Intro
Continuing after the large scale fight in Episode II, Star Wars: The Clone
Wars puts gamers into the thick of things by having them man vehicles at the
front while engaging in aggressive assaults. With a combination of tanks, fighters,
bombers, speeders, and even animals, the gaming would-be Jedi will get a little
of everything, including some melee combat with the Jedi themselves. Despite the
fact that not everything works according to plan, Clone Wars proves that there
is still plenty of gaming vitality left in the Star Wars universe.
Gameplay: 7.5/10 What all Star Wars titles have lacked is the feeling
of being on a side with sizable forces. Rogue Leader hinted at this, but it was
only a glimpse as to just how powerful the Jedi and their allies truly are. Whether
it's because of script constraints or the image of the Jedi as a nomadic warrior
for good, the games merely focused on one person and a handful of others - until
now. Clone Wars doesn't just toy with the possibility of mass combat; it revels
in it. Taking the player and setting them smack dab in the middle of a battlefield
that has androids on one side and clone troops on the other, both rushing towards
each other, it's an awesome sight to behold. Taking up where Episode
II left off, Clone Wars follows the main Jedi - Mace Windu, Obi-Wan, etc - as
they track down Count Dooku and eradicate his remaining forces. The chase will
give way to missions that include protecting cannons so that they can fire upon
the huge troop transports at the end of Episode II, ambushing the enemy, escaping
from a prison camp, saving a remote Wookie village, and of course, helping to
assault massive waves of droids. The missions are laid out well, but unlike past
Star Wars titles, Clone Wars has extensive objectives per level. Oddly enough,
no matter how many there were or just how difficult the situations become, I was
able to beat most on my first try - quite often with no life left. The auto-save
feature was an interesting feature: it worked well most of the time, but in some
particularly difficult levels, the save feature would fail to kick in after an
objective was completed, and so death would lead to repeating large portions of
the level. As with past titles, there are plenty of bonus objectives and goodies
to unlock; no matter how many titles do this, the unlockable features in Star
Wars titles always rank among the most enjoyable. To see to it that those
missions are completed and the goodies opened, gamers will have a plethora of
vehicles to pilot or ride. Each with its own special attribute, the vehicles vary
greatly and serve as more than just image replacements, as they also have their
own unique handling methods. Tanks will lumber around with missiles and speed
boosts aiding their laser fire; walkers can turn its turret, but not side-step;
bombers will have multiple guided lasers and missile barrages; and there's even
a stealth mission where a droid tank will be taken, complete with its devastating
charged beam. Of particular note were the speeder levels, which were nothing short
of a pure adrenaline rush; their nimble handling, lower resistance to hits, and
object-littered levels were made only more dramatic when the speed boost would
cause the screen to warp around them - these were a high point. Some portions
will even use the ol' standby method of having wingmen controlled via the directional
pad, but it's a shame they are nearly worthless with their brain-dead A.I. Rounding
out the attack variations are Jedi-based combat portions that are very clunky;
great idea, poor implementation. The biggest difference in this version
of Clone Wars is the addition of online play. While these modes can be played
via splitscreen, the excessive units and additional player means that the framerate
takes an even bigger hit, so much so that it really detracts from the fun. Awaiting
those who wish to partake in challenging a human foe is a handful of modes: Academy,
this has the players going up against waves of opponents - also available in non-vehicle,
Jedi flavor; those wishing to go man-to-man will check out Duel; Control Zone
will represent the 'king of the hill' element, as players fight to stay within
a specified area for as long as possible; and, the most touted, Conquest mode.
