Star Wars: The Force Unleashed Preview
Observing PS3/360, playing Wii, chatting to producer.
Last time LucasArts popped across the Atlantic to chat to us about The Force Unleashed, it had plenty of impressive videos to show, and big promises to make. Now, with only a few short months to go before the launch of the game, the team has returned to make good on those promises.
Within the first minutes of playing through the test code on their Xbox 360 debug units (PS3 code is also running on the day, and looking pretty much identical to the naked eye), the LucasArts developers who have made the trip are already making sure we're aware that "The Force Unleashed" isn't just a nifty title - or a hollow boast. Powerful blasts of Force energy lift huge, heavy gates off their hinges, splintering wood and buckling metal. Enemies are plucked from afar, hoisted into the air, and the impaled with a thrown lightsaber. Entire TIE Fighters are lifted from the ceiling racks of hangar bays and hurled at fleeing troops, Imperial and Rebel alike.
Unleashed? It certainly looks like it. This is top-notch modern game physics wreaking gleeful havoc in the Star Wars universe. It's bold, brash, incredibly action-packed and visually stunning. It may well be one of the best Star Wars games ever made - but strangely, the feeling we get from watching the LucasArts team play is that it might also, inadvertently, be one of the best superhero games ever made.
Storm Force
If you've been following The Force Unleashed at all, you probably know the story already, but a quick recap can't hurt. Set between Episodes III and IV - right in between the two trilogies - it sees Darth Vader secretly raising and training an apprentice, whom he uses to kill the remaining Jedi in the galaxy, all the while plotting darkly against his own master, the Emperor. You play the Apprentice, and get to take part in a nicely twisty storyline which is fully authorised and approved by George Lucas himself, and takes in plenty of elements from both the films and the extended Star Wars universe.
The setting and the character give LucasArts a chance to seriously cut loose within the universe, as the title suggests. From the very outset, this is designed as a wet dream for gamers - thanks to the stunning physics and intense combat - but also for Star Wars fans. It makes its intentions clear right from the outset, when you get to control none other than Vader himself as he steps in to get his hands dirty when a rogue Jedi is discovered during a raid on the Wookiee homeworld.

He won't try that again in a long time ago in a galaxy far, far away.
Black cloak billowing in the wind (the fabric effects in the game are stunning), Vader strolls through the Wookiee village, dispatching defences with a casual flick of Force Push and slaying countless furry favourites with a swipe of his iconic lightsaber or a deft application of Force Choke. It's a delicious - and all too rare - chance to succumb to the Dark Side in the Star Wars games, and a fairly good indicator of the extent to which LucasArts has taken the gloves off in its quest to relaunch Star Wars as a credible gaming franchise.
It's the technological progress, however, which is likely to capture gamers' imaginations most of all. The physics we've mentioned - and it truly is astounding, allowing huge chunks of the world to be manipulated realistically. Metal bends, glass shatters, wood splinters - it all obeys the laws of physics and opens up extensive options in any situation. Even the developers seemed surprised when slamming a struggling Stormtrooper into a metal door with a Force power resulted in the door bending open just enough for the unfortunate trooper to get stuck in the door, flailing and screaming.
Other systems, too, are impressive - especially the AI, which LucasArts is particularly proud of. Rather than scripting everything in the game, enemies react dynamically - and unpredictably - to the things you do. Pick up an enemy, and they'll flail around in the air, trying to get themselves upright; allow them to get within reach of something and they'll grab hold of it, trying to resist your attempts to throw them with the Force. They'll also try to grab onto each other in desperation, and will even fight in mid-air to try to release themselves from their doomed colleagues. It works remarkably well, looks great, and makes every level absolutely brim with darkly comedic potential.
Graphically, you'd expect such a flagship product to impress - and it really doesn't disappoint. The environments are lush and detailed, but it's the characters that really shine - especially the central characters, such as the Apprentice himself, whose facial animations are better than pretty much anything else we've seen in a videogame. Even now, all too many games give us characters with perfect lip-sync and realistic movements, but faces seemingly injected with Botox from forehead to chin. The Force Unleashed is a step in the right direction on this front, and it lends the game's cut-scenes and storytelling a significant new depth.
