![]()
|
|
![]()
One of the many things that can tie a generation together is their shared memory of pop culture. One can easily distinguish another person from their generation by comparing such things as movie quotes, theme songs, cartoon knowledge, or even commercial jingles from their time. Set in the time between Episode III and Episode IV, The Force Unleashed details the adventures of Darth Vader’s secret apprentice and the events that led to the forming of the Rebel Alliance. [This review contains no spoilers] Star Wars: The Force Unleashed (PS3, 360 [reviewed], Wii, PS2, PSP, DS, mobile) Not too long ago, I went to see Star Wars: The Force Unleashed at LucasArts' studio. In my preview, I mentioned that The Force Unleashed looked to be shaping up as a true Star Wars movie wrapped in a video game. From the opening Vader intro to the first boss fight, what was shown displayed top-notch production values along with a very positive nod towards satisfying any series fan. With the final release of the game, I can say that my opinion has not changed. One of the reasons for this blur is that the same amount of effort used to make the cut scenes is also apparent during gameplay. While some games only look good in their cut scenes, The Force Unleashed looks great all the time. Whether it be the detailed environments, the costumes, or just the fluid movement of the unique in-game characters, no penny seems to have been pinched in making everything as visually stunning as it can be. But while the entire visual package is, bar none, some of the best I’ve seen in awhile, a game cannot rest on its appearance alone.
By now you may have noticed that everything about The Force Unleashed’s presentation is impeccable. Since I’m the one telling you that it is, I certainly won’t try and argue against myself in telling you that the game is almost a movie in its own right. As a movie, it’s amazing, but The Force Unleashed also happens to be a videogame. You know, something that is played. And it’s upon playing The Force Unleashed where certain negatives begin to show. A type of floating lock-on determines what your Force powers will be used on. Where the lock-on "square" positions itself is dependent upon what’s in front of you and the direction that you’re facing. This sounds like it should work fabulously, but the AI that the lock-on uses needs some more work. The reason that it needs more work is because the lock-on will shift -- not only when you move, but when the enemy moves, too. Since the Force target square doesn't distinguish between the type of objects you can apply the Force to, consistent and accurate usage of the becomes a trying experience.
Allow me to explain. Countless times throughout the title, you’ll be trying to use the Force Grip on an enemy that is right in front of you. More times than not, the enemy will move in a way that will change where or what your Force Grip will attach to. You would think that the next logical choice would be the other enemy that is right in front of you, but you’re wrong. Nine times out of ten, you’ll end up locking onto a crate, or even worse, a crate that isn’t even on the screen. Meanwhile, said enemy and his cohorts, who are still right in front of you, continue to shoot you in the face. This outcome is persistent throughout the title and is most frustrating during any sort of fast action or boss fights, of which there are many. Enemies swarm, attack, and shoot you incessantly while you are in fighting range, and this makes using the more impressive (or even useful) Force powers somewhat impossible. When dealing with any group of enemies, I found that the best tactic for not dying over and over again was to find something to hide behind and whittle the number of enemies down by blindly throwing them, or throwing something at them, until their numbers were less fatal. The enemy AI is brutal to a fault, and takes away from the game’s intention of using the Force to deal with situations while relegating a majority of the combat to lightsaber melee tactics.
As you play, you will find yourself routinely irritated by the loose Force controls and the brutal and occasionally unbalanced enemy AI. You may also notice some inexplicable frame rate freezes during the game, especially while playing as Vader, but all other issues are minor and not worth mentioning. Score: 7.25 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)
Next page: More Reviews stories ![]()
|
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|

![]() |
get involved register or login post a blog post a forum enter a contest discuss a review contribute a news tip write a guest editorial |
support new member's guide login assistance tech support report abuse email our editors read our dev blog nuclear crisis? |
keep in touch RSS feed Myspace Flickr Game nights Meet-ups |
seriously about us advertising terms of use privacy policy jobs at MM buy our crap |
our network Tomopop Japanator |
|
|
||||||
living the dream since March 16, 2006 |
||||||
4:16 PM on 09.15.2008, 



So unpolished, No wonder Lucasarts is closing its games division, they suck at making games.
They should stick to licensing out there IP's