(~4.75 minutes in length) I pause at the start because the level is too hard for me to casually play through just for this. Commentary features: Julian Eggebrecht - Director Mike Keith - Software Engineer Chris Klie - Mission Design Director (Designed the Strike At The Core level) They discuss the controls for the game since Mike was in charge of it. The controls are more comparable to a car than an aircraft and it's like that to make it more easy/intuitive for the player to pick up and play. Because of the controls, the game will automatically roll you to the correct rotation or level you off to the horizon that way you're never disoriented while playing. Julian mentions that when they were developing Battle for Naboo there was issues with the controls where players would feel good controlling things on land, but when things were brought into space the controls didn't feel as good. Rogue Leader remedies the problem Julian mentioned by changing the controls a bit depending on if you're on land or in space. When you're in space auto leveling is turned off because of the lack of a horizon. (When you're on land up is obvious, but when you're in space up is relative) For Strike At The Core the first part has auto leveling turned on because there's a horizon. When you're traveling down the exhaust port auto leveling is turned off. Chris talks about how the exhaust port itself was made. Parts of it were made separate then assembled together later. The biggest challenged was being able to have the Falcon and the TIE fighters flying through the exhaust port without smashing into the scenery. So every fighter including the Falcon flies through a pre-defined path.