Thursday, August 28, 2008

Star Wars: The Force Unleashed Demo Guide

Star Wars: The Force Unleashed Demo Guide (PS3 version)

Star Wars: The Force Unleashed Demo Guide (Xbox 360 version)

Ok, so I actually like The Force Unleashed better than I initially thought. The game actually shares a few similarities to Advent Rising gameplaywise, based off some of the moves presented in the demo and a few other aspects from the trailers that I have seen. If you didn't know, Advent Rising and I were close at one time until the trilogy was basically canned and forgotten.

Anyway, I typed up a full move list for Starkiller based on my findings in the guide. To my surprise, he actually has a parry move that can be used against physical attacks, but I can't find a real good use for it. Surely in the full game, Starkiller will have some sort of saber slash counter or a type of retaliation attack to perform after the parry.

And with that said, Dante and Nero can finally retire to the bottom of the right column. I've kept them there since last March, so they've had their fair share of time in the spotlight.

UPDATE (8/29): Added details about the hidden Clone Helmet easter egg. Big thanks to PerfctWeapon and many GameFAQs users!

--> Hidden Clone Helmet Easter Egg

Location: Outside Walkway - Above the tunnel in the back of the walkway

Before hopping over the gap to the side along the walkway where the TIE fighters swoop by, if you want to see a hidden helmet easter egg, then use force grip to stack up a few crates next to the rooftop of the tunnel at the end of the first walkway then leap up to the rooftop of that tunnel. It is best to stack a cylindrical crate on its side (standing up) then stack another cylindrical crate on top of it or stack two rectangular crates on top of the cylindrical crate. Position them with the left analog then set them down lightly by using the right analog to lower them before letting go. Either way, make sure the crates are stacked right below the rooftop then hop on top of them and double jump to the rooftop. Use the force dash (LB) to help gain some extra air time during the double jump if needed. It is best to attempt this on the easiest mode since the TIE fighters will be swooping by and firing at Starkiller the entire time from the left side.

The helmet will be at the end of the rooftop. It can't be collected. Stare in amazement then drop down and get back to the situation at hand.

UPDATE (9/1): Wow! I am absolutely amazed at some of the responses and extra tips that I am already receiving dealing with this demo guide. Very cool.

Anyway, I added an Experience Bonus section under basics and two alternate ways to get to the helmet and two alternate ways to defeat the AT-ST boss. I also simply renamed the Walker the AT-ST in all areas of my guide. I see that I'm going to have research Star Wars a bit more if I actually do write a full guide for SW: The Force Unleashed, which there's a high chance that I will.

UPDATE (9/8): Added the extra tips as noted in the comments section of this post. Thanks to both anonymous users!


Anonymous said...

There is another combo you didn't put in for Xbox 360 (x, y, x, y)

Berserker said...

Thanks and added. The next update is looking to have a lot of extra info!

Sentox said...
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Sentox said...
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Sentox said...

If you're wanting to find out anything particular about Star Wars, Wookieepedia has more than you'll ever need to know:

I do hope you choose to make a full walkthrough for this game. Your DMC4 one was by far the best around.

Berserker said...

Seems like I remember your username. Didn't you email me about DMC4, sentox?

Thanks for the link. It'll definitely come in handy. Not being a big Star Wars fan, I'll most likely have to use that site for this project. :D

Sentox said...

You have quite the impressive memory :D I sent in the Royal Guard strat for taking down a Blitz's shield.

Slightly offtopic, but you may have seen the news about control system changes for RE5 (supposedly "Gears-like"). Certainly interesting news at this stage. I loved RE4, but I wouldn't be opposed to limited movement while shooting.

Berserker said...

Certain usernames stick out more closely in my mind than others. :)

Yeah, I'm interested to see the new control setup for RE5 myself. It's supposed to be showcased at TGS from what I understand. I hope they keep the original control setup as an option for the old school RE fans. Even if they don't, it won't matter a whole lot to me, as long as the new controls work well.

Brian said...

If they do actually throw in the new control scheme it'll definitely lose some of the RE feel. I dunno, I think at that point it kinda takes away the horror in survival horror even more. Part of the fear with RE, at least for me, is controller panic. It might be a cheap scare but hey, it worked for a long time. One thing to note though is that GoW still hinders your movement if you aim while moving (to encourage using cover) so I guess if that's in there it'll still keep the intensity going :)

Anonymous said...

During the AT-ST fight, you can force lightning-charge the crates you toss at it for extra damage! This is a must for playing through on Sith Lord difficulty. ;D

Sentox said...

I really hope they don't implement a cover system - I just don't see the point for RE. Still, I can't imagine that happening at a late stage like this.

Like in GoW, I think (very) limited movement while aiming wouldn't be a bad thing, especially if the zombies are faster like in some of the earlier trailers.

What would be improvement, however, is binding aim to look and placing it on the right stick, as with most shooters. Having my aim reset to the center of the screen every time move I moved in RE4 really annoyed me at times (and that's what made the Wii controls better - aim was persistent).

Anonymous said...

you can actually force push the AT-ST over the edge where the damage increase power up is

Berserker said...

I'm sure that a button press command is as far as they will go with a cover system for RE. They've already shown us that the button press actions are still in there, so I'm sure they'll have at least one cover area like in RE4 but I wouldn't think they would make it a main gameplay factor.

It would be awesome if they would speed up the enemies a bit in this installment. Watching them run up to you then stop and walk toward you so you could shoot at them became very noticeable in RE4. But in games like Cold Fear, the running enemies seemed cheap with the RE4 aiming system - they didn't really give you much of a chance to hit them in that game. I don't know, hopefully they can find a way to blend the two, perhaps with the new "Gears-like" control setup.

Speaking of which, I need to play Gears this weekend... for my first time.

Thanks to both Anonymous for your tips. The idea of pushing the AT-ST over the side of the walkway is brilliant. It actually gives you the Long Way Down bonus after his defeat also! It seems unneeded, but hilarious nonetheless. :D

Anonymous said...

lol what a gay guide. for demo mode. hahah, fuck you loser. you wasted your life...

Anonymous said...

unemployed, says all hahaha

Berserker said...

(Hmmm... should I:

[ ] Delete the user's horrid attempts at insults much like cleaning my email inbox of spam.

[ ] Respond to the childish insults and risk being brought down to this user's level.

[X] Leave the third grade insults behind for all visitors to laugh at.

Decisions, decisions.)

Ta-Mela said...

Have you ever played the Wii version with the light sabers? I'm thinking about trying it but the reviews are kinda scare me off. BTW, thanks so much for your help with Resident Evil Umbrella chronicles!

Berserker said...

Thanks for the feedback.

I have read that the Wii version has the most content out of all the TFU versions. I really didn't find that much to like in TFU outside of the story. The gameplay was pretty average really.