![]() The expansion also includes a new replay feature that allows players to refine and study their own strategies. It's not merely an adapted version of the Rebel of Imperial factions and part of the joy is in finding out just how these Underworld types work and how they can best beat (and be beaten by) the other factions. What's most rewarding is that the new faction plays with a completely new set of toys. ![]() There are plenty of intersections here between the "behind the scenes" action of the game and the events from the movies. That doesn't mean that the expansion ignores the core continuity, though. Players aren't going to be able to predict the ways it shapes up this time. Petroglyph's decision to tell an entirely new story within the context of the Galactic Civil War allows them to include many more surprises and much more variety this time around. Eventually you'll even find yourself fighting against and alongside players from the Galactic Civil War, from the heavy players from the films to the more peripheral folks like IG-88, Thrawn and Garm Bel Iblis. Soon you'll find yourself trying to gain control of a battle droid factory on Hypori, running like hell from a huge group of Rancors on Dathomir, or surreptitiously stealing gas from the tanks on Bespin. This war with the Hutt eventually leads you to seek out the remnants of Imperial technology floating amidst the ruins of the shattered Death Star, recently destroyed (vincibled?) at the Battle of Yavin. Without giving too much away, the campaign takes you through a wide range of adventures, starting with your attempts to get back at Jabba and unlock the secrets of a strange artifact you've stolen from him. After listening to Jabba gloat over his capture, he puts his escape plan into effect and sets off to reestablish his criminal empire. Fortunately for the sake of the campaign, Zann's too resourceful to stay there very long. The expansion begins just after Jabba's managed to get Zann out of the way by sticking him in the Spice Mines of Kessel. ![]() Since both men (well, one's a man, the other's some kind of slug) are gangsters of the most dangerous sort, the rivalry heats up quickly. Rather than spoiling the specific details of the double-cross, let's just say that it does happen and it pits Tyber Zann and his newly founded Zann Consortium against Jabba and his criminal business interests. Hey, it's not like Jabba wasn't waiting for the same thing, right? Leaving them behind, he joined up with Jabba the Hutt and, there being no honor among thieves, patiently waited for a chance to stab his new partner in the back. The result was Tyber Zann, a former Imperial Academy cadet who carries the singular distinction of being "too mean" for the Empire. Since there's already a substantial presence in the lore, Petroglyph needed to come up with an entirely new crime lord who could compete with the likes of Jabba the Hutt or the Black Sun. After tossing some concepts back and forth, the team decided that the expansion should enlarge the much-loved criminal elements of the Star Wars universe. When LucasArts expressed interest in an expansion, the folks at Petroglyph already had a few ideas in mind.
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