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#1 (permalink) |
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This entry in the Star Wars saga casts players as Darth Vader's "Secret Apprentice", unveiling new revelations about the Star Wars galaxy. The expansive story, created under direction from George Lucas, is set during the largely unexplored era between Star Wars: Episode III Revenge of the Sith and Star Wars: Episode IV A New Hope. In it, players will assist the iconic villain in his quest to rid the universe of Jedi - and face decisions that could change the course of their destiny. As its name implies, The Force Unleashed completely re-imagines the scope and scale of the Force by taking full advantage of newly developed technologies only possible on next-gen consoles that will be seen and experienced for the first time anywhere in videogaming.
There's quite possibly no bigger license in the known universe than Star Wars. From the movies to books to comics to action figures to LEGO toys to, of course, videogames, the Force is everywhere. Considering how much content there is out there, it can be considered an especially big deal when Lucasfilm deems a piece of fiction to be the next official chapter in the saga, making it an essential piece of the universe. That piece of fiction would be Star Wars: The Force Unleashed, LucasArts' highly anticipated, Force-laden action romp. We just had our first extended look at the game, highlighting a trio of levels, with a couple boss battles tossed in for good measure. No longer were we watching simple (though highly impressive) tech demos, but actual in-game use of Pixelux Entertainment's Digital Molecular Matter and NaturalMotion's euphoria engine. Indeed, this is the Force in a state that had only been hinted at in the movies. The demo began in a Tie Fighter construction facility, where a portion of the Empire's fleet is assembled. Numerous Stormtroopers and other Force fodder immediately sprung to life and began approaching Vader's secret apprentice. A number of Force abilities were immediately put on display, including Force Push. Rather than hitting a single opponent and almost methodically forcing them back, the apprentice unleashes a wave of power, one that knocks over every enemy and unfortunate crate in front of him. It's more powerful than any version we've seen in a previous Star Wars game, and yet almost more chaotic as well. The apprentice's use of Force Grip takes hold of a soldier and lifts him in the air. He's then manipulated in free space as if he were weightless, with the soldier at one point grabbing onto a crate in the hopes of keeping himself near the ground. Were the box heavier it would have ripped his arm off, but its relatively light weight allowed the trooper to yank it off the ground as he was pulled and pushed through the air at will. Force Lightning was also on display, with the apprentice discharging a giant electrical field from his fingertips that jumped between anything in front of him. Like his other abilities, it proves his power to be great, and perhaps a little too powerful. One of the coolest elements of the game's design is the ability to combine Force powers, either together or with a lightsaber, or even both. A simple case of this would be to use Force Grip to hold someone in the air, and then either Force Push him away or use Force Lightning to fry him in midair. A more interesting use would be to instill your lightsaber with Force Lightning, thereby delivering a wave of electricity with every swipe of the saber. Or if you're of the violent type, you could use Force Grip to hold an enemy steady in mid-air, and then toss your lighsaber his way and impale his body. Even the Emperor wasn't as electrifying.Should you wind up tossing an enemy away or tossing something into an enemy, you may find yourself treated to the game's "payoff camera". This can be used either automatically or manually to highlight cool kills in the game. For instance, if you throw a Tie Fighter into a Stormtrooper, the camera will cut to a view of the trooper as he's smashed with tons of steel (or whatever Ties are made of). Smashing Tie Fighters into Stormtroopers is cool and all, but it doesn't show off all of the game's technical prowess. For this, you'll want to experiment with bits of the environment. For instance, after coming upon a set of large metallic doors, the apprentice employed a helping of Force Push to knock them open. Rather then simply swinging open on their hinges, however, the doors buckled in the center and curled away from their closed position, allowing him through. Once on the other side, another dose of Force Push closed the gap, keeping soldiers on the other side from getting through. Poor, Force-less bastards. Though the Force will likely get you out of any situation you find yourself in, you'll only be able to employ your abilities as long as you have Force Power left, so making use of your lightsaber when possible is probably a good idea. The melee combat system takes into account the speed of your button presses. Tapping the attack button quickly will perform a series of fast slices, while slowing down your presses will result in longer and more powerful swipes. While the demo started in the Tie Fighter facility, it didn't end there. Felucia, the flora-covered planet where the green-skinned Jedi girl is gunned down in Episode III, was also on display. The planet's giant mushrooms line either side of the opening pathway, and as the apprentice tosses out a helping of Force Push, they buckle and bend until they slowly take their original pose once again. The Jedi have been training the locals here, so you'll be faced against a series of apt opponents, including local shaman who aim to protect their lands. After trekking through the greenery for a bit, you'll come across a rather nefarious trap, a painted rancor that aims to snack on you for lunch. Dispatching it is a test of endurance, as though it's slow, it'll take quite a bit of offensive prowess to take it down. The best way to do this is to create a Lightning Bomb by using Force Grip to hold a shaman in the air, cook it with Force Lightning, and then toss the electrified body at the Rancor to zap it. After enough