Star Wars: Republic Commando


Lead an elite squad of clones against the Separatist army.

PC Release: March 1, 2005

By Ian Coppock

The Star Wars prequels still get a bad rap even though 12 years have passed since Revenge of the Sith opened in theaters. It’s easy to paint crosshairs on Hayden Christensen or Natalie Portman, but George Lucas brought about the films’ downfall by taking screenwriting and directing duties on personally. Not a great idea, George. In the years since the prequels, that era of Star Wars has slowly been redeemed by other media, including the Clone Wars TV series and a smattering of comic books. Video games have also helped purge the taste of Lucas’s screenwriting, including a particularly excellent first-person shooter called Star Wars: Republic Commando.


Released about two months before Revenge of the Sith hit theaters, Republic Commando avoids Jedi pomp and circumstance in favor of clone troopers. But not just any clone troopers — true to the game’s name, the clones at the heart of Republic Commando are elite units that were literally born for the galaxy’s toughest missions. Players assume the role of Boss, a clone commando leader voiced by Jango Fett actor Temuera Morrison, and are given command over fellow soldiers Scorch, Fixer and Sev. Together the team comprises Delta Squad, the Republic’s most elite black ops clone troopers.

Republic Commando takes place between Attack of the Clones and Revenge of the Sith, and follows the squad as they undertake hazardous missions throughout the Clone Wars. The game starts players out on Geonosis, but also takes place on a derelict warship and the Wookie homeworld of Kashyyyk. It’s up to players to lead their squad against hordes of battle droids, and complete missions vital to victory in the Clone Wars. The game comes up a bit short with just three story campaigns, but each one is a fierce bout of gunfights, explosions, and organic dialogue. These campaigns benefit from tight level design that’s linear without being too constrictive.


Delta Squad was bred for war.

As Boss, players can wield experimental next-gen blaster rifles that are great for blowing up battle droids, and they can even be configured for sniper or anti-armor combat. Exotic alien weapons like Geonosian energy beams can also be found out in the game world. Players can round out Boss’s arsenal with frag, EMP and other types of grenades, each suited to a different type of foe. Battle droids comprise the bulk of Delta Squad’s enemies, but the team will also be pitted against Geonosian warriors and ruthless alien mercenaries.

Even deadlier than Boss himself is the team that he commands. Players can direct their clone squadmates to hack computers, breach and clear a room, or take up a sniper position. As Boss, players can also direct their clones to aggressively sweep through an enemy base or play it slow and cautious. Republic Commando makes a big noise about each commando having his own specialty, but the clones can each perform any task with identical (tee-hee) precision.


Open fire, boys!

Republic Commando‘s first-person shooting isn’t anything fans of the genre haven’t seen before, but the squad commands are where the game truly comes alive. With just a few keystrokes, players can make their clones execute sophisticated search patterns or take up firing positions for an ambush. It’s equally simple to command troops to use certain weapons or perform a three-man breaching maneuver. Not only does this give Republic Commando a novel tactical element… it just feels badass. It’s good enough to be given control of three merciless supersoldiers, but only Republic Commando makes the experience feel so fluid.

Because of the game’s variety of commands, players are given a lot of freedom in how they wage war. They can send their clones charging into a base guns blazing, or they can slowly take the enemy out room by room. Stealth isn’t usually an option with enemies as hyper-aware as war droids, but that hardly eliminates the opportunity for tactics. It helps that the clones’ AI is sophisticated enough that they’ll take cover if hurt and avoid suicidal rampages. If Boss’s health hits zero, players can direct a squadmate to administer first aid. Just don’t do that while the enemy is still standing.


Tactics are a must for the game’s heavy-hitting droids.

The presence of a squad in Republic Commando also opens the floor to some of the funniest and most organic dialogue of any Star Wars game. Having been together since birth, the clones aren’t shy about making fun of each other and offering their wry observations about how a battle’s going. Interestingly, the other clones in the squad are voiced not by Temuera Morrison, but voice actors who sound nothing like clones. While the decision to give each clone different voice actors doesn’t make logical sense, it’s actually a great way to give each one his own identity.