Conquest mode has two teams that fight for control of each others' forts. Each
side has two specific vehicles to choose from and must destroy their opponents'
shield generators so that they can make their way into the HQ of the enemy. In-between
the HQs are a series of outposts that can be taken over; once taken over, the
player must stay within a docking station so that defensive turrets can be built,
once they are, AI units will then be made. AI units can take simple orders - defend,
attack, etc. - but they will not be made if a turret is knocked out. Outposts
can also provide bonus power-ups, so controlling these becomes crucial. Taking
full advantage of Live, LucasArts also has the option to download new maps - but
I still want to know, why no co-op mode? While the new Live features
will sway some, I didn't find them all that entertaining - wait, let me change
that; I couldn't find them all that entertaining. When I went to play, Conquest
would be the only mode that people were playing, and those experiences were bogged
down with lag. My ping, and almost every other player's, would be solid green,
but the game would chug along a few seconds after the round started. My ping would
also fluctuate, before one game it was green, and then the next round it would
be yellow. As if the lag wasn't bad enough, all the action on the screen would
further affect the framerate, making things really slow. I applaud LucasArts for
taking advantage of Live, this needs to be ironed out; and, I wasn't the only
once experiencing this, I heard many vocal complaints, both in-game and in the
lobbies, about the very same thing. The single player still remains a
fairly enjoyable action-romp, despite the fact that the controls for the Jedi
still haven't been addressed and that the game still wasn't optimized to handle
the cutscenes and excessive action. Those who want this solely for the online
feature may want to wait a bit until everything is fixed - if it ever is.
Graphics: 7/10 Some really great-looking
environments and vehicles can be overshadowed by some popup and slowdown. Outdoor
levels have beautiful foliage, but rocks will appear and disappear out of nowhere.
More confined levels will have nice-looking structures, but significant stutter
will occur onscreen when the action heats up and during the in-game scripted cutscenes.
Likewise, rendered cutscenes will have nicely modeled characters, but with a mannequin-like
skin tone and very rigid movements; however, Yoda looks completely badass, and
that's always a plus. Out of all the versions, oddly enough, I found this port
to be the one with the worst framerate. Splitscreen multiplayer missions fare
as good as their Liver brethren as the choppy frames equal the lag that'll be
experienced online, which means the fun is significantly hampered. Sound:
8/10 The classic Star Wars soundtrack returns and finds a comfy home on the
battlefields of Ginoca. It's a shame that the music is drowned out by constant
laser fire, especially considering how they don't need to be recharges, and it'll
be all gamers hear. Swapping things around a bit, the excellent voice-overs were
lowered and drowned out by the music in the cutscenes. All are of equally high
quality, though the constant laser fire does get tiresome after a while. A few
times I heard a crackle as well, but that's a handful of instances out of the
entire time I played. The voice-overs, while solid, can get annoying when the
same phrases are constantly being repeated, and a few times a vocal warning will
come too soon and cause unjust alarm. Control:
6/10 For the most part, the controls for all crafts and situations are handled
well. The problems arise in two main situations: the squad mates and the ground-based
portions that have the Jedi fighting in melee combat. To put it bluntly, your
fellow soldiers are idiots. They will refuse orders, run right into your vehicle,
go as far from the action as possible and seem to wander around, or do very little
to achieve victory. The moments when they do what they are told are wondrous,
but those are only after having them ram into your side or just loaf around while
you do all the work. The Jedi portion
is also a pain, although there's mercifully few of these missions. For some odd
reason, the Jedi move like there's a lag between pressing the controls and their
actual movements. They also turn as if a pole is sticking out of their foot and
into the ground, causing them to just circle a certain point. They have also seemed
to have lost their ability to jump, so cool acrobatic maneuvers are out of the
question, although they can pull off a mini-jump as part of one of the few combos.
Attacking with the lightsaber is a potshot since it seems to miss so much, and
their swing animation is so long that enemies will have an easy time getting out
of the way, not to mention that reflective laser blasts also do no good. One of
the saving graces is that the force-push has been amped up so small platoons of
droids will be eradicated at the push of a button. This is a cool idea and, even
though it isn't an integral part of the game, it could've still been handled so
much better - Jedi Knight II this ain't. Overall:
6.5/10 Fans expecting a bit more strategy will come off disappointed, but
those just wanting to jump into the fray with blasters blazing will find this
more to their liking. The absent-minded teammates and half-hearted Jedi-based
portions are disheartening, much like the severe bouts of lag and poor framerate.
The Xbox Live features do add to the quality, but for those who don't have broadband
or just want a smoother experience graphics-wise, the GameCube release remains
the superior version. What really makes this port more disappointing is that extra
time was given to add new features, but the old ones were ignored, and only compounded
the issues brought up by the additions. [
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