Hey look, another review that was waiting for me to finish. Since I finally finished the game, I suppose I'll finish the review now.
I'd wager just about everyone knows the story of Star Wars, at least as told in the movies. Episodes I - III tell of a young boy, literally born from the force of good, who is born in poverty and struggles to fight for what's right and good as he grows up; and of a man of evil, who transforms a republic into an empire with himself as the head, brings about war and dominance, and corrupts and twists the young man to become his servant. Episodes IV - VI focus on that formerly good young man's son, who dedicates his life fighting the evil of the emperor and his father, in the end redeeming his father from evil.
There's a time between Episodes III and IV that we don't know a lot about. The way the movies are set, we don't need to know much about them, as we see at the end of Episode III the seeds of the story that will be picked up right where it left off in Episode IV 28 years earlier. (That's right, kids — Episode IV came out first. Oh, and let's just be clear: Greedo never fired a shot.) But it's probably safe to assume Vader didn't sit on his hands for 17 years waiting for his kids to grow up and kill his boss.
The Force Unleashed inserts a story into this time frame. Darth Vader, while on his Jedi genocide mission for his emperor, finds that one of his victims has a son who is strong in the Force. After killing the Jedi, Vader takes the little boy and raises him to be his own apprentice, secretly. His goal is to use this apprentice to overthrow the emperor (it's a Sith thing, it's what they do), and to prepare him for this task, he trains him to be a powerful combatant. Which means, basically, you get to kick butt with the Force.
One of the main selling points in The Force Unleashed is its blending of technologies to create a realistic environment. The Digital Molecular Matter engine is in play so that wood splinters, glass shatters, and metal warps; and the Euphoria engine is working so when you pick up an Imperial trooper and fling him through the air, he will panic and attempt to grab on to anything he can to stop from flying around. The result is a fairly realistic feel to the environment. You know, considering it's in a galaxy far, far away and you're causing Imperial troops to fly through glass and wood with the controlling power of the universe.
The premise of the gameplay is solid. I mean, who wouldn't want to be an awesome, Force-wielding mercenary? Sure, you've seen Yoda use the Force to pick an X-Wing up out of a swamp, but this trailer shows the potential scale LucasArts was going for, where the apprentice is seen pulling an Imperial Star Destroyer out of the sky.
The problem is, they seemed to spend the rest of the game making sure you couldn't just waltz through and kick butt with the Force. Enemies have shields that resist the Force, others have weapons that effectively ignore Force shields and lightsaber blocks, and what should be the most common of enemies wield sticks and staffs that hold their own against a lightsaber. In other words, they nerfed the Force.
Additionally, your character is extra-nerfed, as well. Every hit will knock him off-balance or down enough to leave him vulnerable to a number of other attacks while he sobers up — on the harder difficulty settings, this often means one or two hits (and the combo of follow-up attacks received before you can even block, let alone fight back) are enough to do you in. Enemies will, of course, have little difficulty breaking out of any multi-hit combo you try to inflict on them in return, with their Force-resistant sticks and armor.
Not to mention this poor, tormented soul whines like a farm boy pining for a set of power converters — but I'm starting to accept that as standard fare for a Star Wars story.
The boss fights are an exercise in frustration and patience. Usually, there's a certain move or trick that tends to work better than anything else, but usually it's just a matter of evading or racing one unblockable attack after another until you eventually wear the boss down to a quick-time event to finish him off. Those finishing events do add a nice touch of cinematic flair, plus a little bit of cool-down after an intense fight, but they do leave me wondering, "Why couldn't I have pulled all those kick-butt moves on him during the last 10 minutes of combat?"
The story itself isn't bad. It actually does a pretty decent job of fitting right in with the movies, including what I consider the "default" ending. (You have two choices at the end, resulting in a "light side" and "dark side" ending, and the way the camera is positioned at the time you make the choice, it pretty much has you aimed straight down one path and almost completely hides the other.) For as cheesy as it is in some respects, it's not at all out of character for Star Wars — love it or leave it.
The game play, though, leaves a lot to be desired. It's fairly frustrating, even when you're playing at the easy levels (you don't die so much, but you still spend an unreasonable amount of time getting knocked down and waiting to stand back up). It's hard to shake the feeling that you're fighting with both midichlorians tied behind your back.
Still, I slogged through it, because there were achievements to be had. And it's not like I'm any stranger to frustration.
