Intro
Factor 5 returns to deliver the third release in the Rogue Squadron series
with Star Wars Rogue Squadron III: Rebel Strike. How far can an arcade
shooter last if the additions hinder more than help? It would seem, not much longer.
Gameplay: 6.5/10 I've had my fun in all manner of Star Wars
crafts, be it in X-Wing, Tie Fighter, Starfighter, or the
Rogue Squadron series. Admittedly, those with the Larry Holland and Totally
Games' touch remain my favorite; but, as long as the action is fast and the design
up to the task, I'm up for just about any form of combat. While Factor 5's Rogue
Squadron series has been especially light in terms of its flying engine, it
has managed to deliver a decent story with battles that range from intimate engagements
to epic encounters. Rogue Squadron III
follows in the same vein as its predecessors with its presentation and level design.
I have to say that, this time around, many of the missions didn't do it for me.
The need to complete levels certain ways to get medals, along with their corresponding
points, to unlock further levels was more of a hindrance to my enjoyment as opposed
to adding replay value or presenting an intriguing challenge that I just had to
meet. I don't mind when a game bucks a little and I need to tame it, but I do
mind having to replay a particularly long and lackluster level, only quicker and
with better aim. Progression shouldn't rely on me beating the level good enough
to pass, they should either let me continue or make me replay it; now, for a bonus
mission, I understand, but not the core of the game. Some of the missions had
genuine thrills, but those were nearly lost in the frustrating level structure. There
are also new craft to pilot and, the most noticeable, are the grounded action
levels. Think of the melee portions of Clone Wars, just with a blaster
and much worse. Luckily, the crafts help to balance things out by having an enjoyable
and healthy variety. Being able to control a giant walker, and their smaller counterparts,
AT-STs, is a blast, as they're just as powerful as one would hope and dispatching
imperial troops with one is as much fun as it sounds. Other noteworthy additions,
like a prototype Tie Fighter, bring the kind of excitement to series that a sequel
should. However, the inclusion of the ground portion levels are so bad that it
casts an extremely negative shadow over just about everything else. In
what has to be one of the biggest blunders ever, Factor 5 chose to keep the completely
incompetent on-ground action levels in the game. It should've been apparent to
anyone who had a chance to play the final product that these were not fun, and
not only that, but they could at times be downright painful to play. I'm sure
some won't mind these levels, as they aren't the majority of the game, but they
do make up a significant part and I found them so bad that it made me not even
want to continue playing. The parts tend to break down like this: target, press
fire button as fast as possible, if target happens to be lost (which happens frequently),
then turn in the general direction of enemy troops and tap button fast, repeat.
Even though the player can jump and roll, they are rarely useful, with most missions
being won by simply pounding on the fire button like crazy. Not only that, but
the camera is stationary and can't be moved, leaving the player to control their
character in ridiculous situations that will lead to eyes squinting so players
can try to make out what their character is doing so far in the distance and what
is shooting at them. If there weren't some moments, like going into a walker,
that made them somewhat worthwhile, I'd say that I hate them. Yes: Hate. Not
only do the action portions feel unpolished, so does the overall presentation.
I can't recall seeing any fader effect or anything that would give the game the
cinematic feel that the game was going for. Instead, transition between cutscenes
and levels comes off as very rigid with sequences being swiftly cut to. This doesn't
effect how the game plays, but it did make it harder to get into the story. It
may seem like I'm getting down on Rogue Squadron III, but I did have some
fun with it. Even though I feel the second release is far superior, I expect fans
of the series to enjoy this release, and it does fit in with the franchise's feel.
Plus, commandeering a walker and making breakneck escapes on speeder bikes holds
an untimely appeal, and by presenting those as well as Rogue Squadron III
did, I will give it the credit it's due.
Graphics: 9/10 Some sights are truly gorgeous, and, for the most part,
this remains a series that can hold the mantle of having some of the best looking
games ever released. Vehicles are modeled well, explosions continue to impress,
and the amount of on-screen action with no slowdown is still an incredible feat.
The action portions with the character out of their vehicles look good, with some
scenes looking like still shots from one of the movies, but quite often the camera
is too far back to present a good enough view for their detail to show, and as
a result, the characters look like nothing more than stiffly animated toys. Sound:
8/10 By now I would be surprised if someone didn't get the music right. Sure,
that mindset is taking the quality of the tunes for granted, but after so many
Star Wars titles, the music just becomes a given; likewise, the sound effects
are equally in line with the universe. The voice-overs are decent, but there is
a serious problem with spoken in-level objectives being drowned out by background
music. In some cases, the new objective requires quick action, making it easy
to become flustered, forgetting to hit pause to check out the list of objectives,
because the player is trying to accomplish everything as quickly as possible to
get a high medal. Control: 7.5/10
If one has played any of the recent vehicle-oriented Star Wars games, then
they'll most certainly feel right at home here. For those who haven't, it's pretty
easy to grasp. The crafts control via analog and commands are given to wingmen
with the directional pad. It's a system that works well, especially for action
oriented titles such as this. The ground portions can be extremely difficult though,
and not only because of the asinine camera, but also because of general collision
problems and difficulty in determining the height of terrain; again, the character
ground portions manage to bring down an otherwise fine category. Overall:
6.5/10 A horrible and - nearly - useless ground portion that plays worse
than the melee combat in Clone Wars, combined with a rigid presentation
and frustrating missions that require replaying, and there's an experience far
removed from what many have of the first two. Fans of the series might not find
fault with the changes and overall design, but I did. It still manages to be a
decent title, mainly due to some of the more exciting missions and the enjoyable
vehicles, but the initial energy and enjoyment isn't sustained. [
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