Friday, 9 July 2021
Playing in Style
Monday, 5 July 2021
The Best Things About... The Phantom Menace
Many people like to rank the Star Wars films in order of preference, or ask others for their top three, top five, etc. Inevitably these lists are held up against one another, the upshot being that the things people like the least are often discussed the most.
I've never cared too much for ratings or lists. Every Star Wars film is - in some way - fantastic. Here we celebrate the best things (I think) about each of them, starting with The Phantom Menace.
Style and Feel
The Phantom Menace is for me the Star Wars film that feels closest to the Original Trilogy. There's something about the feel of it, the way the story is allowed room to breathe compared to the more hectic later installments, that rekindles that feeling of Episodes IV, V and VI. The Sequel Trilogy achieves this a little from time-to-time, but no film has managed it throughout its length as well as Episode I.
While the visual effects were moving with the times - replacing more and more practical effects - their prevalence compared to Episodes II and III is much more constrained and is more in keeping with the originals.
What we end up with is an occasionally imperfect film that feels like it came from a perfect place.
The Podrace
Ah, the podrace. Every so often a film will pause its narrative mid-way through for a well-crafted set-piece. Sometimes a great film will deliver a stunning set-piece, showing you something you've never seen before and driving the story forward.
The more you watch it, the more you realise the race itself is pretty straightforward. But it's the little details and the breadth of what is happening that elevates it to something more: Tusken Raiders taking pot-shots at the pods, the vivid personalities of the colourful racers, the sound design of the crafts - especially Sebulba's hammering engines overtaking the mix as he bears down on Anakin.
It's a masterclass in how to cinematically present a set-piece.
Lucasfilm / Starwars.com |
Naboo
We've been to a lot of planets and locations in the Star Wars galaxy, but few can match the spectrum of Naboo. The splendour of the Nubian cities and their architecture, the sweeping plains, the gorgeous lake country, the vibrant life-filled swamps, the entire beautiful hidden Gungan culture, the porous planetary core teeming with monsters... It's difficult to sum up Naboo in one breath, let alone one paragraph.
Naboo is a colourful world that seems to invite exploration. It's my number one wished-for location in SWTOR, or any open-world Star Wars adventure game to be honest.
Lucasfilm / Starwars.com |
That Lightsaber Duel
It's a testament to the evolving choreography of the Star Wars series over the decades that it's possible to look back at this Obi-Wan, Qui-Gon, Darth Maul duel and see deficiencies in it. But even if it does look at times a little staged (particularly compared to the fluidity we've been spoilt with in the Disney era), the speed and ferocity are astonishing.
The Original Trilogy and The Phantom Menace established the high-point of lightsaber battles that actually told a story without words (something later encounters have struggled a bit with).
Qui-Gon's patience mixed with Obi-Wan's youthful adrenaline tells you everything you need to know about this fight and its impact on galactic history - the importance of which has been so eloquently described by Dave Filoni in Disney Gallery: The Mandalorian (well worth a watch on Disney+).
Friday, 2 July 2021
Game Changer
Battlefront II is a beautiful, expansive game and it's hard to believe it's now over three-and-a-half years old. It won me over from a rocky launch, evolving into an online / offline shooter that lets you take part in hectic battles across some of the most iconic Star Wars locations. For most of its life, however, it has also been a torturous multiplayer experience for the casual player.
I consider myself 'ok' at video games. If I put in the time and effort I believe I can even become 'quite good' at them. Playing against other human beings in a game like Battlefront II, however, is very different to wandering around on your own in something like SWTOR, and if you're not prepared for it the experience can be pretty traumatic.
Battlefront II's major mode at launch, Galactic Assault, has a breadth that just about allows less-experienced or more casual players to stay on the periphery of the action and have a good time, mostly. Any interaction with the objectives or the player enemy team in force, however, and it can quickly descend into: spawn, run forward for a few seconds, get killed, respawn, repeat.
I'll admit that Battlefront II fell out of favour with me for more than a year in recent times, largely because of this dynamic. I didn't have the time or inclination to learn in detail what I was doing wrong to compete with the really good players out there. I just wanted to jump into a Star Wars environment and shoot some stuff! The offline single player modes were a little basic compared to the scope of something like Galactic Assault, so that didn't really float my boat either.
Imagine my surprise, then, when I decided to give the game another try and found a new mode: Co-Op! (Note I am very much behind the times here and understand Co-Op is no longer 'new'!)
I had assumed, knowing nothing about it, that Co-Op would be four human players going up against map-based objectives. A bit like the multiplayer Strike mode but with enemy AI. Imagine my further surprise when I realised Co-Op was basically a mash-up of the large-scale Supremacy and Galactic Assault modes, with large teams of AI enemies and allies and four human players (all on the same side) thrown into the middle of it.
I'd finally got exactly what I wanted out of this game: the ability to dive in, not have to remember exactly how to play and have fun running around and shooting at things. Perfection.
The AI isn't super-intelligent, but it's come a long way since the launch of the game, and is suitably impressive to have fun with. And the introduction of your human teammates means there's still an element of strategy to be had: it's entirely possible to be defeated if you don't work as a team and end up splitting your energies.
I would say that Co-Op is good and demanding fun with a well-orientated team, but can be extremely difficult if the team is less experienced or divides its forces and becomes overwhelmed by the huge numbers of AI opponents that spawn.
No longer do I have to watch from the side-lines for fear of dying every few seconds... |
Importantly, even in defeat Co-Op mode is exciting. It's fun to go down being swamped by twenty enemies. It's not fun being sniped by a single, jumping, rolling, too-much-time-on-their-hands human player in Galactic Assault... (Can you hear the bitterness?)
So Co-Op has completely changed how I look at Battlefront 2 and given me something of a renaissance with the game. It's the mode I now almost exclusively play. Every so often I dip into Supremacy or Galactic Assault just to see if I get a decent game, but I'm soon back in Co-Op mode. This is what I'm here for: relaxed, engaging fun. I don't want to be able to play the best at Battlefront 2, I just want to be able to play.