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There's a reason why games like Star
Wars: Battlefront work so well on the PC and I can tell you
with just one number: 100. What's that you ask? Am I talking about
processor speeds, graphic card numbers or sound card specs? Actually,
none of the above - 100 is the average number of keys on a keyboard.
This is the number of slots that you can add a move or action to,
beyond using a mouse, and this means that if you want a button for
firing you've got one. If you want one purely for jumping, you've
got it. Maps, diagnostics, specific weapons - check, check and check.
In fact some games come with their own keyboard cover so that you
know exactly which key does what. No scrolling through various weapons
with one button, no holding one button and pressing another so that
they do something different. No! You want to jump? Go ahead! You
want to fire your jetpack? Fire away! With only 12 buttons how can
the PSP (or any handheld or console for that matter) compete with
that kind of freedom? Simple. It can't! And because of this, Star
Wars: Battlefront - Renegade Squadron was already dead before it
started.
The
game is split into three sections - Instant Action, Campaign and
Galactic Conquest. Campaign, the main game, follows Col Serra in
his attempts to construct a Rebel faction known as Renegade Squadron.
This is highlighted with opening stories revealing the plot of the
game with simple but effective animation, allowing the voiceover
and story to do all the hard work. As a linear story it works well,
though I do wish that I had some control over what was happening
throughout the game. Campaign is a mixture of on-foot levels and
space battles that cover planets and sectors familiar to fans of
both Star Wars trilogies. It would've been nice to have more information
about the planet (even just its connection to the Star Wars universe
for the geek in me) but thankfully the Naboo level doesn't see you
having to rescue Jar Jar, as mesa wooda hated that!
I'll
start with the on-foot levels as this is where you'll be spending
most the game. Taking your personalised character (don't get too
excited though - all you can do is equip the weaponry and a few
other arbitrary pieces of costume, so this isn't an in-depth Create
a Character section that might have appeared in other games) from
either side you must work as a 'team' to defend or attack an area.
I highlighted 'team' because unlike other shooters where the actual
movement of each team member is important and you have some control
over it, in this you don't. Essentially you play the role of John
Rambo who might have allies to help, but they're not really that
important and you can just consider them as humanoid shields or
extra firepower. The downside to this is that the computer's AI
can be a little one sided and you will almost certainly spend a
great portion of your time shooting or being shot at by your fellow
teammates, who just won't get out of the way. This isn't an ideal
way to win a war, but will probably be described as 'Friendly Fire'
by Admiral Ackbar in the debriefing.
These
on-foot levels have their ups and downs. The mixture of tasks and
shooting gives the game a classic FPS feel that stops it becoming
just a mindless blast 'em up, but these tasks are so simple (destroy
a specific target, open a door, repair or splice into a piece of
equipment to use it) that instead of bolstering the action with
intelligent objectives simply serve as distractions from the blasting
- and even that isn't as fun as it should be. Movement and targeting
are controlled with the analogue stick, making the game very difficult
to get to grips with, and even though the right shoulder button
aids your aim, it's not very helpful when any sudden movement can
switch your sights to a less important target. The rest of the controls
are fairly complicated, with the use of holding down a button while
pressing another to get them to work, meaning that you may spend
ten minutes figuring out why your jetpack won't work and then realise
it's because you are pressing the wrong combination of buttons.
One
of the more interesting concepts of the game is the use of heroes
that become available in certain levels (though how you achieve
this is never properly explained and it appears to be just a random
occurrence). This allows you to take control of some of the most
famous characters from the Star Wars universe, from Boba Fett to
Han Solo. Now, I'll ask this very obvious question: playing as Luke
or Vader or Han should be fun, right? In fact it should be a no-brainer
that stops me in my tracks and awards the game 10/10 without thinking
- right? Wrong! You have only a limited time to play as the hero
character and the control of a lightsaber is so atrocious that you'll
be lucky to get a few hits in before you are gunned down, thus making
playing as Darth Vader no fun whatsoever. I can't believe I just
wrote that! For those excited by the idea of using vehicles, don't
get your hopes up because they make the game even worse. The AT-ATs
move at a staggeringly slow pace, while the AT-STs seem to get stuck
on any surface that's not flat ground (no wonder the Ewoks won!)
and although the variety of battletanks is slightly more entertaining,
they are also hampered by horrible controls that are about as elegant
as the Hulk's version of Swan Lake. Once again, an easy positive
becomes a negative that made me hate Renegade Squadron even more.
