Having yet another chance at a hands-on with Star Wars Republic Commando---this time a much lengthier one---I leapt at the opportunity to put the still 'pre-alpha' demo through a few more paces than I was able to at E3 this year. It was "that time of year again" to see what LucasArts had in the works and, in most cases, see how much they have progressed since last seen at the aforementioned Electronics Entertainment Expo (E3). With four out of the five titles currently in production at LA being Star Wars-based games, I was certain that at least one would appeal to my gaming nature. With Republic Commando square in my sights, I began the determination process to see if LucasArts had the wherewithal to produce a top notch FPS complete with a ground-breaking squad-based bent that could be seated comfortably within the Star Wars Universe. Enough with my freaky phraseology---let's delve into the game---

Star Wars Republic Commando gets its legs from about the only cool thing about Star Wars: Episode 2, that is, the in your face, kick-butt clone troops. Players take the role of one such troop, particularly a commander of an elite 3-man squad, to neutralize threats throughout the at war galaxy. The storyline sits somewhere between Episodes 2 and the yet to be completed 3, just as the Clone Wars cartoons did (if you haven't seen them, find them and watch them!), though SWRC does not directly deal with the new trilogy's characters or story. Typical to most first-person shooters, the game will challenge every twitchy bone in your body and test your basic FPS problem-solving skills. And, as previously mentioned, you will not go it alone. Missions (of which there will be around 15 – with several sub-missions each – totaling around 50) will entail the command of up to three other elite members of the clone army. We've seen squad-based shooters tried before, but most have failed causing the gamer to abandon all attempts at commanding, and instead gunning for themselves. LucasArts seems to have found the magic-bullet to alleviate these past frustrations, which I will explain in more detail later.

Just to get this out of the way now: For a 'pre-alpha', Republic Commando' is already where most games wish they could be on release. Already, the game has a very polished look and feel, though this is no doubt due to the underlying technology powering it. Epic's Unreal engine has provided the groundwork, from which producer Chris Williams claims hardly resembles its pure glory anymore due to a major overhaul. "So much has been added and modified, that one could hardly call it the Unreal engine anymore." We'll take your word for it Chris.

Tweaks are still being made here and there, particularly with the squad AI, and there are still many maps that need to be built. Working with only one level designer, we can see why this game isn't set to ship until early 2005, despite its already near completion feel. Rare is the opportunity though, to see a game that is marked pre-alpha which is already highly playable.

The unique approach LA has taken to tackle the matter of easily commanding three squad members is not so much amazing in its ingenuity as much as its effectiveness. Objects throughout the levels will yield opportunities to manage your squad's maneuvers, usefulness, and effectiveness. By placing the targeting reticule over certain objects, such as a chest-high metal obstruction---which would be perfect for providing cover and a decent sniping location, will change the cursor to indicate usability, and additionally will draw ghosted versions of troops in that position mimicking the action that would be performed if the command is actually called. Clicking the 'use' key will send one of the troops to that location to perform the task that the object calls for. Doors can be unlocked and explosives planted in much the same manner, making it truly a 'one-click' operation. Additionally, any task that can be delegated to a squad member can also be performed by the player, while the remaining squad members provide support and cover. Generic formation and order commands can also be given using the F keys.

If your squad-mates fall in combat, they can be revived by either yourself or other troops by getting close enough to use the standard issue healing device. As long as at least one squad member is alive, the mission will continue, even if you, the player, have been incapacitated. This keeps the dreaded "loading" screen to a minimum, and also helps to maintain a constant rate of action.

The weapon load-out offers yet another interesting aspect to the game. In place of the typical arsenal that most games offer at any given moment, and the imposed belief that the hero can in fact hoist around 130 lbs. of firearms, Republic Commando provides you and your squad with one modifiable 'utility' gun and a basic sidearm (I would have to say that the pistol seemed somewhat out of place in the SW universe – resembling conventional firearms way too much). The primary modifiable rifle can be quickly transformed into other weapons by the use of attachable add-ons. The basic DC-17m Repeating blaster can be 'modded' into a powerful sniper rifle or an armor penetrating rifle with great ease. This is of course no different than having several separate weapons, though the approach to a single modifiable weapon is much more aesthetically pleasing and believable. Other weapons can be gained along the way as well, typically from fallen bosses, though only one alien weapon can be carried at a time – of which there are 12. All weapons feature a low-zoom mode, akin to looking down the sights, excluding the sniper rifle which has a much greater zoom.

There were three playable missions, though one was not really being showcased as it still had many bugs. One mission consisted of a raid into a base controlled by the droid separatists. The initial goal of the mission was to locate your fellow squad members, some of which had already been incapacitated. The trek takes the player through corridors patrolled by battle droids and their ilk, with more infinitely spawning in from 'droid dispensers' at key points. Either having a troop plant explosives on the dispenser or planting them yourself was one of the many examples of interaction between the environment, the player, and the squad to be seen throughout the entirety of the game. Another mission took the squad to the Wookie home planet Kashyyyk, a jungle-like environment, again bombarded with droids. Both missions – all three actually – were rendered intelligently and beautifully, though unsettling. The devs have implemented tech features such as Dot 3 Bump-Mapping as well as Normal Mapping, which will allow this early next year title to compete with other games released around that time in the graphics department.

Even at this early stage, the AI presented a good amount of 'I'. They would intelligently take down opposing forces before attempting to resuscitate a comrade fallen in battle, and would actually duck out of the way as to not get shot in back of the head by my horrendous aim. They moved through the mission on their own, advancing at the right moments, and actually are of use in combat by both their "better than Episode 4-6" aim, and the ability to draw fire on themselves.

It has been agreed on; this is perhaps the darkest Star Wars title yet. The dev team has taken a truly gritty approach to this game, and somehow still maintains the feel of Star Wars. The missions we played offered all but the sterile feel you would expect in a world built on such a high technological premise. The troops' uniforms offered a dull haze to their silverish armor – dull from intense combat one could conclude. Squad movements are much like those seen in real-life tactical units. This fact offers an intensity and gravity not usually present in this particular galaxy. Graphically, the game is very much on par with what we've seen recently released, though it will perhaps take back seat to the upcoming titles from Valve and iD. I do not doubt the game will have problems shining through this ever so slight lack of graphical prowess though. Already – again, only in pre-alpha stage – Star Wars Republic Commando is set to be an excellent nail-biting FPS experience with engaging, deep gameplay, and potentially very high replayability due to the numerous approaches that can be taken in any given situation. Get ready to put Republic Commando square in your sights in early 2005 and prepare to be blown away by what they have in store…for now just play with those action figures you've got in your closet---till then that's the closest thing you'll get.

--> SecretAsianMan

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