There was Star Wars: Starfighter, back in 2001, available for PS2 and PC (and Xbox, but if you own an Xbox, you can go back to your movie-tie-ins and niche/pro sport games, this conversation is for true gamers) The problem with this game, and it really does just miss the mark, is that, like most dogfight flight sims, is that it gives you a simplified HUD (target, status, payload) with large (I'd say, oversized) icons and a nosecone-tip view of flying. With the... heck, I'll say it... "Golden Age" Star Wars Flight Sims you were, as with every memorable flight sim, in the cockpit, managing power levels between weapons, shields, and engines, checking the HUD indicators, bringing up the map to tactically manage your mission objectives, using the targeting computer to surgically target specific components, and all while flying by stick (or keyboard or mouse) in and out of all kinds of traffic. That's the major difference, the X-Wing/TIE Fighter games were immersed experiences. You played a fighter pilot in space. The missions tied together a story. The training felt pertinent. The covert missions felt like a subplot. But here is where it was AWESOME! If you were overwhelmed, it wasn't because there were 20 fighters and 100 mines trying to kill lonely little you, it was when you were trying to find that perfect moment to switch from full engine power to weapons to knock out a shipyard of powered down systems starting from most threatening to least, identifying cargo, and locating those damn TUGs carrying pilots to the fighters. The flight system made it a sim, the missions made it a game, the management systems made it memorable! It made each fighter feel different, each mission feel unique, and greatly increased the replayability of each title.