Development of Battlefront III

I’ve seen a couple of write-ups that are wrong including both Wikipedia and the Wookieepedia.
— Rebellion Employee

## 2006 - One Battlefront, Total Control

Following the success of Pandemic's Battlefront II, LucasArts began looking for a developer to create a sequel for next-generation systems.

    At first, they were interested in Pandemic Studios continuing development but they declined after being offered only one year for development. Pandemic's vision for a third title would have featured a vertical battlefront as well as the ability to see your body and feet while looking down. However, such features would require updates to the game engine, something the one year development period would not allow for. Thus, LucasArts would begin approaching multiple developers in 2006, one of them being Free Radical Design in March.

Free Radical pitched to LucasArts the 'the most complete and authentic Star Wars experience ever'. Battlefront III would combine the ground combat of Battlefront and the space combat of Battlefront II to create a multi-layered battlefield. Players would be able to play as Jedi, fly from ground to space, destroy a capital ship, then escape while watching its destruction – all in one session, where other players would also participate. It would have been a casual, fun experience, that would appeal to both casual and hardcore crowds. LucasArts, seeing that this game had massive potential, signed the game in June. The directors celebrated this by buying a lightsaber for everyone in the company.

The vertical battlefield was pitched as the main feature of the game. Pictured here is Bespin's planned inverted vertical battlefield, which was later replaced with a traditional approach.    Battlefront III was the second of Free Radical's work-for-hire projects, after Haze. While the studio preferred owning its intellectual properties, working on a Star Wars project was special, as many of the employees were fans.

At the same time, however, the company would now work with the milestone approval process, something it did not do with past games. This meant that the publisher would be involved with the day-to-day running of things and the decisions that were made regarding the game’s development, putting creative liberties below the need for approval.

In August, the game was announced as a 'Secret LucasArts Project', a title it was meant to keep until E3 2007.

Within that [vertical battlefront], the seeds for disaster were sewn. I think that core design pillar of the game was slightly untenable because of the scale.
- David Doak
## 2007 - Going Multiplatform

We thought it was going to turn the industry on its head. Free Radical was meeting all of their milestones. Even Jim Ward would sit in those core team meetings and would say things like, ‘So this is shipping next month, right?’ And this was 2007. This is a joke because it was looking so good, especially compared to Fracture and Force Unleashed at the time, which were just troubled the whole way. And we would all laugh, thinking, ‘Wow. If it looks this good now for a game that’s shipping in 2008, there’s not going to be any problem.’
- LucasArts employee
Development continued into 2007, with Nintendo Wii and PC versions being signed in Februaryand May, respectively. Following the philosophy of offering the best experience on every system, as done by Star Wars: The Force Unleashed, the Wii version would offer content suited for the console, such as the Challenge mode, a variety of fast paced mini-games that make full use of the unique controllers and Jedi Arena (1v1 lightsaber battles), which would take place in specially built environments meant to test the player’s lightsaber and Force skills. However, due to limitations, online battles could only have up to 25 human players as well as 40 AI players, compared to 50 human players/50 AI players planned for the main systems (Xbox 360/PC/PlayStation 3). On the other hand, the PC version would be identical to the next-generation versions, using Games for Windows – LIVE for various features, such as matchmaking and account management.

Battlefront III’s planned appearances at E3 2007, Leipzig Games Convention, and Tokyo Game Show were cancelled, as LucasArts thought that the game was not ready to be presented to the public. Marketing was instead focused on Star Wars: Battlefront: Renegade Squadron, a PSP-exclusive game being created by Rebellion Developments planned for release in October.

Battlefront III Unfinished E3 2007 Trailer (version 5)Battlefront III Unfinished E3 2007 Trailer (version 6)

After the release of Renegade Squadron on October 2007, LucasArts would approach Rebellion again, this time for the development of Battlefront III's PS2 and PSP versions. This version was to combine the vertical battlefront concept with the customization features of Renegade Squadron, as well as offer optimized versions of Free Radical's maps for 16-player matches. Unlike The Force Unleashed, which offered exclusive content on the PSP, the game would simply be a graphical downgrade of the PS2 version and would not include two-player split-screen. Rebellion originally intended for their version of the game to take place from X1’s (dark-side clone twin of the protagonist, X2) perspective; however, this was cancelled early on. Out of this concept, the map Vjun was created, as one of the audio logs in Free Radical's version mentioned X1 learning the ways of the Sith in Bast Castle.

