Archive for the ‘Review: Video Games’ Category

Video Game Review: Jedi Knight II: Jedi Outcast

just walk away

-Spoiler Review-

Before Knights of the Old Republic became Star Wars fans’ and non-fans’ favorite Star Wars game, there was Jedi Knight II: Jedi Outcast. Developed by Raven Software (who are based out of my home state, Wisconsin) and released in 2002, Jedi Outcast follows two years after the events of Mysteries of the Sith, chronicling the further exploits of the bearded Kyle Katarn and his fight against the Reborn Empire. While it doesn’t inspire much faith from the slow to plodding opening, it’s once Katarn puts a lightsaber back in his hands where this game transforms into what I’d happily call the second best Star Wars game (for now). Read more

Video Game Review: Star Wars Pinball

Tis awesome copy

Please Note: Since these are just the first three of a total ten tables, I’ll be reviewing Star Wars Pinball a little differently than previous games: The review below will focus on the recently released tables and as the new ones are released, I’ll update this post with reviews for those tables.

Pinball’s appeal, in my humble opinion, stems from the caveman/cavewoman inside all of us: hit things with other things to knock around things. But no matter where its appeal does come from, I’m just happy pinball as a genre continues to exist to this day. The most recent successes with video game pinball is Marvel Pinball by Zen Studios. Not only did the developers show that they had an intense appreciation, understanding, and commitment to the fans of the Marvel comics, but they built solidly entertaining tables no matter if you read any Marvel comics or not. When it was announced Zen Studios would be behind Star Wars Pinball, it was hard not to get excited. And I can say the next success for video game pinball, after spending copious hours with the first three tables in the Star Wars line, is upon us. Read more

Video Game Review: Jedi Knight: Mysteries of the Sith

Cover Image copy

Three months after Jedi Knight: Dark Forces II released, its expansion was ready for fan’s attention. Mysteries of the Sith continued Kyle Katarn’s adventures, but with a little twist: the game was primarily played through the eyes of the EU starlet, Mara Jade. Set just 5 years after Dark Forces II, MotS finds Mara under the tutelage of Katarn, who disappears while on a mission to Dromund Kaas (something The Old Republic fans know a little about). With some slight graphical improvements, new multiplayer modes/maps, a wider array of Force powers, and some killer final levels, it’s hard to argue against purchasing Mysteries of the Sith, especially if you enjoyed Dark Forces II. Read more

Video Game Review: Jedi Knight: Dark Forces II

stealing again

Kyle Katarn’s inclusion in the Expanded Universe might have started with Dark Forces, but he was cemented in fans hearts and minds when the sequel arrived two years later. From the debatable FMV cutscenes, the inclusion of Forces powers, a lightsaber, dark/light side endings, and multiplayer (which is still supported to this day) Jedi Knight: Dark Forces II significantly expanded from its predecessor’s now seemingly measly offerings. While not all the additions are executed well, I’m looking at you FMV and Force powers, Jedi Knight shouldn’t be passed up, especially if you’ve played any of the successive games in the Jedi Knight series. Read more

Video Game Review: Dark Forces

Steal!

The First Person Shooter (FPS) had just gained momentum in 1993 with the release of Doom. Many games attempted to emulate it and were quickly labeled as ‘Doom-clones.’ But as much as LucasArts wanted to make a FPS like Doom, they also wanted to make additions to stand out. Thus, in 1995, came Star Wars: Dark Forces. The game added (what was revolutionary at the time) the ability to look up, down, duck, jump, swim, and it also contained levels with multiple floors. All the above was thanks to LucasArts creating the Jedi engine basically from reverse engineering the Doom engine. In 1995, all those new features made Dark Forces a good game. In late 2012/early 2013, it’s goodwill from said features has pretty much worn out. Read more

Video Game Review: Angry Birds Star Wars

When I first got my smartphone, I held out on the Angry Birds craze. I didn’t understand its appeal or why I’d want to waste my time with a little mobile game when I could be playing the newest Uncharted game. As I spent more time on my smartphone, I decided giving the series a shot probably wouldn’t be such a bad idea. Much like Tetris on my calculator in high school, I soon couldn’t go without at least one Angry Birds on my phone. Having played (not always to completion) the original all the way to Space, my feelings were mixed upon the Star Wars edition’s announcement. Could they do my favorite franchise justice while still making a solid Angry Birds game? Would this be the mobile game fans had been looking for? Would there be Wookiees? Find out all these answers and more as I run down the reasons Angry Birds Star Wars is the best of the series. Read more

Video Game Review: Rogue Squadron III: Rebel Strike

- Spoiler Review -

We’ve all heard the follow saying at least once in our lives: “If at first you don’t succeed, try and try again.” But what should you do if you’ve already succeeded? The success was Rogue Leader and Factor 5 had to find a way to answer that question and better a formula they largely perfected. In 2003, two years after Rogue Leader’s release, fans and gamers alike got to find out if they managed to succeed again. For the most part, Rogue Squadron III: Rebel Strike outshines its predecessor, but for every step forward, it occasionally takes two steps back. Read more