Scorch, the team’s demolitions expert, is a happy-go-lucky pyromaniac voiced by Raphael Sbarge (who also voiced Kaiden Alenko in Mass Effect). His eagerness to light fires is comic relief that doesn’t feel forced. When he’s not blowing s*** up, Scorch is busy arguing with Sev, the team’s sniper, whose dry wit and unsettling bloodthirst is not only amusing in its own right, but also leads to some hilarious banter with his cheerier squadmate. Fixer, the computer expert, is the team’s rock, whose strict adherence to military discipline basically makes him the Frank Burns of Republic Commando.


Clankers! (Sorry, that was droidist)

The clones’ dialogue is where most of Republic Commando‘s writing lives. Because of this, the game focuses less on an overt story and more on transplanting the military brotherhood motif to the Star Wars universe. Even if the game’s narrative is basically a series of military objectives, the clones’ constant banter and discussions about the missions make Republic Commando compelling. The dialogue writing feels organic, and makes each clone an endearing character. Republic Commando makes for an exciting story because it keeps the Republic a peripheral entity and focuses instead on the clones fighting for each other.

Republic Commando‘s gameplay format is a natural fit for the brotherhood motif. What better way to present a game about serving together than squad-and-tactic-based gameplay? The clones have to work together in order to succeed in their mission and will oftentimes be expected to save each other from overwhelming enemy forces. The game’s lightest and heaviest moments alike all revolve around that idea, making Republic Commando one of the smoothest gameplay/story concept pairings of any Star Wars video game.


All together now.

Republic Commando‘s world is brought to life with a mix of sounds from the films and some original audio concoctions. The game is replete with blaster and starship sound effects from the films. Thankfully, the game does away with the nasally battle droid dialogue from the movies and gives them deeper, more intimidating voices. Most of the game’s sound effects still cut crystal clear, though some, like explosions, are strangely muffled.

The game’s soundtrack is similarly an eclectic mix of movie and original soundtracks. Republic Commando borrows a handful of John Williams’ Star Wars prequel compositions, but most of the music is completely original. Incredibly enough, the flagship song of the game contains opera movements sung in the Mandalorian language, which is uncommon attention to detail for video game music. Republic Commando also breaks from tradition in having a heavy rock song as its theme music instead of the Star Wars theme, but don’t worry; it doesn’t play during the actual game (just the credits).


Republic Commando’s soundtrack is incredible.

As long as players don’t look at Republic Commando‘s textures too closely, its visuals haven’t aged that badly over the years. The game is unafraid to take creative liberties with its portrayal of battle droids, making them bulkier and more insect-looking to lend them an alien feel. The character animations are passable but can be a bit robotic (even on the characters that aren’t robots). Environments both natural and man-made are full of interesting little details to look at, and players who miss them will usually get a sardonic opinion on them from one of the squadmates.

Despite the environmental detail, Republic Commando‘s colors are a bit dour. The Geonosis campaign seems to be done out in just two shades of brown. The other game environments seem intent on using as few shades of color as possible, made duller by the game’s usage of low lights and thick shadows. It’s a color palette that could’ve done with a serious touch-up, inadvertently rendering detailed environments more meh on the eyes.



Don’t be fooled by Republic Commando‘s aged visage; despite that minor drawback, it’s one of the best Star Wars games ever made and one of the most criminally underrated shooters of all time. It remains one of the best tactical shooters despite being over a decade old, and has the tightest, most intuitive squad commands of any game in its genre. The game’s bold decision to give each clone his own voice makes them all endearing characters, as does the narrative’s focus on their wartime bond instead of a grander plot. Buy the game and experience the Clone Wars not from the top-end perspective of a Jedi, but through the eyes of a gritty, witty team of warrior brothers.


You can buy Star Wars: Republic Commando here.

Thank you for reading! My next review will be posted in a few days. You can follow Art as Games on Twitter @IanLayneCoppock, or friend me at username Art as Games on Steam. Feel free to leave a comment or email me at with a game that you’d like to see reviewed, though bear in mind that I only review PC games.

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