April 9, 2017
[Review] Star Wars: The Force Unleashed 1&2 DLC (PS3)

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I went back for the Whiz-Bang Super edition of FU1 and the generously priced DLC for FU2, to see what extra life had been wrung from the formula before the series met its untimely end at the hands of Disney.

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March 27, 2017
[Review] Star Wars: The Force Unleashed (DS)

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Having now played all four different versions of this game, what can I say about the DS one? It’s… better than the one made for java phones?

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February 13, 2017
Review: Star Wars: The Force Unleashed (mobile)

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I like the Force Unleashed, the effort put into it to make it a substantial part of the Star Wars universe. Lucasfilm wanted to get it out there on all the platforms, so even though it was getting a little late for this sort of thing in 2008, a game with that name was released on Java phones. There was another version on more advanced phones, including iOS, but it’s gone from that app store now, gosh darn it.

This one is a static 2D affair, with an admittedly unique control scheme. Your character Starkiller stands stationary on all the levels, while enemies (mostly Stormtroopers) steadily enter the screen to shoot at you. All actions in the game are taken by drawing patterns using the phone’s keypad (the layout of which is very hard to replicate on another platform such as a PC due to the patterns being spatially oriented, without some finagling to rearrange your inputs). The screenshot shows some of the join-the-dots shapes that you have to draw with your nine-button grid.

These patterns start to build up thick and fast, so even on easy mode fast fingers are required to see you through. It’s a game well suited to its original hardware but is a struggle in emulation. Still, it feels good to become a numpad wizard, even if the game ultimately lacks variety. Once I got the hang of it, I clocked the thing in 20 minutes. For a mobile game it’s a decent experiment and can become an interesting study in juggling objectives—building force power in stages, dealing with enemies, the occasional contextual obstacle—as the rush of troopers doesn’t diminish even in boss fights.

The plot of the Force Unleashed game has predictably been sliced back beyond the bare essentials. Kota actually dies after your first encounter, there’s no PROXY, no Rakdos, the faked-death twist is very much glossed over. The cutscenes use attractive pixel art portraits; much more pleasing than the real game’s uncanny soulless 3D faces, and the brief dialogue sections do their job nicely with a touch of personality, but understandably fail to deliver on character arcs. Overall it’s actually decent for a mobile game, but really the only way you can play it is to remap a numpad, unless you can remap your brain more successfully than me.

August 12, 2016
[Review] Star Wars: The Force Unleashed (PSP)

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I’ve played the big boy version of this before, but wanted to try out its little brother for a few reasons. One, the sequel burned me and made me yearn for the greater variety of the original game; two, I do find it interesting to see alternate takes on things I enjoyed; three, Wookieepedia had some details indicating that there was extra content in this version; four, it’s by Krome Studios, the famous Australian developer.

To address each of these points… it was good to return to this setting; seeing Rahm Kota in Elite Forces and reading some designer notes and the tie-in comic reminded me of the care and design work that went into this project. It’s a real successful attempt to tell a new Star Wars story that feels authentic but with a slight reimagining of what bombastic Force powers would make an exciting video game.

In terms of this being an alternate take, it does present value as a separate game to the HD version. Instead of a cut-down port, this game (released on PSP, PS2, and Wii) reworks a lot of stuff and is practically a new experience because of it. The way some of your abilities work, the unlock system, collectibles, are familiar but fresh. (Confusingly, the buttons for lightning and push are swapped compared to its counterpart.) Levels too have new layouts, and enemies sometimes require different strategies. By the end of the game my favoured technique was the Force Choke followed by pummel, which auto-flings physics objects at the gripped target., including other nearby enemies.

This slightly dinkier version doesn’t use the same advanced physics engine as the main game, so physics interactions aren’t as smooth. But there’s still a decent amount of stuff to fling around, and if anything it’s less trivial to simply throw objects around to obliterate dudes, forcing you to think a bit more about handling groups of enemies.

In terms of new content I was pleased by the differences. True, some things were cut, such as the medical frigate level and the Sarlacc in the return to Felucia, as well as some other setpieces I remembered. But Krome’s additions were very welcome: several interludes in the Jedi Temple on Coruscant involving fights with simulations of wacky ancient Sith, a new level on Bespin rescuing Garm bel Iblis (who was previously only a cutscene character), and new characters including some diverse gangs of pirates and scoundrels, even an evil Gungan! Also apparently unique to the PSP version is a scenario mode that sees you replaying classic events such as the battle at Jabba’s sail barge (with a more intense Boba Fett fight), or Anakin and Obi-Wan’s duel on Mustafar, as well as an Order 66 wave-survival mode and a Jedi duel mode. Good value!

To my last point, I’ve never actually played anything by Krome before, but it’s good to support local development, right? Except I bought this second hand from the US, so it’s not really supporting them much… er, moving on.

I really enjoyed this; a revisit but with a whole new game experience. The definitive story would be some synthesis of bits from both versions, which I gather is what the novel is maybe? In any case, the PSP version specifically represents a great 3D action game on handheld and if not an equivalent experience to the HD one than a comparable one at least. Plus the character models are lower-detail so you actually get less of an uncanny valley effect during cutscenes!

August 7, 2016
Star Wars: The Force Unleashed, low-res pixel style!
Playing this game again, I’ve come to appreciate the group dynamic is has going on. Especially in the Krome Studios version where you can pan around the Rogue Shadow between missions and see them...

Star Wars: The Force Unleashed, low-res pixel style!

Playing this game again, I’ve come to appreciate the group dynamic is has going on. Especially in the Krome Studios version where you can pan around the Rogue Shadow between missions and see them all hanging out.

Garen Malek/Starkiller/the Secret Apprentice, PROXY, Juno Eclipse, Rahm Kota

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