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Star Wars: The Force Unleashed

 
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Star Wars: The Force Unleashed (PS3)
Kratos, a lightsaber, a gravity gun and Darth Vader: Will it blend?
Positive
The story

Negative
The actual game
Lightening Troopers
Shocked. Shocked and appalled.
Star Wars: The Force Unleashed is one of the most frustrating games I've ever played. And not necessarily because it's hard -- for the most part, it's not. It's suitably challenging and has only a couple of brick walls (both situated near the end of the game, after you're already invested enough to power through them). Instead, it's frustrating because it's far worse than it has any business being. LucasArts has here something rare and precious: an honest-to-goodness good story. And not just "good for Star Wars," which is lately a bar set lower than an Ugnaught's groin. It's good, period. This is the best Star Wars writing since, gosh, TIE Fighter. It even tops the epic messy slog of the Knights of the Old Republic games. And it goes without saying that it's certainly better than anything in the canon involving Trade Federations, Anakin pouting or midichlorian counts.

Early on in The Force Unleashed, there's an almost breathtaking iconic image. Shortly before the events of the original Star Wars, Darth Vader has hunted down a fugitive Jedi and is in the process of dueling him. The Jedi's tiny son happens upon the scene. The boy uses his latent Force power to grab Vader's lit lightsaber, which is longer than the boy is tall. There's a two shot of Vader, black and majestic, towering over him and the child uncertainly holding the lightsaber, his face reflecting the red glow. Nearly 15 hours of mostly attractive next-generation gameplay later, it remains the most powerful visual in The Force Unleashed.

The basic plot involves the young boy, having grown up to look vaguely like a cross between Billy Zane and Ashton Kutcher, serving as Vader's secret apprentice. He's sent out mostly to hunt down fugitive Jedi, but he also seems to be doing a little subterfuge on Vader's behalf. Hence the opportunity to slaughter Stormtroopers left and right. There are some great side-quests that turn out not to be side-quests, a few memorable set pieces and more plot twists than you'd expect. Unfortunately, many of these twists have been ruined by LucasArts' trailers for the game. If you've avoided the trailers, you're going to enjoy The Force Unleashed much more.

Nexgen Stormtrooper
The apprentice helps choreograph the annual Stormtrooper production of "Swan Lake."
The genius of the The Force Unleashed storyline is that it taps into the things that made Star Wars good back when it was good: shame, betrayal, redemption, family, love, destiny and the storytelling insight to realize that Galactic politics, droids, spaceships and aliens were just a backdrop. This is the sort of stuff that made people reference George Lucas and Joseph Campbell in the same breath. Sadly, it chickens out in the end, opting mostly to repeat the conclusion of "Return of the Jedi." Hey, Force Unleashed, most of us saw that movie. And the final scene -- at least for the Light Side ending I managed to somehow reach -- is a big, fast, stinky slice of cheese. But along the way, it's got character, bite and mostly good dialogue. "I don't like being him," says the droid Proxy, who holographically transforms himself into Darth Vader when Vader sends remote communications. "I don't think he does, either," replies the apprentice. Those two lines of dialogue give more insight into Darth Vader than all three of the prequels.

But then there's the actual game. While the writers clearly understood what made Star Wars great, the actual game designers had no such insight. Instead, they've stitched together a sloppy God of War clone -- Kratos with a lightsaber -- and not a very good one at that. At least the fighting is animated nicely; the apprentice's fighting style, characterized by holding the lightsaber behind his back until he needs it, looks great. The interactive animations between clashing characters is almost on par with Assassin's Creed. But the actual hack-and-slash is a sadly limited set of combos that do nothing to suggest the awesome power of a lightsaber. Instead, The Force Unleashed relies mostly on Force powers, unlocked by a desultory and superficial role-playing game system.