The Wii Saber
While much attention will undoubtedly be lavished on the PS3 and Xbox 360 versions of the game, we were also intrigued by the Wii version, which launches on the same date (as do various other platform versions, such as the PS2). Upon picking up the Wiimote to play, we were immediately struck by the fact that while the Wii version does look very weak compared to the PS3/360 versions, the impressive gameplay has been surprisingly well converted.
Certainly, the physics and AI haven't made the transition intact - but the Wii version fakes it remarkably well, replacing complex physics with nicely hand-tuned animations and more simplified interactions. The trade-off, of course, is that you get to wield the Wiimote as a lightsaber, an experience many Wii owners have been crying out for since day one.
Based on our hands-on time with the Wii version, we suspect that some of those people will be a little disappointed. You simply don't get the direct control of the lightsaber that many people crave - certainly, it responds to your movements, but a left swing of the Wiimote simply triggers a pre-programmed left swing attack in the game, rather than mimicking the exact swing you're doing.
On the plus side, however, the game cleverly divides its controls between lightsaber attacks on the Wiimote, and Force powers on the nunchuk - a system which works really nicely. Lifting someone into the air with the nunchuk, before flicking the Wiimote to impale them with a thrown lightsaber, is a natural and enjoyable movement, as is thrusting both controllers downwards to fire off a Force Repulse and push enemies backwards. Although there's a fair bit to learn, the controls do feel accurate and natural - and our disappointment at not getting to directly control a lightsaber faded pretty fast.
The Wii version also ships with a big chunk of exclusive content, including several entire levels which won't appear in the PS3 or 360 versions, and we were pleased to note that even the levels they have in common are significantly different in the Wii version - playing to the strengths of the Wii console and its controller, rather than just lazily porting Xbox 360 content to a platform that isn't designed for it.
Crucially, the Wii also has the only multiplayer mode of any of the versions of The Force Unleashed. A duelling mode pits two players against one another in a free-roaming combat arena, picking up power-ups and hammering one another with Force and lightsaber abilities in a manner that actually reminded us a little bit of classic fighting game Power Stone. There are loads of classic Star Wars characters to choose from, and the whole thing is pretty good fun - we can't see it becoming a staple of the hardcore beat-'em-up fraternity, but it could certainly be a laugh to pull out if you've got Star Wars loving friends about.
Talking Force

You missed, didn't you Windu? Bit of an error given what happened last time. Wii version multiplayer here.
Unfortunately, we can't talk in quite as much depth about the PS3 and Xbox 360 versions right now - we'll be bringing you full hands-on impressions of those in the coming months. In the meantime, though, we did manage to corner one of LucasArts' production team, Cameron Suey, to chat to us about how the PS3 and 360 versions are coming along - and to explain one of the most controversial decisions the team has made, the complete lack of any multiplayer options.
Eurogamer: You're going to launch all the different platform versions simultaneously - something that not every developer manages! Has this been tough to pull off?
Cameron Suey: Actually, that's something we believe really strongly in at LucasArts - you've got to give everybody all their options at once, so they're not holding out for another version that doesn't come out. It also makes it feel like this huge event in Star Wars - so it was absolutely necessary for us to have them all come out, all at once.
Eurogamer: Are there any significant differences that we should know about between your two lead platforms, the PS3 and 360?
Cameron Suey: Between the Xbox 360 and the PS3, if we've done our job right, they'll be indistinguishable. We really wanted to make the same sort of polished, high-end next-gen experience on both those versions.
Eurogamer: Something neither platform has, though, is multiplayer. How come you decided to leave that out? Was it a tough decision to make, given how much stock a lot of players set by multiplayer in their games?
Cameron Suey: It's a difficult decision to not do anything - you want to put everything you can into a game. However, it was a pretty easy difficult decision, if that makes any sense. We knew that to really make the fully polished story experience that we wanted to make, we had to focus on that single-player experience. It definitely was a good choice, I think. It's easy to have a game that's just okay, with a multiplayer that's just okay - but we really preferred to have that powerful single-player experience.
Eurogamer: Even saying that, though, you must be tempted to go back - once the game is finished - and use all the technology you've built to create a multiplayer experience.
Cameron Suey: I will not rule anything out, but I would say that's probably more than a temptation! We've just built this whole brand new system, which is really several systems playing together, and we're definitely going to keep exploring its potential. You're going to see more from it.
