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swgoji2001 · 4 years ago
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My Thoughts on Jedi Fallen Order
So after upgrading to a new, stronger laptop (pretty sure my stupidity in attempting to run this game on my old laptop hastened its tragic, untimely demise), I finally finished Jedi Fallen Order last night. I had mixed feelings going into this game, as I have some friends who said it was amazing while others said it was a mediocre story with decent gameplay.
Now after playing, was it the greatest Star Wars game I’ve ever experienced? No, but it was very good. Some minor gripes here and there, but overall I had a blast playing the game.
Warning: Some spoilers will be included, I’ll try to keep them as minor as possible though.
Story:
So I’m not gonna go overly deep into the story as I don’t want to spoil it for anyone who still hasn’t played the game, but to be honest I found the plot of Fallen Order to be a bit generic at first. It’s a classic light side vs dark side narrative with a redemption arc or two sprinkled in. In fact, I found the plot of Fallen Order to be quite similar in structure to the Disney Trilogy. Both have MacGuffin hunts (holocron and wayfinder), both include journeys to different planets following the trail of someone else (Eno Cordova and that one assassin dude mentioned in IX), both have mentors who have distanced themselves from the Force (Cere and Luke), and both have antagonists who were failed by their masters (Trilla and Kylo). 
Fallen Order splits off from this more generic route after returning to Dathomir and does it’s own thing, but I found myself asking why I enjoyed the first 75% or so of Fallen Order when I absolutely hated the DT. I found the answer to lie mainly in two things: the characters and the world they found themselves in.
Characters:
Cal Kestis: I absolutely loved Cal’s character arc. He has his own deep personal struggles with his past, feeling responsible for the death of his master. He faces those fears and comes to terms with his past, determined to make a better future. Cal not only comes out of his journey a Jedi Knight, but as a stronger person. Compare this to Rey, who had no meaningful flaws or personal struggles. Plus Cal’s the first ginger Jedi! Score one for diversity!
BD-1: My fourth favorite Star Wars droid, only behind HK-47, KOTOR 2′s T3-M4, and K-2SO. He’s cute, adorable, and loyal to a fault. What more could you ask for in a droid? (Other than a tibanna-powered blaster rifle and a bloodthirsty, anti-meatbag personality of course!) Plus there’s a revelation about his history towards the end that only makes him better and better.
Cere Junda: Star Wars has always had its mentor characters, but in all honesty I found Cere to be pretty generic. A Jedi Master who failed her Padawan and touched the dark side, only to be horrified by it and renounce the Force. Throughout learning her story, I couldn’t shake the feeling that I had already seen something like this before. Her arc isn’t bad, it’s well done and feels natural to her character, it was just rather generic.
Greez Dritus: Gotta say Greez grew on me as the game went on. He has his flaw in his gambling problem which bites Cal in the ass a couple times, but towards the end I really felt the connection between him and the others grow. He’s also the source of a good deal of humor.
Nightsister Merrin: Sadly, Merrin being an eventual ally was spoiled for me, but I love the subversion because it was built up that she would be an eventual boss fight. Merrin might be my favorite character besides Cal, I wish there were more interactions with her in game! She’s hot, has a great accent, a wicked sense of humor, and is powerful with Nightsister magick. But beyond all that, she’s a parallel to Cal. Both are survivors, the last of their kind, and I’m hoping that if a sequel is made, it goes deeper into their relationship because Merrin and Cal have great chemistry. I also love how Merrin challenges Cal and Cere’s plan to train the next gen of Jedi using the holocron, putting that idea in a more realistic, less idealistic light.
Prauf: I really feel bad for him. I liked him and you could feel the camaraderie between him and Cal, how he wanted Cal to succeed and do great things. He didn’t deserve what happened to him.
Oggdo Bogdo: Fuck this frog! He killed me so many times!
Trilla Suduri (Second Sister): The Jedi Padawan that felt betrayed by her master and became an inquisitor. I always love it when antagonists have a personal connection to the protagonists in some way, shape, or form. Trilla shakes Cal’s faith in Cere, and plants seeds of doubt in him. She wants revenge and the Emperor’s favor, and therefore we know why she chases Cal across the galaxy. She has motivations for all her actions, which is something that Kylo lacked in the DT.
Taron Malicos: I knew something was off about this guy the second I met him. I quite enjoyed the clash of beliefs between him, Merrin, and Cal. Malicos proposes a way forward, a new Jedi Order, but one founded on darker teachings. He offers Cal that power, but Cal proves his stature as a Jedi in refusing it.
Ninth Sister (Masana Tide): Probably the weakest of the villain characters for me. Ninth barely has any presence in the game at all other than the start and to serve as a boss battle on Kashyyyk. I honestly just don’t think she fits into the story as is. Perhaps if they tweaked it so that Ninth and Cal knew each other back before Order 66 she would have fit better. Ninth just doesn’t have any personal connection to Cal and the Mantis crew (like Trilla does) and doesn’t really serve as a trial like Malicos does. Remove her from the story and not much changes.
(If you somehow haven’t had this next one spoiled yet, I’m impressed. Please skip to ‘World’ if so)
Darth Vader: I absolutely loved how he was portrayed. A terrifying, unstoppable force. You won’t last in a fight with him, your can only hope you can outrun him.
World:
Fallen Order’s worldbuilding was on point. Cal’s ability to sense Force Echoes lets you get a more detailed understanding of the environment around you. It’s a small-scale Star Wars story, but the planets all feel lived in if you take the time to explore them. It’s the small details like the probe droid witnessing your initial use of the Force on Bracca or the side-stories you can discover like the tragic tale of the family running from the Empire on Zeffo or Malicos’ corruption and manipulation of Merrin that really flesh out the world. Compare this to the galactic-scale story the DT told, which somehow made the galaxy feel extremely small and uninteresting.
My only complaint with the world-building is the Zeffo. They’re just... there. Very little is explained about them. Who were they? Why were they important? What happened to them? Why did they disappear? Perhaps this was to leave room for a sequel but to me the Zeffo just felt like discount Rakata. I wish the devs had gone with the Rakata instead, but maybe that’s just me.
Also the wildlife on every world is more than capable of killing you if you aren’t careful so you almost always have to be on your toes for them, which rolls us into the next part...
Gameplay:
The gameplay was great fun in Fallen Order. Leveling up and unlocking new abilities was exciting and once I got the hang of them all, it was so much fun just cutting through your enemies. I played on Jedi Master difficulty (died approximately 75 times, give or take a few I may have missed) and it felt really well balanced. It forced me to study my opponent’s moves and adapt to them instead of being a hack-and-slash type of game. Combos are fluid and fun to pull off, parrying opponents leaves an opening to attack, and you can experiment with different fighting styles.
Customizing your lightsaber and appearance was also great fun. So many different options and combinations for everything! Plus you got rewarded for exploration with these extra customization options, so it adds incentive to do that if you care about appearances and whatnot. You can become the General Grievous of ponchos!
Overall Rating: 8.5/10
Overall Fallen Order was a great game that could have been even better. Of course I have to admit I’m looking at this through the nostalgia of games like KOTOR 2, which flipped Star Wars completely on its head. I would have preferred if Cere’s story had been a bit more nuanced, the Ninth Sister had more reason for being in the story, or if the game had Cal seriously question the use and role of Jedi in the galaxy (he does a couple times to BD-1, but it’s never really built on).
And then there’s my overall gripe about this type of story set after Order 66. It sets up questions like... where was Cal during the OT? Was he dead? Somewhere in the Unknown Regions doing something else? I know the ending of the game sets up the opening for Cal’s story to continue, but still, these types of stories usually end in death for the Jedi protagonist, so I am a bit nervous for his future.
Despite that though, I am super happy I finally decided to play this and am eagerly awaiting a sequel to continue this story.
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Nicole’s rambling: The Watch Dogs Problem
Hey, welcome to my TedX talk about one of the most ambitious games Ubisoft had ever released... And which, for most of the parts, flopped majestically - yet still has players who love it. One such player am I as well. (And I’m not coming back to the game because Raymond Kenney is my first VG crush, shut the hell up.)
I won't be dipping into the side activities (digital trips) and online mode, because I never clicked with it and I don't know much about these parts. And I don't wanna throw shit at the game because of something I don't know a single thing about. Here are my three biggest negatives in the game and the three biggest positives you should play it for.
Also: remember, this is my opinion and my opinion only. It's sure biased, non-professional, but I've played WD more than five times. FIVE. So it's not just blatant nitpicking, because, in its core, WD Is a game I love dearly.
@march-moon​, here you go! :)
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Let’s sort out the negatives first so we can later praise the game for what it did well:
1. Predictable and dull AI of enemies (aka going John Wick mode).
Sure, the variety of said enemies is impressive, but... When you get a grenade launcher and some good shotgun, which you can do in the first hour of gameplay if you already know your way with the ctOS bank account system (LOOP IS WHERE THE MONEY'S AT), you're more or less untouchable for the rest of the game. Most conveniently, you're starting with a silenced gun and when you know around your way with the stealth system and focus, which slows time big time for those who might not know, you can clear out Rossi Fremont under two minutes. Why? Because the AI is just dumb and stupid most of the time.
Like, sure, the big-armed guys can be a pain in the ass for the first few encounters, but when you realize all you have to do is throw two grenades at them and fire as many bullets as you have at your disposal, they are dead immediately. And the same goes for the car chases. Until you unlock the almighty power of raising the bridges and blowing up the steampipes, these are just pain in the ass.
The first few ctOS scans and police chases, as well as the enemy chases, are fun. But when ctOS finds you after ten minutes of driving around like a mad man to dodge the shit, sending you off on a ten-minutes lasting chase which simply repeats itself. Let alone that you kill half of the city's population because you fuck up to turn your car.  
