Game Developer Anthony Reed Talks The X-Wing vs. TIE Fighter Remake That Never Was - Star Wars News Net
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Game Developer Anthony Reed Talks The X-Wing vs. TIE Fighter Remake That Never Was

x-wing vs. tie fighter

Anthony Reed has revealed that LucasArts and Transmission Games were very close to creating a remake of the famous classic X-Wing Vs. Tie Fighter game. In a recent interview, the CEO of the Game Developer Association of Australia spoke about the reason behind its demise. Read on for more.


CEO of the Game Developers Association of Australia, Anthony Reed has had a long and quite incredible history within the video games industry in the past 30 years. During that time, he spent a few years with Melbourne developer Transmission Games, where he became the marketing director before it shut down. New information reveals that the that game developer may have been close to finishing a remake of the famous X-Wing Vs. Tie Fighter game.




For those unfamiliar, the original 1997 X-Wing vs. TIE Fighter game was uniquely different from the others in the X-Wing series. Its single-player element of unconnected missions provided some of the most intense head to head multiplayer gameplay in the PC world at the time.


Many fans over the years have wanted to know the true reason as to why the remake of X-Wing vs. TIE Fighter received the chopping block back in 2009. We’ll, it seems that Reed may have a partial answer to that mystery.


In a recent interview with Gamehugs Guy Blomberg, content manager at PAX Australia, Anthony Reed spoke out about the end of Transmission Games and gave a brief reason as to why the game was cancelled.



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You can read the full transcription of the interview here.

Blomberg: Were you there when it all started to fall apart [at Transmission Games]?

Reed: Yeah I was. It was at that time when the GFC [Global Financial Crisis] was on the horizon and there were a few of us that could see there was going to be a problem. Also at that time, going to E3 as many times as I had, you started to see that there was a glut of product. In fact, that had started to worry me as far back as 1997 or 1998. So by the time we got to 2007, with the volume of product coming out at E3, you didn’t know which way to turn. Every pod had a different game to play, and not all of them awesome.You could see that there was a problem coming up – too much product, not enough purchase and when you walked into any retail store you were stuck for choice. The good ones would always stand out and do well, but it mean the small ones would never get a look in, no matter how good they were. Transmission became a victim of that as the publisher model changed. As the business model changed. As the number of products released every year changed. And [Australia’s development industry] at the time was very much based on a work-for-hire system, as was Transmission Games.


Bloomberg: But Transmission Games was not owned by a publisher specifically, so during that time were you hitting up your contacts and looking for opportunities?

Reed: Yeah, absolutely. There was a time when we were talking to LucasArts about remaking X-Wing vs. TIE Fighter, which had gotten actually quite far down the track, but then something terrible happened. We were also talking to Frank Miller and his company about a Sin City game, and you may have seen the demo we created at the time.


You can listen to the complete Gamehugs podcast here.



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