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Star Wars: The Force Unleashed

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Star Wars: The Force Unleashed
Developer(s)LucasArts (PS3, X360)
Krome Studios (PS2, PSP, Wii)
n-Space (DS)
Universomo (iPhone, mobile phone, N-Gage)
Publisher(s)LucasArts
THQ Wireless (iPhone, mobile phone, N-Gage)
EngineRonin
Platform(s)Consoles: PlayStation 2, PlayStation 3, Wii, Xbox 360
Handhelds: iPhone, mobile phone, N-Gage, Nintendo DS, PlayStation Portable
Genre(s)Action, Fighting
Mode(s)Single-player, Multiplayer

Star Wars: The Force Unleashed (TFU) is a LucasArts video game and part of the Star Wars: The Force Unleashed multimedia project; other TFU project developers and publishers include Dark Horse Comics, Lego, Hasbro, and Del Rey Books.[1] The project, which bridges the original and prequel Star Wars trilogies, includes characters who appear in one or both trilogies and introduces a new protagonist, Starkiller, as Darth Vader's secret apprentice.

The game's development spanned four years and involved substantial collaboration between LucasArts and Industrial Light & Magic. The Force Unleashed has been developed for the PlayStation 2,[2] PlayStation 3,[3] Wii,[3] and Xbox 360[4] consoles and on the iPhone,[5] second-generation N-Gage,[6] Nintendo DS,[7] PlayStation Portable,[2] and Java-equipped mobile phone[8] handhelds. The game was released in North America on September 16, 2008, in Australia and Southeast Asia on September 17, 2008, and in Europe on September 19, 2008.[9] A PlayStation 3 and Xbox 360 demo became available for download on August 21, 2008.[10] Initial reviews offered mixed response, praising TFU for its compelling story, robust physics, and impressive art, but also citing frustrations with gameplay.

Development

Concept

Game planning began in summer 2004.[11] Initially, about six developers started with a "clean slate" to conceptualize a new Star Wars game; the small group of engineers, artists, and designers spent over a year brainstorming ideas for what might make a good game.[12] Over 100 initial concepts were whittled down to 20 to 25 that included making the game the third entry in the Star Wars: Knights of the Old Republic series, or to have the character play as a Wookiee "superhero," Darth Maul, a bounty hunter, a smuggler, a "gadget-wielding mercenary", or "the last Skywalker".[13][14][15][16] The decision to focus on the period between Star Wars Episode III: Revenge of the Sith and Star Wars Episode IV: A New Hope helped energize the design team.[12] Consumer feedback helped the developers narrow in on seven concepts, and elements from those seven went into The Force Unleashed's overall concept.[13]

Concept art by Greg Knight showing an Imperial stormtrooper being "Force-pushed".[17] This was the first visualization of the "Force unleashed" concept.[17]

Production was greatly aided by the generation of a large amount of concept art, which was intended to visually bridge the two Star Wars trilogies, convey the impression of a "lived-in" universe, show how the galaxy changes under Imperial rule, and to seem familiar yet new.[11][18] An off-hand comment about the Force in the game being powerful enough "to pull a Star Destroyer out of the sky" inspired an image by senior concept artist Amy Beth Christenson that became an important part of the developers' idea pitches and evolved into a major moment in the game.[18] These illustrations also inspired the creation of dozens of simple, three-dimensional animations.[11] Eventually, a one-minute previsualization video highlighting the idea of "kicking someone's ass with the Force" helped convince the designers that The Force Unleashed would be "a great game";[19][11] Star Wars creator George Lucas, upon seeing the one-minute video, told the designers to "go make that game".[19] Once the concept of creating a "third-person action game with over-the-top Force powers" was solidified, the development team grew from ten to twenty people.[20] The idea of "reimagining" the Force as "amped up" in The Force Unleashed aligned with LucasArts' overall goal of harnessing the power of the latest video game consoles to "dramatically" change gaming, specifically through the use of simulation-based gameplay.[12]

Story

In April 2005, after "several months" of planning, the LucasArts team received Lucas' encouragement to create a game centered on Darth Vader's secret apprentice in the largely unexplored period between Revenge of the Sith and A New Hope, "trying to draw the two trilogies together".[21][15][14][22] LucasArts spent six months developing the story.[13] Lucas spent hours discussing with the developers the relationship between Darth Vader and Emperor Palpatine, and he provided feedback on what Vader would want out of and how he would motivate an apprentice.[23][24] Lucas Licensing reviewed many game details to ensure they fit into Star Wars canon.[25] Focus group feedback said that while hunting down Jedi at Vader's order would be fun, they wanted the character to be redeemed in keeping with a major Star Wars motif.[13]