damage has been done, a God of War-inspired finisher mini-game can be started. Matching the on-screen buttons will perform a series of devastating kill moves, which in this case has the apprentice jump to the rancor's head, impale it with his lightsaber, and then hop to the ground before letting loose an immense wave of Force Lightning to finish it off. One interesting thing here is that these mini-games cannot be failed. The hard part is getting the creature to this point, and the kill acts as the reward. However, successfully completing the maneuver rewards you with more Force Points. The last area of the game that we had a chance to see was the junk planet of Raxus Prime. Magnetic lanes of trash circle areas of the planet, giving you a constant stream of objects to yank with a helping of Force Grip to use on your enemy. The main target here is Kazdan Paratus, a crazed and former Jedi Council member who has recreated the Council with trash statues to keep him company. His battle gave us a glimpse at a Force Lock (similar to a Saber Lock for those who know), where you must quickly tap a button to out-power your opponent and push him back. Raxus Prime should be one of the more interesting locales in the game.The Force Unleashed promises to constantly reward you over the course of its progression. Force Points can be spent to upgrade your existing Force powers, making them stronger, giving them wider affect arcs or something similar. You can also spend these to upgrade your health or energy meters, or pick up new combo attacks. Each level in the game will reward you with a new Force power of some sort, as well as a new costume to pick from. If you don't like the given costume for a level, you can switch back to an older one. Possibly coolest of all, you can pick up new crystals for your lightsaber that not only change the color but imbue it with new enhancements, like bonuses for performing certain combos. Star Wars: The Force Unleashed is still a little rough around the edges, but Lucasarts promises it'll be ready in time for a summer release. The technology behind the game certainly is impressive, and if George's house can manage to mix it all into one complete and cohesive package, it could be a winner. |
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#2 (permalink) |
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Banned
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![]() Star Wars and videogames; the two practically go hand-in-hand with one another. For just about as long as we've been playing our favorite virtual creations there have been titles inspired by the world crafted by George Lucas. 2008 is no different thanks to The Force Unleashed, a game that LucasArts is touting as one of those rarest of releases that pushes the envelope of our industry. It makes use of different types of technology to bring the far away galaxy to life in a way that would make any Star Wars fan proud. I recently got my first look at the game in action and came away impressed, most impressed. Okay, so maybe I wasn't "most impressed" but I couldn't resist the chance at paying homage to Star Wars dialogue. Nevertheless, the demo of TFU showed serious potential. As anyone who has seen IGN's videos knows, the action is all about utilizing The Force. Whether that means ripping a beam off of the wall and putting it in the path of a passing TIE Fighter or pulling stormtroopers off of their feet and electrifying them with Force Lightning, it's all possible in The Force Unleashed. The Force Powers are all fine and good, we've seen those in games before. It's the technology of The Force Unleashed that has so many people's heads turning to see what the fuss is about. NaturalMotion's Euphoria engine powers all of the physics in the game. So when you toss an object off into the distance and see it hit against a wall, a box, another wall, and then fall and break into a million pieces, it's euphoria that makes it look good. Is it better looking than the havok-driven physics that we've been seeing for years? That's tough to answer. The first time you see a body get mangled in the environment it doesn't seem all that special, but it's the second and third time that you play through that exact same section that you start to understand what euphoria is about. Will it blow your mind? Probably not. Is it impressive? You betcha. The same goes for Pixelux's Digital Molecular Matter (DMM) which makes steel bend like steel. It's tough to really appreciate metal behaving as it should, but once you get a little creative with ripping off a few of the dozens of metal doors that you'll stumble across in the Star Wars universe you'll see why it's a step in the right direction. It's the little details that make a game great, rather than good, and DMM and euphoria are certainly pieces to the puzzle. Owned.Of course everything in The Force Unleashed isn't based around those two technologies. There's still plenty of lightsaber wielding to be had for those that enjoy that barbaric form of combat (I jest, who doesn't like whoopin' ass with a lightsaber?). Being that you're playing as Darth Vader's "Secret Apprentice" it's fair to say that the young Sith is a skilled swordsman. While the demo LucasArts showed at their studio didn't showcase a new feature nor did it shed light on any multiplayer details, I was still happy to get my initial first-hand look at The Force Unleashed out of the way. There's certainly still a lot of tuning to be done to smooth things out a bit more, but there's no doubt that Star Wars fanatics will have an entirely new immersive storyline to wrap themselves up in once August rolls around. |
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#3 (permalink) |
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Banned
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New Star Wars games are always met with equal parts fond anticipation and trepidation. On one hand, each new Star Wars game gives players the opportunity to delve into a fresh storyline set a long time ago, in a galaxy far, far away. On the other hand, it is completely up to the developer to make good use of this licence and create a game that doesn't simply retread Hoth and Endor for the umpteenth time.