To close this point, it gets repetitive, especially with the gang hideouts fuckery.
2. Ubisoft lying not only about the game features, but also about the overall graphics.
This point kinda explains itself, doesn't it? It's a known fact that studios have tendencies to change their games/movies for marketing purposes - for example, Disney and Infinity War or Naughty Dog's 'The Last of Us (Part 2)'. But this being a usual marketing tactic doesn't mean that the consumer should keep their mouth shut when they don't agree with it.
Most noticeable Watch Dogs' fuck-up was an overall graphic downgrade, which, sure, is completely understandable when you have such a huge open-world game, but... Ubisoft showed you a potato mash and all you got was the potato (The biggest point that is made fun of are the trees - those who played the games know what I'm talking about.). 
Also, the enhanced graphics ARE coded in the game, but are not used due to something signed off as ‘playable compatibility’ as far as I can understand, so??
But... They did lie about the in-game features too. They promised a lot more than they delivered, like the bounty hunts and stuff... Where did that go, Ubisoft?
3. The side missions and the story.
Don't take it as such... In my opinion, some of the side missions are fun - at the start. We've talked about gang hideouts, but you have fixer-car-related gigs as well and the first ten of them is very immersive since you don't already know which type of the mission you're up to. Will you be pressured by the time limit? Will you have to race through the city in a car that you can't destroy too much, otherwise it can't be sold on the black market? Will you be a decoy for some other bad people doing bad things? But when you get through this phase... It's the same game system again and again, for 46 times, I think? And the villain convoys... Well. These are fun and refreshing each time, I have to say.
Every time, you can choose a different tactic to toy around with - will you catch up with the baddies sooner, turning this mission into an intense, tight chase experience? Or will you wait for them further on the road, toying around with explosives and guns? Sometimes, they slip past you, which leads to a chase around the city, sometimes you blow up all of the cars perfectly on time, A+. But... You mastered 1/3 types of side mission content.
As for the story, it's not the worst, but it isn't something super-memorable, lifechanging. I am not talking about the idea behind the story (the utopia of having the whole city lead by a system, which enables the corporation to control people's lives without them even knowing), I am talking about the Damien-Aiden-Lena revenge story. It's your daily revenge plot based on Aiden's niece dying in a car crashed after the car being shot at because of a failed job.
The first story mission is mind-blowing. You're thrown into the game and the first thing you have to do is to infiltrate a whole-ass stadium, which feels good, not gonna lie. And the 'prison-break sequence' is also memorable as well. But other than that, it gets real repetitive real fast. 'Follow this person', 'hack this thingy', 'kill this guy', 'tilly that person' and so on is present in every act of the story, which makes things kinda come across as boring after some time. It is what it is.
There are exciting in-game moments, like when Defalt is introduced to the bunch and hacks into the Bunker base, stealing all of your data. But sadly, these story masterpieces tend to be overlooked and not acted on, which takes off some of the immersion potentials. (I know that Defalt's story was saved for the DLC, so it's not the best proof.)
! BUT THAT DOESN'T MEAN THAT THE STORY DOESN'T HAVE GOOD BEATS !
Now, the well-made things for which you should DEFINITELY play this game:
1. Chicago being a videogame city that is alive and the 'collectibles' are extra fun.
Okay, okay, let me explain. Sure, Watch Dogs' Chicago isn't the best area ever constructed in an open-world game. But... The city feels alive, it is changing around you, it never stops. You can find people making out, talking bad about their friend who is not there, you can look into their day-to-day life via something called 'privacy invasion', where you just hack into a camera and... You hear mommy calming down her kid who is crying, you can watch two girls playing Wii, presumably, and many other every day encounters.
NPCs are answering to you being into the city - asking questions on the range from 'Is that the guy from the news?' to straightaway call the cops because you are a mass murderer probably. When you stand in the middle of a road, they honk at you; when you accidentally bump into them, they call you names. It's amazing... And profiling them is even more fun. You can find profiles ranging from 'author of poetry' to 'clinically confirmed pyromaniac' and 'searches for 'feet' on the internet'. This shit is just ridiculous.
But... It's the smallest details you'll fall in love with. You can get on the "L" and it takes you on a ride. You can ride in it for the whole day, or you can get off on the next stop. When you're in the Wards or near Rossi Fremont, you can find dudes just listening to rap, chatting. Some guys force flyers into other people's hands. You can have coffee. The rain somehow feels real, and the nighttime just steals your breath away - and so do the sunsets. There's a part of the city called 'Hobotown', where the local hobos live, there are secret poker tournaments.
Chicago in Watch Dogs is a city with so many minor details that you cant find each of them in one gameplay. In each gameplay, you'll find something new, something that just makes you chuckle - but it's so thoughtful of the developers to even put it in their game. These small details are the ones that make you feel as if you were inside the game, convincing you that the Chicago you're looking at is, indeed, alive.
Then, there are the 'collectibles'. I didn't know how to call it other than that, so bear with me for a minute. There are minor 'side-missions' - for example, you're going after a killer, who is leaving you audios on the places he left one of his victims. There are QR coded which unlock audios that talk about the DedSec hacktivists. In the small 'hack 5 routers in a time limit' quests, you are unlocking one of the Blume's employees audios (Angela Balik's), talking about the files Raymond Kenney had hidden in the code back in the day, talking about the uprising of the Bellwether 'crime' prediction system.
The collectibles aren't everyone's thing, of course, and it won't take any of the Chicago experience when you don't listen to the voicemails or if you simply don't collect them. But, they can immerse you in the game world even more. And to be honest, this is one of the few games that had my ass shook about collecting the additional thingies.
2. The character cast.
Let's be honest, Aiden Pearce on his own isn't the best protagonist in the world. Don't get me bad, I like this game a lot, but he can come across as boring at times. And that's exactly when the character cast comes in to balance Aiden's character. Most of the cast has some sort of an attribute which compels to Aiden's personality very well, completes him in some way.
You have Raymond Kenney, who is a paranoid, rowdy, alcoholic genius who helped with creating ctOS - but has remorse about his history, because he caused the Northeast blackout 2003, killing eleven people. Which can show Aiden how bad can the power over the ctOS system be.
There's Jordi Chin, a prestigious assassin/fixer, who uses the game's darkest humor. Every fucking second Jordi is on screen, it's captivating, immersive and you'll find yourself chuckling at Jordi's jokes, which are definitely out of place. But he still keeps reminding you that he's in for the money, which, in the end, turns against Aiden in a way.
Clara Lille, otherwise known as BadBoy17, is a hacktivist working for the rebellious DedSec who are rebelling against Blume, the company behind ctOS. She seems to be innocent of the violence of getting revenge, but later in the game, Aiden discovers how deeply she was invested in the whole story about Lena.
Each of the characters has a personal connection to Aiden, widening his personality in various ways. Which is funny to watch throughout the story - and there's a ton of other characters I didn't even get into, like Lucky Quinn, Nicky, Jackson, Bed Bug... The characters are simply terrific.
3. The overall soundtrack.
Hear me out, this point is kinda tricky, yeah? I am not talking about the official soundtrack. The radio has some blasts I fell in love throughout playing the game - whether it introduced me to song 'Ms. Crumby' by the Audition, or made me fall in love with the Vampire Weekend, Kid Cudi, or The Vindictives. Yet, in the case of the radio, I tend to sort out a playlist consisting of 4-6 songs (YES? YOU CAN MAKE PLAYLIST INSIDE THE GAME???) which I play on repeat throughout the game.
There's also this masterful thing about the soundtrack sometimes 'forcing' itself into your gameplay, maybe more like 'self-inserting' into the game if you will. The two most memorable encounters of this are when: a) when you're helping Ray Kenney leave the junkyard and Pawnee behind and the 'ring ding piety pow' hardcore metal song plays throughout the final encounter (Jesus Built My Hotrod by Ministry) and b) when you enter Rossi Fremont, the whole time you're going through the building, the rap/hip-hop is playing, making you feel gangsta. (I think it's a song by Wu-Tang Clan, not sure tho).
But... Then it hits you. The in-game hidden soundtrack that sadly wasn't released. At least not officially. It has a reason, worry not - this in-game soundtrack reacts to the player's progress throughout the missions, so it basically plays on a loop. Which is understandable.
The most standing out instance I can talk about is when you enter the small island where the old Blume secret place is hidden on. You and Clara are on a mission searching for legendary sacred place (at least for the hackers) called 'The Bunker'. And my friends... This is when it hits you. The soundtrack feels familiar even when you're playing the game for the first time. This piece just hits differently than any other soundtrack I've heard. Not even Time by Hanz Zimmer has this effect on me, and I LOVE the Inception.
And there's more - the piece of the soundtrack which plays when you're going after Jackson is probably another great example.
BONUS ROUND: 4. The Bad Blood (DLC)
Okay, this had a lot to do with my love for Raymond Kenney and I am not worried to say it out loud. But this DLC is truly a DLC. It only uses the WD world, which was set up in the OG game, as its base - but it isn't its main focus at all. This DLC introduces us to new characters as well as to some we knew already we knew.
In the OG game, Tobias is the mad hobo who sells us cool thingies to play with - and in they managed to show Tobias' full potential, showing us how smart and hilarious, as well as paranoid, this guy is in reality. It deepened Ray's character, revealed Defalt's motivations and the history that tied both of them to the Northeast blackout.
There are also new areas to explore, new things to play with and even if the DLC doesn't do anything too revolutionary with the game's world, it's the best DLC I've played. And I may have enjoyed it more than Aiden's story. But again, I'm pro-Kenney biased, so that's kinda expected of me, ain't it?
