Star Wars: The Force Unleashed review

Naturally, Wii-owners have been clamoring for a lightsaber game since we first saw the Wii remote. While we are going to have to wait until next year for Wii Motion Plus before we see a truly 1:1 experience, Star Wars: The Force Unleashed does what it can in the meantime to make you feel like a truly powerful Dark Jedi. But is Krome Studio’s translation of the Xbox 360/PS3’s tech powerhouse strong with the Force or has Star Wars gaming fallen to the Dark Side?
If you aren’t aware of the story which has been promoted quite a bit, The Force Unleashed lets you play as Starkiller, Darth Vader’s secret apprentice in-between Episodes III and IV of the films. Vader has taken you since you were a boy and has trained you to become his assassin, all in a scheme to overthrow the Emperor. Obviously, if you know anything about the later films, you’re aware that this plan obviously falls through since Starkiller is never mentioned in films IV, V or VI (perhaps he just embarrassed himself at a party, leading to him being shunned from the group, and now he’s the guy they don’t really talk about anymore), and the Emperor obviously still lives. From that perspective, you could say that this story is completely insignificant. But nothing could be further from the truth. By the end, you realize Starkiller is perhaps one of the most influential characters in the Star Wars universe, and the way The Force Unleashed gets to its ending is both entertaining and powerful. If you’ve lost faith in the franchise due to the prequels, let me assure you that this is perhaps one of the best Star Wars stories told, and is certainly better than the three prequel films combined.
As Vader’s apprentice, you will travel to numerous worlds, including Nar Shaddaa, Felucia, Raxus Prime and others, hunting down various Jedi Knights who have been in hiding or have been hunted across the galaxy. But being Vader’s SECRET apprentice, you must make sure the Emperor never discovers you. This means both Rebel and Imperial soldiers along the way are targets for your lightsaber, all to make sure knowledge of your existence remains hidden. Going through the entirely linear levels, you will hack your way through hundreds of soldiers, wookies, droids, and other creatures, occasionally stopped by a mini-boss or arena-type battle, and ending with a boss fight. And that’s essentially what The Force Unleashed is: A hack’n’slash. It’s a fairly simple design and it doesn’t do too much to stray from it.
But what’s the point if it’s such a simple game? Well, one hook is obviously the ability to use your Wii remote as a lightsaber. Generally speaking, the controls work really well. While not 1:1 (although I am still convinced that 1:1 combat DOES NOT WORK in a third-person action game), it does read your different swings fairly accurately. Left, right, up, and down swings, as well as forward stabs, are all recognized by the controller. Chaining three of these together will allow for a combo. You can just mindlessly waggle your way through, but there is a little more satisfaction when you chain together an intended three-hits. You can also automatically block incoming laser fire with your lightsaber, but if you want more control over it (and there are certainly moments where you will want to) you can press A and hold the saber in-front of you horizontally. Starkiller will do the same, and the action does feel a little more immersive. You can still walk while blocking but you won’t be able to run. But while all this does work, one thing that feels a bit odd is having the jump function mapped to the B trigger. The A button feels like a much more natural place for it. Constantly have I found myself in a tight situation, wondering why my character wasn’t escaping, followed by a sorrowful feeling of stupidity.
Maybe I should feel a bit stupid considering the enemies I was facing weren’t exactly tactical geniuses. The enemy AI isn’t very impressive as you’ll notice when you find an occasional enemy running in a corner, but I like to think that these idiot-troopers have just lost all hope and think that they have a better chance of phasing through the wall than beating me. Most of the difficulty instead comes from the number of enemies attacking you. Believe it or not, having about 20 men shooting laser bolts at you when all you get is a single lightsaber can prove to be an annoyance, especially when some (I’m talking about YOU, stupid jet-pack guys) fire rapid shots of very powerful blasts and take forever to kill. In this sense, there is a little bit of the “roller-coaster syndrome” to be found here. Running through some sections of a level with ease while others frustrate you can really feel like there wasn’t enough balancing to the overall game. Not that dying really has much of a penalty. You’ll simply respawn from the last checkpoint which are normally quite common, with all the enemies you’ve killed already taken care of. With such a small consequence for dying, the game is made a little too easy for more most gamers, not really requiring you to improve your technique by all that much. It’s that much worse that there is only one difficulty setting. From this perspective, you have to wonder, what is the real point?