To this end, IGN was recently invited to visit George Lucas' game studio, LucasArts, to view its progress on the latest Star Wars game - Star Wars: The Force Unleashed. Announced back at E3 2006 and further elaborated on during Activison's 'Activate' event in Sydney shortly thereafter, The Force Unleashed is part of LucasArts' brave new foray into several new technologies, and we've had our fingers crossed since our first glimpses of the game that it will represent a bold new vision for the Star Wars license. Now it's time to blow the lid off this puppy, as we dive straight into the details, courtesy of Hayden Blackman, Project Lead on Unleashed. His enthusiasm for the Star Wars series has placed him at the top of a tower of LucasArts talent that actively sought out George Lucas' blessing to create the next fully-fledged chapter in the series. Darth Vader himself, knighting his secret apprentice.Speaking with Hayden, he emphasised that the release of The Force Unleashed would be hailed as "the next big thing" by Star Wars fans worldwide. "This is the next chapter in the Star Wars saga," Blackman enthused. "The next story. The next event." This kind of responsibility meant that LucasArts wouldn't be tackling this endeavour alone. "In order to realise that vision, of creating that next chapter, we've had to work very closely with George Lucas. All the characters and some of the key story moments - even some of the core technology behind the gameplay concepts, were all developed in collaboration with George." The story, too, was chiselled out with heavy involvement from Lucas. Blackman explained that the story revolves around "redemption" - though, specifically what kind of redemption is yet to be unveiled. The lead character, an as-yet unnamed, young go-getter, has been sought out and trained by Darth Vader himself in the years following the end of Episode III. The young man has a knack for the Force and a dark slant to his attitude - making for a less-than-typical lead character for a Star Wars title. The plot thread follows Vader's hopes to bump off anyone standing between him and his rightful place on the cushy throne as supreme ruler of the universe. As his apprentice, the player is a tool to be used to exert Vader's commands. You'll act as an agent for the dark side, bumping off the remaining Jedi and unleashing hell with the Force. In the process, you'll take advantage of four core powers - Force grip, lightning, push and repulse. Our understanding is that the more you combine and experiment with these powers, the more experience you'll receive and the stronger they become. A frame from the video shown to George Lucas, demonstrating Force lightning effects.Several characters were revealed to us during our visit, and their casting has been partially confirmed. Juno Eclipse, the obligatory leggy blond love interest, is an imperial pilot in charge of ferrying you from place to place on your private cruiser. There's the requisite hominoid droid whose name has yet to be announced; Shaak-Ti, a Togruta warrior; and Maris Brood, a positively sexy Zabrak female packing dual lightsabers with tonfa-shaped handles. General Kota, on the other hand, is a more traditional Jedi. By rank, he is a General; he wields a blue lightsaber and his combat style has been likened to that of a samurai. A talented stage actor will play this role, but as of now, LucasArts hasn't confirmed his identity. Gamers looking for a straight-up, good-versus-evil experience can expect a darker, more violent and aggressive slant during the game. The missions themselves seem to revolve around complete annihilation of anybody who stands in your way, as well as any Imperial stormtroopers (who are technically your allies) who might stand as witnesses to your covert schemes. This in-game screen demonstrates how The Force Unleashed handles Force Lightning. It's pretty close to the original vision. Part of establishing that vision meant developing and sticking to a core mantra - something that would sum up the experience for players and enthusiasts of the series. As Blackman explained, "The experience is all about 'The Force unleashed'. What does this mean? It's not just about using Force push to knock over a stormtrooper or a couple of droids. It's about hitting that stormtrooper like he's been hit by a cannonball - sending him backwards and thrashing through columns and breaking glass and denting metal." For Australians, it is encouraging to note that Queensland-based developer, Krome Studios, is handling the PlayStation 2 and PlayStation Portable versions of the game. Says Blackman, "We're so proud of what Krome has done with the PS2 version. They've managed to squeeze every last drop of power out of that system. Even next to the Xbox 360 and PlayStation 3 version, it looks great." That said, it's going to be the Xbox 360 and PS3 versions of the game that lead the charge. These are being developed using the same base tools that George Lucas' special effects house, Industrial Light & Magic, use for films. Their collaboration with ILM also stretches to the knowledge-base that both teams are now able to freely share - further blurring the lines between game and film creation. Part of bridging the gap between games and film meant adopting two revolutionary technologies - 'Digital Molecular Matter' or DMM, and 'euphoria'. DMM, created by Pixelux, simulates the physical properties of real-world materials, such as