Video Game Review: Rogue Squadron II: Rogue Leader

- Minor Spoiler Review -

If you ever played the N64/PC game Shadows of the Empire and felt like the Hoth level was the best thing in it, you were not alone. Factor 5 and LucasArts felt the same way and thus created Rogue Squadron, released in 1998. Critically acclaimed and a sales juggernaut, it warranted a sequel not only in the developers eye’s, but also the fan’s. Three years later, and on the start of a new console cycle, Rogue Squadron II: Rogue Leader was made as a flagship title for Nintendo’s newly released system, Gamecube. Frustrating, fun, and too short, Rogue Leader makes me never want to actually have to get caught in a real space battle and happy I can pretend to do so from the safety of my basement.

Let it be known that playing Rogue Leader without playing the first Rogue game won’t leave you feeling left out. Both games cover stories in the same timeframe, Episode IV-Episode VI, but each game has its own self-contained adventures. That being said, story isn’t a huge focus, seeing as the only real expository information you’ll get is from the missable pre-mission briefings. The 10 main missions (not including five bonus levels) cover everything from the attack on the Death Star, moving the fleet to Hoth, stealing the Imperial shuttle Han and Leia take to Endor’s moon, and culminates in the Battle of Endor.

As fun as some of that Star Wars lore sounds, forgetting the reason why you’re even in some levels happens almost instantly upon starting, but that’s all thanks to the fun and sheer madness that can pop up at any given second. In fact, I’d argue it’s exactly what would happen if you were truly in one of these engagements in space: you lose the bigger picture to help focus on keeping yourself and your teammates alive. And in Rogue Leader, you’ll die or fail a level numerous times, making your main concern more about the “how do I survive this battle?” than the why. The answer to survival lies within three aspects of the game: the fighter you’re flying, your familiarity with the level, and the unpredictable AI of both enemies and friendlies.

Each level throws you into the cockpit of some of the trilogy’s most famous vehicles, including X-Wings, A-Wings, Y-Wings, B-Wings, Snowspeeders (and some fan-favorite unlockable crafts). No matter which craft you’ve been assigned to fly, they all handle roughly the same. The differences are mainly speed and shielding, for example: the A-wing is the fastest, but the weakest craft shielding-wise, while the Y-wing is the slowest and most powerful with its bombs. Flight controls are pretty responsive and you’ll find yourself pulling dives and loops like in an ace in no time (shut off the auto-leveling and auto-rotate, where the game automatically puts you upright, and you’re in for one heck of an experience! Unless you get queasy easily). The game decides which craft is viable for each level, but I found myself questioning the choices from time to time. Having the A-wing as the default fighter for the liberation of Cloud City made sense due to all the small spaces, but its weak shields make the level nearly impossible to complete due to all the incoming fire from turbolasers and TIE Interceptors. After completion of the game, you can select different craft for each level, but this should’ve been a feature accessible from the start.

Thankfully, you won’t go into most levels solo, but that comes with its own merits and problems. Being the Rogue leader, whether that’s Luke Skywalker or Wedge Antilles, allows you to command two wing-men. The D-pad has commands mapped to each direction, giving you the option to keep your friendlies close, have them blow up TIEs, or go after turbolasers. The wing-men’s AI can be helpful when you sick them after TIEs, but they only fly circles around turbolasers/gun emplacements and having them form up makes them target practice. No matter what command you give, you’ll end up doing most of the work, which is just one of the ways this game can and will find ways to frustrate you. As noted, they can be helpful with the TIE situation, but once bombers, gun towers, or other mission specific targets appear, it’s all on you. Most, if not all, of those targets aren’t truly an issue to deal with alone, but you’ll fail levels time from time because of the lack of help.

The biggest threat to beating levels comes in the form of enemy AI. While the developers seemed to skimp a bit on the programming the friendlies, the TIEs won’t have any trouble making short work of you. It doesn’t become an issue until halfway through the game in the level (that’ll forever mean agony when I hear it) Razor Rendezvous. The mission has you escorting a frigate with valuable intel that is suddenly attacked by a Star Destroyer chilling over Kothlis. Tasked with covering the frigate from TIEs and taking down the Star Destroyer, only luck seems to help beat the level (which doesn’t exist, according to Obi-Wan). After having finally defeated the level, I can safely say I’d rather attack a Death Star in just an air bubble than take any fighter up against a Destroyer. Bouncing back between protecting the frigate and attacking the Destroyer may sound simple, but that would be a lie. Having your wing-mates harass the TIEs allows you to stay on the Destroyer, but that kills you quicker with its turbolasers and TIEs. Keeping the wing-mates on your six allows you to die less agaity, I almost gave up trying to review this game.

