Star Wars Outlaws: Creative Director Julian Gerighty Breaks Down the New Story Trailer

Star Wars Outlaws

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Do you seek thrills and stimulation in your life? While a Jedi may not prioritize these desires, a rogue certainly does.

The upcoming open-world game Star Wars Outlaws is generating plenty of buzz, as fans prepare to dive into the seedy underworld of the galaxy as Kay Vess, one of its newest members. The latest story trailer has revealed the game's major villains and potential allies, further adding to the excitement surrounding this unique Star Wars adventure. In a recent interview with StarWars.com, creative director Julian Gerighty of Ubisoft's Massive Entertainment provided more details on the game, including a new crime syndicate, the thrill of being a bounty hunter, and how Kay's journey will resonate with those who have ever felt stuck. Get ready to embark on your best scoundrel life when Star Wars Outlaws arrives on Xbox Series X|S, PlayStation 5, and PC on August 30.

The latest trailer from StarWars.com begins with a gathering of criminal factions overseen by Sliro. Both Sliro and Zerek Besh were specifically fabricated for this game. Can you share any insights into their character development, along with developing a criminal empire that can hold its own within the Star Wars universe?

Julian Gerighty expressed how amazing it is that they were able to highlight the dark side of Star Wars in the game Star Wars Outlaws. They collaborated with Lucasfilm Games to create the notorious Ashiga Clan, but they needed to add another group of criminals to make the storyline more captivating. This would not only affect the interaction between the player Kay and the syndicates, but also between the various syndicates themselves. The viewers were given a sneak peek of this encounter in the trailer.

Sliro is quite fascinating because he's a remarkably rich individual who has established an association of criminals around him, and you can observe that Zerek Besh is not like any of the other groups. As a result, players can expect a distinct appearance and conduct from this crime syndicate.

Zerek Besh is causing a stir and is quickly becoming one of the most influential criminal organizations in the entire galaxy. Kay's encounter with him occurs during a botched job that forces her to flee from an enormous bounty that has been placed on her. This is where the true dynamics between the two characters are revealed.

I'd like to inquire about the appearance of Zerek Besh. Their headwear appears to be influenced by the protective gear that welders use, and they're heavily armored. Their outfit seems more combative compared to other members of the crime syndicate that we've encountered. Can you share with us how you came up with this design and whether it relates to their identity?

According to Julian Gerighty, having a large amount of funding enables you to invest significant amounts of time, effort, and resources in creating armor that is exceptionally durable. This is what led to Sliro's groundbreaking invention of a soldier capable of withstanding more than standard armor. The invention was specifically designed for Zerek Besh.

After finalizing the militaristic behavior, we shifted our focus to the iconography and shape language. Star Wars has proven the significance of helmets, so we aimed for a design that was distinct and memorable. We merged a strong military profile with a one of a kind appearance to differentiate it from the plethora of iconic helmets.

The StarWars.com website asked about the origin of the names Sliro and Zerek Besh. Could you discuss this topic?

Julian Gerighty expressed his desire but unfortunately, he couldn't fulfill it. He only asked that the names shouldn't sound ordinary. John Björling, who works as an associate narrative director at Massive, suggested many names. Some names didn't receive any attention, but two of them were selected because they perfectly fit the Star Wars underworld theme. This was the criteria he had in mind while deciding on the names.

On StarWars.com, they tell us that Jaylen approaches Kay and offers them a gig to swipe something from Sliro.

Julian Gerighty expressed that Jaylen arrived later and targeted Kay as someone he could mentor. He recognized her potential and wanted to help her use her skills effectively. Jaylen appeared to be going through a tough time but saw the chance to not only mentor Kay but also benefit from their relationship financially.

The StarWars.com website reported that Sliro hired Vail, a skilled bounty hunter, to eliminate Kay. This suggests that Vail must be very proficient at her job as Sliro probably had many options to choose from. Could you share more about the process of creating Vail in collaboration with Lucasfilm?

Julian Gerighty says that creating a brand-new bounty hunter is an extraordinary opportunity, almost like a dream from his childhood. This character is very self-sufficient and professional, but also has some ambiguity to their morals. She is extremely focused on her goals, but still has a wider perspective on things. This perspective allows her to ask important questions about the situation and understand the motivations of those around her. This depth of character adds dimension to the typical bounty hunter trope.