Eurogamer: The game focuses on simulation and generating responses from AI and physics, rather than on scripted sequences. Why did you go this direction, when so many other developers are making more and more elaborate scripted sequences?
Cameron Suey: Because, for one thing, the moment you see a scripted sequence the second time, you know it's not a real sequence - you know it's been hand-drawn and hand-animated. Now, we do have scripted sequences in the game; there are definitely moments that we wanted to come off exactly the way we had planned, and we had a very specific vision for them. But part of what makes videogames exciting is their interactivity, and the fact that you have so many possibilities with them.
We thought it was really important that, where appropriate, to really have a world that reacted incredibly realistically and felt very real. The moment you see that same Stormtrooper fall over in the same way twice, your brain instantly takes out one level of involvement with it. You get pulled out of that reality because you realise that you've seen this animation twice.
So the more we can keep you feeling like you're really engaged and really immersed in that experience, the better - and simulation technology really does that to a T. It just means that the payoff for everything you do is that much more enjoyable each time, because you know that every time you see something really incredible, you may be the only person who's ever seen it that way.
Eurogamer: Given that the character you play is essentially a superhero in the Star Wars universe, doesn't that make it difficult to make the game challenging? You're never really going to meet anyone you can't just flick into a wall...
Cameron Suey: Absolutely. That was one of the key challenges to the game, originally - the fact that players could waltz through just about any kind of situation. We didn't want to tone down the player's powers, so what we did is create characters and enemies that were sometimes resistant - and we had to make that fictionally appropriate. Why would someone be resistant to a Force power?
So at one point we have these golems, which are made out of all these bits of metal, held together with the Force. They're very resistant to being Force pushed because they're actually built out of the Force. However, because they're also made out of metal, they're very susceptible to lightning. In that sense, we wanted to give players more of a tactical approach to every situation.
The other thing is sheer numbers. If we overwhelm the place with enough Stormtroopers, well, you can only focus and push and lightning and shock and grip so many Stormtroopers at once, before they overwhelm you. Having mixed tactics types - we have ones that stand back and fire, and ones that go directly up for melee combat. We also have some very large and impressive enemies, and it doesn't matter how powerful you are - they're still going to stand their ground.
It was a variety of techniques we used to create a gameplay experience that was still definitely very engaging.

The Kitesaber. Or not.
Eurogamer: Your big boss encounters all end in a Quick Time Event - why do that, when you have such an enormous library of moves for the character to use?
Cameron Suey: We wanted those boss moves to feel completely cinematic - and while the character does have some really incredible moves that he does, the Quick Time Events are going to be things that could only be scripted. Things like tossing someone into the maw of a Sarlacc, or grabbing onto the roof, slamming someone repeatedly into it and then thrusting them into the floor. We wanted those things to be really big, cinematic pay-offs.
The other tactic there is that we want you to go from playing the game into these movies where you're just passively observing it. We wanted that to be more of a natural flow - so when you beat the boss, you're now in a totally new style of gameplay where you're just matching buttons, and appreciating this big cinematic finisher, and then you go into the cinematic. It's definitely a much more natural flow.
Eurogamer: Given how much technology you've created for The Force Unleashed, is it fair to say that this is only the first of a range of games you'll be building on this technology?
Cameron Suey: It's absolutely the first product from LucasArts to use this technology. We've previously announced the Indiana Jones game, which is going to use Digital Molecular Matter as well, and we've built this brand new engine, which is incredibly powerful, in conjunction with ILM. We'd be fools not to be using it.
Eurogamer: Do you have any plans to license the technology to other developers?
Cameron Suey: Well, Digital Molecular Matter [a major part of the game's physics] is by PixelArts, and Euphoria [part of the AI system] is by NaturalMotion - those are both outside groups that we have relationships with. Some of the other technology, like the facial capture and the cloth, that's all developed internally at LucasArts.
I think we probably could license that out, but I think it's probably best, for the industry, to have people try to develop their own technologies to create this realism. It's that competition, creating greater and greater realism, that's going to really advance the industry - not just doing the same thing repeated over and over again.
Star Wars: The Force Unleashed is due out on PS3, 360, Wii, PS2, PSP and DS on 19th September.
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Comments (57) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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1. Does the wii do the light sabre well?
2. Does the wii do the light sabre well?
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2. No.