PS: I hate Sitara or whatever her name is.
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kcaruth · 5 years ago
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Star Wars Jedi: Fallen Order Review
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Before the dark times, before the mouse empire, LucasArts published several fun, memorable Star Wars video games, from Star Wars: Bounty Hunter to The Force Unleashed series. After Disney’s acquisition of LucasArts in 2012, the Mouse House stopped all internal developments at LucasArts and laid off most of its staff in 2013. Signaling its turn to the dark side, Disney awarded EA (voted worst company in America multiple times) a multi-year license to create Star Wars video games.
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EA rebooted the Star Wars Battlefront series (2005′s Star Wars: Battlefront II has to be one of my most played video games) and released the new Star Wars Battlefront in November 2015. Critics acknowledged the game’s great graphics and visuals, but it quickly became apparent that the game lacked content. The hero and villain rosters were very limited, and the game only included content from the original trilogy, not the prequels.
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Then came EA’s disastrous Star Wars Battlefront II, the repercussions of which shook the gaming world. Released in November 2017, Battlefront II had some promise. It was the first game since the Disney takeover to feature a single-player story mode that was canon to the film series. The game also contained content from the prequel, original, and sequel trilogies. Additionally, EA greatly expanded the hero and villain rosters. However, EA showed it true colors with the game’s loot boxes, which could award players significant gameplay advantages if they purchased them with real money. Essentially, the game turned into a pay to win system, thereby making players who did not purchase loot boxes feel so disadvantaged that Battlefront II virtually became pay to play.
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Although Visceral Games, the studio behind the Dead Space series, was developing a single-player Star Wars game, even getting to the point in the development process where they could tease everyone with in-game footage, EA canceled the game and shut down the studio. Not counting the Lego Star Wars games and mobile games, EA’s Battlefront games were the only new Stars Wars video games on the market, an astonishing reality compared to the rate at which LucasArts used to produce games for the franchise.
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Eventually, EA finally came to its senses and assigned a single-player action-adventure Star Wars game to Respawn Entertainment, the studio behind the Titanfall series. Former Santa Monica Studio employee Stig Asmussen served as game director, and heavy-hitting talent like writer Chris Avellone, perhaps best known for his work on Fallout: New Vegas, joined the project. Finally, Respawn released Jedi: Fallen Order in November 2019 to much critical acclaim.
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Now, with that long-winded background introduction establishing the recent state of Star Wars video gaming out of the way, let’s get into the real reason why everyone is here. What did I think of Jedi: Fallen Order? I am usually well behind on newer video game releases, but our current state of affairs with the global pandemic has afforded me a bit more time to dust off my controller. Having just beaten Fallen Order earlier this week, I have plenty to say about the game. (I even made a pros and cons list! Can you tell I have also been spending my time watching the misadventures of Leslie Knope and company in Parks and Rec?)
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At its core, Star Wars is about family, friendship, and good versus evil, so let’s start by talking about this game’s characters and plot. (Don’t worry; I won’t spoil anything from the story.) Fallen Order nails the spirit of Star Wars. Set five years after Revenge of the Sith, players control Cal Kestis, a Padawan forced to keep a low profile after the Jedi Purge. Cal lives on the planet Bracca, where he works as a scrapper salvaging ships from the Clone Wars. Kudos to the game here. I stopped a couple of times just to admire the visuals of Bracca. It was definitely a “wow moment” seeing TIE fighters shriek by overhead and watching a Separatist ship descend from the atmosphere. One day, Cal taps into the Force for the first time since Emperor Palpatine’s Order 66 to save a friend from certain death from a workplace accident. Unfortunately, an Imperial probe droid records the incident, alerting the Empire of a Jedi fugitive. Two Inquisitors quickly arrive on the scene to track down the Jedi. Introduced in the animated series Star Wars Rebels, the menacing Inquisitors are an evil organization of Force-sensitive beings, some of them former Jedi, who have been tortured and turned to the dark side by Darth Vader and the Empire or otherwise willingly joined the organization out of hunger for power. They are tasked with hunting down surviving Jedi in hiding and others exhibiting Force potential. Somehow, Cal has survived this long even though he still carries around his lightsaber with him everywhere! When the Inquisitors corner him, he literally just pulls it out of his pocket! How has no one ever noticed it before? Did none of the Imperial probe droids floating around the planet ever take a snapshot of the weapon? Plot holes aside, two new characters, Greez and Cere, rescue Cal from certain doom at the hands of the Second and Ninth Sisters and ferry him off world.
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Cere is a former Jedi who held the role of Seeker in the Order. A Seeker located infants with Force abilities who could be taken to Coruscant and trained in the Jedi arts (think the good version of the Inquisitors). Greez is a starship pilot with a bad gambling habit, a green thumb, and an insatiable appetite. Cal finds a small droid named BD-1, who reveals a message from Jedi Master Eno Cordova, detailing the existence of a hidden Jedi Holocron containing a list of Force-sensitive children across the galaxy. In the wrong hands, this list could lead to the children’s demise. Cal and Cere want to use the list to rebuild the Jedi Order. Thus begins the race between the Empire and our crew of ragtag misfits to secure the Holocron.
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Overall, the story is good, great even for recent Star Wars standards. It fits the Star Wars cannon very well, and I loved the nods to the Clone Wars, mentions of obscure characters, and the foreshadowing of future events. Some moments elicit chuckles from the appropriate Star Wars humor, while others go to some truly dark places. The way the game tackles Order 66 earns it extremely high marks from me. The developers need to be applauded for bringing in new and relatively unknown planets that we have not really had the chance to explore before. There is no Hoth, Jakuu, or the like to be seen here, thankfully. Star Wars is a big galaxy; it is about time we saw different parts of it. We have spent more than enough time on Tatooine. The planets we do visit feel alive. Each one has a different color palette, climate, weather pattern (although the developers may have been a little heavy-handed on the fog in a few of the locations), and, of course, flora and fauna.
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Cal fights everything from annoying rat creatures to ram-like slugs, from giant venus fly traps to trampoline spring-plants. Players can even collect plant specimens on different planets and plant them in Greez’s terrarium, which was a nice little way to take a piece of each planet with you on your journey. Oh, and the spiders. Cal has to kill tons and tons of spiders. Again, this is Star Wars! There is a whole galaxy at your disposal full of creatures that look like whatever your imagination can dream up, and the best we get is different species of spiders? That is probably nitpicking, but it felt like it was worth pointing out.
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When it comes to the Empire, however, the variety is fantastic. Of course, the run-of-the-mill standard stormtroopers are here, but there are also variations like shock baton-wielding scout troopers, flame troopers, and the dangerous Purge troopers, essentially the special forces of the Inquisitors. The chatter between the troopers is great. Before they spot him, Cal can overhear them talking about their notorious accuracy, the planet’s hostile wildlife, or even mundane topics like food rations. Once Cal starts fighting them, they often taunt him, full of confidence in their abilities, but then they come to the realization that they are facing off against a Jedi. The confidence in their voices gradually turns to panicked fear as Cal slices through their numbers. By the time Cal gets to the last trooper standing, that trooper will regularly plead for his life or confess how scared he is. Every once in a while, the Empire will even throw AT-ST walkers at Cal, which are a fun enough challenge, though the strategy to defeat them becomes clear within a minute or two, and players are never forced to change up their tactics. I do love that after Cal destroys the walker, the trooper will crawl out of the wreckage and start shooting at him. Nice touch!
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With all that said, the story is not perfect. In fact, once or twice it just feels dumb. For example, Cal goes on this grand mission seeking out an important leader in hiding, and when he finally encounters him, they exchange maybe one full sentence before the leader gifts Cal a rebreather so that he can swim underwater. You are telling me I conquered various obstacles and enemies, traversing across multiple planets all to get...a rebreather? This whole section could have been cut out and streamlined so that the storyline goes directly to the main setpiece of this planet I am talking about. Have one of Cal’s crewmates give him a rebreather and send him on his way instead. Regardless, at least the back and forth traversal gives players another chance to board the ship, ascend from the planet, and blast off into hyperspace. Seeing that never got old.
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Respawn and its writers did a great job with these characters, including one of the Inquisitors (the other one is just kind of...meh). I enjoyed getting to know my crew, but I wish they had a little more to do in the game. In reality, they just stay on the ship 95 percent of the time while you are out running around on your mission (not that I entirely blame them...it is a cool ship). The conversations between these characters were usually good, but sometimes Cal would not mention huge, seemingly significant events or people he ran into to his crew! For a cinematic franchise like Star Wars, this game could have used a couple more cutscenes. The game often feeds the plot or a character’s mindset to players by making them idly stand near a crewmate and tapping R3 a handful of times to get them to cough up a couple of lines of dialogue.
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As is to be expected from a Star Wars product, the game’s music is terrific. Gordy Haab and Stephen Barton composed the score and recorded with the London Symphony Orchestra and the Bach Choir of London. Mongolian folk metal band The Hu also wrote and recorded a song that is featured during a couple of prominent portions of the game. The song lyrics were written in Mongolian and then translated into a fictional Star Wars alien language. The music compliments and elevates the game’s setpieces, with one standout part reminding me of Thor: Ragnarok. A couple of times, the game goes full John Williams to really make some moments hit home, and boy does it work! Hats off to Respawn for putting in this much effort in regards to the music for the game.