I did pick up the Jedi Temple mission pack when it went on "sale" as a "Deal of the Week". It was extremely short. I played through the mission in a half hour on the hardest difficulty, and because (maddeningly) the difficulty completion achievements don't stack, I played through three more times on each of the lesser difficulties. By the end of two hours, I had played through it four times and completed all achievements. I haven't had any interest in the $10 Tatooine mission DLC.
My first introduction to tower defense as a genre was when the game Crystal Defenders came to Xbox Live. In "tower defense", enemy units attempt to travel from point A to point B, and you must stop them by placing defense units, commonly "towers", along their path. It is very strategic, in that you must decide where and what kind of towers you place to maximize the damage done to the enemy.
Bungie's latest release in the Halo franchise was first announced as an "expansion" or a "mini-game", one that wouldn't be a full-priced release. As a consequence, many reviews and comments have judged the release of Halo 3: ODST based on its value as a $60 game. It's probably a fair enough judgment for any game, but ODST probably wouldn't see its value picked apart in just about every review and forum if they hadn't announced that it wouldn't cost $60.
7 on 7 Halo 3 — Get 7 experience points in any playlist on the 7th of the month. When this achievement was first released, this involved finding a playlist where you had less than 7XP, waiting for the 7th of any month, and getting the appropriate number of wins. This achievement coincided with a new per-playlist XP system, so ideally it wasn't an issue. However, to accommodate those who exceeded 7XP on all playlists really quickly, Bungie occasionally makes a new playlist around the 7th of the month, where everyone has 0XP. Needless to say, I didn't have that problem; I had plenty of playlists under 7XP when the first 7th rolled around.
Annual Halo 3 — Finish the last level of Halo 3 with four players, on Legendary, with the Iron skull, with everyone in Ghosts. The thing that makes this one difficult is, because of the Iron skull, if one person dies, the whole team reverts to the last checkpoint. However, making the final run on the exploding Halo in a Ghost, I think, is more fun than in the default Warthog. After doing this once for myself, I've been in a party to help others get this achievement twice since. It's called "Annual" because it only counted on or after 25 September 2008, one year after the original launch date of Halo 3.
Brainpan Halo 3 — Find all the hidden skulls on all Mythic maps. In Forge mode, you can find a skull on each of the maps in the Mythic map pack. I'm not a fan of "find all the hidden…" achievements, so I automatically go to the internet for things like this. Finding the hidden skulls on each of the six maps (three were only available with ODST's release) was trivial.
Classic ODST — Finish any level solo, on Legendary, without firing a shot or grenade. Although this wasn't super-easy, there was one level in particular where it was possible to blast through — although a slight glitch where the game seems to consider honking the horn of the Warthog "firing a shot" meant I had to do this more than once.
Déjà Vu ODST — Finish the last level with 4 players, on Legendary, Iron skull on, without a Warthog or Scorpion. This is extremely similar to Annual (hence the name), except I would argue much harder. Bungie did make it easier than it could've been in this set-up by giving you a pair of Mongooses and rocket launchers for everyone with 999 (!) rockets apiece, but it was still slow-going with many restarts and, at times, checkpoints that just refused to pop.
Endure ODST — On Firefight, with 4 players, on Heroic, survive to the start of the 5th set. This was, by far, the hardest of the challenges to complete. In Firefight, you have a limited number of lives, and although you can earn a few more, if you run out, the game is over. A "set" in Firefight consists of three "rounds", and each round is five "waves", so in order to get this achievement, you have to survive four complete sets, or 60 waves of enemies. The game makes each round & set progressively harder by cycling the number of skulls activated. By the time you get to the last wave, all the skulls (except Iron) are turned on, so that enemies are tougher, shots do less damage, you can't recover stamina unless you melee, they throw grenades like there's no tomorrow, they dodge your grenades, and what weapons you manage to find have less ammo in them. And if you fail, you can't just restart at the last checkpoint and continue — the whole effort is wasted. I had three failed attempts of note (a fourth, we didn't even make it past the second round), all of which we got to the 4th set (one all the way to the very last wave), and each lasting over two hours.
Lightswitch Halo 3 — Achieve the rank of Lieutenant in any playlist. This is one that undoubtedly unlocks over time if you play enough, although I managed to get it in a weekend of Double-XP Grifball.
