Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Monday, 11 April 2016

Revisiting Star Wars Republic Commando

There haven’t been a huge number of first person shooters set in the Star Wars universe, but when they’ve come along, these games have turned more than a few heads. Republic Commando was one such game to do this thanks to its enjoyable, easy to use squad-based campaign. Leading a group of four clone soldiers on a trio of missions, players were often kept quite busy fending off hordes of droids, Trandoshans, and Geonosians as they did the Republic’s bidding, ultimately catapulting the game to becoming a favorite among Star Wars fans.

When it’s functioning as a full-on squad based FPS, the game is a joy to play as one fights the separatists, barks out orders, and does their bit for the Republic. However, any time that the player is removed from their squad, the game loses something. Thankfully, these moments are far and few between, but when they happen the change comes into sharp focus.

As the name of the game suggests, players take the role of a Republic commando as his team go on a variety of missions. They’re in a unit called Delta Squad, so these guys are elite soldiers, usually being the first sent into a hot spot to establish a foothold for the rest of the Republic’s forces, or being involved in some sort of smaller special forces type of operation. There isn’t much in the way of a story. The game takes place during the events of the prequel movies, so one can see the overlap with events from those. What it feels like more than anything else is an adventure that might as well be called, “A day in the life of Delta Squad”. Under different circumstances, something like this would feel sparse in narrative, but it works here. The squad has its orders and need only concern themselves with executing them. None of this is to say that the story is cold and by the book, however, as there is a lot of banter between everyone while undertaking missions. It adds a humanness to each character, preventing them from becoming cardboard cutouts, and showing that these guys have personalities of their own.

This strong focus on the mission also helps to make the level design in Republic Commando feel more appropriate in the greater context of what’s going on. By the time this game came along, the old ethos of creating sprawling labyrinths to be explored was well on its way out of favor, being replaced by far more linear levels that had players jumping from one scripted event to the next. Sometimes this stripped down approach was difficult to swallow with certain games’ stories not lending themselves well to this type of level design, but it worked here since it so well suited to the systematic nature of the insertion missions that Delta Squad focused on. Sure, there were corridors and passageways conveniently blocked off by debris, but special forces units aren’t about bumbling through a maze, hoping they miraculously stumble across their objectives. They go in with useful intel so that they can get the job done as quickly as possible, and hopefully without incident.


Working with the squad as they do this is where the game really shines. It’s very straightforward giving orders to its members, lovingly named 07, 40, and 62 by the Republic. On the first level while attacking Genosia, players are slowly introduced to the members and the basics of squad commands. Everyone has separate landing sites, so you start off on your own and the rest of the team slowly join as you progress through the level. All the while, one gradually gets more and more opportunities to plant demolition charges, splice computers, and setup sniping or grenadier positions.

After a short while, all of these commands go from being quaint to essential as the team’s weapons don’t exactly hit very hard if they’re relying on their rapid fire blasters. It’s very important to assess any situation, and get people sniping and / or tossing grenades, while possibly also pointing out priority targets if a particularly powerful foe attacks. These weapons hit a lot harder and end fights much quicker, preventing the squad from getting overwhelmed. It’s also far more enjoyable taking a lay of the land, spotting optimal spots to snipe from, and learning the most effective ways to deal with enemies. Unfortunately, sniping and grenadier spots are determined by the game itself, with them being made known when your reticule passes over one of them, meaning that players can’t position squad members however they please. It’s not so bad, though, as there are usually a decent number of places where they can set up shop.

Once the game gets going, it’s quite satisfying to bark out orders, clash with tons of droids, Trandoshans, and the like. Things can get hectic in a hurry too with a good dozen or so enemies running around, while some weapon platform unloading on the squad from a distance, and droid dispensers spitting out yet more combatants, all the while trying to provide cover for one of the commandos as they frantically splice into a computer. This is where Republic Command is at its best.


However, as I mentioned earlier, there are times when you aren’t with the squad and things are nowhere near as entertaining. Thankfully, these instances aren’t all that frequent, but when they happen it’s hard not to notice the drop in excitement. Early in the game, it’s all very forgivable as the first few areas are like mini tutorials introducing players its mechanics. Enemies die fast and you aren’t really expecting anything because, well, the game just started. Things take time to ramp up. The problem comes later in that Geonosian assault because things really do ramp up. Droids everywhere. Some rather large and scary. Everyone scrambling to rescue comrades, snipe bugs, and basically doing their best to survive.

Then the second mission starts on a Republic acclamator and the squad each infiltrate the ship from a different area, forcing the player to fly solo for a while. This is where it becomes easy to see just how important the squad mechanics are to enjoying the game, as things taper off considerably until you’re reunited with everyone else. The level of intensity takes a dive as the number of enemies thrown at the player is reduced, which makes sense given that it’s only you and contending with hordes of baddies would have been overwhelming. However, the way enemies attack just isn’t very interesting. It’s usually just small packs of Trandoshans that come running up and are fairly easy to dispatch, especially once you start utilizing the shotguns that they drop.