In some cases, the game can be a bit repetitive. Especially when some levels require you to come back to a planet you’ve seen before. The game tries to break up the action like when you get in a force lock or saber lock, requiring you to turn your lightsaber or nunchuk to match the on-screen prompt. Annoyingly, you have to hold your controllers tilted upwards a bit, otherwise it doesn’t read what you were doing properly. It’s a neat idea but it doesn’t totally work.
Some of the level design isn’t to great either. Well, the design is, and the art is. But the layout itself feels very uninspired and a bit repetitious. Occasional obstacles may show up once in in a while, but it doesn’t really challenge you. It’s more like “Okay, jump OVER the electrical current.”
But the thing is, I was never really bored. This is because what never gets old are the Force techniques. While your lightsaber is mapped to your Wii remote, most of your Force powers are mapped to the nunchuk. Simply thrusting the attachment forward will allow you to use Force Push, sending enemies and objects flying backwards. Normally, the nunchuk hasn’t proven to be very responsive, but in this case, it is effective, and the tactic proves to be quite useful. The C button will let loose Force Lightning; an effective move for stunning enemies and getting them off your back for a short bit, but I sometimes found it to be too much of a crutch, using it a bit too often. There is also Lightsaber throw, Mega Repulse, Force Grip, and many others.
The one technique that works the best, however, and proves to be the most entertaining is Force Grab. Pressing the Z button while facing a highlighted object or enemy can allow you to pick that object up and move it around via the control stick. Using the Wii remote’s IR instead could have felt a little more effective but what is done here is certainly just fine. From here, you can do the easy thing and drop an enemy off a cliff, or you can do the more satisfying thing by sending him flying into a wall, or even another enemy. You could pick up an object and throw it at an opponent, or sometimes even using the Force on a gatling gun will make it float beside you, automatically attacking your foes for a short time. It’s a mechanic that doesn’t get old, and is hard not to enjoy. Using Force Pummel is extremely entertaining when you grab an opponent, and swing the remote, sending nearby debris flying into him. There is only one power that I had trouble using. When grabbing a foe, you can use Force Slam by shaking the nunchuk downwards, slamming them against the ground. The nunchuk sometimes just doesn’t read this action that often which can be disappointing, but then you could just throw him at some exploding barrels and you’re happy again.
There is also a Tutorial in the Main Menu which you can teach you the controls. It can take about 15 minutes, but the explanation certainly does help you get used to everything before having to figure it out in the game. It’s effective, and thankfully you can really skip a lot of the in-game tutorial sequences.
I am well aware of the appeal of the Euphoria bio-mechanical AI, the DMU engine, and the advanced physics engine used in the main skus. Obviously they are missed here, but what is here is already a lot more than what most Wii games provide. There’s a lot of ragdolling, destructible environments etc. It’s not the most advanced physics ever, but it’s a solution that still works, and you do feel the interactivity within you and the environment. Doing a Force Repulse, causing everything around you to be destroyed, makes you realize how much more there is here opposed to what Wii owners might be used to.
Boss battles are fairly interesting, however some can be frustrating. Most of the strategy in beating them is usually focused around just timing when they’re vulnerable and hacking away at them, or just throwing as many canisters and rocks as you can. Now the ones that feel more cinematic can be a bit more engaging, like the battle against Maris Brood. But some can just be complete annoyances, attacking you again and again, not even allowing you to get up. Moments like these can cause some people to feel really frustrated and require them to take a breather. Almost all will require you to end the fight through an RE4-style series of quicktime events which you execute by shaking the Wii remote or nunchuk in time with on-screen prompts. These can require some co-ordination, but even then, don’t be upset if you screw up afew times, forcing yourself to go through the sequence again and again. Overall though, the boss fights are going to require some patience, but there are afew that will notably stand-out as highlights.
