Cloning the Binks 2: The Bombad Revenge
Posted on 07/02/10 @ 06:34 PM (updated 08/07/10
"It is a time of turmoil. The Galactic Empire, having been in power for several years, is taking over the galaxy system by system. Darth Vader has hunted down all the Jedi who survived the Purge, and squadrons of stormtroopers occupy every planet. The Death Star, a space station capable of destroying entire planets, is almost complete. Fleets of Star Destroyers monitor every hyperspace route. Despite all this however, a new threat has risen... A small shuttle containing a lone Gungan, ready to get his revenge for all the insults and hatred he has received over the years, departs for Kamino..."
|Clone Campaigns required?:
|Number of scenarios:
The gameplay is fairly simple, similar to that of Falcon's First Flight or Shadows of the Empire. There are puzzles, special abilities for each character, mini-bosses, as well as several secrets hidden across the map.
Have fun and enjoy. :)
|Author||Reviews ( All | Comments Only | Reviews Only )|
The playability was very nice in this campaign, the use of the R2 unit and the puzzle with the comm relay were both very creative and made my mind think of what I could do (Mainly the comm relay). The taunts were very fun to use, though I kinda wish I could use Darth Vader's Force Crush a little more on the Gungans. The Mace Windo powerup was very nice and knowing that I could use it only once made me save it all the way to the boss battle, which I liked.
There was a glitch however with the turret Vader uses: I used it at the end of the engagement at the last room to deal with the guy on the balcony, and because it was at the end Vader stayed on the button and I had 'Turret Activated for 10 seconds' cutting out lines and such. Luckily I used that diplomacy screen to review the text that was lost, so it was still playable.
The bosses, if handled correctly, were pretty much pushovers, and the only time I found I could die was with the AT-ST if I attacked the clones first, the end room for Darth Vader and using Hugo (I think that's his name). Mace Windo just wouldn't die whatsoever. The Jar Jars in general were pushovers as well, but with the Darth Vader and Hugo sections I found I had to retreat a few times, but not many. As Hugo would say, "Piece 'O Cake."
The comedy with the death animations on the Jar Jars were hilarious, my favorite was when he would burn to a crisp, that made me really LOL. Kinda wished it was on the level of the Alien's Marine Death Animation where he just devolved into a pile of blood. But that mod was funny.
Not only in the mod, the Jar Jars themselves were funny, and the Speeder was a great add and made me LOL so loud my family had to tell me to shut up.
Map Design: 4
Map Design was generic with the bases and done very well, though at a certain point the entire Star Destroyer looked the same and I was glad to have a change of pace with the jungle moon, that was done very well.
The story is basically full of random stuff, Time Machines, out-of-nowhere alliances with Mace, Hugo and Vader, and supposed super power Jar Jars, as with their clumsy clone counterparts. The story isn't meant to be realistic or anything, and I liked how you took the randoms and formed it into laughs like:
Mace: "I still don't know why I'm here."
Boss Nass: "Oh, wesa usen a Time Machine takens from se Empire!"
My main thing with this story is that I got to see Jar Jar die countless times and it was a barrel full of laughs that I really enjoyed.
If the balace wasn't on the off-end, it would be a great campaign. But in either case, yet another great campaign by Rossk AKA Sierra Wolf!