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Getting into the gameplay, Fallen Order is an amalgamation of several other games. Dark Souls, Zelda, Uncharted, Metroid, Castlevania, Sekiro, heck even Sonic...they are all here in some form or fashion. Unfortunately for Fallen Order, it does not elevate the features it borrows from those games. The biggest reason? The bugs. Oh my goodness the bugs. How can a blockbuster release like this have so many bugs? Maybe it had something to do with EA or Disney wanting to push the final product out before the release of The Rise of Skywalker the next month, but the amount of bugs in this game are simply unacceptable. While none of them led to a complete game crash, I definitely caught myself grumbling, “I hate this game,” with my frustration levels constantly reaching the scorching temperature of Mustafarian lava, especially considering Fallen Order’s inexcusably long load times. Seriously, the load times after dying are so long that I had enough time to run to the bathroom, heat something up in the microwave, or make a cup of tea (to help relax me from this rage-inducing game) before the game finished loading. How can I lift off from a planet and travel through hyperspace faster than the game can respawn me after dying? It is not just dying, by the way. The game developers think they cleverly hid load times behind elevator rides, but that did not work either! At least throw in some elevator music or comm chatter if you are going to make me stand there for so long!
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One time, I fell through the level to my death while walking on what was 100 percent solid ground. Speaking of solid ground, or should I say the lack thereof, enemies continued to fight me while clearly hovering in thin air when they should obviously be plummeting to their death. Woe is me if I tried to reach them, though, because my Jedi character must not have that ability, leading to, that is right, more death falls for me as the enemy looked on from his invisible sliver of ground above. If I was lucky enough to have an enemy remain in my relative vicinity and not stand off a ledge, that enemy had a chance of pinning and glitching Cal against a wall, leaving me trapped until I died from the beating. The enemy who kills Cal glows gold until players shave off a piece of that enemies health, which is great, but that means players cannot see that enemy flash red when he uses an unblockable attack. How could Respawn not notice this error when it is such an important component of the combat? For all the aggressive enemies with magical glitching powers, there were also those that would have a change of heart mid-combat and go pacifistic on me. I found this especially common in the later game and on one planet in particular with ranged enemies. They would fire at me, I would block their shot back at them and injure them, and then they would just stand there staring at me. It was really bizarre and made me uneasy turning my back on them to explore the area. I also experienced my health and Force bars completely disappearing from the screen. The first couple of times it happened, I thought it was intentional and meant that Cal could not die for that sequence of the game. Wrong! So much for thinking I was momentarily invincible with unlimited Force powers. This bug was especially crippling during big boss fights, as you can imagine. Respawn throws in some quick time events once in a while where players have to press the correct button in a very short amount of time. For the most part, I did not mind these, but one exception got my blood boiling. Cal is fighting a giant creature and ends up free falling. The game requires Cal to land in a very, very precise spot and pull of a quick time event. I cannot count the number of times I fell to my death during this part because of how finicky the game was being. Cal conveniently stumbles across every single icy or muddy slide in the galaxy during his travels, a way for the game developers to disguise a way to get players from point A to point B quickly, but these slides are also quite particular with when players jump and where they land. Another good portion of my deaths came from Cal not making a jump on one of these slides when he clearly had the distance or him seemingly landing and making the jump only for him to glitch and then fall backwards into a never-ending dark chasm. The game developers may have thought players would enjoy these slides, but I came to dread them.
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The worst game bugs by far, however, dealt with frame rates and level textures. Not contained to one section or even one planet, unfortunately, garbage frame rates wreak more havoc across the galaxy than the treacherous Empire. I am telling you the frame rate is absolutely abysmal in this game. I can forgive a drop in frame rate if it happens a couple of times, but it is like it is a built-in gameplay feature of Fallen Order. It was maddening! How can Respawn expect me to properly block or dodge if the game cannot even keep up with my movements or camera adjustments? Texture pop ins and clipping were also recurring issues. One time, I noticed a soldier’s helmet load in late. Another time, a Wookie’s fur took a while to fill up the character model. (By the way, the Wookies in this game look horrendous.) Sometimes, it would get so bad that the game would just pause completely so that it could load in the content of the area. I honestly thought the game had crashed and was about to reboot the console before everything stuttered back into place and Cal got moving again.
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I have done a lot of ranting about the game’s flaws the last few paragraphs, so let me get back to some things I did like. The combat works well. I cannot begin to tell you how satisfying and occasionally outright hilarious it is to Force push a trooper off a ledge, especially when he is standing there trying to intimidate you. I had so much fun simply blocking stormtroopers’ laser bolts right back at them. Best of all, I started taking every opportunity I had to pull enemies toward me, especially ones perched up on higher vantage points, and stab them straight through with my lightsaber. The lightsaber boss fights were a highlight of the game. Players feel the weight of every strike and every struggle when the blades cross.
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In addition to Cal’s lightsaber, he also has his Force powers at his disposal. He starts out with Force slow and gradually adds other abilities, such as push and pull, as the game progresses. Players may question how Cal, a Jedi, can struggle with a squadron of stormtroopers or the local wildlife, or they may ask why he does not start with all of his Force abilities, but it all makes sense when you consider that Cal has to rebuild his connection to the Force. He has not used it since he was a child, after all. It makes sense that this amateur padawan who did not complete his training runs into a tough time in combat. When Cal does unlock new Force abilities, the game cleverly flashes back to show Cal’s master teaching him that ability during his training before Order 66.
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Players can further bolster their Force, survival, and lightsaber abilities through a skill tree. Skill points accumulated from defeating enemies grant players access to increased health, stronger stim potency, increased lightsaber damage, and mass push, to name a few skills. Even later on in the game when most of your Force abilities have been unlocked and Cal has found a couple of fun new gadgets, the game still feels balanced. Cal never feels overpowered like Starkiller in The Force Unleashed games. Even when they are maxed out, his Force push and pull do not appear to have much of an effect on bosses. At most, they will briefly stagger them, whereas when they do it to Cal, he will comically tumble over like Palpatine when Yoda Force pushed him across his desk in Revenge of the Sith.
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I will argue that a couple of Force abilities become outdated later in the game. At one point, I forgot I even had Force slow because I had not used it in a while. I only remembered it while I was trying to solve a small puzzle to escape from an area and had exhausted all other options. Can you blame me for always wanting to Force push enemies off a cliff instead of slowing them down?
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I appreciate that the game developers allow players to adjust the difficulty at any time. I started out at a higher difficulty and found myself dying before I even left the first world, Bracca. However, I persisted. That is, until I faced off against Oggdo Bogdo and his trash hitboxes. Players can stumble upon Oggdo Bogdo very early in the game. Oggdo Bogdo, a carnivorous amphibian creature, is a boss variation of the more common lookalikes of him. There is a similar optional alpha creature boss encounter on most planets Cal visits. No matter how hard I tried or how many different strategies I employed, Oggdo Bogdo proved to be too tough for me, and after waiting through countless death loads and having to run back over to Oggdo Bogdo’s location time and time again, I decided to lower the game’s difficulty, allowing me to finally slay this ugly creature.
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Like Sekiro’s sculptor’s idols or the bonfires in Dark Souls, Fallen Order relies on meditation circles as its save points. Cal can rest to full health and restore his Force meter as well as restock health stims. Meditation circles also allow players to access the skill tree and spend skill points. These meditation circles implement a good risk versus reward system. If players choose to rest at a meditation circles, all of the enemies he or she has defeated since the last rest will respawn. I regularly found myself weighing the pros and cons of my situation, questioning if I should heal and get more stims or push on so that I did not put more enemies in my path.
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While I am on the subject of these meditation circle save points, I have to point out that Fallen Order does not have fast travel. Instead, it encourages players to backtrack and explore previously inaccessible areas that they can now open with their newly unlocked abilities. This was fine for a while, but I quickly grew tired of it when I noticed how much of the backtracking had me slowly climbing, traversing across narrow walkways that Cal has to carefully balance on, or shimmying over narrow cliff edges. This is padding by exploration. While the vine and rope swinging was fun, especially with Force pull, I stopped enjoying climbing up a conveniently placed arrangement of vines and the like by the halfway point of the game, if not earlier. I will admit that I believe Fallen Order contains just the right amount of playtime, but this stuff had it teetering on the too long side. This is compounded by one important world that players have to visit multiple times that feels too big. The developers’ creativity and excitement got a little out of hand here. Just pull up the map of that world to see how unwieldy it is. When I completed the story on a planet like this, I felt exhausted rather than triumphant. Why can’t I hail my crew to come pick me up in the ship where I am rather than having to run across the entire planet again to get back to the landing pad, fighting the same enemies I already cleared out a couple of hours ago? The game developers do provide a few shortcuts that players can open, but the amount of time they end up saving is negligible in some cases.
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I was disappointed that there is no real endgame content. Sure, players can continue to explore or fight enemies for the heck of it, but the developers could have done so much more. After players unlock every ability in the skill tree, the skill points they collect after that become meaningless. I will confess that I chose to rush past enemies to get to my next destination rather than waste time or energy fighting them for the 50th time after I had filled out my skill tree. Why not unlock fast travel after players beat the story? How about adding in a fighting arena where players can test their maxed out skill set against waves of enemies? Heck, let the players unlock dark side Force abilites like Force lightning or Force choke after they complete the story so that whatever they do then is not canon. I would have continued to gather skill points for that!
