Tuesday, 19 January 2021

Last Week's Games: Star Wars: Starfighter

Owing to my daughter’s newfound interest in Star Wars, I found myself playing a game I’d had for a while but never gotten around to playing: Star Wars Starfighter. I beat it as well, and the review for it is coming out on Friday. I’ve said most of what I want to say about the game there, but here I’d like to develop a point I made about the plot of Starfighter. Spoilers ahead, for whatever it’s worth!

Holding back the invading droids
was a huge amount of fun.
One problem that most Star Wars games run into is that they can’t really tell their own story without reducing the stakes. Most of the so-called Extended Universe has been declared Non-Canon now, presumably because Disney didn’t want to have to ret-con anything while they were making the new films, so that doesn’t help, but they still struggle either way. Of the games that are available, either they follow the mainline plot of the films, in which case they’re re-telling a story already told, or they’re spun off from the mainline plot, in which case you never really get the sense that you’re affecting anything major since the key points of the Star Wars saga happened in a story you’re not involved in.

Starfighter was always going to run into this issue, but it never loses sight of what Star Wars is at its core – a character-driven story adventure. It handles it quite well: The plot is set during the run-up to the Battle of Naboo in The Phantom Menace. Through their own activities as fighters, mercenaries and pirates, the four pilots discover a droid production facility on one of the planets and must work together in order to blow up the facility. The threat is established by showing the duplicitous nature of the Trade Federation to two of the characters in the early game, and resolved by having them participate in at least some of the battle of Naboo in the later game – you really do get a sense of how worse it could have been for Naboo had the Droid army been at full strength, which if your characters hadn’t been involved, it would have been.

Flying around a hangar is
always a bit fiddly...
Where Starfighter lets us down plot-wise is in the final boss. The fight itself is fine and takes a lot of the skills you’ve been building throughout the game, if a little annoying when you don’t know exactly where it’s going. But the problem with any battle fought in the Separatist portion of the saga is that as your opponents are always droids, they lack the necessary levels of humanity influence the plot themselves. Starfighter tries to get around this by having the Trade Federation employ mercenaries to interfere with negotiations at the start of the game when you’re escorting Queen Amidala, Rhys’ mentor is killed by one of them and he turns up at the end as the final boss having not participated in the story at any point in between. First, it doesn’t make sense for the Trade Federation to have attacked Queen Amidala before she signed their treaty, and second, it very much felt like a final boss for the sake of having a final boss.

None of which spoils the experience of the game, you understand. It’s still a fun space shooter that I was happy to play, and it made a refreshing change for me to play a game I can wrap up in a few days rather than several months! But it did make me think about the reasons that the plot of most Star Wars video games is often its weakest point and realise that we can be thankful for those games that counter it with some very solid gameplay.

As an aside, the exception here – and probably why this game is so fondly remembered – is Knights of the Old Republic. This was set far enough away from the plot of the Skywalker saga that the galaxy would have had time to sort itself out whichever way it went, but also Bioware had a very talented writing team at the top of their game telling a fun story with twists, stakes and bitter struggles that many still hold as the standard of RPG storytelling to this day.

 

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