According to StarWars.com, the design of Vail does not conform to the traditional appearance of a bounty hunter. This choice is intriguing because it emphasizes the presence of a real human being under the armor and gear.

Julian Gerighty stated that the character design for the bounty hunter was created through various changes and considerations about the character's backstory. They placed emphasis on showcasing the individual behind the bounty hunter as the main focus. Different ideas were explored for the character design, ranging from unusual to simpler designs. In the final design, the bounty hunter has robotic features, such as mechanical fingers, but still has a human-like appearance and character development. This can be seen in the game trailer, as the character is meant to be discovered and explored throughout gameplay.

StarWars.com: One thing I noticed is that the game appears to be centered on becoming a rogue and the learning process that comes with it. This aspect was a highlight of the film Solo: A Star Wars Story, and I enjoyed it immensely. Did Outlaws draw inspiration from that movie during development?

In free English, Julian Gerighty said that when they were working with Lucasfilm on creating their Star Wars game, they looked to the original trilogy as well as films like Solo and Rogue One for inspiration. They were particularly interested in exploring the archetype of the scoundrel within the Star Wars universe, as well as other interesting scoundrels from films like Pirates of the Caribbean and Indiana Jones. The team was drawn to the idea of creating a story about an individual who starts out as a small-time thief but eventually becomes a full-fledged outlaw, similar to the character of Solo.

StarWars.com: As scoundrels tend to behave in ways that may not align with ethical standards, is it challenging to strike a balance? It would be undesirable to develop a main character who evokes discomfort in players due to their conduct.

Julian Gerighty said that the focus of the game was always to provide a fun and exciting experience, without being too serious or dark. The team wanted players to be presented with challenges and tough choices, but never at the expense of others. Instead, players were encouraged to rise above obstacles and make smart decisions that would benefit them in the long run. This approach gave the game a playful, mischievous feel that was irresistible to fans of scoundrel-style gameplay.

StarWars.com: With that in mind, the criminal underworld has been a significant aspect of Star Wars ever since the first film. However, the gaming world has not given it much attention until now. What has been the best part of shaping and interpreting this world?

Julian Gerighty has expressed that he is excited to explore the criminal syndicates in Star Wars and how it can enhance the scoundrel/outlaw player archetype. He believes that the reputation choices that players make to balance their alliance with the different syndicates will create a thrilling and dynamic gaming experience. This possibility space is what excites him the most about the game.

StarWars.com: What has been the toughest challenge you’ve faced so far?

Julian Gerighty believes that the choices players make in the game have a significant impact on their reputation and the story they create. He thinks that making these decisions should be enjoyable and provide players with a unique experience that sets them apart from other players. The different situations presented in the game will allow players to see the world through their own eyes, resulting in various personal stories.

StarWars.com: As someone who has helped create Star Wars, what insights or newfound appreciation have you gained from the experience?

Julian Gerighty answered a great question by stating that he has learned that the world of Star Wars is much deeper and more refined in both story and visual design than he had previously realized. He had always appreciated Star Wars but didn't fully grasp the artistry that goes into every frame and object, such as droids, dishes, cantina bands, and cocktails. Julian feels incredibly lucky to be able to participate in creating this world with the help of his colleagues and to work on projects such as the Trailblazer, speeder, and blaster used by Kay. It's a dream come true for him.

StarWars.com's trailer features various worlds. May you reveal your preferred destination in the game for us to know?

Julian Gerighty is doing a lot of testing for the video game recently, and there are a few locations that stand out to him. One of his favorite places is Toshara, which was shown in the recent Ubisoft Forward gameplay walkthrough. Toshara is a huge city called Mirogana that is full of unsavory characters and an Empire presence. The city is very dense and has many different stories to discover. Julian is proud of his collaboration with Lucasfilm Games on this project and bringing it to the Star Wars universe is fantastic. His second favorite location is the Alkazar, a cantina in Akiva that was only mentioned in the Aftermath set of books previously. The atmosphere in the cantina is phenomenal and the centerpiece is a huge tree. Patrons in the cantina have their own stories to tell, and it is a very special place.