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Now I mentioned Cal’s droid companion BD-1 earlier, but BD-1 deserves a special shout-out. BD-1 is spunky and lovable. Not only does BD-1 shoot Cal stims to heal him, the droid also provides hints for puzzles, scans enemies to suggest tactics to take them down, plays recordings that push the story along, and helps Cal navigate the worlds by hacking locked doors or carrying him across zip lines. Additionally, BD-1 projects the holomap of each planet, which is vital to keeping track of where Cal is in relation to the ship or his destination. The holomap itself is decent. Color coding helps players see what is inaccessible and what is unlockable, but for the bigger worlds with multiple levels it can be quite a burden to scroll across. Not to knock BD-1, but I grew impatient waiting for the droid’s animation that it goes through every single time Cal finds a hidden chest. Cal opens up the chest, BD-1 jumps in and rumbles around, and then jumps back out with whatever was inside it, all while Cal repeats the same lines of dialogue, like “Woah, buddy!” or “Careful now.” or “What did you find in there?” There are 107 chests in the game. Let that sink in.
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These chests are one of the rewards for exploration. They contain items that players can use to customize Cal, his lightsaber, BD-1, or the ship. While this is motivation enough at the beginning of the game, this customization serves no purpose beyond cosmetics. It comes down to which poncho or paint job players find more aesthetically pleasing. I love that the game developers let players change lightsaber colors, but I wish these different ponchos and lightsaber parts had some sort of effect on the gameplay, such as restoring more of Cal’s Force meter or refilling a small amount of health after defeating an enemy.
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Force echoes serve as another reward for exploring. Cal uncovers lore from past events by reaching out through these Force echoes. They rounded out the worlds nicely and added to the feeling that they were lived in, real places in the galaxy. The final element of exploration is BD-1′s scans. While you are running around, BD-1 will occasionally crawl down off Cal’s back and scramble over to something the droid wants to scan. These unlock data entries on the planet, its flora and fauna, the Empire, or other characters. This is all fine and dandy, but the level of exploration the game developers expect players to do with all of the backtracking involved needs to reward me with more than just basic lore, especially when some of the entries feel like the writers did not even try when they wrote them. Is an entry on a storage crate telling me that the Empire stored materials in it really worth stopping to scan? I think not. Instead, the game developers could have really motivated me to explore more by throwing in a few interesting side quests or fun Easter eggs. Maybe players could stumble upon active Imperial transmissions and overhear characters like Tarkin or Thrawn. Maybe players could find an abandoned Imperial camp and watch Imperial or Rebel propaganda over a holofeed that was left on. They could have even hidden a squadron of battle droids that were forgotten from the Clone Wars. So many possibilities!
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Jedi: Fallen Order is far from a perfect game and has so much unrealized potential, but I would not trade away my time with it. For every flaw, I can point to a positive, and vice versa. At the end of the day, I got to be a Jedi, and that is good enough for me.
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zdbztumble · 6 years ago
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Botching Backwards and Forwards, Or: Today’s KH Ramble, Part I
As I play through KH III, I’ve also been catching up with the series by watching the Let’s Plays of the other games done by Team Four Star. Because they didn’t play through Coded and only watched the cutscenes from 358/2 Days, that means that there’s only one game on their playlist that I haven’t played myself, that game being Dream Drop Distance. From what I can tell, its gameplay operates on a similar mechanic to Birth by Sleep, which I enjoyed quite a bit. I frankly prefer the Command Decks to what we have in the console games. DDD making levels out of some left-field choices in Disney worlds was a pleasant surprise too. For the Fantasia world alone, I’ll have to consider picking DDD up when I’m not facing a month of utter financial ruin.
And yet, between the two of them, BbS and DDD are responsible for nearly everything wrong with the story of Kingdom Hearts up to this point IMO. Coded got the ball rolling by opening back up a story that had already been satisfyingly ended in KH II, but these two titles do the bulk of the damage to a series that, up to that point, had handled its story pretty well.
Starting with BbS, I freely admit that some of my issues with it boil down to a matter of preference. Turning the Keyblade into a (once) fairly common weapon with many wielders, with a history detailing a great Keyblade War and a test for a Mark of Mastery...all of that wasn’t to my taste, but I can’t say that there’s anything in principle wrong with it. It isn’t necessarily out of place for this series, and the one major wrinkle in continuity it causes (Keyblades choosing wielders) could be squared fairly easily. A prequel focusing on hitherto unmentioned characters rather than the series protagonists isn’t an inherently wrong choice either, though I’ll have more to say about that in Part II of this rant. That I don’t find Terra, Ven, or Aqua terribly interesting as characters is mostly a matter of preference as well, though I do think Terra’s descent into the darkness relies too much on sheer idiocy, and I will admit that Aqua is possibly the most fun player character in this series with her plethora of magic spells. But where I more seriously fault BbS (and Coded, for opening this door) is in its changes to Xehanort’s plots and backstory, and in undermining one of the best thematic ideas from the original Kingdom Hearts game.
"Ansem” turning out to be the true villain of KH I after two-thirds of the gameplay pass under the assumption that it’s the confederation of Disney villains was an effective twist that let an original character, more comfortably of the Square Enix half of the crossover, shine. “Ansem” turning out to be Xehanort the renegade apprentice, with his Nobody Xemnas the leader of Organization XIII, was hardly the most organic twist in the world; I don’t think anyone would go back to KH I and say “oh, it was so obvious, how did I not see it before?” But it made for another genuinely surprising twist in KH II. A villain can only have so many twists and secret plans, however, before effective surprises become cheap gimmicks, and any ability to take their current scheme seriously evaporates.
The revelation that Xehanort is in fact a transparently evil old man who, years before any of the events that led to KH I, plotted to synthesize a X-Blade and bring about a second Keyblade War (with less than ten combatants, so it’d be more of a Keyblade Skirmish) in what basically amounts to a mad scientist’s scheme in fantasy genre clothing, was the breaking point for me. This is a common trap of both prequels and conventional sequels; trying to tie too many things into a small group of characters, or in this case, a single character. Making Xehanort into a villain that spans multiple generations, the man who set into motion everything that preceded KH I and is indirectly responsible for Sora, Kairi, and Riku becoming Keyblade Wielders, can seem like an expansion of the universe on paper, but in execution, it’s a contraction. It reduces too many events down to factors in a single character’s actions. The fact that his scheme is no more coherent than those from KH I and II doesn’t help, nor does the fact that the storyline that most directly leads into Xehanort’s role in those games - Terra’s - is so transparently ripped from Revenge of the Sith.
But Xehanort’s abrupt reentry into the story isn’t truly maddening - not in BbS, at least. For me, the worst part of the BbS story is how it retroactively changes Sora’s. I’d go so far as to say that BbS is to Sora what Dragon Ball: Minus is to Bardock and Goku.
Don’t misunderstand me on that point: BbS is nowhere near as bad a game as Dragon Ball: Minus is a comic. What I mean by that is: prior to Dragon Ball: Minus, most people took Bardock: the Father of Goku to be canon. And, in that TV special, the history given to Goku, derived from what was said in the manga at the time, was that he was of no account by the standards of Saiyan society. He was a no-account spawn of a low-class warrior, sent off to a far-flung planet to clear out its worthless inhabitants. That low-class warrior who fathered him was as ruthless and mercenary as any typical Saiyan, and while he was stronger than the average low-class fighter and was given psychic insight into the fate of his people, Bardock was ultimately just another Saiyan doomed to die and be forgotten by time. Nothing in Goku’s origins is special or fated, which makes his accidental amnesia and eventual surpassing of Vegeta, the supposed Saiyan ideal, more remarkable. By transforming Bardock into a more tamed Saiyan with a close familial bond to his mate, who sends his son to Earth for safety in a blatant rip-off of Superman’s origins, Goku and Bardock both become too special, Goku’s turning into a kind-hearted child becomes too telegraphed, and their stories become too beholden to “chosen one” cliches.
And that is what BbS does to Sora, Riku, and to a lesser extent Kairi. That all three of them just happen, in their childhoods, to have had contact with Keyblade Wielders who left a personal mark upon them - and, in Sora’s case, literally took up residence inside him - is just too pat. It makes the three of them ending up with Keyblades too easy, too predestined. This hurts all three of them, but Sora most of all. Ven looking like Roxas and Vanitas looking like Sora, is a massive headache (and yes, I’m aware that there is at least some explanation of that), but the big loss is in the thematic content of the story, and there is where the comparisons to Dragon Ball: Minus really come into play.
Like a pre-Minus Goku, pre-BbS Sora is not special, in any way, at the start of KH I. He’s an ordinary young teen, plucky and affable and just a bit lazy, with a burgeoning quasi-romantic interest in his friend Kairi and an in-all-things rivalry with his best friend Riku. Compared to Riku, Sora comes up short in pretty much every area. Riku, at first glance, is faster, stronger, smarter, more dedicated, more fearless, and more capable. If you were going to choose one of those two to be the fated hero wielding a magic blade to save the worlds from darkness, Riku’s the better candidate by every metric, on paper. And, in fact, the Keyblade does choose Riku. The whole “chosen one” cliche is subverted in KH I in a brilliant way by essentially having destiny make the wrong choice. That Sora only gets the Keyblade by accident, loses it to its intended master, but quickly reclaims it on the strength of his accomplishments and his purity - that he earns it - is one of my favorite things in this entire series, and is a wonderful thematic idea and moral. Giving Sora and Riku both a fated “touched by a master” backstory kills so much of that idea, and it’s enough to make me wish that there was no BbS, as fun as the gameplay can be.
Ironically, DDD tries to have its cake and eat it too by playing up the fact that Sora wasn’t chosen by the Keyblade, but the damage was done by that point. And DDD further undermines that initial concept in the way it writes Sora, and his relationship with Riku. For one thing, Sora in DDD seems so much dumber than he was in previous games. Up to that point, he’d been written as an upbeat young teen, possessed of a certain level of immaturity and naivete, but always determined to help save the day, and more than capable of getting serious when needed. DDD abruptly starts to portray him as more of a doofy shonen hero, without any clear motivation and to no real purpose. It also introduces the idea that the central dynamic in Sora and Riku’s friendship is that Sora lifts Riku’s spirits while Riku takes up the slack from Sora’s sloppiness and carelessness. I have a real problem with that presentation, because it just isn’t true.
