Than Star Wars: The Phantom Menace I arrived sheltered by a lot of merchandising, books, luminous swords and all kinds of experiences was something we all had assimilated. After all, the articles derived from the space opera by George Lucas were -and are– one of the maximum pillars of its own LucasFilm. Which does not mean that the Episode I It was something special for a generation of fans: not only did we experience the premiere of a new episode of the saga in theaters, but we immersed ourselves in them through video games.
LucasArts, LucasFilm's video game division, also did its homework by launching between 1999 and 2001 all kinds of video games based on the Episode I. Titles that sometimes expanded and other times made us relive what was shown in Lucas's film. Since Sims Life based on the ecosystems of the planet Naboo up Episode I Racer, a simply brutal racing title. Logically going through the official video game of the film.
Released in 1999 for the original PlayStation and PC, Star Wars: Episode I: The Phantom Menace It was an adventure game in which exploration had much more weight than action. Maybe they were things of the agebut his camera and his control system were far from fascinating me as the new Jedi had done, half fighting monks half acrobats, who looked so good on screen.
In fact, it wasn't even on par with other previous Star Wars titles – despite the fact that Episode I: The Phantom Menace captured the essence of the film and its plot, video games like Star Wars: Shadows of the Empire or Star Wars Jedi Knight: Dark Forces II they ran their hands over his face. Luckily, the following year it arrived Star Wars: Jedi Power Battles. That free adaptation of the film that many, including myself, wanted to play on consoles.
Star Wars: Jedi Power Battles: o The Phantom Menace told in action key
The official game of Episode I: The Phantom Menace it was designed to be one of the best and most complete companions from the eponymous movie. In fact, he presents and proposes us to take part in many events and events that, for various reasons, have not been captured in the film. However, the focus of Star Wars: Jedi Power Battles It was just the opposite: turning each section of the film into a scene full of action and platforms.
Total, fourteen huge levels generous in variety and content, with their own level traps, their tight jumps, their combat against waves of enemies and their final bosses. Designed to be run on our own and enjoyed even more in its two player co-op.
And the best thing is that we not only had at our disposal the Jedi master Qui-Gon Jinn and his young disciple Obi-Wan Kenobi: the powerful Mace Windu, the lethal Adi Gallia and the demolition Plo Koon they were also selectable from the start.
Each of the five superbly contrasting characters, with their own unique fighting style, techniques and Jedi skills. To which we must add the possibility of improving them through a very successful level up system. But also mechanics in common like a lightsaber return laser system that required minimal reflections.
With that on the table, the true genius of Star Wars: Jedi Power Battles It was in the wonderful balance between the design of its enormous settings and the enormous variety of heroes at our disposal, so that, without separating ourselves from the events of the film, we should also fight in the style of the beat’em ups of arcade court that move through very tight jumps by natural cliffs, exotic ruins, anti-gravity mobile platforms or very narrow ledges.
From the trade federation ship, from which we had to desperately escape, to the convoluted and narrow corridors of the planet's generators Naboo, cleaning planets as exotic as Coruscant or Tatooine from enemies, Battle Droids, Jawas, Gungan warriors and even a mysterious Sith with a double-bladed saber. A true adventure tour through the galaxy.
In the playable, Jedi Power Battles It was -and is- a delight. Of course, its maximum success was its replayability: along with the level-raising system, its unlockable modes and levels and phases designed to be covered hundreds of times, the game gained a new layer of fun through its unlockables such as the Queen Amidala and Captain Panaka (which use blasters instead of lightsabers) or himself Darth maul.
As a result of all the above, LucasArts achieved a sensational game using technology and contemporary elements, and at the same time, a classic approach, whose infinite fanservice and its even better integrated soundtrack of John Williams turned it into an irresistible experience for fans from PlayStation, Dreamcast and, to a lesser extent, even from Game Boy Advance.
The same proposal of pure Jedi action in three versions
The staggered launch of Star Wars: Jedi Power Battles he was chosen very wisely: his arrival on PlayStation it was in March 2000, just a few days before Star Wars: The Phantom Menace come to homes in VHS format. As an added fact, the DVD version of the film would arrive a year later, being the first film in the saga to bet on the digital format.
As we discussed, the experience of Jedi Power Battles revolves around the design of levels and the way in which they tell us the part corresponding to the Jedis of The Phantom Menace. The key to achieving this challenge was in the hands of Michael Stuart Litcht, who transformed each of the film's locations in simplified layouts on paper with diagrams and annotations for developers to understand the ideas and narrative without interrupting the flow of the action.
Ultimately, ideas and studies on gameplay, mainly design, that would not take the final form of models and three-dimensional phases until they were completely tied.
All in all, the version of Jedi Power Battles for PlayStation it was not a technical prodigy –Episode I: The Phantom Menace It wasn't either – but it managed to convey the full feel of the film. Of course, the best version of the game would see the light in Dreamcast.
LucasArts not only adapted the PSX experience to the characteristics of SEGA's 128 bits, but also knew how to take advantage of much more and better the eight-month margin to polish the gameplay, add content that stayed in the pipeline on the Sony console (like the Jedi master Ki-Adi-Mundi) or a sort of duel mode (versus) for players to train each character's skills.
Although, in general, both versions were similar, in terms of finishes and details DreamCast came out – logically – victorious. However, LucasArts also remembered Nintendo users. More specifically, those of the recently launched Game Boy Advance.
The portable version of Star Wars: Jedi Power Battles was made to measure of the console, disregarding any three-dimensional element, interspersing phases of isometric perspective with others of side scroll and accommodating its contents as best it could on the small screen.
A version loaded with good intentions and weighed down by the controlsJumps, attacks against multiple enemies, or the design of certain phases could test our patience. Especially in the final match. Perhaps most scenarios and the three most beloved characters (four if we count Darth Maul as unlockable) said present, but that game was too far from the desktop experience.
Luckily, LucasArts would be more inspired by the Game Boy adaptations of the following movies.
A classic Star Wars lost and worthy to return
Most classic games of Star wars developed by LucasArts have been retrieved in one way or another for current systems. Sometimes with custom reissues, other times through backward compatibility systems.
The return of many of them was a relatively simple process, since most saw the light on PC, although we have also seen very grateful surprises on consoles such as the Super star wars from SNES, Star Wars Bounty Hunter from 128 bit systems, Star Wars Racer Revenge from PS2 or Star Wars Republic Commando from the first Xbox.
And despite the fact that several games from the Phantom Menace have returned and have been available for time on PCs and consoles, such as Episode I Racer or Star Wars Episode I: Battle for Naboo, the truth is that the return of Jedi Power Battles it is still a pending task.
Not that LucasArts threw away his formula. In fact, the official video game of Revenge of the Sith or Star Wars: The New Droid Army they tried to follow in its wake, being Star Wars: The Clone Wars – Republic Heroes (already based on the animated series The Clon Wars) his true successor.
The reality, on the other hand, is that these types of action adventure experiences and platforms with an emphasis on the cooperative were increasingly accommodated to the general public, marking the beginning of one of the collaborations – or rather crossovers? – more long-lived from LucasArts: the seal LEGO Star Wars.
Will we see the return of Jedi Power Battles in current systems? For now, the Nintendo and Sony consoles are preparing to receive Star Wars: Episode I Racer (another great game) with which the only conclusion we can draw is that the door is not completely closed. Until then, the designs of the Force will have to be trusted.