It’s not very difficult and it’s not much fun either. The only time things get tough is when the game goes for scripted events and just drops enemies on the player out of nowhere which you either react to or die, think “Well, I won’t do that next time…”, get past the obstacle and move on. Exacerbating the matter is that this drags on for too long. It’s a relief once you start finding your squad mates again and can get back to doing more interesting fights, especially by the end of the mission where things really start to pick up, which just shows the contrast all that much more between squad and solo play in the game. The acclamator just feels like a low point in Republic Commando.

That being said, a lot of people still hold the game in high regard. It’s not like you need to run solo very often anyway, and when it comes time to do the final mission on Kashyyyk you’re with your team the vast majority of the time except for a little bit toward the very end. Ultimately, the simple, easy to use squad tactics are very appealing, and nowhere near as in-depth as something like Ghost Recon or Rainbow Six. It gives players the simplest of tastes of running with a group and giving them orders so to complete a mission mixed into the Star Wars universe, and that is plenty good for most people.

There aren’t a huge number of Star Wars first person shooters but when they come along they tend to be well done and Republic Commando lives up to that expectation. It pushes all of the right buttons for fans of the franchise while providing a fun, basic squad-based approach to combat. Sure, going it alone is not quite as fun, but it’s something that can be overlooked for the most part.

One thing that is difficult to overlook, though, is the music for the end credits, which is generic butt rock for some reason. It makes no sense after all that Star Wars music in the game. Why is it there? Weird.

That aside, Republic Commando is one more title to slide into the “Good” shelf of licensed Star Wars games. Even now, several years after its release it’s well worth revisiting. If you’ve never played it before, May 4th is almost here, so maybe now’s the time to try it.

Saturday, 31 October 2015

November Releases and the Q4 Slugfest

Every year it happens. We start heading into October and the last big push of game releases is set upon us. It usually starts as a trickle, but before too long the flood gates open, the marketing campaigns go into full swing, and the battle for people's hearts and minds begins. With that, there pretty much always winds up being winners and losers.

This year is no different with a small army of high profile games coming out in November. We have Rise of the Tomb Raider, Fallout 4, Need for Speed, Black Ops III, Star Wars: Battlefront, StarCraft II: Legacy of the Void, and Mario Tennis: Ultra Smash on that front. Meanwhile, handhelds will be slugging it out with the likes of Pokemon Super Mystery Dungeon, Sword Art Online: Lost Song, Stella Glow, and Yo-kai Watch all coming out that month. Then, even with all of these big name titles and in-demand niche releases, there are the also-cames that will be slotted into the category of, "Maybe I'll get that at a sale some day..."

I don't expect everyone to be lining up for each and every game coming out, but there is a certain degree of overlap, not to mention that many of these games demand a fair amount of one's time. As such, it stands to reason that choices will be made and some games will fair far better than others.

It seems a pretty safe bet that Fallout 4 will sell like gangbusters. The series is immensely popular, open world games draw a big audience, and the hype has been through the roof for it since the thing was announced. The game also has the luxury of being released in a window where it doesn't have to compete against any other popular console or PC RPGs. There are a few MMORPGs getting major content updates in November, but I don't see them eating into Fallout 4 in any way. It has a wide-open field to come out and reap massive sales. About the only thing that may get in its way is when it comes to people with limited budgets and find themselves choosing between it and Star Wars: Battlefront.

And this is the other game that I see dominating November. Star Wars: Battlefront is something that people have been keeping an eye on for a long time, and it will obviously benefit from the massive hype as we head into the run-up before Star Wars: Force Awakens. People have been enjoying the demo, watching all of the trailers, and eager for the complete game to finally come out. This will be the online shooter that most folks want this year, and it will make life very difficult for Black Ops III.

Activision's shooter series hasn't quite enjoyed the level of success that it has in the past with recent releases and, while I'm sure the diehards will stick with it, the casual crowd will likely swarm toward Star Wars eager for storm troopers, the Force, and whatever else the game throws at them. It's a franchise that has always been popular and now enjoying a resurgence. If anything, it would have made sense to try and release Black Ops III earlier, say September, and hope for better sales because as I see it now, those sales are going to get heavily cannibalized by Battlefront.

There are other games that already have a dedicated audience and don't really need to worry about competition, though. The next StarCraft II expansion will be one of them. RTS is so much more of a niche genre now with StarCraft holding the fort as everyone else is scrambling to hop on board the MOBA gravy train. I'd be shocked if Legacy of the Void didn't do quite well for itself. I don't see it doing the insane numbers that Fallout 4 likely will, but the long time fans will be on it day one. The same thing seems likely for the new Mario Tennis. Nintendo fans love themselves some Mario, and it's been a while since we've had a tennis game from the franchise. Even if the Wii U was a bit of a misstep for Nintendo, I could see fans picking this up over the Christmas season.