This is where most of the frustration from the game comes from. The fifth level spikes in difficulty and continues on an upward slope till the end. Upon losing all three lives (which you’ll do quite a bit), the game boots you all the way back to the start menu, as if punishing you for failure. It’s only if you fail the mission, like letting the Millennium Falcon or a medical frigate be blown up, that you get a chance to replay the level. However, if you just want to beat the game barebones, all bronze medals, then you’ll have no trouble. But if you want to access all the bonus levels, bonus ships, and great behind the scenes (BTS) content, then you’ll have to sacrifice time and hair to gain gold medals on each level (I say hair because I nearly pulled all my out trying to just get bronze medals for later missions). At the end of a level, you’ll get graded on several aspects, including completion time, hit percentage, lives lost, and targeting efficiency (whether or not you use the targeting computer). The game will show your current scores and how they stack up against the next medal level, taunting you with your lack of skill. You’ll frequently look at the requirements for the next medal and think to yourself, “How?!?”

Mercifully, it seems the developers realized the game was hard and they have included passcodes to unlock all the bonus content. Of course, only a Sith would take the quick and easy….ah, who am I kidding, I used the cheat codes (Only to experience the extra levels and BTS material). Bonus levels include surviving the asteroid field as Han and crew do in TESB, to playing as Darth Vader and trying to rewrite the Death Star’s fate. For the BTS bonuses, you’ll get a wealth of content. There’s audio commentary on every single level (which barely any game does at all, if ever), a documentary on making the game (lots of interesting footage here), a small art gallery, and the entire score, track by track, in the music hall. Missing out on all this material would be shame, and if you don’t want to use cheat codes, it might take you awhile.

But all that extra time with the game is easy on the eyes thanks to the rather stunning graphics for its time. While ground terrain in the game isn’t anything to write home about, the ship, debris, and explosions in combat are truly things of beauty. Whether flying through a nebula, asteroid field, or a swarm of TIEs, it’ll seem like each moment was ripped right from the big screen. Keeping with that aesthetic, the ships are detailed and look exactly like they do in the films. The real problem with the graphics is the frequent starry backdrop and the grey and black coloration of any type of TIE fighter. It’s easy to lose TIEs to the background when in space and the radar tends to be more confusing than helpful when trying to locate the enemy pilots. Well, remember the Rebel flight controllers asking Luke why he switched off his targeting computer? The game gives you the option to use one once you jump into the inside cockpit view. The computer highlights enemies and objectives in bright and obvious colors, but using it guarantees not obtaining a gold medal. Instead of using it, there’s always squinting. The choice is yours.

Here’s a few other things to note:
• Denis Lawson, the actor who plays “True Wedge” in the films, reprises his role for this game. Bob Bergen continues is stint as a terrific Luke, but Admiral Ackbar gets a disservice from his voice actor

• My favorite line spoken in the game: “The incoming fighters are incoming.”

• Darth Vader’s character model looks like an animated version of the original Kenner action figure. I’m not sure if that was on purpose.

• Craft descriptions, which you can hear while running around in the hanger area before a mission, are extremely informative.

• The music, when not borrowing from John Williams’ score, can sound out of place with too many horn instruments (or something).

Despite Rogue Leader‘s length, which will only take most gamers no more than 5 hours, the movie-quality experience the game presents is definitely not to be missed. Sure, you’ll find frequent bouts of frustration very common while playing, but really, what game doesn’t have those? It’s all worth it, just to deliver the final shot to the second Death Star and escape before it explodes its guts all over the Ewok’s night sky. Picking up Rogue Leader shouldn’t be a hard choice for any Star Wars gamer.

Video Game Review: Bounty Hunter

- Minor Spoiler Review -

Though Boba Fett didn’t have much dialogue, his demeanor, armor, and his capture of Han Solo left quite an impression on Star Wars fans. Sure, he kind of went out like a punk in Return of the Jedi, but his EU presence is profound and shouldn’t be missed. So when Attack of the Clones revealed his father and origins, things got even more interesting. Lots of new fans (and old) couldn’t help but be interested in Jango Fett as much as, if not more than, his son. Seeing the potential in uncovering some of the hazy backstory on how Jango became the clone template for the Republic’s army, LucasArts went ahead and made 2002’s Star Wars: Bounty Hunter. The third-person shooter can test your trigger finger, and your patience, but it’s a fun romp as one of the most feared men in the galaxy.

