Earlier this month, I finished my playthrough of
Star Wars: The Force Unleashed II. If you missed the first one, my review has unmarked spoilers related to the ending of the first and therefore the set-up for the second.
In the first
Force Unleashed, you take the roll of Starkiller. He is apparently the most powerful Jedi ever and has been indoctrinated since youth by Darth Vader to be his apprentice. To this end, Starkiller's been hunting down Jedi who escaped the purge at the end of Episode III. Over the course of the game, he meets a woman and begins to doubt the mission that he has been given. Eventually, he turns on Vader and helps to form the rebel alliance. However, forming the Rebel Alliance was
always Vader's plan for Starkiller--doing so would gather them in one place where they could be destroyed. In the end, he dies fighting the Emperor in order to allow the Rebel leaders to have time to escape.
Since the main character is canonically dead, it would seem as though making a sequel would be difficult. Fortunately, cloning is a fact of the Star Wars universe, so they just clone a copy of Starkiller and start things up again. Vader, for whatever reason, has been cloning Starkiller. Most copies have been failures, but this one at least hasn't gone insane yet.
Given the say these things tend to go, Starkiller quickly breaks out and attempts to find both the woman he loved and (by coincidence) the rebel alliance he helped form.
Gameplay wise, Force Unleashed II is essentially identical to its predecessor. Very little has been changed in that area, though there are new, force-empowered enemies that are rather common and immune to many of the force powers that you can level up. In the late game, the game likes to throw large groups of jedi-clones at you. This leads to very annoying fights where you can only use lightsaber attacks and none of the high level force powers are of any use.
My real complaint with the game came when I made a second pass and made a strong realization. On the second run through, I realized that the game only actually has about 4 levels. To extend the apparent length of the game, the developers have you run through each level twice. Furthermore, the game commits the primary sin of Clive Barker's Clive Barker's Jericho (by Clive Barker)--its encounters are slightly too long and much too similar. Encounters with enemies should have things that differentiate them and make each one at least slightly unique. This game manages to forget that and have wave after wave of samey encounter.
Ultimately, I don't think the game has enough content to justify its existence.
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