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Star Wars: The Force Unleashed Preview

Xbox 360 PlayStation 3 Wii Preview by Rob Fahey

13 May, 2008

Page 3 of 3. <- Page 2

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.

'Star Wars: The Force Unleashed' Screenshot 3

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: 1-50 of 64 in total | next 50 »

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coastal
13/05/08 @ 10:42
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I can't access page two so answers may be found there;

1. Does the wii do the light sabre well?

2. Does the wii do the light sabre well?
chudders
13/05/08 @ 10:44
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1. No.

2. No.
Edited 1 times, most recently on 13/05/08 @ 11:44
ostrasized
13/05/08 @ 10:45
#3
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Quick time events as if they're a good thing? Uck, pretentious twaddle.
imamazed
13/05/08 @ 10:45
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The wii version sounds shite....


Probably end up buying the 360 version after all
japstersam
13/05/08 @ 10:46
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looks good to me :D
OrgasmicMutton
13/05/08 @ 10:48
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@ Coastal

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!
3william56
13/05/08 @ 10:52
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God, it was sounding all so promising until the words Quick, Time, Event, Button and Matching crawled out of the garbage compactor.

/invokes force suggestion powers
/waves hand
/"these are not the game mechanics you are looking for"
ps3owner
13/05/08 @ 10:54
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the bloke on the picture of the eurogamer front page (that points to this game) looks like david beckham with a lightsaber.

Sir_TimAlot
13/05/08 @ 10:55
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Nursing a semi...
Adam_T
13/05/08 @ 10:59
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Looks like a bit of a letdown! Wii Rubbish controls! Sucks!



Edited 1 times, most recently on 13/05/08 @ 11:59
schachmatt
13/05/08 @ 10:59
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I'm certainly intrigued, but no pc-version, no buy.

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?
Shinji [mod]
13/05/08 @ 11:00
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It's worth pointing out that the QTE stuff only happens at the very end of boss battles, when you've already won the fight - once or twice per level (and the levels are very large) at most.
Feet
13/05/08 @ 11:01
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QTEs?

Pleh. I'm sure the rest of the game will be great, but choosing QTEs so it's more cinematic is a terrible decision.
Madafunkola
13/05/08 @ 11:02
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They seem to say - "We do teh fisix cos makes it not bad scripted"
Followed by - "We do teh kwiktyme event cos makes it really good scripted"
CallousB
13/05/08 @ 11:02
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They should have concentrated on the Wii Force powers and not worried about the saber.

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.
superdelphinus
13/05/08 @ 11:04
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what are 'quick time events' please mates?
Raya
13/05/08 @ 11:04
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Ho hum - you can't do 1 to 1 movement with any motion controllers. What happens if an enemy parries? Think about it! Plus all these people that think 1 to 1 control would be cool need to take fencing lessons and see how they get on ;-)
bitesize
13/05/08 @ 11:06
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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.
tonyferrino
13/05/08 @ 11:07
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Dunno why people are getting hung up about a couple of QTEs. The actual level gameplay sounds ground-breaking. If it gives you anywhere near the freedom to use your powers that the preview implies, it'll be brilliant.
Darkedge
13/05/08 @ 11:17
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Can cope with the QTE's as if they are cool enough they will work.
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.
strange_powers
13/05/08 @ 11:26
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QTEs worked great in Resi 4 and in God of War - if done well there's no complaints here.
varsas
13/05/08 @ 11:26
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To me it sounds like the Wii controls work very well! The sabre control is not everything a SW fan would want but it still sounds good.

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.

Edited 2 times, most recently on 13/05/08 @ 12:29
mikeck
13/05/08 @ 11:28
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@ strange_powers

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.
systems
13/05/08 @ 11:28
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So both PS3 and 360 versions are going to be absolutely identical? That's a bit disappointing as then you're effectively wasting the massive storage potential of BD (unless the game really does all fit on a DVD9 or two).

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?
octo
13/05/08 @ 11:28
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Yes, Quick time events can Fuck Right Off (FRO).
superdelphinus
13/05/08 @ 11:29
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SOMEONE TELL ME WHAT QTE MEANS
ulov3
13/05/08 @ 11:30
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No multiplayer??? A game with no multiplayer is not worh buying, i guess a couple of rentals should just be fine
OrgasmicMutton
13/05/08 @ 11:32
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I'd slate quick time events as I don't generally enjoy them but it would seem a bit hypocritical considering the fact I enjoyed Fahrenheit, which was basically just one big quick time event interrupted by the odd puzzle.