Additionally, n-Space was hired for the creation of the Nintendo DS version, which would be a top-down shooter featuring a unique class system. Initially, LucasArts was interested in cross-stats between systems; however, this idea did not move past early discussions with Free Radical. Rebellion and n-Space were to receive reference from LucasArts, in order to remain accurate with the game. However, for unknown reasons, LucasArts would only send specific reference material to each studio, which would lead to the design of the old and next-gen versions diverging from each other.

At the same time, LucasArts signed an agreement with Free Radical about beginning development on Battlefront IV, with discussions taking place about the creation of yearly installments as well.

## 2008 - Beginning of the End

FRD going bust was one of the worst things to happen to me in my life. I'd built that company from 5 people to 250 people. To have it taken away like it was... well, the less I have to think about Star Wars and LucasArts, the more sanity I retain.
— Graeme Norgate
For a long time we talked of LucasArts as the best relationship we'd ever had with a publisher. Then in 2008 that disappeared, they were all either fired or left. Then there was a new guy called Darrell Rodriguez, who had been brought in to do a job and it was more to do with cost control than making any games. And the games that we were making for them were costly.
— Steve Ellis
In January 2008, Free Radical approached LucasArts regarding the postponing of the release date. After some discussion, the release date was moved from October 2008 to April 2009. A few weeks later, LucasArts’ current president, Jim Ward, would resign. It is believed that this occurred due to disagreements on whether delays would increase sales, as The Force Unleashed and the Indiana Jones project had also received delays.

April was to be a critical month for the game's development. At the start of the month, LucasArts appointed Darrell Rodriguez as its new president, a person who was looking to cut as much cost as possible. Free Radical employees were working paid overtime on both Battlefront and Haze, as the first had, among other things, the fixing of 800 bugs as deliverables for that month’s milestone and the latter was to release soon, after multiple delays. LucasArts speculated that resources from Battlefront were being allocated to Haze and, as such, the relationship between publisher and developer was beginning to deteriorate. While Ubisoft increased Haze's budget with each delay,

Haze released in late May to poor commercial and critical reception. Free Radical had promised to LucasArts that the game would have acquired 85+ review scores as a result of its delays. With that promise broken, the publisher had now started to lose faith in the project.

In June, Darrell Rodriguez would begin his restructuring of the company, starting with mass layoffs. Additionally, budget expenditure was cut in half and the publisher started becoming more strict during the milestone process. For example, art for maps such as Tatooine, Coruscant, and Bespin that were at ‘Phase 4’ (release quality) in April became 'Phase 3' in June. Despite being unable to pass a milestone, Free Radical would continue development, as they had no debts and could operate via the profits it had acquired from Haze. During this time, content would start to get cut from the game; the objective-based game mode Assault was removed (possibly because of AI issues; Haze had no bot support for its objective gamemode), 50-player matches were downscaled to 32-player ones with 16 AI (due to performance issues) and Galactic Conquest was removed (due to functionality issues).

    Battlefront III would not be showcased at E3 2008, as LucasArts was unimpressed with the state of the game and thought marketing it would not be worth the cost. A trailer, web documentary, and covermount demo would go unused. However, by then, the fact that the game was in development had started leaking to the public.

A critical milestone would come at August 2008 - the Alpha milestone. A LucasArts alpha is similiar to an industry gold master – a build that is content-complete and bug-free. However, starting from December 2006, the milestone schedule started to place finalizations of content in months following the Alpha state (but always before the Beta state which was to be six months afterwards and was considered a first release candidate), something the time extension would have probably done even more. Regardless, the milestone was not reached, as the game still had a variety of bugs and performance issues. This led LucasArts to cancel development on Battlefront IV, claiming it could not afford development on both titles at once. Free Radical entered redundancy consultation following the milestone. Despite that, it believed that Battlefront III could still be finished.

In October, the month Battlefront III was originally meant to release, n-Space's DS version was completed and ready for release.

Development continued; however, when it became apparent the November milestone would not be reached, LucasArts saw that release by April 2009 would not be possible. Ties with Free Radical were severed, with the publisher only providing a small part of the contractual termination fee. They knew Free Radical did not have the means to fight against this.

Failing to find a publisher for TimeSplitters 4, Free Radical would enter into administration on December 18. They would make 143 employees redundant, leaving 40 behind to keep the company running. Interest in purchasing the studio was high, with Rebellion being one of the interested parties. The company would eventually be purchased by Crytek, whom the remaining employees respected as they were known for their technological achievements and were planning to allow the studio to operate as an autonomous unit.

