Table of Contents
Introduction: A Galaxy of Opportunity
Toshara: The Crown Jewel of the Open World
A Myriad of Worlds: Diversity in Design
Narrative and Gameplay: Planets as Characters
The Scale of the Galaxy: Quality Over Quantity
Conclusion: A Living, Breathing Galaxy
The announcement of *Star Wars Outlaws* ignited the imaginations of fans, promising an unprecedented adventure in the seedy underbelly of the galaxy. Central to this promise is the game's ambitious scope, particularly its approach to planetary exploration. A question that naturally arises is: how many planets are in *Star Wars Outlaws*? While a simple number provides a quantitative answer, the true significance lies in the qualitative design philosophy behind these worlds. *Star Wars Outlaws* appears to prioritize richly detailed, open-world hubs over a vast list of procedurally generated or minimally interactive locations, aiming to make each planet a meaningful setting for story and gameplay.
At the forefront of this design is Toshara, a planet created specifically for *Star Wars Outlaws*. This moon is not a familiar location from the films but a fresh invention, embodying the game's commitment to expanding the *Star Wars* universe. Described as a "savannah moon" with a distinct amber hue from its crystalline formations, Toshara is designed as a primary open-world hub. It features major urban centers like Mirogana, a bustling city teeming with criminal factions, and vast, untamed wilderness areas. The development team has emphasized verticality and density, allowing players to navigate from crowded cantinas to rocky plateaus seamlessly. Toshara serves as the template, demonstrating the depth of interaction and environmental storytelling players can expect. It is a world meant to be lived in, not just passed through, setting the standard for what constitutes a "planet" in this game.
Beyond Toshara, *Star Wars Outlaws* will feature several other key planets, each serving a distinct narrative and gameplay purpose. Confirmed locations include iconic worlds like Tatooine, with its Mos Eisley spaceport, and the neon-drenched urban sprawl of Cantonica, home to Canto Bight. Kijimi, the snowy world introduced in the sequel trilogy, and the forest moon of Akiva from the novels also make appearances. The approach here is curated diversity. Each planet represents a specific biome and criminal ecosystem. Tatooine offers classic Outer Rim lawlessness, Cantonica provides high-stakes corruption amidst glamour, and Kijimi presents a frosty underworld. This selection ensures that environmental variety supports varied mission structures, from desert chases and urban stealth to infiltrations in icy canyons. The planets are not mere backdrops but active ingredients in the recipe for each adventure.
The narrative of *Star Wars Outlaws* is intrinsically tied to its planetary design. As Kay Vess, an aspiring scoundrel, players must navigate the agendas of major syndicates like the Pykes, the Hutt Cartel, and Ashiga's clan. Each syndicate exerts influence over specific planets or ports. Therefore, traveling to Tatooine is not simply a change of scenery; it is a direct engagement with Hutt-controlled territory, dictating the types of missions, allies, and threats encountered. This transforms planetary travel from a fast-travel menu option into a core narrative driver. The decision to visit a planet becomes a strategic choice, affecting Kay's reputation with different factions. The worlds themselves "act" as characters, their political climates and physical landscapes directly shaping the story's progression and the player's choices within it.
Addressing the core question of quantity, Massive Entertainment has indicated that the game will feature multiple open-world planets alongside other, more focused locations. The exact number remains unspecified, but the emphasis consistently leans toward quality and density over a sheer count. This philosophy contrasts with games offering dozens of planets with limited interactivity. In *Star Wars Outlaws*, a smaller number of fully realized open-world hubs like Toshara, complemented by detailed, mission-specific locations on other planets, creates a more immersive experience. The galaxy feels tangible because each visited location is packed with activities, dynamic events, NPCs with daily routines, and opportunities for emergent gameplay. The scale is measured not in light-years spanned but in the depth of each criminal den and starport alleyway.
*Star Wars Outlaws* is crafting its galactic answer not through an encyclopedia of planets but through a mosaic of living worlds. The importance lies less in "how many" and more in "how well." By focusing on a select number of planets designed as expansive, interactive open-world hubs, the game aims to deliver on the fantasy of being a scoundrel navigating a galaxy of opportunity and danger. Planets like Toshara, Tatooine, and Cantonica are promised to be more than destinations; they are stages for player-driven stories, each with its own rules, rulers, and risks. In doing so, *Star Wars Outlaws* seeks to provide a galaxy that feels truly alive, inviting players to lose themselves not in the vast emptiness of space, but in the richly detailed underworlds of its most infamous planets.
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