Shaun White Skateboarding

Taking influences from many sources, Shaun White Skateboarding seeks to forge a new path for skateboarding games, and adds a few new twists on an old genre. It attempts to muscle in on territory held by Activision with Tony Hawk on the one hand, and EA’s Skate on the other. Instead of knocking out the competition, it gets squished in the middle, making a little noise but ultimately being ineffectual in making itself really stand as a contender.

With the story of SWS appearing far more developed than in Skate or any Tony Hawk games, you find yourself in the world of the Ministry, a faceless, boring bureaucracy which insists everyone to behave in a regular manner, not dream nor imagine; not be exceptional, not be outstanding. It’s a dystopian view of the corporate world, not dissimilar to the one found in Terry Gilliam’s Brazil, but nowhere near as clever.
As public enemy number one, presumably because he is exceptional and outstanding, Shaun White is arrested, and hands you his board. You transform from corporate slave to gnarly skateboarder dude, and then through the help of some friends, seek to free the whole city from under the corporate grey mundanity of the Ministry’s grasp.

You do this by skating, of course. Your main objective is to colourise the world, and in this way it is a bit like DeBlob on the Wii. As you cruise around on your board performing tricks, the world around you goes from drab and lifeless greys to full colour and life. Trees sprout from the side walk. Cars are splashed with bright colours. Walls become covered in animated graffiti artworks. The more tricks you pull, the wider your area of influence becomes. The wave of energy ripples out from where you land the tricks, shaking the cars and trees around you, reminiscent of Blur’s area effect weapon.

The trick system is very familiar to anyone who’s played Skate. You flick the Right Stick to pull off moves in the air, and modify with the face and trigger buttons. However, it feels like Skate –Lite. The tricks are easy to pull off, and the game guides you to land safely most of the time. It’s only in extreme circumstances, like falling from a great height or not completing a flip that you ‘bail’.

There’s also a Flow meter down the bottom of the screen, and filling up the meter means you can use Flow to influence certain areas of the world. For example, see a swirly yellow line in the middle of the street means there is something, usually a ramp or jump, which can be influenced to appear by landing a trick when your meter is in the yellow zone. Blue swirlies indicate objects which need you to be in the blue zone, and likewise purple indicate the highest amount of Flow you need to unlock the area. This also applies to the pedestrians who populate the world. Get your meter up and you can influence yellow and blue business people to become brightly clothed snap happy photographers and skaters.

Flow is the main weapon used in the story of the game to unlock more areas and further the story along. There is more to do than just build flow though. There is an XP system, and by completing challenges around the world you gain XP, which is used to unlock more skate tricks. The more tricks in your arsenal, the more flow you build up.

The best bit of the game is creating ramps and rails out of thin air. Around the world you’ll see hazy green icons, and running up the ramp icon creates a ramp. Riding onto the street icon creates a wide path which can be manipulated up or down, creating bridges and the like. Jumping onto a rail and sliding onto the rail icons creates a rail which can get you up to higher places. At first the rails follow a determined path, but later on in the game you can manipulate the paths how you wish. This innovative approach to extending levels vertically works very well, making you feel some real freedom in making your own paths through the world.

There are also a host of things to smash, walls to wall ride, and tickets to collect, all of which grant achievements, experience and / or unlockable clothing and skate boards and accessories. The latter seems to be lacking somewhat in “real world” brands especially compared to Skate and Tony Hawk, although the subtle advertising in world (such as the Wendy’s shop fronts plastered with the Wendy’s logo) points to paid advertising in the game. As to why the advertising wasn’t more “skate culture” orientated I can only surmise that other companies had exclusive deals with the other franchises.

And despite the cool new things you can do in the game compared to the other skate games, about 5 or 6 hours into it things get rather dull. The story slows down, the new area is already full of colour so doing tricks is just morphing the world into ramps and jumps, and you feel like you’re simply going through the motions. I still like to fire up Skate and try to pull off new tricks, but the simpler trick system in SWS means there’s nothing to actually master.

The graphics of the game look decidedly underwhelming. Although the effects and colours are great, and the main character animations are smooth enough, the animations of the albeit numerous pedestrians are very basic. You’ll see the same animations over and over again. The in-game cutscenes look very basic, with low polygon models and atrocious lipsynch.

Although the game never takes itself seriously, with caricatures of stoner skateboarders throughout, the story script won’t be winning awards for creative writing. The dialogue is delivered well enough, although I often had problems in cutscenes where the voice would drop out entirely. The ancillary voices are repetitive to the point of annoying. It’s unintentionally funny you’re helping this repressed and conformist world to free itself, and everyone runs around saying “Hi, my name is Dave” and “Fight the Power!” Musically the game also underperforms compared to the other skateboarding franchises, being full of typical skate/punk/pop music with nothing too outstanding to make note of.

Multiplayer games simply do not exist. After more than an hour waiting over numerous nights, I didn’t find a single game. I admit it could have been one of those silly moderate NAT issues which sometimes occur with Xbox Live games, but I would have thought I’d have seen at least one person try and join my game. As it stands, not one person joined my on line game, and I never once saw anyone playing online.

Conclusion:
Shaun White Skateboarding provides a great deal of fun for a few hours, and then seems to collapse on itself. The ideas contained within are innovative in terms of a skateboarding game, but grow stale after a few hours. The ease of pulling off tricks, the poor quality of the characters and animations and music and dialogue all contrive to make the game lesser than the sum of its parts. Which is a shame, because given the state of the Tony Hawk franchise, the video game skating world does really need some fresh ideas.

