn was promoted from Vice Admiral to Grand Admiral). The game also presented optional "secondary" mission goals which, when completed, would earn the player additional rank.
 
Since flying around in an unshielded TIE Fighter when the other guys have much faster and better shielded craft wasn't much fun, the game also introduced a number of new craft for the Imperials to fly around in. The "Assault Gunboat," invented for X-Wing to give the player a more challenging foe, was reintroduced in TIE Fighter to provide him with a craft that actually could be able to attack capital ships without dying all the time. Also introduced was the "TIE Advanced" or "TIE Avenger" which was an improved production version of Darth Vader's TIE from ''A New Hope'' (it also had shields and a hyperdrive like the Assault Gunboat), the TIE Defender (a starfighter which [[Game Breaker|pretty much defines the term "broken"]]) and the Missile Boat (which [[Up to Eleven|manages to outdo even the TIE Defender in terms of being broken]] - [[One-Man Army|you can take out entire fleets with one.]] And it is awesome).
 
Another notable feature of the original issue was the "iMuse" system (no, it doesn't have anything to do with iMacs or iPods) which dynamically changed the background music based upon the player's actions. The background music itself was notable for being comprised of original scores by the Totally Games! crew. Sadly, the iMuse feature was dropped in the X-Wing Collector Series box-set rerelease, replaced by high-fidelity scores from the original trilogy, though the soundtrack's still quite good.
 
The market life of this game was extended numerous times through various expansions and "collector's editions." This was particularly annoying as [[Lucas ArtsLucasArts]] and Totally Games! clearly anticipated expansion packs from the beginning, ''since they left the campaign story of the original release of the game blatantly incomplete.'' The first expansion, "Defender of the Empire" added the TIE Defender and its associated campaign missions - by the way, even after installing Defender of the Empire, many players were annoyed when it was found that ''they '''still''' left the campaign story incomplete because those money grubbing bastards were going to force yet more expansion packs!'' The ''final'' "expansion pack" was abandoned in favor of releasing the "Collector's CD" edition in 1995 which not only ('''finally''') included a '''finished''' campaign story, but upped the in-game resolution to 640x480 (though no changes were made to the graphics engine itself) as well as updated speech and voice acting. Of course, understandably, original purchasers of the first game were ''very'' annoyed since in order to actually complete the campaign, they had to buy the game all over again. And then they had the nerve to rerelease it ''again'' in the X-Wing Collector Series, this time stripping it of the iMuse music technology in favour of the Williams scores. Fortunately all was forgiven because in the end, ''TIE Fighter'' turned out to be just that damn good.
 
