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The Force Unleashed 2: Lightsabers of Chaos

230340423
Monday, October 18, 2010

Starkiller

That Luke Skywalker was such a pansy.

I mean, did he ever chop off a stormtrooper's head by flinging dual lightsabers across a landing platform? No. How about using his mind to tell an enemy to leap into a deadly force field? Don't think so. Reducing an entire squad of soldiers to dust with bolts of lightning? Definitely not.

I did all that and much more just playing through the demo of Star Wars: The Force Unleashed 2, which is available now on PSN and Xbox Live. And while the game still feels like "God of War: Jedi Edition," I can't help but enjoy the wanton destruction. If Kratos was a Jedi, this is the game he'd star in.

 

You start The Force Unleashed 2...well, in a leash (shackles, to be precise, but you get the idea). You're taking the role of a clone of Starkiller, Darth Vader's secret apprentice from the first game. Imbued with the fighting abilities of your genetic sire, you're put through some basic combat paces at Vader's instruction. Fighting boils down to hammering one button for a series of balletic lightsaber slashes, while other face buttons control jumps and force powers. Chain these together and you'll get even stronger attacks.

However, while you've got all of Starkiller's moves, you also have his memories -- including his feelings for love interest Juno Eclipse. As you fight, Vader presents you with a holographic image of Juno, and your clone Jedi is unable to bring himself to harm her. Vader declares you a failure and is about to deliver a killing blow, but your clone Starkiller escapes with a quick leap out the window.

This begins a free-fall section as you dodge platforms and TIE Fighter fire, blasting away at obstacles with force pushes before landing dramatically (and somehow alive, after a fall of thousands of feet) with a thunderous impact. Seriously, Luke would have been a splatter on the pavement.

From here, the rest of the demo contains a mix of combat (with prompts to use specific powers) and force-grabbing objects to destroy obstacles. The grab mechanic is greatly improved from the first game -- you can fling crates, enemies, and even TIE Fighters with precision. I had to wrestle with the camera a bit, and the lock-on function isn't all that useful, but I was too busy slicing up fools to care.

Like Kratos, Starkiller doesn't really care about collateral damage. No Knights of the Old Republic-style morality meter here -- you can kill anything that moves, and destroy a lot of stuff that doesn't (gaining glowy health and experience orbs in the process). You can use these points to upgrade your various techniques; the demo didn't provide me with enough experience to amp up my saber throwing, but that would have been my first choice.

Of the force powers, I most enjoyed the Mind Trick ability, which leads weak-minded enemies to open fire at their comrades or hurl themselves off ledges to their doom. But you've got such an arsenal of attacks at your command that you'll rarely have to break stride as you hack, slash, zap, push, and grab. The Ghost of Sparta would approve.

The demo concludes with a prompt to enter Force Fury, an exact analogue of Kratos' Rage of the Gods (you even click both sticks to activate it). Thusly juiced, your clone can release sheets of pure malevolent lightning, incinerating enemies where they stand. Mass murder isn't in the Jedi Code as far as I know, but Starkiller's clone doesn't seem to have a problem with it.

So, yes: The Force Unleashed 2 is, even more than its predecessor, pretty much a re-skinned God of War set in a galaxy far, far away. But derivative though it may be, I had to grin as I blasted my way through the demo. No, it's not very Jedi-like to slay hundreds of stormtroopers in a myriad of ways. Luke, Yoda, Obi-Wan...they'd all disapprove. But the days of the original Star Wars trilogy, full of austerity and zen, are gone. The new Star Wars universe is here to stay -- so you might as well help blow it up.

 
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Comments (7)
Dcswirlonly_bigger
October 18, 2010

Honestly, I disagree with this game's implementation of the force.

It may be more "badass," but to me it also feels a bit close-minded and not as intelligent. The game really doesn't make me feel like a Jedi, but rather someone who's just using Jedi abilities to wreck everything around him.

I guess the problem is that I'm really not interested in a pure action game when it comes to Star Wars and more specifically being a Jedi. Picking up Tie Fighters and flinging them at each other may be fun for a couple seconds, but where's the game where I get to calmly walk into Jabbas’ palace, force choke his guards to the ground, and then mind tricking Jabba’s aide all the way into the throne room?