Felucia
Maybe if you'd learn to shoot straight, you'd have a fighting chance.
But these Force powers are almost single-handedly scuttled by the lack of a functional way to target them. Picture Vader in the conference room in "Star Wars," raising his hand to choke the guy and then delivering the line, "I find your lack of faith disturbing." Now imagine if he raised his hand and instead accidentally crushed the speakerphone in the center of the conference table. Awkward. Would he pretend he meant to do that? Or would he fumble around and try again, destroying more appliances and furniture in the process before eventually choking the faithless guy? Because that's what would happen in The Force Unleashed. It's inexcusable that you're given these awesome powers to use in a mostly good physics engine, but you're left to fumble around and hope the right thing gets targeted when you want to Force Lift it, Force Push it, Force Grasp it, Force Lightning it, Force Throw Your Lightsaber at it, or Force Rush it. As it is, it's all a lot of Force Suck.

Here's where your choice of platform comes into play. Frankly, the biggest differentiating factor between the otherwise identical Xbox 360 and PlayStation 3 versions is which gamepad you're comfortable with. Do you want to Force Grasp stuff with the mushier PS3 controller's trigger, or with the crisper analog trigger on the 360 controller? It's not much of a difference. There's no trophy support in the PS3 version, so the 360's Achievements are going to be a selling point for Gamerscore whores. But it's worth noting that the levels each have some a special optional objective that's almost like an Achievement.

Also inexcusable is the lack of quality assurance. There are weird glitches throughout, involving collision detection, frame rate, artificial intelligence, animation, scripting and hard lock-ups. I've fought boss battles from underneath the level. I've fallen outside the world. I've gotten stuck in walls and had to restart the level. I've managed to play with the graphics clicking along at one frame per second. I've been stymied, only to realize that the game wasn't doing it what it was supposed to do. This passed muster?

Nextgen Rancor
He's not really a boss battle, but he'll do until one comes along.
Even if the lack of targeting and the glitches were fixed, there's still the problem of the overall game design. It begins promisingly enough, with an intoxicating sense of power. Things break obligingly and nothing can stand in your way for very long. You get a glorious sense of how great the Dark Side of the Force is for just breaking stuff. But as the game progresses, the designers grasp awkwardly for ways to curtail your abilities. It's the standard power progression of a videogame, but inverted. Instead of getting more powerful, you get less powerful. You're facing Stormtroopers with glowing "can't grab me!" shields, Felucian Warriors with lightsaber-blocking cutlasses, or quasi-impossible bosses immune to your best tricks. In fact, the boss fights are humbling experiences in having no idea what works and what doesn't. You die and try again, waiting until you manage to hit on something the impervious bosses don't feel like shrugging off. As the game world shuts down your back of tricks, you feel weaker and weaker. The Force Unleashed should have been called The Force Leashed.

Raxus
This is my Soul Reaver look. Like it?
The gameplay is also confused about the kind of world in which it exists. A lot of it has a great Dark Forces feel, recalling the classic Star Wars games. But the apprentice plays like he was dropped in from a Japanese game such as Devil May Cry. It's downright goofy to see him flip out and cut an AT-ST in half. Are we supposed to think that's cool? Because, yeah, maybe it is, but shouldn't there be other considerations here -- like whether or not it makes any sense in the Star Wars universe? This all comes to a head near the end of the game, during an absolutely unforgettable (that's not a compliment) moment with a Star Destroyer. If you've seen the trailer, you'll know what I'm talking about. This moment exemplifies the problems of The Force Unleashed: It's entirely over-the-top and inappropriate, and it makes no sense in the context of the game so far, much less the Star Wars universe. As if that weren't bad enough, it's unclear what you're supposed to do. It's like being told you have to wrestle a drugged elephant, but then gnats sting you to death. And finally, it's so tedious and drawn-out that it stops being over-the-top and instead ends up being screw-this-stupid-game. Here is The Force Unleashed in a microcosm: a game that should have been cool, but instead squanders whatever goodwill it may have earned by simply being a bad game.

This review was based on a review copy of the game provided by the publisher.

Copyright © 2007-2009 Crispy Gamer. All rights reserved.



Tom Chick
2008-09-17
 
 

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