Pros:
Interesting concepts
It’s fun creating your own paths through the world.
Easy to get the hang of tricks

Cons:
Poorly executed concepts, which grow stale after a few hours
Poor character animations, especially in cutscenes
Tricks are possibly too easy
Dialogue is too repetitive

67/100

Star Wars: The Force Unleashed 2

The Force Unleashed underwhelmed people across the galaxy last year. Although it’s ever so fun to grab and throw storm troopers off balconies, the incredibly repetitive game play and shockingly badly boss fights, designed to show off the DMM physics but which ended up showing the limits of both this new technology and the imagination of the game designers, saw the game get reamed in the press, and have rather low sales for a new Star Wars franchise. Force Unleashed 2 seeks to address some of those concerns, but does so only half heartedly.

The story involves the clone of Starkiller, bought back from the dead by Vader and trained as a dual lightsaber wielder simply because it looks cool. Breaking out of your prison and escaping the Kamino cloning facilities, you rush off to find your old mate General Kota in an effort to find the love of your life, Juno Eclipse. Your journey takes you from Kamino to the Trade Federation homeworld of Cato Nemoidia, Dagobah, and then back to Kamino via a Rebel Frigate ship.

The locations look amazing. From the rain falling in Kamino, to the wealthy majesty of the upside down bridge cities of Cato Nemoidia to the fog covered swamp of Dagobah, the game looks less like a game and more like a Star Wars movie. I have to make special mention of the Frigate ship, which although empty at first creates a legitimately spooky feel, at least until the first wave of new enemies arrives.

However, for a game which is meant to be a sequel, there are less locations than the original, and when Dagobah is essentially an interactive cut-scene with no action to speak of, you feel cheated. The game will take you a little over 5 hours to complete and although there is an unlockable “unleashed” hardcore mode and at least one alternative ending, the short and rather contrived story and limited locations make a second play through an option only for the serious fan (or seriously bored).

The action of the game is still the same – you simply button mash your way through room after room of enemies. This time though, you start with nearly all your force powers, and there is also dismemberment, which on top of the force push/grab mechanic, is damn fun to do. There is a little more Arkham Asylum finesse to your button mashing for flourishes and kill moves. It’s almost as if the designers had something special in mind for these moves, but then that got left out of the game.

There are variations to enemies this time around to make things more interesting, but they’re rather easy to dispatch once you’ve figured out some can only be hurt by lightsaber, and others can only be hurt by certain force effects. The fact these appear in groups together on the same levels gives you a little more pause for thought, but when you realise the guy you’re sabring isn’t getting hurt, you simply mash the force buttons instead.

Two new enemies appear in FU2 and need require special mention. The little scamping robots in the Frigate level, although they do little damage and are easy to dispatch, are almost annoying as Halo’s Flood. And while the Rancors are gone from the game, the new carbonite and fire droids are almost as annoying and repetitive to battle. You take their shield away with a button mash minigame, use lightning or saber throw, and then quicktime event to dispatch them when their health is low.

The infuriating boss fights are still present, and while it’s much easier to not fail now, they still seem designed to prolong gameplay instead of creating fun. The boss fight with the Gorog on Cato Nemoida is straight out of the God Of War handbook, and admittedly would have been fun if I hadn’t played it in every adventure game since God Of War. The Terror Droid on the Rebel Ship is annoying because not only do you have to contend with the Flood-bots, you’ve got to do a force puzzle to pull things out of their sockets, and then put things back into the sockets to complete the battle. It just seems so pointless.

There is an annoying jumping puzzle right near the final confrontation stage that will make you curse and throw your controller, and once you think it’s done, there’s an additional bit to extend the gameplay out even more. When I saw this bit, I turned my Xbox off in disgust. Seriously game designers, if you’re going to make jumping puzzles in 3D action games, you need to get your camera perfect. Otherwise they just upset and frustrate players. And if you’re going to make the player restart, make it at the point they fell, not where the level starts.

And if you insist on making a jumping puzzle like this, make it lead to something awesome. The final confrontation is so repetitive for the most part that you’re thankful for the simple button mashing quicktime events it feature, and positively ecstatic when presented with the only “light / dark choice” moment in the game.

Conclusion:
The fact this game is named “Force Unleashed 2” is a misnomer. There have been minor tweaks to the game play, little change to the animations of any but the main character, rampant re-use of assets and props, and at a little over 5 hours of game play, you know this project was rushed out to make the most of the fading light that is Lucas Arts Star Wars franchise. It really should have come as an add-on for the original game, and not as a full priced, stand alone product.

However, despite the story being rather lame, the game being too short, overwhelmingly repetitive and frustratingly annoying in most of the boss fights, I can’t say it’s a completely terrible game. I found myself happily mashing buttons for 5 hours straight. Because not matter what the rest of the game does, it’s still too much fun to pick up a flailing Stormtrooper and fling him off a ledge to his doom.

Pros:
Playing with physics is always fun
flinging stormtroopers to their doom is always cool
The environments look amazing

Cons:
Too short
Too repetitive
Too derivative

65/100

FULL DISCLOSURE:

At Krome Studios in 2007, I worked as a tester on the PSP, PS2 and Wii ports of Star Wars The Force Unleashed.

I did not work on Star Wars: The Force Unleashed 2 at all in any capacity.