If You Were To Make It: The Force Unleashed 3

Wado Rhyu

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May 19, 2010
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story: its hinted at 1 (dont know about 2) that starkiller is at the start of making the rebelion. so for a story it would be a great setting. also a redemption qeust line for the first starkiller.

gameplay : first and for most, make the force powers more potent looking. i loved the tearing down a cruizer from 1. it gave you a sense of real power. like the force matters in galatic warfare. put more of this in the game. secondly, startkiller will be running away alot. and recruting strong members for the resistance.

enemies : the last fight must be the done till death vader fight. You will lose that fight but in the process saving the location of skywalker. this way it will tie in with the movies.

so the basic idea is get startkiller from 1 to turn good or oke agian. and make him put everything in place for skywalker then die. with force powers that look and feel awesome.
 

Driekan

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Well, none of the rules stipulate that you should keep the suggestions to something even vaguely plausible (i.e.: Something that there is any chance in hell that would actually be made), so?

Note: don't intend to criticize the original games or any of the work done for it. Just briefly indulging in wild fanboyism.

Story A long time later, in the same galaxy... Starkiller awakens out of a vat. It may be a cloning tube, or simply a bacta tank - it is not made clear. There are signs of an accident nearby, whoever awakened him is dead. He eventually finds out he is in Wayland, a lush world, done sandbox-ish, Arkham City-style. There are several local conflicts to get involved in (read: Side-content), but the core content concerns the Disciples of Ragnos attempting to take mysterious force powers from the world. Starkiller may ally or oppose Corran Horn, who comes into the narrative around the end of the first act. The Disciples eventually make a new clone of Joruus C'Baoth, who proceeds to do what he does best: Enslave everyone.

Yes, this takes place around the same time as Jedi Knight: Jedi Academy. The Force Unleashed was all about bridging different chunks of Star Wars continuity (Originally, Episode 3 to 4), so it stands to reason it could be used to bridge episode 6 to New Republic EU stuff. Using stuff built around the Jedi Knight game series and the Thrawn book series makes sense to me: People would be getting introduced to some of the best content there is in SW EU.

Note: It is left vague, more of a conflict outline. A lot of work would have to be done towards finding motivations for all the people involved, making conflict personal, etc.

Gameplay
The core systems and concepts from the original game are quite workable. If anything, I'd suggest:
- Relying less on QTE (Even if they look pretty);
- Visually toning down Force Powers (so enemies can realistically be seen to survive it).
- Make force-powers more specific and tool-like: They are different tools for different situations, not different flavors of death.

One system that should be considered is a means to use the Force to sense enemies. This would be useful in finding hidden locations, detecting stealthed enemies, finding weak points in large enemies or vehicles, etc. It could end up being as simple as Batman's detective mode. Prototype and test until something enjoyable is found, or dump the idea.

A stealth system would also be interesting - quite possibly using force mind-tricks and force stealth as concepts, so that it is more about using resources than crawling from shadow to shadow. Could lead to fun "cat and mouse" games against stealth-using enemies.

Of course, systems to support the shift from Stage-based linearity to sandbox would be necessary, but I suppose that is implied in the premise?

Enemies
- Stormtroopers: Hapless victims, same as always. Fun to kill.
- Elite Stormtroopers: The ones chosen and cloned by Thrawn. Tough, smart, enemies who used advanced tactics and weapons against the player. Yes, there were some hidden stashes of them, the Disciples dug them up.
- Noghri: Make heavy use of the "sensing & stealth" game systems mentioned above. If they get the jump on you, it is pretty much game over in most difficulty settings.
- Bounty-Hunters: Come in several tastes, and with two origin stories: Some working for themselves, and some hired by the Disciples. They are all quite adept at fighting force-users.
- Native Force Adepts: Apparently all that crazy force-use in the planet results in a reasonable amount of these. They are more "Shamanic" in style.
- Vehicles: Combat shuttles, crawlers, walkers. Add a game element where force senses can be used to find weaknesses in their structures and destroy them with precision, rather than raw power. Think Force Shatterpoints.
- Joruus C'Baoth: Apparently, the data used to clone him was never wiped. Final boss for lightsiders. Overall powerful, and keeps the fight interesting by messing with Starkiller's head (with the force, of course).
- Corran Horn: Final boss for darksiders. Specially tricky fight involving use of TK and the environment, as attacking him directly with energy attacks empowers him to crush you like a bug.

There is a pattern here. Notice how almost all the enemies are high-power stuff that has been shown in canon to be dangerous to Jedi? Yeah. That is deliberate. Make fights mean more, demand more (meaning using more diverse tactics and gameplay elements) and make it more credible when enemies become a threat to Starkiller.

Sequels, expansions
At least one of the endings results in Starkiller being stranded or choosing to remain in Wayland. That ending becomes canonical. Expansion or sequel takes place a further 15 years down the line, when the Yuuzhan Vong come a-knocking.
 

immortalfrieza

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Driekan said:
Well, none of the rules stipulate that you should keep the suggestions to something even vaguely plausible (i.e.: Something that there is any chance in hell that would actually be made), so?