Engine and physics

During pre-production, about 30 people were on the project team.[20] LucasArts spent a "few years" developing the tools and technology to create The Force Unleashed.[26] Prototyping, level construction, marketing, and public relations took about a year. Until late 2006, the production team was ascertaining "how many polygons, lights, [and] characters" next-generation platforms supported;[20] a year of full production began in early 2007.[13] A series of quickly-produced "play blast" videos helped the developers focus on mechanics, the user interface, and finishing moves.[18] Development of the Xbox 360 version came first; PlayStation 3 development started when the production team had enough development kits.[14] Getting the game to run on both the Playstation 3 and Xbox 360 was "a monumental task".[24] The game is based around LucasArts' proprietary "Ronin" game engine but also integrates third-party technology: Havok for rigid body physics, Pixelux Entertainment's "Digital Molecular Matter" (DMM) for dynamically destructible objects, and NaturalMotion's Euphoria for realistic non-player character artificial intelligence.[14] LucasArts' programmers had to overcome technical hurdles to get Havok-, DMM- and Euphoria-coded components to interact.[27] Developers also had to strike a balance between realistic and entertaining physics.[27] LucasArts opted not to develop a personal computer version of The Force Unleashed because doing the game well would be too processor-intensive for typical PCs;[22] scaling down the game's procedural physics for the PC platform would have "fundamentally" changed The Force Unleashed's gameplay.[28]

Lacking Havok, Euphoria, and DMM, Krome's Wii version relies on the company's in-house physics engine.[29] Some character animations may be ragdoll while others are preset; in developing the game, Krome tried to keep the distinction between the two "blurred".[29] The lighting system in the Wii version is more advanced than that in the PS2 version, which Krome also built; the PS2 includes more graphic details than their PSP version.[29]

ILM collaboration and cast performance

The Force Unleashed is intended to make players think they are "actually, finally, in a Star Wars movie".[30] It is the first game on which LucasArts and Industrial Light & Magic (ILM) collaborated since they both relocated to the Letterman Digital Arts Center.[31] This collaboration allowed the companies to co-develop tools to make movie-quality effects.[32] LucasArts worked with ILM's Zeno tool framework and helped ILM build its Zed game editor.[33] Lucas said having the two companies working together "under the same roof" was "a great collaboration".[34]

It took Senior Manager of Voice and Audio Darragh O'Farrell four months to cast The Force Unleashed.[35] ILM's face- and motion-capture "CloneCam" technology recorded actors' voice and physical performances.[26][36] This led to a change in LucasArts' casting process: for the first time, actors needed to match characters' age and gender.[36] Actors performed their lines together, rather than in isolation, to better "get the sense" of their characters interacting with each other.[26] Consequently, the script's dialogue was reduced while reliance on characters' expressions -- captured through the CloneCam -- increased.[36]

Music

LucasArts music supervisor Jesse Harlin said the music matches the game's motif of redemption and goal of bridging the gap between Revenge of the Sith and A New Hope:

We had to make sure that the game's score started off rooted within the Prequel Trilogy feel of ethnic percussion and sweeping themes that spoke to the nobility and grandeur of the old Jedi Order. As the game progresses, however, the Empire gains more control, the Jedi are hunted, and the ordered control of the Prequels gives way to the more romantic temperament of the Original Trilogy.[37]

The game's soundtrack includes material composed by John Williams for the films in addition to material created specifically for The Force Unleashed.[37][38] The 90-minute soundtrack was recorded by the Skywalker Symphony Orchestra and mixed at Skywalker Sound in September and October 2007.[37] During gameplay, a proprietary engine will combine certain "musical elements according to the pace, plot, and environment of the game at any given moment", resulting in a unique musical experience.[38]

Gameplay

The game is intended to be "easy to pick up and play"; the development team included "horrible" gamers to help ensure the game's accessibility.[13] Players can "play it easy" and "run and gun" through the game -- but players who take a stealthy, more tactical approach "will be rewarded".[13] To help keep the game accessible, the main character auto-blocks with his lightsaber some weapons fire; manually deflecting fire can become advantageous in battles.[39] Developers treated the main character's lightsaber like another Force power, and wanted to ensure "something visceral and cool" happened with each button-push.[39] The game has a combo system for stringing lightsaber attacks and for combining lightsaber attacks with Force powers.[39] The game includes enemies that are easy to overcome; game difficulty arises from presenting these enemies in "overwhelming" numbers that can wear down the player's character.[40] The enemies, which number over 50, have various strengths and weaknesses; developers faced the difficulty of effectively placing them throughout the game's varied environments.[40] Additionally, enemies learn from the player's character's attacks; using the same attack on different characters can sometimes lead to the player's character doing less damage.[41] Experience points earned by killing enemies and finding artifacts can be used to increase Starkiller's powers and traits.[42]

