This is my first campaign, so there are probably some issues in it that will need fixing. However, I hope you enjoy this demo of STAR WARS Jedi Starfighter.
|Clone Campaigns required?:
||Role Playing Only
|Number of scenarios:
It is meant to model the Jedi Starfighter game that I got for Xbox. So if you have any comments or suggestions, it would be great to know.
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
I've got to say, I thought this was AWESOME! Really nice touch with the sounds in level one. Can you do that for the full campaign?
All good, easy to play, some challenge
God, except maybe raise Adi's attack a bit so she can kill a starfighter in one hit.
Very creative, especially with those sounds.
No flaws, but not outstanding.
All clear, story is appealing for SWGB.
Good job! I would like to see more of these.
Let me start by saying this much: The SWGB engine doesn't allow for real nice RPG's using aircraft, in my opinion. 'Death Star Assault' had problems with it, and even TVS's spacebattles in TPM and SotE are below the level set in other scenarios of those campaigns. One of the more enjoyable level involving flying is CorranHorn's 'Rogue Squadron Demo', and that is probably because it's over land. Anyway, on with the review.
PLAYABILITY - 4
I was real close to giving this a 3, because shooting down fighter in space can get boring quickly; I hope the complete campaign won't consist of only that. For just the demo, it didn't get boring, yet. The Jedi Starfighter is an annoying ship to do battle with, but I'll get to that in the balance section. The main reason I deducted from the playability, was because of the loophole in the playable scenario. You're supposed to first kill all the fighters, and then take out the TF Lander from behind. I don't know why, because you can attack the lander from any direction without noticeable repercussions. And you didn't even have to destroy the fighters to do it.
BALANCE - 4
The Jedi Starfighter is an annoying hero for a one-unit game, because of it's very slow firing speed, and it's delay before the first shot, meaning any enemy will get in at least one shot. This could have been balanced out a bit by giving Adi just a little bit extra attack, so she can destroy a fighter with the first (delayed) shot.
CREATIVITY - 4
The Lander is space was creative, and so was the use of ingame dialogue (new for SWGB, AoK already had it). Other than that, not a whole lot of innovations, but it doens't feel unoriginal, or like a rip-off.
MAP DESIGN - 4
Coruscant looks nice at first glance, and the meeting rooms are detailed enough I guess. The TF lander in space is a nice touch as well. Do these small pieces of eye-candy merit a 4? Yeah, this is a space map, so that's all the map design you can expect.
STORY/INSTRUCTIONS - 4
Well, it starts of real good. The scenario instruction bitmap looks GREAT, the story is a bit short, but clear. Instructions are a bit short, but clear. The StarWars intro is good, and so are the other cutscenes in the first scenario. So why not a 5? Mostly because of the spoken dialogues; They are a bit easier on the player than written dialogues, but I think you should either make everything spoken, or nothing spoken. I also like subtitles when someone is speaking in a game.
Despite some of my criticism, I found this scenario quite refreshing, especially because of the presentation; it feels like you're playing another game. It came across professional. The first level, the cutscene level, is practically flawless. the second, playable level is a bit shortcoming in terms of playability and balance. Future levels will either need scenarios where you control ground units, or something original, to keep the campaign exciting.