When
it came to the space levels, I found that the main problem was almost
mirrored by the problems that I had with GUN
Showdown. The on-foot levels are tricky, but ultimately mastered
with a few attempts. However, as with the horse riding levels in
GUN, once you set foot in a ship of any kind then you might as well
just switch your PSP off there and then. When you consider that
X-Wing is often considered to be one of the greatest games ever,
you would believe that over ten years later developers would still
be able to at least maintain the excitement of piloting one. However,
the controls are once again all over the place; you find yourself
trying to target an enemy craft only to move completely out of the
way and then see it fly clean overhead while you smash straight
into an Imperial Battlecruiser, respawning again a few seconds later.
Each time a space level appeared I cringed at the thought of replaying
it until I got lucky - and that's really the only way to get through
these levels. The only bonus is that crafts such as Bob Fett's Slave
One and Solo's Millennium Falcon are available to use, but that's
a bit like saying you can have a piece of chocolate… only it has
a tuna fish centre. As with the heroes, this is once again an open
goal missed by miles.
The
Instant Action mode is essentially just fancy talk for Quick Play
and has the same options as two player, allowing you to select any
mission or world and set up the limits or objectives, whether it
be a Conquest (destroy all the enemy troops), Flag (a capture the
flag variant) or Hero Flag (CTF with hero characters) for example.
Then you can choose the number of troops and time limit and dive
straight in. This section is good for glory, extending the longevity
of the game with a few friends or simply for practice - and trust
me, you'll need a lot of that with this game.
Despite
missing the mark in the previous two sections, it is within the
third part of the game that things finally get a bit better. Galactic
Conquest is a turn-based game where you play as either the Rebels
or the Empire, trying to conquer the galaxy and capture the randomly
selected head planet of your opponent. The sixteen planets are connected,
but only planets directly linked can interact with each other; for
example, you can send troops on Hoth to conquer Endor, but not Ord
Mantell, then once Endor has been captured you can send troops from
Endor to attack Ord Mantell and so on. Because of these restrictions
you might find yourself looking at this mode like a game of chess,
trying to think two or three moves ahead and anticipating what your
opponent will do then adjusting your strategy accordingly. After
each attack you have the opportunity to buy and send reinforcements
to the conquered planet, or risk it once again being captured by
a neighbouring enemy planet. Like the main game, the battles are
either on-foot or in space, but the option that makes my heart sing
is Auto-Resolve, which allows you to simply send over superior forces
that will win you the battle without having to endure the gameplay.
It should be noted that as all on-foot levels are simply about annihilating
the opposition force the gameplay is a little better and you can
sometimes enjoy the challenge of trying to see off eighty enemy
troops with only a dozen on your side. The phrase "Tonight we dine
in hell!" springs to mind. This section almost saves Renegade Squadron
and I spent more time mastering my tactics here than anywhere else.
Graphically
there has been very little improvement over the last game, although
each part of the game has still been wonderfully created. The amount
of characters included is impressive and the environments feel authentic.
Those sticklers for detail who have analysed every element of the
six films (Guilty!) will be amazed at just how much this looks like
the film, particularly Tatooine with Luke's burnt out landspeeder
in the background and the Cantina. Main menus are littered with
the beautiful artwork that features within the main mode and I was
very impressed by this - if this game isn't made into a Star Wars
book or graphic novel of some kind then I will be quite surprised.
And as this is a Star Wars game, you know that the sound is going
to be perfect, thanks to the use of John Williams' original score
throughout - every time I get to hear The Imperial March it just
sends shivers down my spine. The use of voiceovers and sound effects
throughout also reinforces the authentic Star Wars feel, which isn't
surprising when you consider they had the main man Ben Burtt helping
out with the sound.
Star
Wars: Battlefront Renegade Squadron is one third an excellent game,
one third a terrible game and one third a passable game… shaky and
not stirring! What the game does well (Galactic Conquest, the general
on-foot blasting) it does very well, but when the game falls down
it just can't get up, with unplayable space levels and a repetitive
and simply boring story mode. At times I really enjoyed it, but
then later I would be pulling my hair out with a frustrated rage
at the uncooperative controls and terrible game construction. If
you can adjust to the controls then the Star Wars universe is lovingly
recreated and here to be a part of - but if not, you're left with
a horribly frustrating gameplay experience that will leave you feeling
like Anakin after Obi-Wan lopped off all his limbs and set him on
fire. The best advice I can offer is that if you have any choice
at all, pick the PC or console versions over this half-broken PSP
effort.
Reviewed by David Simpson for AceGamez (All Rights Reserved).
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