The quick trailer we cut and that you likely saw didnt show much of the improvements that Rogue Wii had since we had to use game captures from the old games for a lot of the shots. The global illumination system used in WiiFly was first implemented in Rogue, and levels like Hoth and Bespin looked unbelievably good. Hoth in Rogue Wii looks like a lower-resolution version of Battflefront, but with everything else intact. We also exchanged the landscape engine for the new one, and with that you had infinitely more detail through normal maps in the landscapes. What you see in that WiiFly video Rogue also had and then some. Crazy things for the Wii like Ambient Occlusion, volumetric lightshafts, full-screen Anti-Aliasing and full normal maps for all assets in the games when on GameCube we often still used Bump Mapping. Of course the head tracking was in both games as well, as were a ton new particle effects and a new effects system specifically for Rogue and of course lets not forget that we did learn from the sins of the past and redid and changed all the weak spots of the original games. And yes, that included the redone character bits.
The lightsaber 1:1 combat was a level above Wii Sports Resort, had Force powers and a great set of locations and characters (including Darth Maul) and fully stretching the indoor engine to the max. We went to great lengths to be even more authentic, and integrated our video Decoders deep enough into the game that we were able to play video on any surface - making it possible to have the full original early CGI video of the death star attack schematic playing on the monitor in the back of the Rebel briefing room on Yavin. Last but not least, Chris Huelsbeck flew to Prague and recorded all of his original compositions for the Rogue games finally instead of Midi simulations with a real symphony orchestra. That finally made them flow with John Williams score so much more perfect.
So sad just thinking about it, but glad to answer a few questions.