
However, despite these practically ground-up differences, these versions share many of the same issues that their big brothers have. So while you visit the same levels as in the other games, the level design itself is completely different, as are a number of other elements of the overall package. What's interesting here is that though the game shares the same storyline, Force powers and general structure as the PlayStation 3 and Xbox 360 titles (which were the versions most often highlighted in the title's push up to now, obviously), Krome handled the PS2, Wii and PSP games while LucasArts simply oversaw the production. It does enough things right, especially with regards to giving players the ability to wield the Force like we've never seen before, to make it a play-worthy effort for Star Wars fans everywhere, but it does so with a number of missteps that won't easily be overlooked.



Of course, those bits don't actually apply to PS2 and PSP gamers as the systems can't handle the computational load of those technologies, leaving the game's core action design to stand on its own. Featuring such technical buzzwords as Digital Molecular Matter and naturalmotion's Euphoria engine, the game has brought a ton of promise to the table.

LucasArts hopes to change all that with Star Wars: The Force Unleashed, a game that's been hyped not solely on its license and story, but its technology as well. Raven did the PC right with a handful of Jedi Knight titles, but console gamers have been left out in the cold on Hoth for many years now. It's been a long, long time since we've seen a good action-based Star Wars game hit consoles.