The FRD engine was really stretched beyond it's capabilities and there were a lot of issues with the game that had to be fixed. The footage that was released was carefully selected and edited to make the game look more finished than it was (for portfolio purposes etc). There was easily 6 - 12 months of work left.
— Free Radical employee
Pressing X to jump as Asajj Ventress caused a crash, and those crashes, if you were in a multiplayer match, infected the whole network and all the consoles in the match crashed too. It was hell. I would agree for the 99% done, but 0.2% fixed, it really was a pain to play, but so fun, even with the crashes we had fun. It really was Battlefront 2 remade with more features and better graphics.
— QA tester, Enzyme Testing Labs
BF3 Showreel v6BF3 alphaNov
## 2009 - Year of Rebellion

Creating a 'next gen' version of our Battlefront was relatively trivial. I didn't work on it myself but there was a version of our game that ran on those platforms. The impossible bit would have been making the leap in quality that one would expect for a next-gen title. At least in the suggested timescale (months rather than years).
— Rebellion employee
Following the cancellation of Free Radical's Battlefront III, LucasArts approached Rebellion on continuing the development of the project. Rebellion, whose engine (Asura) was adaptable and capable of cross-platform development, believed that code could be reused from their old-generation versions and that proper space-to-ground (without cutscene transition) could be achieved due to the additional power of the hardware. Because of this, they promised low production costs and a tight deadline and began creating pitches for next-generation systems, including the Wii.

Kashyyyk on the Xbox 360 (March 18, 2009)The pitches were created by a small in-house team within Rebellion Oxford, with the majority of asset creation being outsourced.Free Radical would learn of Rebellion's Battlefront III only after their version was cancelled.
While the PS2 and PSP versions were ready for release in April, Rebellion found out that creating a version suitable for the next-generation was not possible within their current production schedule. As a result, plans for a next-generation release were abandoned, with the finished versions to be rebranded. The same would follow for the Indiana Jones project, as its old-generation versions were completed and the next-generation versions were not progressing as fast as LucasArts wanted.

A near-final build of Battlefront III's PSP version.If this leaked listing is related to Rebellion's Battlefront III, the next-generation versions would have had only one year to be developed.
In May, the game would be rebranded from Star Wars: Battlefront III to Star Wars: Battlefront: Elite Squadron. Despite being fully completed, LucasArts would cancel the PS2 version as Renegade Squadron did not release on the platform and, as such, it would be harder to market without the marketing backing Free Radical’s version would have received. Following a leak of the game's ESRB ratings, the game would be announced on May 26. Following a presentation at E3 2009 and the release of marketing materials, such as a web documentary, the game would release on November 3 to mediocre reviews.

Battlefront III PSP, in-engine, June 2008Battlefront: Elite Squadron, in-engine, May 2009
### A Mobile Battlefront III?

A Battlefront game was being developed for PSP; we were tasked with making a mobile version for it. We believe that America was dealing with the development of the mobile game and that is why we didn’t see it in Europe. We believe it was going to be a ground-breaking online multiplayer game (hadn’t been done at that time) and as such was only supported by a few operators with a suitable network (possibly was just Verizon in America).
— THQ Employee
In January, Star Wars: Battlefront: Mobile Squadrons was announced by THQ Wireless, with Mikoishi as the developer. It was released on April 2, similar to how Battlefront Mobile, Battlefront II’s mobile version, was released a day after its release. However, only a few images survive today, with the files considered lost.

Information on gameplay can be found here and here.Marketing for the mobile versions of The Force Unleashed, by Andrew Howard.
## 2010 - Creating a new Battlefront

### Slant Six's Battlefront Online

You could not push through a new major console project at LucasArts at that time. There was no appetite for it. Even as early as 2009, the powers that be at Lucasfilm would not agree with that kind of expenditure. I think the board at Lucas had just lost their stomach for the risk there.
— LucasArts employee
The development and cancellation of Free Radical’s Battlefront III was disastrous for the company. From 2009 onwards, the publisher was unwilling to fund a large-scale console project and, as such, the next Battlefront game was to be much smaller in scope than the original sequel. In early 2010, Slant Six Games began developing Star Wars: Battlefront Online, a downloadable, online-only Battlefront game for the Xbox 360 and PlayStation 3, meant to release in early 2011. After a few months of pre-production, it became apparent that the game would not be completed by the end of the year. This led LucasArts to put development of the project 'on hold'. Shortly after, Darrell Rodriguez would resign from his position as president, with Paul Meegan replacing him a few weeks later.