Now so far, you’re probably thinking this is a pretty decent, but not great, action game. And you’re right. But what kept me playing? What kept me at the controls? Well, it was the story. Seeing where everything went, how the events played out, it was all just so engaging. Starkiller is joined by pilot Juno Eclipse, a beautiful woman (with a very attractive British accent) who makes him question where his heart truly lies, and the sacrifices of being a ‘good soldier’. He’s also joined by his hologram-projecting droid, Proxy. The story displays a galaxy that has fallen into such a dark place. Some of the Jedi you face have fallen into insanity; others are warriors who have lost their honor, becoming no more than broken shells of themselves. This truly is a dark time in the galaxy, and the story and characters excellently illustrates that point.
The voice acting only supports it even more so. The writing on its own works wonderfully, but the great performances by Sam Witwer (Starkiller), Cully Fredricksen (General Kota), Nathalie Cox (Juno Eclipse), and plenty more, just give the game such an incredible cinematic feel. I will say that James Earl Jones not reprising his role as Darth Vader is disappointing, but it also feels like a complaint that only the truly nerdy will ever mention. Accompanying the game is, of course, John Williams’ classic and epic score which really supports what is going on, as well as the really high quality sound effects that Star Wars games are known for.
One of the bonuses of the Wii version, beyond the ability to use your Wii remote, are three additional missions taking place in the Jedi Temple. These missions are each meant to represent the three Jedi Trials that apprentices faced before they could be named Jedi Knights. They don’t add a whole lot, but they provide some interesting experiences and reflections on Starkiller. The story rearranges itself well enough around these missions to avoid making them feel tacked on or too awkward. But one thing I noticed is that there are some small moments in the story that were cut from the Wii version. Some dialogue has just been moved to other areas, and in fact there is some additional dialogue here, but some moments in the 360/PS3 versions have been cut, and I can’t really understand why. The Wii version’s story certainly stands well enough on its own, and Wii owners should be pleased. But these two or three small moments in the other skus help add that little bit that I feel their story is a LITTLE stronger. But nevertheless, what is here is still is a very cinematic experience with some solid cinematography and writing that really raises the bar for storytelling on Wii.
In-between missions, you will be able to look around your ship, the Rogue Shadow. From here, you can look at art you’ve unlocked by finding Holorcrons hidden throughout the level, as well as customize Starkiller a bit more. You can change his lightsaber handle, but also change the colour of his lightsaber based on crystals you’ve found throughout the game. There are also power crystals that can give your lightsaber various attributes like additional strength, give you a greater Force Push, etc. You can change your costumes which you will unlock more of as you progress. Be sure to also use the Force Points which you’ll obtain after defeating enemies to upgrade and purchase new Force Powers. There is a real difference between the ones which are only at their first level and ones that have been maxed out so be sure to upgrade the ones you use more often when you can. Unfortunately, you can’t really interact with Juno or Proxy while on-board (although Proxy projects a hologram of the costumes when selecting which you want to wear). Scrolling over them will only make them repeat the same few lines, although some are better than others. If there was a bit more interaction there, there could have been some interesting character moments, but alas, there isn’t.
One real highlight of the game, however, is the art. The look of the game feels like a very gritty, darker version of Star Wars that really fits the tone of the game. Felucia has a really exotic and natural, yet twisted feel to it, whereas Raxus Prime is very dead, rustic and gritty. Each world feels very appropriate, as do the inhabitants. The character designs are great too, such as with General Kota or some of the enemies. It still very much feels like Star Wars. But instead, a very exaggerated, twisted, and wild version of what we’re used to.
