Skip to main content

Star Wars Demolition

 Sometimes, combinations just don't work out, even if that combination involves two things that are independently awesome.

Think about it like this: peanut butter is awesome and so are tacos. I really like both of those things individually. But if you mix those two things together, you are going to create a disgusting, mismatched monstrosity. They might even pair well with other things, but not with each other. Peanut butter is great on its own or with chocolate, tacos are great on their own, but mixing them together is a terrible idea (unless you are talking about choco-tacos, in which case, mix away!).

Star Wars Demolition should be one of those winning combinations. Vehicular combat games are cool and so is Star Wars. Vehicular combat games were popular when it was released in 2000 for the Dreamcast and PS1, with titles like Vigilante 8 and Twisted Metal leading the charge, while Star Wars had vaulted back into the cultural Zeitgeist with the 1999 release of "Episode 1: The Phantom Menace." Lucas Arts had a reputation for making great games and they teamed up with Luxoflux, who provided the vehicular combat know how and engine for the aforementioned Vigilante 8, a game I spoke highly of when I reviewed it. Unfortunately, it didn't work out.

I don't know if it was a case of rushed development or just phoning it in or what, but SWD lacks inspiration pretty much across the board. The graphics were average at best and the arenas are sparse and empty. The control is wonky and nothing seems to work as intended. Everything about the interface is awkward and leads to a lot of confusion and frustrating deaths. It was disappointing and, frankly, sad that these two companies put out something like this. It's not like this is LJN, they knew how to make good games and had done it before, even within these genres.

Let's start with the story, which is simple enough. The Empire has banned podracing because reasons, so Jabba the Hut decides to have a vehicular combat tournament instead. Thats it. That's okay, this isn't the type of game you play for the storyline, though I am curious if this is cannon in the Star Wars universe. You are playing a game like this to play as some of the iconic vehicles from Star Wars, iconic spacecraft like the X-Wing, Millennium Falcon and TIE fighter...none of which are in this game. I guess including them would have completely changed the genre, but the selection is still lackluster. You have an AT-ST and Snow Speeder, that's pretty cool. But the rest of the vehicles leave a lot to be desired. There's a random tank, a STAP, a desert skiff, and of course, the landspeeder that Luke Skywalker drives for like five minutes in "A New Hope."

He's not driving it here though. Instead, you have some guy named Wade Vox. Like the vehicles, none of the iconic characters are represented here. No Luke, Leia, Hahn or Chewbacca. I get that it's supposed to take place before they were born, but it doesn't even include the "Phantom Menace" characters. No Quai Gon, no Mace Windu, no young Obi Wan, not even Jar Jar Binks (I guess that's more of a positive). The only recognizable characters are Darth Maul, who needs to be unlocked, and Boba Fett, who's only vehicle is his jetpack. Maybe someone that's more into the extended universe would know who Aurra Sing or Quagga are, but I sure as hell don't.

All of this would be forgivable if the game played well, but it most certainly does not. The awkward, stiff controls are a major problem, as are the relentless computer opponents. But the biggest problems, the game breaking issues that take SWD from merely forgettable to not good are:

1) It's impossible to tell when you are being hit.

and

2) It's even more difficult to tell when you are hitting your opponent. 

Those two issues ruin the game almost completely. The stages are bland, but at least they had the wherewithal to include well known Star Wars locales like Hoth, Tattooine and Dagobah. The vehicle selection is weak but at least there are some attempts at doing something different, like making the Rancor one of the playable characters. There are even a variety of game modes to add variety. But none of that matters because the frustration factor is so high.

In a game like this, you need to be able to tell when hits are registering. Even if you need to sacrifice screen real estate to the HUD, you have to do whatever it takes. Luxoflux's own Vigilante 8 is a perfect example, your life bar is clearly displayed and visible at all times, as are the lifebars of your enemies. It never comes off as intrusive because it's information you absolutely need to know. SWD tries to get to cute with the HUD and it prevents you from seeing what's actually going on.

There really isn't much of a point in going on further. SWD doesn't have many redeeming qualities, though it's still far from the worst game I've ever played. It's extremely disappointing that a pairing of such a successful publisher and well regarded developer turned out something like this. It misses the mark in every way, even as a licensed game. It almost doesn't even feel like Star Wars, which would have made it at least worth a look for hardcore series fans. I got a kick out of watching the Rancor power bomb an AT-ST once or twice, but after that I just wanted the game to end. Get some choco-tacos on ice, grab a jar of peanut butter and go play something else.

3.75/10

Comments

Popular posts from this blog

The 10s: Might and Magic VI: The Mandate of Heaven

When I first started writing about games, I was very hesitant to include PC titles at all. As I've said numerous times before, it's just not something I've ever really felt qualified to talk about. There are so many iconic PC games that were just blind spots for me as I never really actively sought them out. If it didn't come on a PC Gamer demo disc or I didn't hear about it through word of mouth, I didn't know about it. Does anyone else remember those PC Gamer demo discs? I had as much fun playing with the UI on them as I did any of the actual demos. Maybe if I spent less time clicking around the secret underground club and more on actually playing the games, I would have had more PC experience. Eh, I'm okay with the fact that while Fallout and Diablo weren't nearly as critical a part of my early gaming life as Coconut Monkey. Even when I did play and enjoy PC games, it was typically because I played the console versions first. Games like Doom, Command

Terranigma

  As usual, it took way longer than it should have, but I did EVENTUALLY do exactly what I said I was going to. It's a year late, but I've finally made my way through the Quintet trilogy. Playing these three games became a stated goal of mine since I started podcasting last year. One of my earliest episodes covered Soul Blazer, the first title in the pseudo series. The second game, Illusion of Gaia, was also a landmark episode as it was the first one to include the intro song ("A Glass Half Full of Tears" by Aura Blaze, who's music you should check out here ). Both of them received pretty solid scores, though I didn't quite like the latter quite as much as a lot of people seem to. After all these years, I'm still surprised I never played these games when they came out. Both were definitely right up my alley and readily available to buy or even rent at my local video store, but I just never picked them up. It's a little more understandable that I had ne

Lost Odyssey: Part 2

Last week, we started our look at Lost Odyssey, a title that seemed to break unwritten rules of gaming left and right. We have a traditional RPG, which is the brainchild of the creator of Final Fantasy, released for XBox, a console not known for the genre, at a time when said genre was at what felt like the absolute bottom of its popularity. We started with the story, characters and world, all of which I thought were really good to great. That's a great start for an RPG, where those aspects are very important. But all of that can be undone if the gameplay isn't up to par. It's critical in any generation, but this is an essential aspect to call out in 7th gen RPGs. There was a lot of experimentation going on in the genre at the time, a lot of which didn't yield positive results. I guess I get it, the genre wasn't doing well at the time and developers were trying to do anything they could to bring it back to relevance. Sometimes, that meant terrible gimmicks. Other ti