Following the release of *Resident Evil: Operation Raccoon City* in 2012, assets from the cancelled game would be found in its files. This discovery led Capcom to cut ties with the company, which would result in their closure a year later.

### LucasArts' Three-Step Approach

We didn’t take inspiration from any of the canceled Battlefront 3 projects that came before [...] We wanted to build everything up from scratch. There were reasons why all those BF3s were never published.
— Tony Rowe
In 2010, LucasArts would begin work on Star Wars: First Assault (codenamed Trigger), as George Lucas wanted to compete with the Call of Duty series. Following a change of setting from the post-Return of the Jedi era and later the Clone Wars era, the game was to be a online-only first-person shooter taking place during the Galactic Civil War. It would be a grittier approach to Star Wars, focusing solely on 8v8 infantry combat, without vehicles or Force-sensitive characters. The class system would be similar to Call of Duty's, with the player being able to create classes consisting of various weapons, attachments and deployables. Additionally, a special music system was created, which would play different tracks recorded by the London Symphony Orchestra, depending on various in-game factors. First Assault would have been released in 2013 on the Xbox Live Arcade, a platform that allowed for quick publishing of small games. At one point, the game was to be free-to-play with microtransactions, but this idea was discarded.

Version One - Project Trigger (First Assault)Concept Art by Richard Lim
A year following its release, 'Version Two', built off a cancelled Wii U starfighter game codenamed Wingman, would have been released, incorporating ground vehicles and other Battlefront elements.

Version Two - Project Wingman
Finally, in 2015, Battlefront III would have been released, expanding upon the two previous games with a singleplayer campaign and space battles.

Version Three - Battlefront III (concept art by Jesse Moore)LucasArts' Battlefront III was to feature interactive battlefields, with base building being a feature. While no detailed information exists on how this was to be implemented, Free Radical had thought of such as a concept in March 2006 (with the idea being abandoned in later versions of the concept document).
It was thought that, via this method, the project would not become a victim of over-ambition, as Free Radical’s project had been. First Assault's beta, featuring a number of maps on Bespin and Tatooine (with Kashyyyk and Tantive IV planned for a later release) was ready to release on September, with only certification and localisation costs (five-figures, estimated to be $10.000) remaining. However, that same month, Lucasfilm enacted a hiring freeze, preventing any marketing and game announcements. On October 30, it was announced that The Walt Disney Company had acquired Lucasfilm – LucasArts would be shut down in April 2013. All game projects were cancelled.

After evaluating our position in the games market, we've decided to shift LucasArts from an internal development to a licensing model, minimizing the company's risk while achieving a broader portfolio of quality Star Wars games.
— Disney
## Epilogue - The Present

The Battlefront series was rebooted following the Disney purchase, with DICE and Electronic Arts releasing Star Wars Battlefront in 2015 and Star Wars Battlefront II in 2017. However, a pitch for a sequel would be turned down due to licensing costs.

Lucasfilm confirms the existence of Free Radical's Battlefront III, almost a decade after it was supposed to.A small amount of assets from Free Radical’s Battlefront III were used in Star Wars: The Force Unleashed II, such as this low-quality version of its A-wing.Free Radical's B1 battle droid model appears in the Star Wars: Jedi Challenges mobile augmented reality game.
## References

Some sources are used multiple times; they are linked only once.