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Probably end up buying the 360 version after all
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Apparently not as well as people may have hoped for; but the lack of the lightsaber not doing exactly what you're doing is supposedly partly balanced by some nicely implemented force power controls which are easily combined with lightsaber attacks.
Still I can't help but think this is one of the games I'd rather play on the 360 or PS3 (unfortunately I don't have one!), I think in this case I'd rather have the more advanced physics and AI rather than the Wiimote gestures and multiplayer.
Still if the Wii version is fun in its own right I'll probably buy it. Especially as I have my doubts that we'll ever see the kind of sword combat that most people want on the Wii; I just don't think it's plausible to get that level of control with the Wiimote, though I'd love to be proved wrong. Until then I'll just have to make to with a swipe to the left playing an animation of a swipe to the left!
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/invokes force suggestion powers
/waves hand
/"these are not the game mechanics you are looking for"
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Not surprised about the wii-controls. It was already made clear very early on in the wii's life that absolute direct controls are not possible. It will probably need a scanning device console to do that - next generation?
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Pleh. I'm sure the rest of the game will be great, but choosing QTEs so it's more cinematic is a terrible decision.
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Followed by - "We do teh kwiktyme event cos makes it really good scripted"
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I would have much prefered to be able to use the pointer function to pick up and throw enemies around than use the motion controls. I think LucasArts hate Nintendo too much to put any real effort into an exclusive built from the ground up game....despite they money they would make.
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was a bit undecided about 360 or wii version, but this has swung it to 360 i reckon... not a fan of 'waggle to the left to do left swing' type mechanics.
and, as everyone else has said, quicktime events can fuck off.
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Knew the lightsabre would work like that on the Wii and have been saying since day one - you CANNOT use a wiimote exactly like a lightsabre - fundamentally you cannot parry, block or even match the control up enough to have it act like a sword.
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I wonder if the multiplayer is online at all?
@bitesize: "not a fan of 'waggle to the left to do left swing' type mechanics."
You'd rather there were no motion controls?
@CallouB: "They should have concentrated on the Wii Force powers and not worried about the saber. "
This is what they have done from what I can tell in the article.
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Totally agree, I was about to say that until you had
I'm really intrigued by this game, it could well be a must have purchase when it's released.
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I have both consoles and tend to hit the "ignore" button on anyone who talks fanboy balls so I may have missed this, but I thought the point of BD was that you could have better texture detail? Or at least compress them less. So... why don't they?
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The ones in this game sound as if they'll be OK compared to the at random "press X NOW to NOT DIE" moments favoured by some games.
"No multiplayer??? A game with no multiplayer is not worh buying,"
I really don't understand that attitude but then I've always favoured a strong single player experience in games of this type. Multiplayer always seems a bit tacked on and I appreciate it when developers take a bit of extra time to polish up the single player mode rather than sticking on a generic multiplayer mode that will be inferior to any game which is designed purely for multiplayer. While some games manage to pull off the single/multiplayer combo most of the best examples of each have been when the developers have focused on one alone.
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no, that's not what i said at all - simply not a fan of motion control for the sake of it, i.e. just mapping to where a button press would normally be. see also the sword fighting in zelda - fun for 5 mins, a right bloody chore for the next 39hrs 55mins.
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no, that's not what i said at all - simply not a fan of motion control for the sake of it, i.e. just mapping to where a button press would normally be. see also the sword fighting in zelda - fun for 5 mins, a right bloody chore for the next 39hrs 55mins.
I don't think this is the same as zelda since in that game a swing either way mapped to the same animated swing. In this game a swing to the left is a swing to the left, a swing to the right is a swing to the right; I'm assuming there are vertical and diagonal movements too.
I took the "pre-programmed" bit in the article to mean that if you swung right to left at a slight angle then that would not directly translate and only a right to left swing would appear in the game.
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I can't be the only one who wants it. Am I?
/is
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i guess it's all down to how many attack types there are - left/right/high/low for different attacks would be ok i guess, more variation would be better. i just know i spent most of zelda using the A button attack cos i quickly got sick of the waggle attack...
i guess we'll see come the previews?
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They're the bits in games where there's a cinematic playing that moves the story along, and in an attempt to involve the player a bit more, instructions pop up on screen. eg. the part in resident evil 4 where you fight el gigante and you have to press a button to jump on his head then waggle the thingy to slash at his dangly head-bits. If you don't do it right or quickly enough, you fail.
