Star Wars: Rogue Squadron
"Rogue Squadron" received generally positive reviews. Critics praised the game's technical achievements and flight controls, but its use of distance fog and the lack of a multiplayer mode drew criticism. The game's sales exceeded expectations; by August 1999, more than one million copies had sold worldwide. It spawned two sequels developed and released for the GameCube—"" and ""—as well as "", a spiritual successor released for Windows and Nintendo 64.
Star Wars: Force Commander
"Star Wars: Force Commander" was met with very mixed reception. Greg Kasavin of GameSpot gave the game a 6 out of 10. He cited dated graphics, ineffective controls, and flawed gameplay as reason the game "falls short of its ambitious intent." Kasavin conceded the game "has some good ideas. Its campaign has an involving plot and interesting mission objectives", and praised the 3D mission briefings. Mark Hill of "PC Zone" felt that while playing from the perspective of the Galactic Empire was a "nice twist, but merely dumping this style of game into the Star Wars universe is not innovative enough." Nick Woods of AllGame felt that the game's 3D models were "blocky and not detailed" and added that there are "many other RTS games on the market better than this one.". Sarju Shah of Firing Squad gave it a 60%. Tal Blevins of IGN gave it a score of 4.7 out of 10. In a feature on the history of Star Wars games, IGN's Rus McLaughlin called "Force Commander" "a blocky, buggy, undiluted failure". A similar article in "GMR Magazine" from March 2004 listed "Force Commander" as the worst Star Wars game. In the book "", author Rob Smith said the "dated-looking visuals and clumsy controls turned off strategy gamers." Hollywood.com placed it fifth in a list of worst "Star Wars" video games. The staff felt that "Force Commander" had "an unwieldy camera and uninspired combat." Rock, Paper, Shotgun's Alec Meer was also highly critical of the game. "I didn’t make it past the first few levels. It was miserable."