If you go back and look at KH I, those early Destiny Islands scenes set Sora up as the underdog to Riku’s Big Man on Campus. Riku jokes that he’s the only one working on the raft, and Kairi remarks that “he’s changed,” but he doesn’t come off as someone needing to perk up. And with one of the first challenges of the game being Sora gathering raft supplies, it doesn’t seem that Riku needs to take up that much slack either. In any event, over the course of KH I, Riku’s the one who drops the slack and falls into darkness, with Sora literally having to stop him from doing horrible things. And it’s Sora who continues on through CoM and KH II, saving the worlds. While Riku does appear here and there to aid Sora, his aid doesn’t come in the form of “taking up slack” or cleaning up after messes Sora leaves; Sora, Donald, and Goofy are still able to save the day by their own skill in each world. This whole notion, and Sora’s more dim-witted persona, seem invented, if not from whole cloth, then from very little that was previously established.
And again, there doesn’t seem to be a clear motive, unless it’s to highlight the differences between Sora and Riku and give more justification to Riku getting the Mark of Mastery when Sora wasn’t. But the writing doesn’t give a coherent through-line to that idea, nor does it sufficiently justify Sora not becoming a Master. Had the game actively told a story of turning the tables, and made a point to stress the idea that Riku’s fully reformed and that Sora was slipping up, then I’d be more forgiving (even if I still wouldn’t like the idea), but the work just isn’t there.
I’ll admit that there’s a certain amount of bias in my assessment; I’ve never liked Riku as a character. As a teen playing KH I for the first time, I found it easy to project my dislike of certain people IRL onto him, and in the years since, I’ve continued to find that the manner of his turn to darkness in KH I makes it very hard to accept him back into the fold with Sora and the others. He’s also a lousy player character in Reverse/Rebirth and in KH III IMO. But I accept that he’s the deuteragonist, and that his story since KH I has been one of redemption. In principle, a game that builds him up as a character and lets him save the day is fine. But the manner in which it was done in DDD was all wrong. And to an extent, the changes made to his and Sora’s friendship, and to Sora’s personality, have all carried over into KH III, which is even more frustrating.
And, speaking of things carried over...DDD is where Xehanort gets completely ridiculous IMO. Having pulled a third twist that he was actually an ancient Keyblade Master seeking to provoke a war, now there’s a fourth twist where his younger self has been traveling through time (by ridiculous means) to ensure that the fifth twist - that all that business about Nobodies having no hearts was a lie, and that the real Organization XIII exists to create thirteen Horcruxes vessels for Xehanort’s heart, so that there can be thirteen darknesses to face the seven lights in the Keyblade War (which still seems short of the numbers you’d need for an actual war, but whatever). The whole business about “recompletion” allowing an original person to revive if their Heartless and Nobody are destroyed is already enough of a contrivance to bring the original Xehanort back, but time travel and heart-splitting is even more absurd. And I still haven’t been able to figure out how “Ansem” and Xemnas can be back in action, even with the time travel aspect.
Recompletion also means that DDD brings back the rest of Organization XIII. I consider nearly all of them to be glorified henchmen, possessed of a gimmick for combat and a single personality trait at best, so their revival - and their cameos in BbS - do nothing for me. A big exception to that is Axel, but if I don’t care much for Riku, I can’t stand Axel. He comes off as what an “edgy” teenage writer would come up with for a “cool” character in a bad first stab at fiction. From his character design to his abused catchphrase, everything about him pisses me off. His one saving grace in KH II was that he sacrifices himself, and nothing undermines a sacrifice like a contrived way around death. That he’s become a Keyblade Wielder, and one of the Seven Guardians of Light, is ridiculous to me, and I’m not sure if I can think of a more blatant example of a writer’s pet character being so inorganically shoved to the forefront of a story that supposedly isn’t about them.
DDD also started to open the door to the possibility of Roxas and Namine being restored. That idea is less annoying to me than any of these others, but it’s still a mistake IMO. That Roxas and Namine both ultimately elect to give up their lives as individuals to return Sora and Kairi to their full selves, accepting their fate so that others can live more fully, is a bittersweet and touching concept, and one that lets “death” have some real consequences and the happy ending of KH II come with a price. I hate seeing that undermined, and I’m frankly frustrated by how much of KH III’s front half involved chatter about Roxas.
And speaking of KH III...that’s where Part II comes in.
ADDENDUM: Another thing about DDD that I feel undermines Sora is that, while writing him dumber, the game also hypes him up more than he ever was in the past. It’s the same problem as Harry Potter; for all that series’ virtues, constantly pointing out how special Harry is can end up taking away from his character by making his unique traits too ubiquitous. Other characters constantly pointing out how kind and loving and easy to bond with Sora is undermines that trait by over-playing it and turning it into an exercise in “tell, don’t show.”
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elizas-writing · 6 years ago
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We’re about 3 months away until the long anticipated release of the one, the only, the extraordinary, Kingdom Hearts III! Almost 14 years of waiting with about a dozen side games and HD re-releases are finally building up to this grand moment for video game fans. And like most other fans out there, I needed a serious catch up to remember all the convoluted lore and relive all the good times and bad with our favorite Keyblade wielders and Disney team members.
Since I don’t have all of the games on hand, much less the time to play the ones I own, I went to the wonderful world of YouTube and over the course of two months binged through about 30 hours of content, right from the very beginning! It was so much fun to relive all the series highlights, finally watch the newer content in the HD re-releases, and pick up on the little details I missed the first time around. And I thought I’d share some of the wonderful thoughts going on in my head during my binge.
Without further ado, here are Eliza’s silly but honest taglines, asides, observations, and comments of the Kingdom Hearts series!
Kingdom Hearts
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The OG most ambitious crossover
I’ve been in this world for three hours and CAN’T FIND THE NEXT CHECKPOINT.
I know we jab at Chain of Memories for its awful gameplay, but I legit-erally didn’t finish the Atlantica world cause I had no idea where the fuck to go next. Even for a 2002 game, the mechanics were a nightmare sometimes.
Sometimes having every other world set up like a labyrinth is too much work than it’s worth.
Seriously, you have to talk to Aerith a million times to get Curaga. How the fuck were you supposed to know that without the Internet or a strategy guide??
Came for the bizarre mix of Disney and Final Fantasy– stayed for the characters and mildly convoluted story.
Just gonna add this in with the other “the power of friendship” crap I love.
  Kingdom Hearts: Chain of Memories
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Worst. Fucking. Fighting. System. EVER.
You ever wonder how the board meeting went for this game?
“So it’s, like, 50% the same game again, but shitty.”
I’m here to button mash, not strategize like Magic the fucking Gathering
This is the one where all the hot villains show up, right?
Just don’t let Axel’s bad boy facade fool you. He’s a finger guns bisexual with bad dad jokes.
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10/10 will steal your girlfriend, boyfriend and nonbinary significant other
Every time someone says “memory,” take a shot.
Also, are we never gonna talk about where Pluto went with that letter? Are we supposed to accept he just comes and goes however he pleases?
  Kingdom Hearts II
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The best one. You can’t change my mind.
One man’s convoluted revenge scheme at the cost of, like, 5 teenagers’ mental well-beings.
I’ve only known Roxas for 6 days, but if anything happens to him, I’ll kill everyone in this room and then myself.
So Ansem wasn’t really Ansem. You see, he was this scientist’s apprentice who– aaaaaand I’m lost.
If your fandom experience at this point didn’t include calling Xemnas “Mansex” or listening to Dr. Bombay’s “My Sitar” to cope with Demyx’s 2nd boss battle, you did it all wrong.
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We all made fun of Demyx for needing a notecard for his mission, but my work desk is a cluster of reminders and sticky notes, so I can’t judge anymore.
The beginning of the longest, most painful wait for a sequel.
I’m sure Haley Joel Osment is a chill dude, but who the fuck allowed him to sing?
  Kingdom Hearts: 358/2 Days
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Area Man Tries to Balance Life Between Work, Broken Marriage, and Two Adopted Kids in Existential Crises
Spoiler Alert: It ends horribly for everyone involved
When the realization set in that he became a father
Saix being a bitch
Family drama
Seriously, Saix, the last time I saw a man this pissy about his friend spending time with someone else was The Road to El Dorado. And Tulio and Miguel were supposed to be a gay couple.
Well, that was a depressing ass backstory on why Roxas has two Keyblades
“Who am I?!”
Anyone out there still calling Xion a Mary Sue better apologize to my daughter in the next five seconds.
The Organization’s HR complaint box probably looks like a tornado blew through it…
At least they seem to have good enough health insurance since their youngest members tend to fall into month long comas.
  Kingdom Hearts: Birth by Sleep
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Remember when Xehanort was a scientist’s apprentice who went AWOL? Think again, bitch!
The point where you realize this is all just a long, cruel, brutal DnD campaign
It’s best if you just don’t get emotionally invested in any of the characters. No one has a happy ending.
How one man’s total lack of self-awareness and critical thought dooms the universe
No, seriously, I’m sorry, Terra is a massive idiot. Master Xehanort doesn’t even have to try hard to manipulate Terra; he’s just that goddamn dense and does a lot of stupid shit on his own. These are facts.
I can’t even handle the secondhand embarrassment of his Neverland visit where he thinks Peter Pan is after the light when he was guarding a literal treasure chest, like, that’s just too dumb.
