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-- Star Wars - Force Unleashed
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| Originally posted by pkcRAISTLIN im already in fulltime employment, duh. |
Wow. This is fun.
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| Originally posted by BTG you guys are both fucking losers. |

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| Originally posted by RJT At least we've both got high school degrees and won't spend the rest of our lives panhandling for scraps. No matter what anyone else may think, there isn't anything in the world that would make me want any part of the absolute pile of shit you call a life. ![]() If the demo is any indication, I'm going to enjoy this game very much. |
In all seriousness, the demo was great. Short, but I really liked it.
Thoughts...
The way the "physics cannon" engine works in this as opposed to HL2 is definitely only subtly different, but as far as gameplay it makes a world of difference. You pull the right trigger to grab an object, and then use the right analog stick to move it up and down, left or right. The left thumb stick is then used to determine the direction and the velocity with which an object can be thrown - so as opposed to in HL2, you can move and aim the object anywhere within the screen on multiple axis (in HL2, you were relegated to "shooting" it from the cannon).
This only functions because the game is in the third person - but it does create a sense that you can grab anything onscreen (not just from the first person), and move it just about anywhere else, instantly.
Combat is basically an expansion of GOW gameplay, done just as well IMO, and using each of the force powers the way they are mapped to the controller worked pretty well. I will definitely need more time to figure out how to refine movement, but in general I really, really liked it. The incorporation of GOW style QTE's will be nice for cinematics, but I hope they aren't too frequent.
The environment was very, very rich, and contained what I thought were an unprecedented number of objects onscreen with which to interact - and they don't all behave like boxes of different sizes. Being able to grab and throw a massive (comparatively) TIE fighter was epic feeling.
All in all, it felt very solid. Definitely not 10/10 solid - but so long as the story holds and the environments continue to be diverse and varied, from a control standpoint I'm pleased. The ability to "level up" force powers also seems to hold a fair bit of potential for expanded abilities.
In general, when this title was first announced I know the developers aim was to be the first to actually make a player feel like they were all powerful in the force - initial signs look like they've done well to that end.
I just played the demo on the 360 and its pretty cool so far despite the quicktime events.
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| Originally posted by TigerClaw I just played the demo on the 360 and its pretty cool so far despite the quicktime events. |
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| Originally posted by KiNeTiC ENeRgY that's what makes u a complete tool? I see now. |
So I've played through the demo a few times now trying to figure out what I hate the most about it.
It is easily the QTE's, and though I don't mind them in general, they seem to be poorly implemented thus far. Figuring out how to trigger them has been a bit of a pain, and unfortunately for the only larger enemy in the demo, it's the only way you can kill it.
It basically feels like a just barely unpolished GOW QTE - in both those games I thought they were added seamlessly, not so much in this one, and as the game is basically finished I don't see it changing by release.
We'll see how it shakes out in the rest of the game. Watching people struggle for their lives has, however, been pretty fun.
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| Originally posted by RJT QTE's |
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| Originally posted by pkcRAISTLIN i dont understand the recent trend. the new aliens game will have them too |
whilst i understand that they're meant to build tension, from a gameplay perspective they're pretty average imo.
The combos you can pull off in this are pretty cool too - I don't remember being able to link force powers like this before.
For example, you can basically slash into a group of stormtroopers or rebels, do a charged force push into the ground which will toss the group in the air, lock onto one, grab them and manage to throw him into the others, all in one, swift, fluid motion.
From that kind of combo perspective, the level system seems like it could lead to some pretty cool looking combo possibilities.

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| Originally posted by Moongoose [I]http://www.penny-arcade.com/images/2008/20080820.jpg[/IMG] |
Awesome.
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Originally posted by Moongoose |
God of War - sorry, my bad. =\
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| Originally posted by RJT God of War - sorry, my bad. =\ |
quick time events. AKA, horseshit
Are those the same as triggers, or scripted events? Where you have to stand in a certain spot/talk to a certain person/pick up a certain item at a certain time to make something happen?
It's when the game tells you to mash a button or sequence of buttons to trigger something. Like if your standing in a hallway and the enemy fires a gun at you and the game takes a scripted approach and tells you to mash the X button so you can dodge the bullet...etc...
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| Originally posted by SLR722 It's when the game tells you to mash a button or sequence of buttons to trigger something. Like if your standing in a hallway and the enemy fires a gun at you and the game takes a scripted approach and tells you to mash the X button so you can dodge the bullet...etc... |
So I've officially played this demo about as much as I ever played the Wolfenstein/Doom shareware demos back in the day. 
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| Originally posted by RJT So I've officially played this demo about as much as I ever played the Wolfenstein/Doom shareware demos back in the day. |
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| Originally posted by glass Exageration of the century |
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