2. ↑ As per Rogue Leaders: The Story of LucasArts, Battlefront II was developed in one year with development starting almost immediately after Battlefront went gold. While it was possible to continue development due to similar technology and fan feedback pointing to demand for certain features, this would be very little time to create an innovative title on next-generation hardware.
3. ↑ https://web.archive.org/web/20230420113334/https://twitter.com/CHSundberg/status/930739485419204609
4. ↑ FRD\_BF3\_Concept\_draft01.doc, dated 23 March 2006
5. ↑ Milestone Definitions v3.5\_REDLINE.doc
6. ↑ https://web.archive.org/web/20130205042716/http://www.nowgamer.com/features/1337739/whatever\_happened\_to\_timesplitters\_4.html
7. ↑ https://web.archive.org/web/20160325222426/http://www.gamesindustry.biz/articles/owning-ip-is-crucial-to-survival-says-free-radical-boss
8. ↑ https://web.archive.org/web/20070115215018/http://www.frd.co.uk:80/game6/pressRelease.php
9. ↑ Milestone Definitions v0.3.doc
10. ↑ BFIII\_Wii\_Milestone\_1.doc
11. ↑ BFIII PC Milestone 2 LEC Review.doc is from June 2007
12. ↑ https://youtu.be/qGgTrI34Dx4?t=1083
13. ↑ BF3\_Wii\_DesignOverview\_0.95\_with\_Comments.doc
14. ↑ PC Product Design & MS Schedule\_MWK\_v1.1.doc
15. ↑ BF3\_20070202.mpp
16. ↑ http://web.archive.org/web/20110723193233/www.lucasarts.net/company/release/news20070510.html
18. ↑ https://www.cheekypixels.com/cv
19. ↑ http://web.archive.org/https://www.gamespot.com/reviews/star-wars-the-force-unleashed-review/1900-6197903/
20. ↑ https://web.archive.org/web/20230419200457/https://old.reddit.com/r/IAmA/comments/79oym2/i\_am\_rich\_may\_a\_programmer\_in\_the\_games\_industry/
22. ↑ b09\_02\_4\_x1.wav in r70217
25. ↑ http://web.archive.org/web/20231118143418/https://www.neogaf.com/threads/do-you-remember-the-rumour-of-slant-six-working-on-battlefront-3-it-was-true.468709/page-2#post-36583026
26. ↑ BF4 Milestone Schedule v9.1.doc
27. ↑ https://web.archive.org/web/20220909153919/https://www.neogaf.com/threads/star-wars-battlefront-iii-free-radical-design-version.469016/page-2
28. ↑ http://web.archive.org/web/20230208063832/https://www.gamespot.com/articles/former-lucasarts-employee-on-why-star-wars-battlefront-iii-failed/1100-6400936/
29. ↑ https://web.archive.org/web/20230419200806/https://www.gamedeveloper.com/pc/lucasarts-president-ward-steps-down
30. ↑ https://web.archive.org/web/20190908153742/http://www.gamesetwatch.com/2008/03/gamesetinsight\_disgruntled\_of.php
31. ↑ http://web.archive.org/web/20210503150720/https://www.gamespot.com/articles/the-force-wont-be-unleashed-until-spring-08/1100-6167058/
32. ↑ http://web.archive.org/web/20230129012807/https://www.gameinformer.com/b/features/archive/2015/04/04/fall-of-the-empire-how-inner-turmoil-brought-down-a-legendary-studio.aspx
33. ↑ https://web.archive.org/web/20230419201223/https://www.engadget.com/2008-04-02-lucasarts-names-darrell-rodriguez-as-new-president.html
34. ↑ https://web.archive.org/web/20071222143758/http://www.developmag.com/news/28546/Free-Radical-paying-its-staff-overtime
35. ↑ BF3\_Roadmap\_20080707\_Internal.xls
36. ↑ https://freeradical.fandom.com/wiki/Development\_of\_Haze
37. ↑ 600.000 copies sold
38. ↑ https://web.archive.org/web/20100825190529/http://www.metacritic.com/game/playstation-3/haze
39. ↑ https://web.archive.org/web/20220523090201/https://kotaku.com/lucasarts-confirms-layoffs-says-the-dev-is-still-healt-5013987
40. ↑ Release\_Notes\_MS24.doc
41. ↑ Release\_Notes\_MS26.doc
42. ↑ Instant Action Checklist.ods
43. ↑ QA tester (Enzyme Testing Labs): Galactic conquest was removed, both single and mutiplayer versions. It was in the game for 90% of the development, but never worked. (From http://reveddit.com/r/Games/comments/1dr8gn/in\_light\_of\_more\_battlefront\_3\_footage\_leaked\_i/ : "I've heard "99%" being thrown around but I would not go that far. One of the major modes of the game, Galactic Conquest was not exactly working and loads of the mini games were either in infancy or in placeholder states. The campaign was definitely on the way to completion though and quick match was pretty much totally playable.")
44. ↑ https://www.neogaf.com/threads/do-you-remember-the-rumour-of-slant-six-working-on-battlefront-3-it-was-true.468709/page-2 (also refer to GameSpot article)