Unfortunately, the technical aspect of the visuals don’t match up as well. There are some very PS2ish visuals scattered throughout, and the character models, while designed well, really lack facial expressions, instead making them look very stiff and awkward. Thankfully, the voice acting and writing save the story sequences, but there is still a disconnect. The game even opens up to a Star Destroyer that lacks any real texturing. But not to say this game really looks terrible. There are a lot of crisp textures throughout, and some great effects here like Force Repulse or Lightning. But it’s just that the Wii can do much better. Instead, areas of the game are really hit by a lack of polish and generally stiff animation.
The game will last you only a short time, maybe 8-10 hours. You can go through the story again with all of your current upgrades, allowing you to really dish out the punishment in those earlier sections where you may have been very weak. Be sure to try and find any lightsaber crystals or holocrons you missed along the way as well. There are also two different endings, so this way, you can check out both AND feel like a complete badass.
But if you feel like you’re done with the single player, you’re not done with the entirety of the game. There is also a two-player, Power Stone-like battle mode where you and a friend can duke it out Jedi style. From 27 selectable characters (11 of them being Starkiller’s different costumes), you can choose from numerous Star Wars characters, from the game, movies, and expanded universe. You can choose from Obi-Wan Kenobi, Mara Jade, Luke Skywalker, Darth Vader, the works. They all have four different attributes which differentiate them, identifying their mastery over different Force abilities. It’s incredibly fun taking an enormous pillar and sending it flying towards your opponent who’s in your grip. It’s even funner when your opponent starts taking control of that object before it hits them, and the two of you are battling for control through the Force. One complaint is that every character is essentially a reskinning. Why not give Darth Maul his double-bladed lightsaber, or give Asajj Ventress her twin sabers? Why not give a little more differentiation through the animations of the characters? It’s only a nitpick, but I still feel the characters are a little too similar. Also, while you can unlock a lot of characters through the single-player, some additional stages would have been nice. There’s no online mode, but like Smash Bros., it is a multiplayer experience that you can only really enjoy when you’re with a friend on the same couch. And honestly, can you really complain when you can kill your friend by crushing him with a landspeeder?
Star Wars: The Force Unleashed is a solid game. It’s never truly GREAT in any way, but it is definitely solid, despite its notable problems. What the game needed was honestly a few more months of polish. If Krome makes a Wii-exclusive Star Wars game that’s like a sequel to this (beyond the upcoming Clone Wars fighting game), I truly feel they can make something awesome. But while the gameplay wasn’t as good as we all had hoped it would be, it’s the story that’s truly memorable here. The strength of the characters, and seeing how everything ties into Episode IV, there are plenty of moments where you will just move past the flaws and really appreciate what you’re experiencing. Action fans may not TOTALLY be sold by this game, but Star Wars fans definitely should check this out and feel the Force flow through them.
Gameplay
An okay action game that can be a little repetitious. AI isn’t too challenging. Levels feel a little uninspired. Force powers and using the Wii remote as a lightsaber work great though. Motions feel engaging. Some very cool sequences throughout. Multiplayer is really fun.
Visuals
Artistically, it’s brilliant. Wide range of environments. But it is very PS2-ish from a technical standpoint. Stiff animations and lack of real facial expressions in cutscenes can hinder the experience. Strong effects, and a very cinematic presentation raises the bar for storytelling on Wii.
Audio
John Williams’ classic score supports the experience. Very high quality sound effects which Star Wars games are known for. Voice performances are exceptional - props to the entire cast, especially Sam Witwer, the voice for the apprentice.
Stuff
Game will only really last 8-10 hours. Can go through the single-player a second time with all of your unlocked abilities and costumes. Lots of unlockable art. Wii-exclusive two-player multiplayer mode. Additional three missions, but some minor cuts from the story.
Waffle Factor
One of the most memorable stories in Star Wars and videogames, and keeps the game moving. Some fantastic art really gives a great look to the game. Using the Wii remote and nunchuk is very satisfying and is a great use of the controller. The multiplayer is extremely fun, despite lack of online. Just needed a few more months of polish. Star Wars fans should definitely check out.
SCORE: 7.2/10