I still love him and wish him a wonderful redemption, and he definitely didn’t deserve losing his friends, family and his free will, but there were so many avoidable stupid disasters if he didn’t just blindly trust the wrong people.
Terra is the physical embodiment of “I am not a clever man.”
Forget the darkness in his heart– I’m more concerned about how many worms are eating his brain.
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Terra, this bitch just asked you to cut out the heart of a 14-year-old girl, and you just went “chill.” Did you already forget your last oopsie with Aurora?
Loving mother left to clean up her husband and son’s messes…. all of them…
She’s about a couple steps away from becoming a wine mom to get through this shit.
As you can see, the main difference between Ventus and Roxas is that one is a literal ray of sunshine who did nothing wrong, and the other is a mass of anxiety who says “fuck” more often than he’s allowed to.
  Kingdom Hearts: Coded
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The one everyone forgets existed.
Guys, I just wanted to know what Mickey’s letter said. I didn’t ask for another whirlwind adventure.
The most outrageous excuse for a midquel, but dammit that last bit in Castle Oblivion… I’m gonna need a moment to recollect myself.
Yeah, if this bit didn’t get you emotional, get out of my house.
What do you fucking mean Xehanort isn’t fucking dead??
  Kingdom Hearts: Dream Drop Distance
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Wait a minute, all Terra and Aqua had to do for their Mark of Mastery was hit some balls and spar each other. Why do Sora and Riku need to go through coma nightmares and fever dreams??
Just… just give up questioning the lore…
So Ansem the Wise made a copy of his computer, and that’s a sleeping world where Jeff Bridges exists, I– I’m done.
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And if this didn’t break your heart just a little bit, we can’t be friends.
Had the potential to just be Kingdom Hearts III if Nomura wasn’t too deep in perfecting those renders
We’re gathered here today in the bonds of just a couple of guys being dudes.
But seriously, there is zero heterosexual explanation behind Sora and Riku’s Sound Ideas coming together to make “Dearly Beloved.”
So is Ienzo really gonna gloss over the fact Lea stood by while a clone sucked out his life force? … Okay…
I’m still bothered by the fact Young Xehanort and Haida from Aggretsuko have the same English voice actor, because they’re total opposite energies.
  Kingdom Hearts X [chi] Back Cover
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“Traitor!”– Ben Solo-Organa, Star Wars VII: The Force Awakens
I’m surprised no one took a step back and said “Guys, maybe the Master was fucking insane and trying to dupe us all with this Book of Prophecies shit.”
I’m sorry, I can’t trust anything the guy says or does. He put his FUCKING EYEBALL IN A KEYBLADE FOR SHITS AND GIGGLES.
Not to mention, he purposefully made them keep their roles a secret from each other which made misunderstandings pile on top of each other, like, dude!
I’m sticking to the theory that there was never a traitor, and he just pulled this out of his ass for the drama of it all.
Does no one in these games sit down and talk through their problems like normal people do? Again, worms in the brains…
Friendly reminder that cute Keyblade wielder avatar you made likely died in the Keyblade War.
I have nowhere near enough time to wade through like 900 quests worth of content in an ongoing game, and I don’t know how much I’ll need for Kingdom Hearts III…
Like, apparently Ven time traveled?? The fuck??
“What’s in the box?!”
  Kingdom Hearts 0.2 Birth by Sleep A Fragmentary Passage
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If you thought that title was a mouthful, wait for the onslaught of feelings!
“The things I do for love.”– Courage, Courage the Cowardly Dog
The most beautiful and emotional game demo in the universe
I wanna eat all the rocks
I just want my wife to come home and be able to rest.
“Please, God, just let me have one good day?”
“Oh my God, you again?? Give it a rest buddy!”
Kingdom Hearts III is RIGHT there! I can see it, I can taste it, I can smell it, it’s so goddamn close that I can hear the angelic choir singing Kumbaya. I haven’t been teased this bad since BBC Sherlock series 3.
  Kingdom Hearts III (based on all current information from trailers and conventions)
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You get Norted, and YOU get Norted! Everyone gets Norted!!
Impractical zippers and belts are so 2005. Now everything is about plaid and excess buttons.
“I want to see my little boy (Here he comes) I want to see my little boy!”
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What is he doing? His best. Also, get a load of the detail work on his hands.
Xion and Naminé are on the box art, so they have to be in the game, BUT WHY AREN’T THEY IN THE TRAILERS YET? WHAT DID YOU DO TO MY DAUGHTERS?
“The ending is going to be difficult for fans to handle.” I’m sorry, Nomura, but I forgot how to read for a moment there and will be in a horrible state of denial for the next three months.
If you’re calling that Heartless doll your waifu, congratulations, you’d be the first to die in a horror movie.
For fuck’s sake, it’s emitting black smoke and has the penetrating eyes of death. It must be burned.
And there you have it, folks! Most every silly thought that went through my wonderful brain through my Kingdom Hearts binge! It was worth putting off many of my other shows to refresh my memory on the lore— as contrived as it is multiple times—, see all my favorite characters, relive the greatest moments, and get pumped for what’ll come next in Kingdom Hearts III. I can already tell it’s going to be a great one, and I can’t wait to start playing!
Funny Observations of the #KingdomHearts Series We're about 3 months away until the long anticipated release of the one, the only, the extraordinary, Kingdom Hearts III!
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collectorscorner · 7 years ago
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CC Blogger - New Arrivals @ Collectors Corner : Wednesday - 12/06/17 Complete list of items shipping to the stores, some items may be limited in availability. If you see anything you want to purchase on the list and are not a subscription member at Collectors Corner, just contact us and let us know if you want an item held at the stores. email - [email protected] Subscription Membership & Free Membership Card : Collectors Corner's No Obligation (FREE) Membership Card or FREE (In Store) & ONLINE Subscription Membership saves you 10% Off ALL Bagged & Boarded Comic Book Back Issues, Board Games, Graphic Novels, Manga & Special Orders. Plus Never miss a comic again! Computerized and organized + you can add and cancel titles on your subscription list from home on your own time, or in the store when you pick up your comics at : Maryland's Coolest Stores! 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our-workis-never-over · 7 years ago
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From 1 to 30, please :D
You’re a cheeky one, aren’t ya?
1: Do you try to stay away from walkthroughs?
Usually. I try to avoid them unless I’m absolutely stuck in a situation. Even when I do watch them, I will only watch to where I am in the game.
2: Company you're always loyal to?
Nintendo.
3: Best game you've ever played?
Battlefront II for the PlayStation 2. I have so many great memories with that game (e.g. 128-85).
4: Worst game you've ever played?
Squeeballs Party DS. The single most boring game I’ve ever played.
5: A popular series/game you just can't get into no matter how much you try?
Legend of Zelda. I have a surprising amount of Zelda merch, love the characters in Smash Bros and even tried playing Wind Waker HD, but it never caught on.
6: A game that's changed you the most?
Pokemon.
7: A game you'll never forget?
The Mario Kart series, namely Wii. It was one of the first games I got once I had the Wii U and I was the best player I knew by a large margin. In fact: my records from Nintendo WFC indicate a VR of 6299 and a win-loss ratio of 768:549.
8: Best soundtrack?
Smash Bros aside (too obvious), I’m going with Nicktoons: Battle for Volcano Island (ex. A: Fetid Forest; ex. B: Final Battle).
9: A game you turn your volume off every time you play it?
Most games if I’m out in public. I’ll also turn down the volume whenever I’m breeding and/or randomly Wonder Trading.
10: A game you've completely given up on?
I’m afraid there have been a lot. Super Mario Sunshine, Disney Infinity, Yoshi’s New Island, and Shovel Knight all come to mind.
11: Hardest game you've played?
Pokemon Ultra Sun was really difficult (mainly because I tried to speed through and so didn’t get many Rotom boosts), but Tak and the Great Juju Challenge has an unforgiving difficulty curve right at the end.
12: Shortest time you've beaten a game in?
I think I beat Sun in one weekend.
13: A game you were the most excited for when it wasn't released yet?
Back when Pokemon X and Y were new, I had no idea what the series was and it looked interesting. I was also really excited for EA’s Battlefront revival, but then...
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14: A game you think would be cool if it had voice acting?
Pokemon, I guess. I’m thinking something like Colosseum's or XD’s story mode and giving voice acting to the cutscenes.
15: Which two games do you think would make an awesome crossover?
Legend of Zelda and the Lego games. If nothing else, I want to see a dungeon/castle with Lego-inspired puzzles in a Zelda game.
16: Character you've hated most? From what game?
I’ve bashed on Swellow enough, so I’m going to give it a break (don’t get used to it). Instead, I’m gonna bash PM!Crazy Hand. I went into the fight with five stocks and I lost them all so I couldn’t fight him again. Project M permanently crashed after this and I had to wipe the SD card. I never got my revenge and fighting SSB4!Crazy Hand just isn’t the same.
17: What game do you never tell people you play?
Tank Tank Tank. It’s a fun game to play with my cousins, but I’ve never introduced to anyone else (nor have I played the story mode).
18: A game you wish your friends knew about?
None come to mind.
19: Which game do you think deserves a revival?
The Tak and the Power of Juju series, easily. The games should not have to suffer because of a crappy TV show.
20: What was the first video game you ever played?
My first video game device was a Nicktoons Plug-n-Play by Jakks-Pacific. My first “real” video game was Nicktoons: Battle for Volcano Island.
21: How old were you when you first played a video game?
I think I was 6 or 7.
22: If you could immerse yourself in any game for one day, which game would it be? What would you do?
Try to intern at one of the villain teams in Pokemon. Team Skull is the first one that comes to mind, but several of them look interesting.
23: Biggest disappointment you've had in gaming?