45. ↑ https://web.archive.org/web/20230317004513/https://www.ign.com/articles/2009/01/16/what-happened-to-star-wars-battlefront-iii
46. ↑ https://docs.google.com/spreadsheets/d/1c3\_TM88uEgoPlbhBYnpJzFxQocuxKlsvPb5WN00MH-8/edit#gid=197285251
47. ↑ https://web.archive.org/web/20220702223901/https://kotaku.com/rumor-ex-lucasarts-staffer-talks-kotor-3-more-indy-w-5013769
48. ↑ https://web.archive.org/web/20210422023623/https://kotaku.com/amazon-shows-star-wars-battlefront-iii-coming-to-everyt-5023156 / https://web.archive.org/web/20210502033709/https://www.gamekult.com/actualite/un-star-wars-battlefront-iii-a-venir-67920.html (includes specific date of release)
49. ↑ Milestone Definitions v2.4.doc
50. ↑ Footage of this milestone is available here: https://www.youtube.com/watch?v=1cqZHrUG0oI
51. ↑ https://web.archive.org/web/20110920063611/http://www.classification.gov.au/www/cob/find.nsf/5c2433d416948a0bca25759f00820d25/42572300ee076c38ca257671007b1e1d?OpenDocument
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53. ↑ https://web.archive.org/web/20131227220348/http://www.edge-online.com/features/source-free-radical-locked/
54. ↑ https://web.archive.org/web/20200716205341/https://www.gamesindustry.biz/articles/very-strong-interest-in-free-radical-design-sale
55. ↑ https://web.archive.org/web/20181023131322/https://www.gamestm.co.uk/features/exclusive-timesplitters-4-interview/
56. ↑ https://web.archive.org/web/20191217182147/https://kotaku.com/crytek-buys-free-radical-5145829
57. ↑ http://web.archive.org/web/20150926155540/http://www.vg247.com/2009/01/20/rebellion-wanted-to-up-ps2-battlefront-iii-to-360-and-ps3-versions/
58. ↑ https://web.archive.org/web/20190216003439/https://goneisgone.blogspot.com/2009/05/free-radical-design-star-wars-and.html
62. ↑ https://web.archive.org/web/20211028120807/https://www.fanbyte.com/features/whatever-happened-to-indiana-jones-and-the-staff-of-kings/
64. ↑ https://web.archive.org/web/20220819120437/https://kotaku.com/esrb-reveals-details-on-new-star-wars-battlefront-games-5263344
65. ↑ http://web.archive.org/web/20210511143550/https://kotaku.com/lucasarts-confirms-star-wars-battlefront-elite-squadro-5270334
66. ↑ https://www.youtube.com/watch?v=oI25oF7fEFk
67. ↑ https://web.archive.org/web/20120301040604/https://www.metacritic.com/game/psp/star-wars-battlefront-elite-squadron
68. ↑ https://web.archive.org/web/20100903004115/https://www.metacritic.com/game/ds/star-wars-battlefront-elite-squadron
69. ↑ https://web.archive.org/web/20211228113106/https://www.pocketgamer.com/star-wars-battlefront-mobile-squadrons/star-wars-battlefront-mobile-squadrons-coming-to-mobile/
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71. ↑ https://web.archive.org/web/20230405131324/https://www.ign.com/articles/2005/11/01/star-wars-battlefront-mobile
72. ↑ https://web.archive.org/web/20230312230920/https://kotaku.com/rumor-socom-devs-working-on-star-wars-battlefront-on-5458570
73. ↑ https://web.archive.org/web/20230212193448/https://kotaku.com/star-wars-battlefront-online-binned-as-developers-laid-5513063
74. ↑ https://web.archive.org/web/20230212182956/https://kotaku.com/lucasarts-president-resigns-update-5533053
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76. ↑ https://web.archive.org/web/20230314215511/https://www.neogaf.com/threads/do-you-remember-the-rumour-of-slant-six-working-on-battlefront-3-it-was-true.468709/
77. ↑ https://web.archive.org/web/20230315005826/https://www.gamewatcher.com/news/2017-02-08-operation-raccoon-city-dev-had-new-resident-evil-title-canned-due-to-star-wars-battlefront-leaks
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79. ↑ https://web.archive.org/web/20220915190930/https://www.gamingbible.co.uk/features/games-star-wars-first-assault-team-on-how-the-game-was-scrapped-by-disney-20200729
80. ↑ http://web.archive.org/web/20230419204255/https://twitter.com/bagelpriest/status/1139916629956079616
81. ↑ Kashyyyk cubemap inside leaked technical beta:  / Tantive IV cubemap inside leaked technical beta:
82. ↑ http://web.archive.org/web/20221108213159/https://www.bbc.com/news/newsbeat-22025391
83. ↑ https://web.archive.org/web/20220511113456/https://twitter.com/\_Tom\_Henderson\_/status/1461869544780222472