Despite its age, you'll ''still'' see this game often in top 5 lists of best ''[[Star Wars]]''-themed games ever, and often across other related "best of" lists too.
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{{tropelist}}
* [[Arrow Cam]]
* [[A-Team Firing]]: Based on how the AI works, stopping the craft is an effective method of avoiding enemy fire from X-Wings and Z-95 Headhunters, on par with erratic maneuvering. Y-Wings or other craft that shoots from the cockpit will still hit.
* [[Beat Them At Their Own Game]]: Doubly subverted as traitor Imperial forces will adopt the tactics and equipment your side developed (indeed, it was ''them'' who developed them in the first place before they turned traitor), forcing you to use the same tactics to counter them (as they're the best available) until something even better can be developed.
* [[Boss in Mook Clothing]]: You can make an argument that enemy TIE Defenders qualify since they will ''waste'' everything besides the player.
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* [[Civil Warcraft]]: ''Big time. '''Twice.'''''
** As well as varying who you fight, this is also a good explanation for why the Rebels stand a chance against the Empire (which, as we see, not only has numbers but game-breakingly good craft like the TIE Defender and Missile Boat) - because the Empire is expending a lot of its resources in fighting its own traitorous generals.
* [[Classic Video Game "Screw YousYou"s]]: TIE Fighters have two laser cannons, no other weapons, no shields, no hyperdrive, and essentially six hit points. Enemy TIE Fighters in the expansion have shields.
* [[Copy and Paste Environments]]: Understandable, since one part of outer space has a tendency to look like every other part of outer space.
* [[Collision Damage]]: A surprisingly effective weapon against other, weaker fighters, by the way. However, it is toned down a lot in this version.
* [[Cool Ship]]: Two of them.
** First, you've got the inaccurately-named TIE Defender, which dominates all the other TIEs in speed, acceleration, maneuverability, and weapons systems. Yes, it's that powerful. Four lasers, 2 ion cannons, and 8 missiles mean it can dominate in space superiorty situations. It's a full 50% faster than a X-Wing or TIE Interceptor, and comfortably faster than an A-Wing or TIE Advanced, while also being more maneuverable. With strong shields and its own hyperdrive, it could pop in anywhere and basically stomp on any other fighter's head, while they would be unable to escape.
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* [[Cutscene]]
* [[Cutscene Power to the Max]]: Whereas ''enemy'' TIE Defenders can wreck an entire flight group of Assault Gunboats each, once you have some on ''your'' side they have an annoying tendency to fall in single combat against measly A-Wings.
* [[Death Is a Slap on The Wrist]]: When the player's character dies (a rare event in of itself, actually) or is captured, it shows a cutscene with the charater's demise. While ''[[XStar Wars: X-Wing]]'' allowed you to continue by reviving your pilot and resetting the score, ''TIE Fighter'' allows an automatic backup and restore to bring you back without penalty. If you want, you can disable the automatic backup and try the game without dying.
* [[Death of a Thousand Cuts]]: In this game, you now have the option to take out turrets on capital ships, rendering them defenseless. Likewise, you can use Ion cannons to quickly disable large capital ships. The result in either case allows you to destroy the largest of ships using lasers.
* [[Deconstruction]]: Everything you learned about the "proper order" of the galaxy in ''Star Wars'' is subverted, since after all you are fighting for the Empire this time.
* [[Dogfighting Furballs]]: The entire game revolves around it.
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* [[No Campaign for the Wicked]]: Inverted, since this is essentially the "wicked campaign" counterpart to X-Wing.
* [[No Fair Cheating]]: As this game was much harder than the predecessor, there was a simple toggle in the in-flight menu to give you [[Character Shield|invulnerability]] and [[Bottomless Magazines|unlimited ammunition]]. However, this reduced your score by 90% if used at any point in the mission, making advancements and promotions difficult at best.
* [["No Warping" Zone]]: Interdictors prevent ships from using the [[Hyperspace Escape]], while having other ships destroy the intended targets. An allied interdictor is used across multiple missions to prevent enemy capital ships from escaping, while a few missions later, another interdictor prevents you from escaping.
* [[Old School Dogfighting]]
* [[One Game for the Price of Two]]: or three in this case, and you ''literally'' have to buy ''the same game again'' (in "Collector's CD Edition" form) if you bought the original release and want to see how the whole thing ends.
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* [[Pass Through the Rings]]: training missions.
** Surprisingly fun training missions. Some people have spent hours running through the training course as a sort of odd racing (against the clock) game.
* [[Plot Armor]]: The original versions had invulnerable capital ships that needed to survive for a future mission. Thus, you can't kill Harkov's final Imperial Star Destroyer until [[Fake Longevity|a few missions pass]].
* [[Protection Mission]]: In one mission, your wingmen are destroyed more quickly than the platform you're defending. When just one wingman is left, he asks how the two of us can stop all these ships.
* [[Revenue Enhancing Devices]]: Played up straight and ultimately is itself a result of revenue enhancing devices of the Star Wars merchandising empire.
* [[Script Breaking]]: it's possible to ensure that certain conditions to achieve Secondary Goals are never met due to actions performed within the mission.
* [[Ship Shape]]: Some abandoned containers lying around happen to be perfectly salvageable for building a space station (but it ''is'' space, after all, and they were only abandoned for a short while)
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** Ironic in the case of the Missile Boat/TIE Defender; the TIE Defender can actually mount the tractor beam in some missions (perhaps only in the Combat Simulator?), but the Tractor Beam is supposed to be part of the Missile Boat's basic in-universe tactic: catch a TIE Defender in a tractor beam and [[Macross Missile Massacre|missile spam it to death]].
*** The technology was originally developed for the Advanced, so it's nothing like odd for it to have been implemented on the Defender a couple of times.
** Also, the Missile Boat has the SLAM system, which doubles your speed by consuming your stored laser energy. If you redirect all power to engines, you'll still be coasting above maximum speed for a while.
* [[Suicide Attack]]: Some capital ships are scripted to ram or block other capital ships. If they touch, both are instantly destroyed. This is explained by having one of the vessels contain "explosives" or some other dangerous cargo.
* [[The Paralyzer]]: In addition to Ion Beams that disable unshielded vessels, the Mag Pulse was introduced to temporarily disable weapon systems on a fully shielded craft.
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* [[Unwinnable By Mistake]]: The early version would sometimes carry over ship conditions from previous missions. If you managed to destroy a win condition ship from a previous battle, it would become impossible to finish the game. The ''Collector's CD'' fixed this in most cases (except the [http://starwars.wikia.com/wiki/Falaricae Falaricae], which was only a bonus goal later).
* [[Updated Rerelease]]: the "Collector's CD ROM Edition" ''defines'' this trope
* [[What the Hell, Player?]]: In one of the missions, if you're fairly clever, you can [[Off the Rails|disable and destroy your own command ship]], a small Corellian Corvette. If you ''succeed,'' though, the ''Imperial freaking Star Destroyer [[Meaningful Name|Badi Dea]]'' shows up and starts [[Curb Stomp Battle|launching fighters]]. However, if you survive the retaliatory waves, and have not yet completed your mission goals, you'll only receive the mission failure debriefing by the officer and get to try again.
** If you can out last the [[The Computer Is a Cheating Bastard|game's cheating ass]], you can shoot down ''Darth Vader''. You also get reprimanded if Darth Vader is killed while on a command ship that you are also supposed to defend. However, it's a non-issue since [[Instant Win Condition|you completed all other objectives]] and [[First Law of Resurrection|he's around on later missions]] as well.
* [[Zerg Rush]]: [[Averted Trope|Nope]], [[Retcon|not here]]. Despite the prequel saying otherwise, the Galactic Empire seems to have a TIE Fighter shortage and as such, has to deal with more powerful enemy craft outnumbering them.
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