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.
Edited 2 times, most recently on 13/05/08 @ 12:36
mkreku
13/05/08 @ 11:34
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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 :/
bitesize
13/05/08 @ 11:38
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You'd rather there were no motion controls?

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.
Bloodkult
13/05/08 @ 11:39
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I thought the point of BD was that you could have better texture detail? Or at least compress them less.

They'd be unusable anyway, as you've still only got 256mb ram on the graphics AFAIK.
varsas
13/05/08 @ 11:41
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@bitesize:

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.
Edited 1 times, most recently on 13/05/08 @ 12:43
DFawkes
13/05/08 @ 11:47
#33
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Don't care about those versions. What about the n-gage version? Hmm?

I can't be the only one who wants it. Am I?

/is
bitesize
13/05/08 @ 11:47
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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?
sadakos_fury
13/05/08 @ 11:48
#35
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@ superdelphinus

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!
InsoFox
13/05/08 @ 12:02
#36
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Ever since Lucasarts flushed its soul down the pan along with Sam and Max 2, it hasn't been what it used to be. But after reading this (and seeing how well Euphoria worked in GTAIV...) well... consider me hyped.
superdelphinus
13/05/08 @ 12:14
#37
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ok, so like basically the whole of Fahrenheit?
trebell
13/05/08 @ 12:17
#38
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systems: your texture depth is dictated by the visual capability of the system, not the storage medium hence BD not having an influence.
farticusmaximus
13/05/08 @ 12:22
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Whoop! Looks like I'll be buying the Wii AND 360 versions then!

Not happy about the QTE's but if they are as few and far between as said then it's forgivable... just..

Need the Wii version for multiplayer, not too fussed about the single player Wii bit as the 360 version will deliver the goods in that department.

All in all a very exciting and expensive prospect :)
pauleyc
13/05/08 @ 12:30
#40
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@mkreku

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.
Negotiator
13/05/08 @ 12:30
#41
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So the xbox version will be better.
gaselite
13/05/08 @ 12:30
#42
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Dear Lucasarts,

Make JK3 with this engine

tia
Nallen
13/05/08 @ 12:36
#43
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Superpowered anti-hero crushes all before him, then finishes giant boss monsters with QTE?

So...God of (Star) Wars?
Crofto
13/05/08 @ 12:39
#44
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Love how they pester the guy about multiplayer, as if to say everyone on the planet wants multiplayer and multiplayer only. >_>

I, for one, am absolutely glad that there's no multiplayer in this game. That's the only way a game like this could ever hope to challenge the likes of Ninja Gaiden, God of War and Devil May Cry. With multiplayer it'd inevitably end up being far too short, and most probably unpolished.

Anyway, one thing I did kinda want details on, is tearing. I watched a trailer for the 360 version and the tearing was hideous. I see the issue was conveniently side-stepped with this preview, but people will want to know.
RexRunti
13/05/08 @ 13:13
#45
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To be honest I was hoping for a little more from Euphoria in GTA IV. It seems to be used souly with hitting/clipping/nearly hitting pedestrians to me. Of course the best moment of the game for me was when I blew up a police car send the officer standing next to it flying with so much force thant not only did he wrap himself around a lamp post he also knocked it over into some of his surviving former colleagues.
Azazel
13/05/08 @ 13:36
#46
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Quick Time Event is basically a phrase made up to make hitting buttons in time with on-screen prompts sound important.
Killerbee
13/05/08 @ 13:42
#47
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The lack of a PC version sucks and I admit I'm kind of torn between getting the Wii version or holding out for when I finally get around to buying a PS3... assuming this actually turns out to be good, that is.

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.
groovychainsaw
13/05/08 @ 13:55
#48
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QTEs are the opposite of cinematic. I'm so single-tasked (as opposed to a multitasker) that 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, so i really miss out on any story packed in there!
septimus
13/05/08 @ 14:20
#49
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As long as the QTE's aren't as intrusive as in Bourne I can live with it.
MikeN
13/05/08 @ 14:50
#50
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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.

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