wood, metal, jelly, flesh and glass down to a molecular level. In real terms, the effect is that planks of wood strain and splinter with impressively natural response, and metal can be dented, warped and bent realistically. "No two impacts will ever produce the same result," Blackman claimed; the literally-groundbreaking technology is exclusive to LucasArts until 2008. The second technology, 'euphoria', by NaturalMotion, allows characters in the game to automatically take their surroundings into strategic, reactive consideration. If the room shakes and tilts, the character will shift his or her footing and centre-of-gravity. Likewise, if the player hurtles a DMM-fused object at the character, they will do their best to deflect or dodge the assault. If they fail to do so, they react to the impact as naturally as any human being would - falling over, clinging to ledges and exercising amazing self-preservation skills. Felucia, a planet covered in enormous mushrooms, was one of the earliest levels demonstrated.To demonstrate the capabilities of these two new tech innovations, two levels were demonstrated, as well as several test areas. Though early, the levels gave a good proof-of-concept demonstration of how the final game should come together. DMM has the potential to reshape how game levels are designed, how players progress through them, and how AI takes advantage of the world around it. Consider this: You've been locked inside a trash compactor, the walls slowly creeping in; debris is everywhere, as is some sort of tentacled beast that is dwelling in the half a foot of water pooled around your knees. Time is running out, and all you have is your lightsaber. It's time to go nuts. Imagine cutting your way out of this situation. Heck, scrap that. Perhaps you should use the Force to pull and push objects around to wedge the walls open. Except, of course, that every piece of debris - boxes, steel bars, planks of wood, stormtrooper helmets - has a virtual density, and some will make stronger braces than others. Compelling? You bet. Then, expand that idea. Put yourself on a Star Destroyer, where every wall can be sliced through, suspension bridges severed, doors blown out and enemies sucked through holes in the hull into the vacuum of space. Now that is Star Wars gameplay. The Apprentice fights a Rancor on Felucia. We've seen two levels of the game so far - both filled with placeholder enemies lacking anything approaching sophisticated AI, and still very early in layout. The first, seen prior to our meeting with Blackman, took place on Felucia - the fungal bloom planet. From what we could gather from the early build, only a handful of the world objects had true DMM properties applied. Felucia featured enormous toadstools and towering alien foliage sprouting out of the yellow, mossy ground cover. Most of the enemies and buildings were placeholders, merely incorporated to test out the level design. However, with the inclusion of DMM-enabled objects and euphoria-enabled 'troopers positioned throughout the world, we were given a taste of the simulated physics. All of this, as Blackman explained, is about giving players "really, really dramatic payoffs for using the Force creatively." Unleashing the Force should be impressive and above all, fun. The apprentice was able to lift and hurl stormtroopers around with ease. Flinging the hapless grunts into large, rubbery mushrooms and fronds resulted in wobbly, jelly-like reactions to the impact , just as one might imagine from a giant fungal growth. Alien planet realism, baby! That said, the action seemed a little stock-standard at this early stage. Putting aside the fact that the interface hasn't been implemented yet, and that the enemy AI is merely placeholder, we couldn't shake the feeling that the environment didn't seem to provide the depth and potential for damage and manipulation that early pre-visualisations hinted at. Kashyyyk, the infamous Wookiee planet. No doubt it will be here that DMM flexes its wood-splintering muscles.Thankfully, the second level was a vastly superior showcase for DMM. Taking place on a space-based TIE fighter construction plant, possibly as a training level, the improvements were striking and immediate. The apprentice, under instruction from Vader to wipe out the rebel infestation aboard the ship (while leaving no Empire witnesses), is planted on a metal bridge suspended around the perimeter of the room. Across the other side, part of the metalwork was already severely tweaked, arcing down towards the ground. Under a rain of blaster fire, the apprentice began his path of destruction. Automatically deflecting fire with his lightsaber, held in reverse behind his arm, he was able to Force Lift the rebel scum, sending them hurtling over edges and into walls and steel handrail, all of which dented and warped in a very lifelike manner. Launching his lightsaber across the room, he was able to knock one of the suspended platforms down, causing the euphoria-active AI troops to scramble and cling for their lives, before eventually losing grip and taking the plunge. All the while, in the centre of the warehouse, a vertical conveyor belt lifted TIE fighters through the room. These were plucked off the line and tossed around like baseballs; the wings denting and hull crumpling with impressive effect. Concept art for a massively-armed AT-ST. We can't wait to tangle with this thing.Later, after blowing out the doors with