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00:00Every time I'm checking out this new game, or rather this extremely ambitious mod that feels
00:08like the game we've been waiting for, well it kind of makes me think, what the hell has Ubisoft,
00:13Disney, EA or whatever other gaming studios has been doing the past decade and more? Why does it
00:19take a single random developer to create the Star Wars game everyone has been waiting for? Why is
00:25it always like this? What you're looking at right now is Star Wars Genesis, and every time there's
00:30something new about it, I'm just blown away, period. This developer is building the Star Wars
00:35game of our dreams, and every new update he's sharing approaches it closer and closer to the
00:41finish line. Over the past few months, Star Wars Genesis has quietly crossed a line. What started
00:47as an ambitious Starfield overhaul is now turning into something much bigger, a full-scale Star Wars
00:52experience that's no longer just about replacing assets or adding fan service, but about building
00:58a galaxy that actually feels alive, reactive, and worth spending time in. The newest update and
01:04previews make that shift obvious. Genesis isn't just expanding, it's restructuring itself around
01:10long-term systems that are clearly aimed at a major 2026 release window where the project finally stands
01:16as its own complete experience. At the core of this evolution is scope. Genesis is no longer content with
01:22being a collection of Star Wars locations stitched onto Starfield's foundation. The focus has moved
01:28toward creating a real RPG framework, factions that matter, planets with identity, cities with tension,
01:34and progression that actually reflects who you are in the galaxy. One of the biggest developments is
01:38how combat is being redefined. Blasters are no longer the end of the conversation. Lightsaber combat
01:45is actively being built as a proper gameplay pillar. The goal is melee combat with weight, timing, danger,
01:50and presence. Something that feels closer to cinematic Star Wars duels than typical RPG swordplay.
01:56This alone dramatically changes how encounters play out, especially in tighter environments like
02:01corridors, space stations, and urban interiors. And combat ties directly into faction identity.
02:07Genesis is doubling down on making armor, gear, and affiliation mean something. What you wear isn't just
02:13cosmetic, it signals allegiance. Stormtrooper armor carries authority in Imperial-controlled zones.
02:19Criminal gear changes how Underworld factions respond. Mandalorian armor isn't just cool-looking,
02:25it represents status, danger, and reputation. That reputation system is becoming more important
02:31as cities grow denser. Urban areas aren't designed as safe hubs anymore. They're pressure zones. Patrols exist for
02:37a reason. NPCs react differently, depending on who you are and where you stand. Walk into the wrong
02:43district with the wrong reputation, and the situation can escalate fast. Planet design is also
02:49evolving in a more deliberate direction. Instead of endless empty terrain, Genesis is focusing on layered
02:55locations. Cities with verticality, industrial zones, spaceports, slums, underground facilities,
03:01and abandoned ruins that tell stories without dialogue. Each planet is meant to feel culturally distinct,
03:07politically controlled, and mechanically different to navigate.
03:11A newly recruited one as well. Interesting. They have been loyal to the Empire for quite some time,
03:17sufficient to dispel any suspicion. This council has been briefed on your investigation into a
03:22potential Rakghoul mutation. Space travel and ships are getting similar treatment. This isn't just about
03:28swapping models. Ships are being reworked into progression tools, faction-locked vessels, unique variants,
03:34and combat roles that actually change how space encounters feel. Dogfights are faster, more aggressive,
03:40and closer to classic Star Wars chaos rather than slow, methodical space sim combat. Customization
03:47remains one of Genesis' strongest pillars, and it's only expanding. Armor sets, weapons, and character
03:52builds are becoming more specialized, allowing players to lean fully into roles. Bounty hunter,
03:58enforcer, soldier, smuggler, jedi, or something morally undefined. The idea is freedom with consequence,
04:04not just choice for the sake of choice. What's especially notable is how much emphasis Genesis
04:09is placing on content density. Side quests aren't filler. They're designed to deepen the world,
04:15irrevealing faction conflicts, local politics, criminal operations, and the everyday reality of life
04:21under imperial rule or in lawless systems. This is where Genesis separates itself from shallow mods,
04:27and starts feeling like a real RPG worth replaying. And that brings us to 2026,
04:33because that's where everything being built now is clearly pointing. The plan isn't just to keep
04:37adding content indefinitely, it's to reach a point where Genesis feels complete. A full campaign structure,
04:44meaningful progression from start to finish, and a galaxy that supports long-term play without
04:49collapsing into repetition. Future updates are expected to introduce more narrative-driven arcs,
04:54expanded companion systems, deeper NPC interactions, and locations that change over time based on player
05:01actions. It's a living framework that's meant to evolve as you play. What makes Genesis especially
05:07compelling is momentum. Updates aren't cosmetic. Systems are being rebuilt, refined, and replaced.
05:13Older content isn't abandoned, it's revisited and improved. That's why each major update feels heavier
05:19than the last. You can feel the direction tightening, and that's why Genesis is gaining attention far
05:24beyond the usual modding circles. In a landscape where official Star Wars games are slow, overly
05:30controlled, and often stripped of risk, Genesis feels unapologetically bold. It doesn't shy away
05:36from conflict, it doesn't sanitize the universe. It understands that Star Wars works best when it's
05:41dangerous, political, and morally messy. By the time Genesis reaches its full vision, it won't just be the
05:47best Star Wars mod. It's on track to become one of the most ambitious fan-made RPG projects ever
05:53attempted. And the most important part, it still feels unfinished, not in a bad way, but in a way that
05:58suggests growth, ambition, and confidence. This is a project that knows exactly what it wants to become,
06:05and is methodically building toward it. If 2026 delivers on what's currently being laid down, Genesis won't be
06:11something you try out of curiosity. It'll be something you commit to. Because at that point, it won't feel like
06:17a mod anymore. It'll feel like the Star Wars RPG a lot of people have been waiting for, and whether the
06:22industry wanted to make it or not. And that's really the part people need to pay attention to.
06:26Because at this point, Genesis isn't just expanding faster than expected, it's starting to outgrow the
06:32game it's built on. In more than a few areas, it's already doing things Starfield itself never fully
06:37committed to. If Starfield was designed to be broad, Genesis is being designed to be deep. Where
06:42Starfield spreads content across hundreds of planets with limited identity, Genesis is concentrating on
06:48fewer locations, and pushing them much further. Cities feel authored, regions have purpose. Spaces are
06:55built around tension, patrols, faction control, and environmental storytelling instead of just serving
07:00as backdrops for generic quests. That alone changes how the entire game feels moment to moment. Another major
07:07difference is intense. Starfield plays it safe by design. Genesis doesn't. It leans into conflict,
07:13power dynamics, and the idea that the galaxy doesn't revolve around the player being special.
07:19You have to earn your place, and sometimes you're simply outmatched. This also applies to progression.
07:24Genesis isn't afraid of friction. Resources matter. Enemies hit harder. Choices close doors,
07:30instead of opening every path at once. That creates stakes, something Starfield often struggles to
07:35maintain once the systems reveal themselves. And looking ahead, the roadmap makes it clear this
07:40is only the foundation. Lightsaber combat is just one piece of a larger shift toward more physical,
07:46close quarters encounters. As those systems mature, entire mission structures change. Interiors matter
07:53more. Enemy placement matters more. Positioning and timing matter more. That's a completely different
07:58combat philosophy than Starfield's default loop. Like and subscribe now for more
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