Platform-specific elements

The game's developers wanted each platform to offer players a distinct, "unleashed" experience.[43] Some gameplay elements were not ported to all platforms because of each platform's differing features -- for example, the Wii's "social experience" led to the design of that version's two-player duel mode.[44] Although the story and characters are consistent across all platforms, specific details vary between them -- for example, the opening level on Kashyyyk is a daytime attack on the Xbox 360, while the Wii, PSP and PS2 depictions happen at night with different levels.[13][22] The Wii, PlayStation 2, and PSP versions -- all developed by Krome Studios -- allow the player's character to participate in Jedi trials, encountering the spirits of long-dead Jedi.[43][44] The Wii version uses the Wii Remote to simulate the ability to wield a lightsaber, while the Nunchuk attachment will simulate Force power use.[44] In addition to duel mode, the Wii version also includes five levels not included in the Xbox 360 or PS3 versions.[45][46] The PlayStation Portable version features an exclusive "historic mode" that allows players to reenact five battles and events from the Star Wars films as well as multiplayer for up to four players.[43][47] The Nintendo DS version, developed by n-Space, allows players to use the stylus to input a chain of lightsaber effects combined with Force powers.[43] THQ's Universomo studio developed mobile phone, iPhone, and N-Gage versions of The Force Unleashed that is "very different" from other platforms', but still tells a story about Darth Vader's secret apprentice.[48] These games feature a "CellWeaver" gesture system: each enemy has a symbol above its head that corresponds to a "gesture" or button combination that controls the player's character's attack.[49][8]

Plot

Before the game's release, Lucasfilm claimed it would "unveil new revelations about the Star Wars galaxy" with a motif of "redemption".[31][22] The story progresses through a combination of scripted events, in-game cinematics, cutscenes, and dialogue.[24]

The game, set between Revenge of the Sith and A New Hope, begins with the player controlling Darth Vader (voiced by Matt Sloan, searching Kashyyyk for a surviving Jedi.[27][50] Vader discovers the Jedi's Force-powerful child, whom he rescues from Imperial stormtroopers and raises as his secret apprentice (voiced by Sam Witwer), unknown to the Emperor (also voiced by Witwer). Upon reaching adulthood, Vader tasks the apprentice (known as "Starkiller") to hunt down the remaining Jedi as training for his ultimate goal: assassinating the Emperor. However, the Emperor's spies discover Starkiller's existence, and the Emperor forces Vader to kill the apprentice; Vader brutalizes Starkiller with the Force before hurling him into space, but secretly dispatches droids to retrieve and revive him. Vader gives his apprentice a new mission: to make contact with those that resist the Emperor's rule and foster a rebellion among them. Breaking into various Imperial facilities, Starkiller rescues love interest and Rogue Shadow pilot Juno Eclipse (voiced by Nathalie Cox), Jedi Master Kota (voiced by Cully Fredericksen), Princess Leia (voiced by Catherine Taber), and Senator Bail Organa (voiced by Jimmy Smits). In the process, Starkiller learns from Kota about the Jedi way and ultimately spares the life of Jedi Maris Brood (voiced by Adrienne Wilkinson) apprentice. Starkiller travels between these missions aboard the Rogue Shadow, a vessel analogous to the Millennium Falcon, whose crew develops a "kinship" despite their initially "dark side" agenda.[51]

Senator Organa gathers other senators to agree on a plan to rebel against the Empire, but the meeting is interrupted by Darth Vader, who arrests the Senators. Vader attacks Starkiller and reveals that Starkiller was never meant to overthrow the Emperor; from the beginning, he was merely the Emperor's tool to expose his enemies. Surviving Vader's attack, Starkiller uses the Force to ascertain the senators' location: the Death Star. Inside the station, Starkiller duels against Darth Vader. Kota attempts to fight the Emperor, but is blasted by the Emperor's Force lightning. At this point, the player is given the option of either seeking revenge and killing Vader or saving Kota from the Emperor.