a tremendous Force push, making his way through corridors and out to a massive open-plan bridge, the apprentice demonstrated several other impressive abilities, including gravity defiance and Force Lightning. Impressively, TIE fighters swooped and spun through the void and could be plucked from the air to be used for the apprentice's devices, or objects and enemies could be hurtled into them with spectacular result. One area of concern is the lack of lightsaber interactivity. Blackman assured us that his team is working on this, and he'd seen some gameplay of cables being sliced through just that morning. However, it was worrying that The Force Unleashed seems to leash you in many ways that fans won't like to hear. Walls, doors and boundaries of that nature cannot be sliced into or through with your lightsaber. At this stage, we were told that the idea of creating fully-destructible levels created too many headaches for level designers, and the idea of people throwing stuff around with the Force was much more appealing anyhow. Fair enough, but we've got to tell you, as fans ourselves, there's nothing we'd like to do more than jam our lightsabers into a steel barrier too thick to be Force pushed and cut a red-hot, molten passage through it. Remember the opening scenes of the much maligned Episode One? That's what we're talking about. And that's what DMM should be providing. In all likelihood, the LucasArts team is all over these issues. They're gamers as much as game developers, after all. Levels like the dense forest world of Kashyyyk and the scrapyard planet Raxus Prime will undoubtedly provide innumerable opportunities for the DMM technology to flex its muscles. After all, there aren't many wooden doors and brick walls on Super Star Destroyers. Another screen; this time, Force push is being used to introduce this unlucky Stormtrooper to the wall.While DMM has a few teething problems, euphoria, on the other hand, is impressive from the outset. Like DMM, the proof-of-concept areas were a little more impressive and exaggerated than in-game, but we imagine that, as developers become comfortable with the idea of independent, reactive AI, increasingly clever level design will take better advantage of the features. We were led through an open test area where an AI character could be made to run at the camera. While pursuing us to no avail, boxes were hurled at him, which he deflected, ducked, dodged and occasionally got clocked by. What was impressive about this demonstration was the fact that all of the character's reactions, outside of his constant running, were entirely unscripted, natural reactions to his situation. If a box was hurled at head-height, he might choose to knock it up and over himself. If it was at waist height, he might weave around it, or slap it to the side. Placed in an actual game level, it makes for characters that don't have to be animated to react to return-fire, know when to jump over obstacles, can cling to ledges, and impressively, can keep their footing and balance naturally if the ground becomes unsettled. In some ways, we're even more excited by the potential in euphoria than by DMM - particularly if LucasArts choose to pursue a very controlled, sparingly-implemented application of the technology. The stormtrooper model to be used in-game.When it comes down to it, DMM won't drastically change the way we play games unless the developer chooses to allow it to. If molecular matter is only inherent in some objects and not others, then there's a danger that it will be seen as a fancy effect in a world that still has arbitrary rules. In other words, the player is still leashed. The euphoria tech, on the other hand, can be implemented smoothly across all NPCs, bringing a new level of realism and physicality to motion that will be both subtle and impressive. Coupling DMM and euphoria with LucasArts' two major licences, Star Wars and Indiana Jones, is a wise partnership. Both will allow for different aspects of the technology to be demonstrated. Our guess is that material properties, such as wooden beams splintering and brick walls crumbling might find better implementation in Indiana Jones, whereas metal denting, warping and bending, rubbery plants and wires might be more suited to colliding spaceships and duelling Force Users. Either way, there's a stack of potential in utilising both of these new technologies in The Force Unleashed - for both gameplay and cinematic effect. We'd be very surprised if the game isn't extremely impressive by the time release rolls around. Let's just hope that George Lucas, Hayden Blackman and their team stick to their mantra and truly let gamers unleash the Force. |
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#5 (permalink) | |||
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Banned
Join Date: Mar 2008 Location: WEST COAST Posts: 418
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The Force Unleashed now has achievements
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#8 (permalink) |
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I don't like you...
Join Date: Jan 2007 Location: Columbia, SC Posts: 244
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OMG, the first trailer came out yesterday. This shit looks sick as fuck! I so stoked about this. I mean, i havent played a Star Wars game since the days of TIE Fighter and Dark Forces.
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