Set just after the events of The Phantom Menace, Bounty Hunter uncovers how Jango got the Slave 1, became the clone template for the Republic’s army, why he chose to have an unaltered clone for himself, and how he met Zam Wesell. Along the way, you’ll travel from the underbelly to the skyscrapers of Coruscant, break in (and out) of the max security prison on Oovo IV, shoot up Malastare, get mixed in some Hutt politics on Tatoonie, and take out the spooky Bando Gora cult and its Dark Jedi leader on the moons of Bogden. Sounds like a busy game, no? It is, and it’s a blast to watch it all unfold, despite the game’s largely repetitious gameplay (Back when I first played this game in ’02, and even this time through, I kept wondering how cool this game would be if ever made into a movie).
Read more

Video Game Review: The Force Unleashed II

- Spoiler Review -

Despite the protagonist’s death at the end of the first The Force Unleashed, but thanks to its large commercial success, a sequel was quickly announced and put into development. To build the hype train, LucasArts started reassuring gamers they had heeded the criticisms leveled at the first game. Then Haden Blackman, writer and executive producer on both games, said the sequel would tell a more personal story about Starkiller and the early days of the Rebel Alliance. But it was when the developers stated the sequel would be their Empire Strikes Back, several hundred eyebrows raised in either terror or hope. Could a game ever be anything like one of the most revered Star Wars films of all time? On October 26, 2010, with the release of The Force Unleashed II, the answer to that question was finally revealed: Nope. Even though the game looks great, its overly repetitious gameplay and levels, a dismissible story, and short length make for an underwhelming experience.

To begin to understand where the TFU2 went wrong compared to its predecessor, the game’s story needs to be vetted first. Whereas its predecessor had galaxy-spanning drama to cover up its protagonists’ rather cookie-cutter personality, TFU2 doesn’t have that luxury. The game starts with Darth Vader arriving on Kamino, where he is overseeing the training of a “clone” of Starkiller. This “clone” has memories from events in the first game, including his love interest Juno Eclipse. Vader tries convincing Starkiller these are merely memories of dead man implanted to speed-up training, but Starkiller doesn’t bite and escapes the planet. What follows should be an interesting journey to find one’s identity and the issues with trying to choose between the fate of the Rebel Alliance or the fate of Juno, but these potentially strong story beats get passed over without a second thought.

Let’s start with the whole, “is Starkiller a clone or is he not?” Whether one watched a trailer for the game, read the back of the game’s case, or looked at the label of the save game file, the identity crisis storyline was front and center to the game’s marketing. By the end of the game, you never actually get a definitive answer (even though many supplementary materials clearly label Starkiller as a clone). Confusion, and therefore the lack of an answer, stems mostly from the continued insistence from Master Kota, stating several times that he believes Starkiller isn’t a clone. It can be argued the answer doesn’t really matter since Starkiller ended up doing the right thing no matter what.
Read more

Video Game Review: The Force Unleashed

Considered the Dark Ages by most, there hasn’t been much content covering the 19 year time span between Revenge of the Sith and A New Hope, so when LucasArts announced their next multimedia project would fill in some of those blanks, fan excitement went nova. The project was named The Force Unleashed (Dubbed “Episode 3.5”) and its multimedia offerings included a novel, video game, graphic novel, and toys. The Force Unleashed video game released in September of 2008, telling the story of Vader’s secret apprentice, Starkiller. It went on to be one of the fastest selling Star Wars titles of all time. And despite its occasionally frustrating gameplay, The Force Unleashed has an intriguing plot and wonderful sense of Force-wielding empowerment.

The game’s story starts with Vader hunting down a Jedi Knight on Kashyyyk, where he finds out the Knight had a son. Dispatching the father, Vader kidnaps the child and takes him on as an apprentice. This youngling grows up to be the game’s protagonist, Starkiller, a devout servant to Vader, and the dark side. Vader gives him a mission to hunt down a few remaining Jedi, and if successful, he’ll be powerful enough to join Vader and take down the Emperor, ruling the galaxy themselves. This is standard operating procedure for any good Sith Lord, but what follows is so full of romance, deaths, rebirths, betrayals, and an interesting revelation about the ultimate origin of the Rebel Alliance that collectively would even make characters in the Game of Thrones series blush.

If TFU was to be judged on the plot alone, I’d tell you it was a must buy. Unfortunately, its presentation of said story can fall flat. For example, the romance between Starkiller and his female pilot Juno Eclipse, feels forced and unbelievable. One minute, Starkiller’s yelling at Juno not to ask about his mission and the next he’s telling her everything about it…then they start to flirt. Having read the book, the romance actually comes across as genuine, but in the game it just kind of happens. Various characters change allegiances throughout the story, but they get breezed over, especially important ones like Starkiller, Juno, and Maris Brood (Shaak Ti’s apprentice who switches to the dark side after her master’s death by Starkiller’s hands). Also, Jedi Master Kazdan Paratus’ slip into insanity, building a mock Jedi Temple and Council out of junk on Raxus Prime, barely receives a mention in-game (You’ll find most of these glossed over story elements in greater detail in the novelization).
Read more

Return top