http://static.tvtropes.org/pmwiki/pub/images/xwingtie2.jpg ''X-Wing vs. TIE Fighter'' was the sequel to both ''{{X-Wing}}'' and ''TIEFighter'' and was first released in 1997. Though the game lacked a comprehensive campaign mode (like the well fleshed-out, highly praised story-based campaigns of its predecessors) it included a series of non-connected single player missions. Its main selling point, however, was that it would allow online play for players to hone their interstellar dogfighting skills against fellow wetware-based intelligence. In this sense, it perhaps could be best compared to ElectronicArts' ''VideoGame/{{Battlefield}}'' series or other games focusing strictly on online play.

That said, critics and gamers alike were disappointed by the lack of a single-player campaign mode, so Creator/LucasArts released an expansion pack, ''Balance of Power'' only a few months afterwards. The expansion contained a campaign each for the Rebellion and Empire, and greatly expanded the playability of the game.

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This work includes examples of:

* HitboxDissonance: As long as your cockpit doesn't slam into enemy containers, your craft doesn't take CollisionDamage (especially with the B-Wing). Lasers and other projectiles work as expected.
* SpoonyBard: The Z-95 Headhunter. Also the TIE Fighter, TIE Bomber, and TIE Interceptor. Once you get the expansions, the Y-wing is pretty useless compared to the B-wing.
** However, while these ships are very weak, you do get more ExtraLives and wingmen (under the "default" setting) in most scenarios for using them, while a more powerful ship like the TIE Advanced might give you just one ship, period. Bypassing this entirely with the infinite lives option would restrict you to earning only the lowest grade -- adequate -- regardless of score.
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