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There’s a problem inherent in trying to consciously avoid the `if it ain’t
broke, don’t fix it` trap that so afflicts gaming franchises these days: you
risk breaking it. Gamers are indeed a tricky breed to appease. Give them more of
the same and they complain that there’s not enough innovation. Attempt to spice
things up, and the original magic is lost. Star Wars Rogue Squadron III: Rebel
Strike should be commended for its bravery, attempting to inject some variety
into what could be seen as a bi-annual update, but whether through a rushed
release or sheer design ineptitude, the sad truth is that almost without
exception, the attempts at variety are technical failures watering down an
already questionable series. But then, the history of Star Wars games is
littered with such casualties…
A brief interlude of revisionist history. There are two types of Star Wars game.
Type A starts with a good game and moulds the Star Wars license around it, the
idea of immersing the player in all things Star Wars coming as something of an
afterthought. Type B, on the other hand, is all about that galaxy far, far away,
fundamentally concerned with capturing as much of the films’ atmosphere as
physically possible, worrying about gameplay mechanics as a distant second. The
old X-Wing series is a classic example of Type A, a thoroughly absorbing and
enjoyable space combat title only lent added depth through clever use of the
Star Wars branding. The Rogue Squadron series, on the other hand, is the polar
opposite of the X-Wing series, a Type B example through and through and, here
comes the revisionist bit, a mediocre example at that.
Rogue Squadron has benefited incredibly from being one of the few Star Wars
series to stay firmly rooted in the lore of the original trilogy. The proof is
that the technical second entry into the Rogue Squadron series, Battle for Naboo
(it isn’t just the modern trilogy setting that distinguishes the short-lived
Starfighter series, there are key differences), was maligned all around as a
generally terrible game. True, Battle for Naboo was more fundamentally flawed
than Rogue Squadron, but the differences weren’t all that apparent, they were
just obscured by the more familiar imagery of X-Wings and TIE Fighters rather
than Naboo Starfighters. And despite an obvious graphical makeover, Rogue Leader
on the GameCube wasn’t, at heart, a great deal better. The problem was that the
attempt to create the sensation of being in the movies by recreating as many
recognisable moments as possible with increasing graphical prowess came at the
expense of depth, consistent gameplay and a coherent narrative.
Which brings us, after an apparently rather long interlude, to Rebel Strike, the
second Rogue Squadron title on the GameCube and one that doesn’t have the option
its predecessor enjoyed of being sold entirely off the back of its
next-generation graphics. So, instead, an element of variety has been apparently
injected to the series, but unfortunately variety is not always a byword for
quality. The opportunity to imbue the game with some of the depth of the X-Wing
series, the minor gameplay enhancements of the Starfighter series, or even a
strong plotline has been ignored. Instead, what variety actually amounts to is a
series of new styles of mission, some in ground based vehicles like AT-ST
walkers or speeder bikes, some on foot with a pseudo-third-person viewpoint and
fixed cameras, all in the name of, you’ve guessed it, putting the player even
further in the movie.
One thing that should be made very clear now is that there is a great deal of
fun to be had with Rebel Strike. True, these new types of mission are, to a
greater or lesser extent, flawed. The on-foot sections feature a lock-on that
really just doesn’t work at all, necessitating wild thrashings of the fire
button, while an extremely clumsy and over-sensitive control system mar the
ground vehicle levels. When they get going, however, they can be good fun and
the flaws never really become frustrating, merely too obvious to be ignored.
Whilst clearly no rival to a true third-person adventure game, these sections
all work sufficiently well as to be satisfying when completed and even
occasionally worth replaying. The speeder bike levels in particular, once the
over-twitchy handling has been conquered, can be a great laugh, so long as you
can be prepared to accept a few seemingly unfair and unavoidable fatalities.
Of course, the meat of the game remains the space combat levels (or planetary
orbit combat levels if you want to be pernickety), and it should came as no
surprise to learn that, after so many years of practice, Factor 5 has succeeded
in making these levels genuinely enjoyable. That said, previous flaws that
dogged these sections are still yet to be rectified. The controls can still be a
little fiddly, particularly when in bombing mode or when overuse of the tactical
computer is required (the Y button has to be held down until an upgrade is found
later on in the game, which is no small feat of finger dexterity!). The open
space levels can be still be a little disorientating thanks to the deficient 3D
radar and the artificial boundaries imposed on the levels are still frustrating.
At heart, however, this part of the game is highly polished, and it’s difficult
not to get excited when participating in an epic battle against armies of TIE
Fighters or when frantically dodging laser fire trying to bring down a series of
Star Destroyers’ shields. Despite the earlier criticism of Type B Star Wars
games, there is something to be said for participating in genuinely recognisable
movie moments such as the Battle of Endor. Fans will get a kick out of such
sections at the very least…
The difficulty is, none of this makes up for the fact that Rebel Strike is a
piecemeal game, with most missions lasting no longer than ten minutes and only
minimal gestures towards anything approaching a plot. Early indications of a
couple of different story threads rapidly disappear altogether in favour of
random missions recalling the key moments of the second two Star Wars films,
complete with original footage used as cutscenes, and there’s only so long that
such an approach can stay interesting for. The Goldeneye-esque medals system
from earlier titles returns, providing some replay value, but the relative ease
with which Gold Medals start falling into your lap (some were fiendishly
difficult in Rogue Leader, not so here) renders that only a temporary measure.
There is also a suite of unlockable extras that is of the highest calibre, with
the classic Star Wars arcade games providing plenty of retro fun, as well as
interesting DVD style documentaries and even a mission-by-mission audio
commentary (apparently, despite it’s visual similarity to Rogue Leader, Rebel
Strike actually uses a fully rebuilt engine, so says one chapter of commentary –
perhaps that time would have been better spent developing the gameplay
further?). Unfortunately, this all simply contributes to Rebel Strike feeling
more like a demo disc than a full game, a teaser, something that’s genuinely
good fun, but only in short bursts, and something that seems to hint at a
bigger, more complete game that will sadly never come. And as stellar as the
visuals and music and other sound components are, as technology marches on, high
production values are increasingly the norm, and certainly not enough to save an
otherwise lacklustre title, certainly not a second time anyway.
If the demo disc analogy seems a little harsh, make no mistake that Rebel Strike
does, in terms of sheer volume of things included on the disc, represent value
for money. As well as all of the extras mentioned, there is a full complement of
multiplayer modes that, as with the main game, are generally all fun, but only
in short bursts. The inclusion of the entirety of the previous title, Rogue
Leader, in co-operative multiplayer form is unquestionably a generous addition
but, whilst great fun, it simply serves to highlight the fact that the slightly
easier and less-focused missions of Rebel Strike are a step down from the
earlier titles.
Given the proximity in the names, it’s interesting that Rebel Strike would
perhaps have worked just as effectively as the third entry in the long-dead
Rebel Assault series. Rebel Assault was effectively an interactive movie with
occasional on-rails gameplay bolted on for good measure, roundly praised at the
time for its technological advancement, though it is incredibly simplistic by
modern standards. This is Rebel Strike’s problem: it’s no longer enough to
simply put players in the movie, because that’s been done before. From the looks
of the next few Star Wars titles in development, such as Battlefront and
Republic Commando, Type A games appear to be dominant once again. If the Rogue
Squadron series is going to improve, the next instalment would do well to adopt
a similar direction.
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