Fate of the Old Republic could give Star Wars RPG fans a story they don't already know
Casey Hudson is leading a new single player Star Wars RPG with developers from KOTOR and Mass Effect, and the setting and the choices could set it apart
We've spent years asking somebody to bring KOTOR back. Now the original director is making a brand new Star Wars RPG with developers who helped build KOTOR and Mass Effect, and honestly, that might be more exciting than another remake.
I want to revisit those games, absolutely. But I also want a Star Wars adventure where I don't already know the twist, I don't know the companions, and I don't know which conversation is about to ruin my evening. Fate of the Old Republic could be giving us that. The question is whether this team can deliver the game we're already building in our heads. There's also one detail about where they're setting this game that makes it pretty interesting, and I'll get to it below, because it could be an opportunity to move Star Wars somewhere fresh without losing what made us care in the first place.
Fate of the Old Republic is a new game, not KOTOR 3
First, let's get everybody on the same page. Star Wars Fate of the Old Republic is a real announced game from a new studio working with Lucasfilm Games. It's a single player, narrative driven action RPG. You're going to play as a Force user, and that's all we know. Choices between light and darkness are part of the official pitch.
This is separate from the KOTOR remake. It's separate from the KOTOR 2 remake. It's also not KOTOR 3. Lucasfilm has specifically said this is not a direct sequel or continuation, so don't go telling somebody that Revan's third game is finally being announced.
Casey Hudson's KOTOR and Mass Effect history got my attention
Even so, the connection to KOTOR is substantial, and it starts with Casey Hudson. He directed the original Knights of the Old Republic and the Mass Effect trilogy. That immediately got my attention, because those games understood something I think gets lost when people talk about making a great RPG: you need a world players want to stay in even when they aren't doing the big important mission.
Sometimes the best part is getting back on the ship and talking to everybody, or finding out what somebody thinks about the decision you just made. You start out trying to save the galaxy and then suddenly you're spending 40 minutes checking whether everybody likes you. Even in space, I guess you need reassurance. That's the experience I want this game to capture, and Hudson being involved gives me a reason to pay attention.
It doesn't mean we're going to skip ahead and call it a masterpiece. I know that. Nobody's résumé can tell us whether the content feels good, whether the combat feels good, or whether the story and writing hold together. But if you're trying to build a new game in the tradition of KOTOR, having its original director lead the project is a good start.
The team behind Fate of the Old Republic goes beyond one familiar name
Hudson isn't the only familiar name. The public team page lists someone who worked on the original KOTOR as a senior technical designer, and the studio's chief technology officer also worked on KOTOR and the Mass Effect trilogy. The person leading production and performance has experience across KOTOR, Mass Effect and Dragon Age. This is a very deep team.
I'm not going to go through everybody's LinkedIn profile. The point is that the connection goes beyond putting one recognizable name in the announcement to generate buzz. There are people here who have worked on the kind of games this project is asking us to get excited about.
A new story and the end of the Old Republic setting give the team room
Here's where I think the new story could actually help them. They aren't being asked to recreate every conversation we remember. They can give us a different crew, different problems and a character whose journey we haven't played. I like the idea of going into a Star Wars RPG without knowing who I'm supposed to trust. Let somebody earn my loyalty. Let somebody surprise me.
That brings us to the setting. The official announcement places Fate of the Old Republic at the end of the Old Republic, in a galaxy on the edge of rebirth. We don't have a detailed timeline yet or a full explanation of what that means for the plot, but it's a starting point, and it gives them room to explore change. Who has the power right now? What are people trying to rebuild? What does being a Jedi actually mean in the world they're creating in this timeline? Those are questions I want the game to let me investigate.
Being so far removed from the movies, it's like we can breathe, to be honest. Every interesting character doesn't need to turn out to be somebody's cousin. We can meet a person, care about them and let that be enough. "I promise, I can enjoy a Star Wars story without checking the Skywalker family tree."
Light and dark choices in Fate of the Old Republic need layers
I think the most important part is the role playing. The official material emphasizes player agency and decisions that can move your journey toward light or darkness. That sounds promising, but what I want to see is how those decisions work when I'm actually holding the controller.
Can I talk my way through something? Can my character's abilities change an outcome? Will somebody remember what I actually did, good or bad? Can I make a choice that helps one person and creates a problem for another? That's layers. That's layers for an RPG.
I also hope the darker choices have some depth. Being evil can be entertaining, but there's more to it than selecting the rudest line every time somebody asks for help. That gets boring. Let ambition be tempting. Let the shortcut actually look reasonable. Then let me understand how somebody convinces themselves they're doing the right thing while they're making everything worse. Star Wars has plenty of room for that.
Combat and companions are still open questions until the gameplay reveal
The action RPG description raises one more question: how much strategy is there going to be? We don't have enough demonstrated gameplay to land on that yet. I'm open to modern combat. Give me responsive movement, satisfying lightsaber fights and Force abilities that are fun to use. I just want the character builds and decisions to matter alongside my ability to press dodge at the right time. I also want to know what role companions have before assuming they work exactly like they did in KOTOR.
That's why I think the next gameplay reveal is so important. A cinematic teaser can establish atmosphere, generate hype and make us curious, which it did. But eventually we've got to see the normal stuff. We've got to see a fight. We've got to see what happens after a choice. I want to understand what playing this game feels like between those big trailer moments.
A brand new studio and Hudson's expectation of a release before 2030
There's also a production question. The studio was founded in July of 2025, and the game was announced while still in early development. This is an experienced group building an ambitious project at a brand new studio, and both of those things can be true. I'm encouraged by the people involved, but you still have to build a team, manage the scope and get things to the finish line, and that's a big undertaking.
Hudson has also pushed back on speculation that we'd be waiting until 2030 or later. He said it would arrive before 2030. I'm going to treat his statement as an expectation, not a release date, but he said it. Until there's a firmer window and enough gameplay to support it, I'm more interested in seeing steady progress, because we know how these things can get delayed and pushed back.
Honestly, that before 2030 comment is the one part that gives me pause. I feel like you just don't want to do that, because if anything goes wrong, you're kind of sitting there with egg on your face. I don't know. It happens all the time. So we'll see.
There is room for both the KOTOR remake and Fate of the Old Republic
I think this game has a real opportunity. The KOTOR remake can revisit an adventure we already love, while Fate of the Old Republic can give us a brand new one. There's room for both, and it's an exciting time for Star Wars, with Jedi 3 probably arriving next year, the KOTOR remakes, and now Fate of the Old Republic. I will happily have the problem of two good Star Wars RPGs competing for my time.
So I'm definitely following this one closely. The people involved make sense, the new setting gives them room, and the focus on choices is exactly what I want to hear. Now I need to see those promises become a game. A good lightsaber fight will get me to buy it. But a crew I don't want to leave, and decisions I'm still arguing about a week later or thinking about in the shower, that's what can make Fate of the Old Republic something truly special.
What matters most to you with Fate of the Old Republic: deeper character builds, companions you actually care about, or choices that change the story in a real way?
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@morechaosgaming · YouTube
Adapted with AI from Chaos' video of 13 October 2026 and reviewed by Digital Fox Talent before publication. Editorial standards · Corrections
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