The entirety of my playthrough of Lego Star Wars: The Force Awakens. Let’s just say that Phasma crashing my game multiple times during her boss fight was one of the more entertaining moments of my run.
24: Casual, Hardcore, or in the middle?
Definitely in the middle.
25: Be honest; have you ever used cheats (like ActionReplay or Gameshark)?
I have. I often use things like Powersaves to fine-tune things, but gone are the days where I would gen Pokemon left and right. I’m also open about using mods on my Smash Bros games (may try to get Project M again, but sadly my SSB4 mods are gone for the foreseeable future).
26: Handheld or console?
Handheld if I’m alone, console if I have a party.
27: Has there ever been a moment that has made you cry?
Not in a game, but in the Zoroark movie, the interactions between Zoroark and Zorua made me cry a bit (shut up, I was 14). Because of this, Zoroark was my favorite Pokemon for a period of time.
28: Which character's clothes do you wish you owned the most?
I’m gonna say Twilight Princess!Ganondorf’s wardrobe and whatever Silver uses to style his hair (minus the dye).
29: Which is more important, gameplay or story?
Really depends on the series. For example, gameplay’s all I care about in a Mario game but story’s very important to me in Pokemon.
30: A game that hasn't been localized in your country that you think should be localized?
Just for shits and giggles, Captain Rainbow.
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kuwaiti-kid · 5 years ago
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The 10 Best Star Wars Video Games (Ever!!!)
The Star Wars universe has always been more than the sum of its live-action films.
Novels, comic books, toys, TV shows, and ill-fated holiday specials have all helped build out the iconic science fiction universe that George Lucas first kicked off in 1977. One would be hard-pressed to find a larger and more enduring franchise than the Lucasfilm IP (now owned by Disney), which continues to enthrall multiple generations of fans.
Aside from the mediums mentioned above, video games have also played an integral part in the world-building of the Star Wars mythos. Indeed, it could be argued that they play the most important role, as gaming allows one to take up the persona of their favorite character and choose their destiny.
In a way, you get to become the director of your very own Star Wars adventure.
The 10 Best Star Wars Video Games
With that in mind, we present the ten best Star Wars video games ever released in no specific order. The titles presented below have not all been chosen for their critical acclaim or units sold in stores. Certain fans may not universally love some. Rather, they were selected based on the following criteria:
Significance to the overall IP
Creative use of people, places, or things seen in the films
Mythos construction
Fan service
The prescience of things to come
10. Star Wars Episode I: Racer
Release date: May 18, 1999
While many Star Wars fans had problems with the first prequel film, no one could deny the thrilling nature of the sequence where young Anakin Skywalker (Jake Lloyd) wins his freedom from Watto in a pod racing tournament on Tatooine. It was a testament to just how far CGI technology had come in Hollywood, and how an intrepid filmmaker could use it to grand effect.
Moreover, the scene was a loving tribute to Lucas’s youth, a lot of which was spent drag racing in the writer/director’s hometown of Modesto, California—something Lucas also acknowledged in his second directorial feature, American Graffiti.
Hitting stands the same week Phantom Menace opened in U.S. theaters, Star Wars Episode I: Racer allowed players to live out one of the film’s most adrenaline-pumping segments. Moreover, it expanded on the central concept by offering different pod racer vehicles, as well as various tracks on eight distinct planets. While Mario Kart was already seven-years-old in ’99, this title provided a much welcome twist on the racing formula in video games.
In 2011, the Guinness Book of World Records, named Star Wars Episode I: Racer as the best-selling sci-fi racing game with 3.12 million copies sold all over the world.
9. Star Wars: Knight of the Old Republic
Release date: July 15, 2003
This is perhaps the most famous title on our list. Set four millennia before the Galactic Empire set up tyrannical shop, Knights of the Old Republic follows the ancient battle between the noble Jedi Order and the evil Sith.
With options to customize your lightsaber and character, players must visit eight planets (including familiar ones like Tatooine and Kashyyyk) to defeat Darth Malak. Thanks to fantastic gameplay and a solid plot, the role-playing game serves as an excellent prequel to the prequel film trilogy. Moreover, fans have been clamoring for a movie version of it for years.
Who knows? If The Mandalorian, Cassian Andor, and Obi-Wan series all do well on Disney+, we could get a long-awaited KOTOR adaptation.
8. Star Wars: The Force Unleashed
Release date: September 16, 2008
Like some of the comics from Marvel, The Force Unleashed intriguingly pulls back on the curtain on what Darth Vader gets up to when he’s not antagonizing the Rebel Alliance and Luke Skywalker on the big screen.
Taking place between Revenge of the Sith and A New Hope, this title follows the adventures of Vader’s “secret apprentice,” Galen Marek, who is tasked with hunting down and killing the last-remaining Jedi in the galaxy. Marek (voiced by Sam Witwer, who also played Darth Maul in Clone Wars and Rebels) is convinced that he will one day kill Emperor Palpatine and rule the galaxy by Vader’s side.
As the game’s art director, Matt Omernick, told Vanity Fair, the entire project was meant “to convince players that, ‘Oh my God, I’m actually, finally, in a Star Wars movie.’”
7. Star Wars: Battlefront
Release date: September 21, 2004
Long before controversies were surrounding pay-to-play and loot crates, the Star Wars gaming franchise was reaching new heights with the release of the first Battlefront. In a lot of ways, this game felt like a culmination of everything that had come before, opening up the universe in a way fans had never seen before.
Almost like the Super Smash Bros. of Star Wars video games, Battlefront was all about playing the greatest hits of the series. You weren’t limited to one character, droid, vehicle, planet, or battlefield. You could enjoy them all in any number of combinations, be it as a Stormtrooper or as a Droideka, in an X-wing or an AT-AT.
6. Star Wars: Battlefront II
Release date: November 1, 2005
If the first Battlefront changed the Star Wars game (pun intended), then its immediate sequel perfected it. Battlefront II didn’t need to get all fancy; it just had to give us one thing: the ability to play as a Jedi or as a Sith, hero, or villain. For the first time, you could run around a map, killing your enemies as Yoda, Darth Vader, Obi-Wan, Mace Windu, Boba Fett, Princess Leia, Han Solo, Chewbacca, Emperor Palpatine, and even Darth freakin’ Maul!
And since Revenge of the Sith had finally debuted in theaters, you could also access new planets like Utapau and Mustafar. Whether you played Battlefront II on PlayStation, Xbox, or PlayStation Portable, it was one epic gaming experience.
5. LEGO Star Wars: The Complete Saga
Release date: November 6, 2007
Kids have always been a major part of the Star Wars fandom, so what better way to introduce a younger audience to the series (which can be dark and scary at times) than with a “LEGO-ized” version of it?
Adopting a more tongue-in-cheek approach to the six-film saga contained between Phantom Menace and Return of the Jedi, LEGO Star Wars: The Complete Sage is the video game equivalent of teaching your child to ride a bike with training wheels. Once they come to love the characters and universe, they should be able to graduate to the more mature elements of the movies in what should be a seamless transition.
And that’s not to say that the LEGO games are just for kids. Indeed, they’re packed with plenty of fun visual and audio gags that help paint the franchise in fun and often hilarious new light for longtime fans of the franchise who are looking for something a little off the beaten path.
4. Star Wars: Rogue Squadron
Release date: December 7, 1998
Influenced by the Dark Horse comics of the same name, Rogue Squadron may have been a response to the release of the first (and insanely popular) Star Fox game from Nintendo the previous year.
Even if it was, the title allowed players to become ace Rebel pilots in several different ships: X-wings, Y-wings, A-wings, V-wings, and even Snowspeeders. Like Episode I: Racer, Rogue Squadron was a chance to get into the thick of the aerial dogfights the original trilogy had become known for.
The game was so popular that it spawned two sequels, Rogue Leader (2001) and Rebel Strike (2003).
3. Star Wars: Shadows of the Empire
Release date: December 3, 1996
 This is a really cool entry on the list because Shadows of the Empire was a single part of a greater multimedia initiative from Lucasfilm.
Shadows of the Empire was an umbrella project that yielded a novel, comics, and toys. Unfurling between The Empire Strikes Back and Return of the Jedi, the SoTE game places you into the role of Dash Rendar, a member of the Rebel Alliance, who must protect Luke Skywalker from the deadly sights of Dark Prince Xizor, a galactic gangster looking to become Darth Vader’s second-in-command.
Similar to the events of Rogue One, this game shines an interesting light on the unsung heroes in the conflict against the Galactic Empire.
2. Star Wars: Obi-Wan
Release date: December 19, 2001
Released more than a year after Phantom Menace hit theaters, this game emphasized one of Episode I’s most beloved characters: young Obi-Wan Kenobi played by Ewan McGregor. Set before and during the events of that film, players can face off against a slew of enemies, both old and new, including an assassin droid, Tusken Raiders, and of course, Darth freakin’ Maul.
Despite mixed reviews, Star Wars: Obi-Wan was somewhat ahead of its time by acknowledging that McGregor’s character was one of the best parts of the prequels. Years later, he remains a fan favorite and is even receiving his live-action series on Disney+ that takes place between Revenge of the Sith and A New Hope.
1. Star Wars: TIE Fighter
Release date: July 1, 1994
It makes a lot of sense to consider TIE Fighter as a companion piece to Rogue Squadron. After all, both games are simply two sides of the same coin. In this case, you’re not fighting for the Rebel Alliance under Luke Skywalker, but for the Imperial Navy under his father, Darth Vader. The screeching TIE Fighters are just as iconic as the Rebel X-wings, so this title proved a real treat in allowing one to side with the bad guys for a change.
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