230340423
October 18, 2010

@Daniel: I totally hear you. Despite their efforts to write the Force Unleashed games into the Expanded Universe canon, the fact remains that (for better or worse) Starkiller can do stuff that Luke never dreamed of. And I'd LOVE a game like the one you describe -- a sort of Deus Ex for Jedi, expanding upon some of the gameplay concepts in the Jedi Knight/Outcast series, where obstacles can be overcome in diverse ways.

Still, TFU scratches a popcorn-action itch, and I think it deserves its place for that, even if it lacks a certain verisimilitude.

Christian_profile_pic
October 18, 2010

The Force Unleashed broke my heart.  It had an incredible story (the best in Star Wars games, in my opinion) but such hopelessly archaic and unfulfilling play, and a horrendously simplistic form of balance.  I missed so many jumps because my ankle snagged something in the geometry.  For every new Force power, there was a new enemy that was either immune to it or could imitate it.  After the prologue level where you play as Vader, I never felt like the powerful Jedi the game wanted me to feel like.

And based on the demo for TFU2, I feel that it suffers from all the same issues, if not more.  Levels that are huge, yet nonsensically linear (there's a path leading right to the giant turret that will make my life hell, but an invisible wall prevents me from getting to it).  I can hack and slash at a giant robot with little effort--I should be able to crush it with Starkiller's ridiculous Force powers--but I need to go through a protracted QTE for my lightsaber to have its natural effect (cutting things).  Instead of the environment reacting to my powers and using my own creativity to get around and solve puzzles, I'm forced to find the "right" way--the "right" platform to lift--in order to progress.  

Also, the auto-targeting is atrocious, you can't interrupt lengthy attack animations to block and there's a completely unnecessary delay before jumping.

The whole thing just feels so much more canned and scripted than it should.  

"Destroy this tower.  Conveniently, we're now sending TIE Fighters to attack you--throw those into the tower!  Wasn't that cool?  Now do it two more times!"

I just feel like I'm playing a PS1-era action game.  They give you all these amazing tools but then either don't allow you to use them, or make them so frustrating to use, that there's no reason to employ any creative thinking in the game.  More often than not the best strategy is to simply mash the attack button while running forward.

Ugh.  OK.  Sorry for the epic rant but the first one just made me so sad, because there was so much wasted potential married to such a great story, and after the demo I feel the same is going to be true for this one.

Just in case all of that reads as me hating just to hate: I really, really, really want to like these games.  Hopefully the full game proves me wrong. :(

Christian_profile_pic
October 18, 2010

Although, that bit where you're falling from the tower was pretty cool.

230340423
October 18, 2010

@Christian: I think I'm giving TFU2 the benefit of the doubt for now and chalking up most of those "Do this power now!" prompts and level design to the fact that it's a demo, and the first level in the game. I'm hoping for a little more free rein later on.

Then again, most of your criticisms could apply to God of War as well, as far as the context-sensitive QTEs and being forced to find the "right" way. Not that that's an excuse, but it just proves people enjoy it (or tolerate it).

And at the very least, the story will keep me going.

Christian_profile_pic
October 18, 2010

@Layton: And I enjoy God of War, but generally I never felt that God of War was *artificially* limiting my interactions in the world.  I can't remember any particular egregious instances where an invisible wall prevented me from following through with some kind of creative decision that I made within the game.  God of War doesn't give you nearly the number of toys that TFU does, so its linearity doesn't feel as limiting (to me, anyway).

In regard to the QTEs, the issue for me is that TFU is a prime example of dissonance between the regular gameplay and the QTEs themselves.  In God of War, QTEs are often used as flashy finishing moves.  True, they're arbitrary and they allow you to perform something wildly flamboyant that the regular game doesn't normally allow.  But, the rules of the world aren't behaving in a way that's unique to those QTEs (if that makes sense?)

In TFU, that's not the case.  I can bring a Star Destroyer crashing to the ground using the Force but I can't lift an AT-AT off the ground, *except* in a QTE.  My lightsaber, which cuts almost anything, can only cut a Wardroid when a QTE prompts me to do so.

I'm with you that the story will keep me going.  The original's story was, in my opinion, one of the best in games and the primary reason why I've been looking forward to the sequel.

230340423
October 19, 2010

@Christian: Fantastic explanation, very well written, sir.

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