Hope that helps!
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Why no PC version? I am sure my quad core CPU would be perfect for a physics heavy game like this :/
Apparently your quad core CPU is too expensive to play this game.
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Make JK3 with this engine
tia
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So...God of (Star) Wars?
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I'm not too concerned about the inclusion of QTEs - the ones in God of War and Resident Evil 4 worked well enough, although I'm not so sure that it actually helps with the sense of immersion in a game to have X, O, square and triangle flash up on your screen during a boss fight.
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If the saber was secondary on the Wii then they should have relegated that to the nunchuk. To not use the pointer on the Wiimote is a major cop-out. Boomblox is a great example of the type of controls that would have transferred amazingly well for force powers.
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"If the saber was secondary on the Wii then they should have relegated that to the nunchuk. To not use the pointer on the Wiimote is a major cop-out. Boomblox is a great example of the type of controls that would have transferred amazingly well for force powers."
How is the sabre secondary on the Wii? It's a main focus on the Wii.
I don't know how you would propose that a pointer be useful when using force powers other than in targeting? Draw symbols like magic spells?
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"The lack of multiplayer has dropped this from a 'must-buy' to rental for me. Multiplayer is not the be-all and end-all for me but a big draw of this game for my circle of mates was re-creating the fun we had in our old Jedi Knight deathmatches."
I remember those, fun for a little while but after a bit we all went back to... I think, CS or DoD. I remember the etiquette well, you bowed before duelling. Until you bow and the other guy shoves a lightsaber down your neck, through your head. Then... well, etiquette went out the window.
The lack of multi-player doesn't bother me and I'm kinda relieved that it's not there to be honest. I still remember the me-too obligatory 4 player multi-player on just about every other N64 game. Almost every one sucked and all they did was detract from the development of the single-player game, I reckon any multi-player in this would also feel like a similarly tacked-on arena smash with reduced powers. I'll take a strong(er) single player any day.
I reckon I'll be picking this up on 360, the Wii version is kinda tempting but I'm with Bitesize on the "fun for 5 mins a chore for the rest of the time"; I started twilight princess slashing enthusiastically and grinning like an idiot but towards the end I had mastered the precise minimum amount of movement needed to cause a slash, this will probably end up the same.
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totally agree.
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Good god, the game (or the preview) totally had me, up to the 3 magic words of doom. -_-
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I said the sabre was secondary as that's what the game producers have been saying, they claimed it would be a force power focused game..and as such they should have used the controller most suited to that.
Targetting is exactly what I'd want the wiimote for. Aim at a specific object /enemy and you can lift it up and swing it around "1 to 1" with the pointer (rather than the limited and delayed reactions you get from nunchuk motion control), ram it into other enemies, pick up containers turn them with the Wiimote and trap enemies underneath, set off traps from a distance by pointing at them, target an enemy weapon and pull it from their hands, target their legs and pull their feet out from under them etc etc
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and played one to many good but short single player only games latey that get shoved on the shelf a few days after buying it.
multiplayer isn't the be all and end all, but with single player games only lasting 5 mins these days. you really need some kinda of online play
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"all i can see are the button prompts. I have never once seen what i going on behind the button prompts during a QTE in any game"
+1
I almost got fired for refusing to add a QTE finisher to a game I was working on. I stated the very reason you gave i.e. you don't see the sequence because you are too focused on the button prompts. QTE are stupid and I've never met a gamer who enjoyed them. Spending 10 minutes beating a boss only to loose at the end because you weren't psychic is a game breaker.
If you have a chance to learn the sequence then fine. At least Heavenly sword understood this and you could complete a QTE after a few tries but, the end of God of War 2 should have told any game designers out there that random button QTE are not fun to play!
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Totally agree. I usually got killed in the Resident Evil 4 sequences if I tried to watched the action rather than concentrating on the button combo.
I downloaded the Bourne demo the other day and got QTEd to death - even though the rest of the gameplay held some promise, the sequences ruined the fun for me. If I was trying to do something just before the sequence started, it would grab that button press (which 9 times out of 10 was not the one needed) and resulted in an instant fail. Lost Sierra a sale there and then.
So I am hoping that the sequences in SW:FU will be very toned down or just dropped - it sounds as if you have already defeated the opponent so why bother?