I'm not quite sure how much draw Need for Speed has, though. Racing games are no where near as prevalent as they were in the past, especially not arcade racers. We see a niche community gobbling them up on places like Steam's Early Access, and there are a decent amount of folks who enjoy racing sims, but on the whole the genre has seen better days. Being a long time fan of racing games, I hope it does well, but it's really hard to say for certain.

The one major release I am doubtful will do well in November is Rise of the Tomb Raider. There just doesn't seem to be all that much excitement for the game right now. It doesn't help that the announcement of a time limited console exclusivity for the game wound up being a bit of a buzzkill either. My guess is that the game's best hope is to be a slow burn like the last Tomb Raider. It's success will likely come from steady, sustained purchases over a longer period of time, boosted by sales on Steam, XBL, and PSN when it hits the PS4. I'm expecting initial sales to be subpar, though.

It may well be interesting to see what happens on the more niche handheld side of things as well. We do have a Pokemon game coming out and even though it isn't quite in the same vein as the mainline series, I can see fans of the franchise buying it in droves. The real question is what will happen with the likes of Stella Glow, Sword Art Online, and Yo-kai Watch. Sword Art Online is still quite popular as an anime and while it is a Vita release, people own that system are religious about it. I don't think the game will do amazing, but it will find an audience. Yo-kai watch may do alright for itself. The series is much more popular in Japan, but it may get a steady trickle of sales here perhaps from the more dedicated Japanese gaming crowd. Stella Glow may well turn out to be too niche for its own good. I'm kind of wondering if it'll turn into a collector's item in 5 or 10 years. If it turns out to be decent but gets poor physical sales, the game could find itself selling for quite a bit on eBay in the years to come.

In any case, it should be interesting to see where the chips fall this year. Fallout 4 and Star Wars look likely to be the big winners, but I'm more curious where the surprise successes will come from. Whatever people go with, it's going to be a busy month for a lot of folks that'll likely carry into the new year if they go hog wild with new releases. While I am tempted to get in on the action, day one purchases are a tough sell for me these days. If I'm going to contribute to any of the Q4 statistics this year, that won't happen until the Steam sale hits.

Wednesday, 13 November 2013

Review: Star Wars - Balance of the Force Pinball (360)


For those among us who can actually remember visiting an arcade instead of the few machines attached to your movie theatre, the Pinball Machine should bring back fond memories. Simple to learn, complex to truly master and deceptive enough to drag you into the "zone" and away from the outside world. While I was good enough to earn an extra ball on a single quarter, I never would be called a pinball wizard and apparently over time and as evidenced by my time with Star Wars Pinball, my talents have atrophied significantly.

Sunday, 19 May 2013

Review: Star Wars Pinball (360)


After giving the iconic and classic comics universe a proper pinball treatment with its excellent collection of Marvel pinball tables, Pinball FX 2 applies the same reverence to another iconic classic, the Star Wars universe, with Star Wars Pinball on Xbox Live.

For a movie franchise that loves its trilogies, Star Wars Pinball has three tables included: Clone Wars, one devoted to the badass bounty hunter Boba Fett, and the best of the three, Star Wars Episode IV: The Empire Strikes Back. All three have the expected level of quality that all FX 2 tables have come to be known for in respect to the ball physics and pinball sounds. FX 2 pinball gives gamers such an unbelievably realistic pinball experience, it's hard sometimes to realize you're not actually standing at a table in the arcade or local pizza shop with a few quarters or tokens lined up on the table glass waiting for the next game.

Tuesday, 7 May 2013

News: EA Gets to Make Star Wars Games! (Hurray?)

That's no moon
With Disney scooping up all things Star Wars then shuttering LucasArts a while back, it was only a matter of time before they would announce that some big company is taking over making Jedi / Sith / Hutt-centric games for one and all. The company to come out on top was everybody's favorite publisher, Electronic Arts. The fallout has been amusing as snide comments abound what with everyone taking a quick pot shot at the company. Frankly, I can't see how it would be anyone other than one of the largest publishers that would get Star Wars. If it wasn't EA, instead we'd probably be hearing people bitch about Activision or UbiSoft getting the license and how one of those companies will balls everything up.

Seriously, Disney spent billions to get Star Wars. Of course they're going to expect top dollar when shopping around licensing agreements for the games. Of course, only a few of the biggest, and coincidentally most complained about, publishers would be able to afford it. What were people expecting? Maybe a group of plucky, young indie studios would get the license and shower us with quirky, new experiences? Come on now. We're going to get our Star Wars themed Battlefield games, and we may or may not like it. (Though, I think I may actually like that...)

Saturday, 25 August 2012

The Weekly Checkpoint 22

With the weekend upon us, it's time for another news round-up.  For this Checkpoint we're taking a look at the closure of Sony Liverpool, a slew of layoffs at a number of developers, Nintendo Power shutting down, and also some happier news like KotOR 2 making its way to Steam, and a fancy patch that makes the PC version of Dark Souls look a lot better.