On the StarWars.com website, they asked, "How do you know when you've created a location, such as the cantina, that feels like it belongs in the Star Wars universe?"

Julian Gerighty believes that having a clear intention is key. He emphasizes the significance of working together with Lucasfilm Games in achieving this intention.

The process begins with a goal and the belief that every bar should have its own personality. Simply constructing a standard bar would not be captivating, but conceiving a concept like a Film Noir jazz bar situated in a space station can take on a life of its own. A Korean barbecue establishment located on Kijimi that utilizes thermal vents to cook the meat is fascinating. We are endeavoring to fashion elements that integrate smoothly into the world and give it an unprecedented identity that hasn't been witnessed in the Star Wars universe before. Nonetheless, it will be apparent and yet bizarre when viewed through a recognizable perspective. Therefore, we are earnestly applying the scope of possibilities that space sci-fi and Star Wars presents us. A massive tree situated in the center of a bar located in Akiva adds a unique and distinct Star Wars atmosphere that is unparalleled.

Ship design plays a crucial role in Star Wars, as they become like personal abodes for the characters. I am interested to know whether Kay and her spaceship, the Trailblazer, share a similar relationship.

According to Julian Gerighty, the Trailblazer is a significant element in the game as it becomes Kay's personal space. She "borrows" it and makes it her home away from home. You can also enhance its features and customize its appearance to make it feel more like her own. It gives Kay a sense of belonging in the game since she doesn't have a permanent home elsewhere. The Trailblazer is crucial to the overall experience.

StarWars.com: Can you ascertain the number of design variations it underwent?

Julian Gerighty discussed how they came up with the design for the ship. It was a combination of a turtle and a pickup truck, giving it a tough and durable appearance. While the initial idea came quickly, it took a long time to refine all the details, such as the placement of the engines and how the ship would land and take off. They went through hundreds of iterations to perfect the design.

On StarWars.com website, it was stated that what stood out to the author the most about the Trailblazer was its simplicity in design. Contrary to other well-known spaceships in the Star Wars franchise such as the Millennium Falcon or the Ghost, Kay's ship had a distinctive and original appearance that contributed to its effectiveness and popularity.

Julian Gerighty expressed that Star Wars has taught him the importance of using simple shapes to create strong and powerful designs. Remembering iconic shapes like the X-wing, A-wing, and AT-ST can be achieved through just their silhouettes. The goal of any design is to capture its essence with just a few simple lines, but it's no easy feat to perfect how it moves and behaves in an animated sequence. The gameplay itself can be complex, but it starts with nailing down that simple yet memorable design.

The StarWars.com website's trailer implies that Kay has a grander objective. She expresses her desire to be liberated by saying, "I wish to exist without any limits." After completing the game, what message do you want viewers to derive from her voyage?

Julian Gerighty answered an excellent question on feeling trapped. We all know what it's like to feel restricted, but imagine having the opportunity to completely let go and have the entire world, or even galaxy, at your fingertips. This is true freedom. It means making decisions based on your desires and going wherever you want, with whoever you want. This is the beginning, and the final outcome is endless possibilities. This is the key message we wanted to convey in our theme. Other than that, we aimed to take our players on an exciting journey through various locations, like riding a thrilling rollercoaster.

StarWars.com: I want to ask you one more thing that I've recently been pondering. I have a nine-year-old son and a 15-year-old nephew, and it's been video games that have really made them passionate about the Star Wars universe. I strongly feel that games are an integral part of shaping our culture and society, like never before. I'm curious to know if you consider this when developing Star Wars Outlaws, and whether you believe the game has the potential to attract a new wave of fans and introduce them to the Star Wars world.

What Julian Gerighty said was very intriguing. I really hope it turns out to be true. Video games give players something that other forms of media can't, the ability to make choices and feel like they have control over the story. It's a unique experience and it keeps players entertained while also giving them the freedom to make decisions. That's why our team wanted to create an open-world game for players to enjoy. The themes of the game are closely tied to a player's fantasy of being an outlaw, and we believe this game really showcases the potential of video games as a creative medium.

This discussion has been shortened and modified to make it easier to understand.

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