If the player attacks and kills Vader, the Emperor offers to let Starkiller take Vader's place as his apprentice, but only after Starkiller proves himself by killing Kota. Starkiller instead attacks the Emperor, who crushes Starkiller with the Rogue Shadow. The story ends with Starkiller's broken body being grafted with armor so he can serve as the Emperor's assassin until he finds a new apprentice. If the player instead attacks and defeats the Emperor, Kota prevents Starkiller from killing the Emperor in hatred. The Emperor resumes his attack; Starkiller absorbs the Emperor's attack while urging Kota and the senators to escape on the Rogue Shadow. While Kota and the senators escape, Starkiller is killed. The Emperor and Vader look over his corpse, concerned that in death he has become a symbol to empower the newly formed rebels. Senator Organa and the others agree to go ahead with Starkiller's plan to rebel against the Empire, and Leia decides to use the symbol that was Starkiller's father's Kashyyyk home as the symbol for the Rebel Alliance.

Cast and characters

Although the game introduces new characters, developers felt the presence of characters already part of Star Wars would help "ground" the game within that continuity.[18]

  • Sam Witwer as Starkiller - The child of two Jedi, Starkiller becomes Darth Vader's secret apprentice and is dispatched by his master to kill the Jedi who survived Palpatine's Jedi purge.[52][22] Although acting as a villain, Starkiller is "really just [a] damaged kid."[18] Developers decided not to give Starkiller a name in the game, but the novelization gives his name as Galen Marek.[48][53] Although Starkiller starts as Vader's apprentice, a focus of the game is to allow the character to evolve into "something more heroic, something greater".[52] Witwer secured the role by demonstrating to developers his deep understanding of the character;[54] in portraying Starkiller, Witwer brought many new ideas about the character and imbued him with a sense of humanity.[18] Developers tried to make Starkiller not so evil that players would have difficulty connecting to him.[18] The Force Unleashed's character's name is an homage to "Annikin Starkiller", the original name of the character that eventually became Luke Skywalker.[55][56]
  • Matt Sloan as Darth Vader - Starkiller's master, who discovers Starkiller as a child and raised him.[52] In addition to dispatching Starkiller to kill the remaining Jedi, Vader also presents plans to unite with Starkiller to overthrow the Emperor, although there are "twists and turns" in this scheme.[52] The events depicted in The Force Unleashed are "pivotal" to Darth Vader's history and development.[57]
  • Nathalie Cox as Juno Eclipse - Rogue Shadow's pilot, Starkiller's love interest, and the game's narrator.[58][59][60] Eclipse was not originally part of the game; early concepts had the apprentice as an older character who develops a connection with a young Princess Leia.[61] Lucas, uncomfortable with this idea, encouraged the developers to create a love interest.[61] The apprentice, who has had limited interaction with women when the game begins, does not at first know how to act around her.[61] Her introduction early in the game allows the relationship with Starkiller to develop, and her inclusion helps "recapture that rich ensemble feel of the original Star Wars".[61] According to Sean Williams, who wrote the novelization, the romantic storyline is the key to the The Force Unleashed.[57] The name "Juno Eclipse" was originally proposed as a name for the character eventually called "Asajj Ventress" -- it was rejected for Ventress as insufficiently villainous.[61] The Force Unleashed project lead Haden Blackman brought the name back for the mythic quality of the name "Juno" and the duality suggested by an "eclipse".[61] Cox, in addition to strongly resembling the character's concept art, had "integrity and poise" appropriate to June Eclipse that helped the actor secure the role.[54]
  • Cully Fredericksen as General Rahm Kota - A Jedi Master who provides Starkiller with additional insight into the Force.[59] Developers realized early that Starkiller would require insight into the Force from someone other than Darth Vader; after rejecting the idea of this coming from the spirit of Qui-Gon Jinn or some version of Darth Plagueis, they decided to fill this role with one of the Starkiller's Jedi opponents.[61] The character was conceived as a "tough-as-nails" contrast to Jinn and Obi-Wan Kenobi.[61] Senior concept artist Amy Beth Christianson drew upon samurai influences for Kota's appearance.[18][61] The character changed little after being conceived; Cully Fredericksen's own traits made the character tougher.[61] Fredericksen was the first actor cast for the project.[54]
  • Adrienne Wilkinson as Maris Brood - A Zabrak survivor of the Jedi Purge who was Shaak Ti's apprentice.[61] The character as originally conceived went on to become a pirate captain, and Christianson's early art included Brood's lightsaber tonfas.[61] Wilkinson brought "strength" to her performance, leading to an expansion of the role with more dialogue.[61]
  • David Collins as PROXY - Starkiller's droid sidekick.[52] Collins said PROXY has "the innocence of Threepio" but also is "really dangerous".[52] It was programmed with the primary objective of killing Starkiller and is capable of changing its appearance via hologram, adopting the disguise of anyone known to its database.[62] PROXY is eager to please his master, but does not know how dangerous it can be or that there is a conflict between its programming and Starkiller's wishes.[18] Trying to avoid having PROXY's dialogue become too reminiscent of either C-3PO or the villainous HK-47 of Star Wars: Knights of the Old Republic, developers focused on PROXY's friendly naïvete.[18]
  • Jimmy Smits as Bail Organa - Leia's adoptive father, voiced by the same Emmy Award-winning actor who portrayed the character in Revenge of the Sith.[63]

