Star Wars: The Force Unleashed II
The Force Unleashed
was met with generally positive reception from both fans and critics alike
despite noted repetition in enemies and levels.
And after what seemed like a death of protagonist, Starkiller, at the
end of the game, many were left wondering what route a sequel could take. Two years later, everyone got their answer
with The Force Unleashed II.
Clones. The answer is
clones. Starkiller really did die at the
end of the first game, giving everything so the Rebel Alliance could form. Roughly six months after the end of the first
game and just before Episode IV,
players find that Vader has been up to his yellow eyeballs in cloning another
secret apprentice on Kamino. After going
through countless clones, we meet this latest one who has failed yet another
one of Vader’s tests when he refuses to kill an assassin droid with the guise
of Starkiller’s main squeeze, Juno Eclipse.
As he’s set to be executed, Clone Starkiller breaks free
from the cloning facility and makes his way off-world chasing the memories of
the original Starkiller. Along the way he
runs into the original’s former allies, General Kota and Bail Organa. Throw in a completely forced cameo from Yoda
and a pointless vision quest in the same cave Luke will later journey through
and it’s clear that the game is primarily pointless fan service. There’s very little substance to the game and
even when compared to the first, it falls short. Neither game feels essential to the canon of
the series. Rather than focus on a
compelling and unique story that could have been brilliant like the Expanded
Universe, it was decided to make as many unnecessary ties to major
merchandising points as possible. So
Boba Fett and Yoda were shoehorned into the story. Both could be removed with little to no
detriment to the overall story.
A large problem with the first game was repetition. There wasn’t much variety to enemies and the
second half of the game had Starkiller running through the exact same locations
as the first half. The Force Unleashed II follows in those same footsteps for the same
terrible effect. Throw in more quicktime
events for finishing moves on bosses which never change and it starts to get
old fast.
It doesn’t help that from the Starkiller feels a bit
overpowered. Granted, he’s supposed to
be incredibly powerful, but from the first level the only challenge is the
amount of enemies thrown at him. But
there’s no variety to the fights. Each
enemy must be taken down in the manner unique to them, which is never more than
one. So each forced fight in the
painfully guided levels is just an echo of the last. It would have been nice if there were several
different ways to tackle a fight, but there just aren’t. And each breaks down to forcing your way
through. There is no finesse required
and any real style isn’t rewarded. And
when you’re spamming the same moves repeatedly and winning, there’s no need to
try anything else and thus the other skills available and the “skill tree” becomes
completely irrelevant.
The game looks and sounds like Star Wars, but much like many of the cash grabs the series has been
making of late, the whole thing feels hollow.
The cutscenes are absolutely astounding and the amount of detail is incredible. The much touted Havok and Digital Molecular
Matter engines are put to great use as nearly everything is destructible in the
game. Enemies can be cut apart in nearly
any manner and their bodies react accordingly when interacting with the
environment. No game outside of The Force Unleashed series captures the
raw power of the Jedi. The body of the
game is solid, it just lacks soul.
In the end, that’s all The
Force Unleashed II is. There are
some new environments and two lightsabers, but not much more. The story is forgettable and there’s no
deviation from the design choices that were so heavily criticized in the first
game. This game could have been so much
more, and it’s indicative of what is wrong with the franchise as a whole. It’s become a lazy cash-in of the name and
that’s just not enough.
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