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1Creator/LucasArts had a good reputation with licensed video games. Here are some of their well-known licensed games.
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4* The 1989 [[AdventureGame graphical adventure]] game ''Videogame/IndianaJonesAndTheLastCrusade'' was Lucasfilm games' biggest hit before VideoGame/MonkeyIsland, got good reviews and was followed by the great ''VideoGame/IndianaJonesAndTheFateOfAtlantis''. The latter's success may be partially due to the fact that it wasn't based on any particular movie. That Creator/LucasArts at the time was known for producing excellent adventure games also helped. Some years later, when the company was already going to a downward spiral, they released ''VideoGame/IndianaJonesAndTheInfernalMachine'' and ''VideoGame/IndianaJonesAndTheEmperorsTomb'', two 3D action-adventures that were much less well-received, but are still considered more than decent. (''Emperor's Tomb'' was made by a studio who managed to [[VideoGame/BuffyTheVampireSlayer2002 do justice to another franchise]]).
5* ''VideoGame/SamAndMaxHitTheRoad'' was based on a comic book, though most players [[AdaptationDisplacement probably never realised it]]. Of course, its creator Steve Purcell was already a graphics artist and programmer for Creator/LucasArts, and was able to make the game exactly as he wanted to.
6* There are many ''Franchise/StarWars'' games that are ''very'' good, namely because developers have a whole ''galaxy'' with thousands of years of history to play around with and are therefore not obligated to be so tied to the movies; the fact that there were a total of six (later eleven as of 2019) movies and that most of these games were developed well after the movies, giving the appropriate time and information needed to fill in any gaps, helps a lot too (see also Franchise/StarWarsExpandedUniverse and Franchise/StarWarsLegends). That [=LucasArts=] developed many of them is a plus both on their generally excellent output and the fact that they're a division of the company that ''made the movies.'' The genres covered are as diverse as:
7** First/third-person shooters: ''VideoGame/DarkForces'', ''VideoGame/ShadowsOfTheEmpire'', ''VideoGame/StarWarsBountyHunter'', ''VideoGame/StarWarsRepublicCommando'', the ''VideoGame/RogueSquadron'' trilogy and their more-simple-but-downright-fun cousin ''Starfighter'', ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront (2004)]]'', ''[[VideoGame/StarWarsBattlefrontII Star Wars: Battlefront II (2005)]]''. ''Shadows'' in particular was meant to be a semi-canon interquel between ''Empire'' and ''Jedi'' in the film series, and was produced as if it was a tie-in for a nonexistent movie.
8** Lightsaber combat simulators: ''VideoGame/JediKnightDarkForcesII'', ''VideoGame/JediKnightIIJediOutcast'', ''VideoGame/JediKnightJediAcademy'', ''VideoGame/TheForceUnleashed''.
9** Space flight simulators: ''VideoGame/TIEFighter'', which is still considered among the finest specimen of its genre. Its predecessor ''VideoGame/XWing'' and successor ''VideoGame/XWingAlliance'' are nothing to scoff at either. Much earlier, the vector graphics ''VideoGame/StarWarsTheArcadeGame''.
10** Real-time strategies: ''VideoGame/EmpireAtWar'', ''Videogame/StarWarsGalacticBattlegrounds''.
11** Role-playing games: ''VideoGame/KnightsOfTheOldRepublic'',
12*** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' is a borderline case. While mechanically it's excellent, the changes in tone and abrupt ending due to [[ChristmasRushed rushed development time]] leave this game halfway between this and [[TheProblemWithLicensedGames its counterpart trope.]]
13** [=MMORPGs=]: ''VideoGame/StarWarsGalaxies'', ''VideoGame/StarWarsTheOldRepublic''.
14** Racing games: ''VideoGame/StarWarsEpisodeIRacer''
15** ''Direct'' adaptations of the movies themselves: ''VideoGame/SuperStarWars'' games. NintendoHard though they are, they do an excellent job of adapting the various acts of the Original Trilogy.[[note]]Their 8-bit precursors broke the story in Bespin.[[/note]]
16** Despite only adapting the trench run, ''Star Wars'' for the Atari VCS was extremely groundbreaking for its day, proving once and for all that the VCS ''can'' handle 3D vector graphics.

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