Other performances come from Susan Eisenberg as Shaak Ti and Catherine Taber as Princess Leia.[64] In addition to voicing Starkiller, Witwer also provides the voice of Emperor Palpatine.[64]

Reception

PlayStation 3 and Xbox 360

The Force Unleashed received mostly negative reviews. Electronic Gaming Monthly called the game "an ambitious--yet ultimately dissatisfying--effort";[93] however, GameSpot said the game "gets more right than it does wrong".[72][73] While Official Xbox Magazine cited the game's linear gameplay and lack of multiplayer as reasons The Force Unleashed feels "more videogame-y and less of an all-engrossing Star Wars experience",[93] GameSpot found the game's story to be "more intimate and more powerful" than the Star Wars franchise's prequel trilogy.[72][73] X-Play identified the game's story as "one of the few bright spots" in a game that "falls pretty short of good".[81] IGN praised the game's voice acting, particularly Witwer's performance as Starkiller.[78] The Washington Times identified Mark Griskey's soundtrack as "another star" of the game, and Tracksounds called it "the most entertaining Star Wars score since Return of the Jedi".[63][38]

gamesTM suggested that "by even allowing the choice between simple hack-and-slash gameplay and the more complex mix-up combos, LucasArts has ensured that many will never view the title's full potential".[93] X-Play asserts the game's visuals successfully convey Star Wars' "classic used universe" feel.[81] GamePro said The Force Unleashed has "cool powers", "elaborate physics" and "beautiful graphics", but also cited "uneven" combat design and "disappointing" boss battles.[94] IGN and X-Play joined other reviews in criticizing some boss battles and enemies' behavior, although both GameSpot and IGN said the last two boss battles are satisfying.[95][72][73][81] Rather than feeling more powerful as the game progresses, GamePro felt that increases in Starkiller's powers were dampened by increasingly difficult enemy abilities and positions;[94] X-Play commented that despite a "nice" level-up system, Starkiller and his enemies are "pretty much on even ground most of the time".[81] Wired.com, X-Play, and GameSpot criticized the game's third-person camera and the sequence that requires the player to make Starkiller pull a Star Destroyer out of the sky.[96][72][97][73][98][81] Wired and Gamespot further criticized the load times, and abrupt gameplay-cinematic transitions.[96][72][97][73][98] Wired.com speculated that LucasArts could have recognized the frustration of the Star Destroyer sequence and removed it, but left it in because they hyped the sequence before the game's release.[96] GameSpot praised the game's art and physics, but also faulted "loose" targeting and some visual and audio glitches.[72][73][97][98] IGN, which also identified problems with targeting, speculated that DMM's processor intensiveness limited its use throughout the game, detracting from players' ability to feel immersed.[95] GameTrailers and IGN were disappointed with the lack of variety within and between levels.[75][78] X-Play, pointing to "Default Text" as the bonus objective description in the final mission and other glitches, said it seems the developers one day "just stopped working on the game".[81]

The demo was the fourth most-played Xbox Live game during the week of August 25, trailing Grand Theft Auto IV, Halo 3, and Call of Duty 4: Modern Warfare.[99]

Other platforms

Nintendo Power praised the story and the number of lightsaber combos but criticized the game's easiness and hack-and-slash gameplay.[100] It also praised the Wii version for its story and Force powers, but criticized the game's lightsaber controls and linear gameplay.[100] GameSpot noticed visual glitches and problematic audio compression that detracted from the Wii version's "mature and exciting" story, adding that the reduced number of Force-manipulable objects helps mitigate the targeting problems experienced on other platforms.[74] Referring to the Wii remote and nunchuck controls, GameSpot also speculated that The Force Unleashed is "possibly the most waggle-heavy" Wii game.[74] The ability to upgrade Starkiller's abilities in the PS2 version, according to IGN, is not as "robust" as it should be, and the game's targeting system is sometimes frustrating.[101] IGN said the PS2's real-time cutscene rendering made Starkiller seem emotionless, and that pre-rendered cutscenes would have been better.[76] GameSpot found the DS version's plot interesting but the storytelling itself "lackluster".[70] While the DS version is easy, with Starkiller killing enemies "like a hot knife through butter", GameSpot said the player's sense of power is not matched by a sense of freedom.[70]

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