Note: don't intend to criticize the original games or any of the work done for it. Just briefly indulging in wild fanboyism.

Story A long time later, in the same galaxy... Starkiller awakens out of a vat. It may be a cloning tube, or simply a bacta tank - it is not made clear. There are signs of an accident nearby, whoever awakened him is dead. He eventually finds out he is in Wayland, a lush world, done sandbox-ish, Arkham City-style. There are several local conflicts to get involved in (read: Side-content), but the core content concerns the Disciples of Ragnos attempting to take mysterious force powers from the world. Starkiller may ally or oppose Corran Horn, who comes into the narrative around the end of the first act. The Disciples eventually make a new clone of Joruus C'Baoth, who proceeds to do what he does best: Enslave everyone.

Yes, this takes place around the same time as Jedi Knight: Jedi Academy. The Force Unleashed was all about bridging different chunks of Star Wars continuity (Originally, Episode 3 to 4), so it stands to reason it could be used to bridge episode 6 to New Republic EU stuff. Using stuff built around the Jedi Knight game series and the Thrawn book series makes sense to me: People would be getting introduced to some of the best content there is in SW EU.

Note: It is left vague, more of a conflict outline. A lot of work would have to be done towards finding motivations for all the people involved, making conflict personal, etc.

Gameplay
The core systems and concepts from the original game are quite workable. If anything, I'd suggest:
- Relying less on QTE (Even if they look pretty);
- Visually toning down Force Powers (so enemies can realistically be seen to survive it).
- Make force-powers more specific and tool-like: They are different tools for different situations, not different flavors of death.

One system that should be considered is a means to use the Force to sense enemies. This would be useful in finding hidden locations, detecting stealthed enemies, finding weak points in large enemies or vehicles, etc. It could end up being as simple as Batman's detective mode. Prototype and test until something enjoyable is found, or dump the idea.

A stealth system would also be interesting - quite possibly using force mind-tricks and force stealth as concepts, so that it is more about using resources than crawling from shadow to shadow. Could lead to fun "cat and mouse" games against stealth-using enemies.

Of course, systems to support the shift from Stage-based linearity to sandbox would be necessary, but I suppose that is implied in the premise?

Enemies
- Stormtroopers: Hapless victims, same as always. Fun to kill.
- Elite Stormtroopers: The ones chosen and cloned by Thrawn. Tough, smart, enemies who used advanced tactics and weapons against the player. Yes, there were some hidden stashes of them, the Disciples dug them up.
- Noghri: Make heavy use of the "sensing & stealth" game systems mentioned above. If they get the jump on you, it is pretty much game over in most difficulty settings.
- Bounty-Hunters: Come in several tastes, and with two origin stories: Some working for themselves, and some hired by the Disciples. They are all quite adept at fighting force-users.
- Native Force Adepts: Apparently all that crazy force-use in the planet results in a reasonable amount of these. They are more "Shamanic" in style.
- Vehicles: Combat shuttles, crawlers, walkers. Add a game element where force senses can be used to find weaknesses in their structures and destroy them with precision, rather than raw power. Think Force Shatterpoints.
- Joruus C'Baoth: Apparently, the data used to clone him was never wiped. Final boss for lightsiders. Overall powerful, and keeps the fight interesting by messing with Starkiller's head (with the force, of course).
- Corran Horn: Final boss for darksiders. Specially tricky fight involving use of TK and the environment, as attacking him directly with energy attacks empowers him to crush you like a bug.

There is a pattern here. Notice how almost all the enemies are high-power stuff that has been shown in canon to be dangerous to Jedi? Yeah. That is deliberate. Make fights mean more, demand more (meaning using more diverse tactics and gameplay elements) and make it more credible when enemies become a threat to Starkiller.

Sequels, expansions
At least one of the endings results in Starkiller being stranded or choosing to remain in Wayland. That ending becomes canonical. Expansion or sequel takes place a further 15 years down the line, when the Yuuzhan Vong come a-knocking.



Yes! Thank you! ^This is what I wanted to see, suggestions for a TFU sequel that are imaginative and productive, not people b***hing about how TFU series sucks and shouldn't exist.
 

Full

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immortalfrieza said:
Busfull said:
1: Stop making it.

Done.
What part of "post something postitive or get the hell out" don't you understand?
That's very true, I'm sorry. I just thought it was like super funniesez.

I can't say what I'd do from the ground up, but if I were to put a small bullet point in, improve the power/enemy balance. I like Driekens suggestions of the enemy buffs, for the most part. It felt that each enemy faction had the same kind of trooper, just with one special thing added to them. I mean, a lot of games have that, but it was noticeable in the combat here. Some of the bosses were lacking a tad too, at least I can't remember a lot of them.
 

Sniper Team 4

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You want enemies that aren't fodder for the Jedi/Sith? Set the game during the Yuuzhang Vong War (did I spell that right?) The Jedi got STOMPED during that time. Regular Vong soldiers were more than a match for a trained Jedi. You throw in the upper-level warriors and even the Masters found themselves at death's door. The Jedi were drawing on the Force and using its power in ways that had never happened before.

So there's my idea. Instead of setting it around the events of the movies' time, move it forward. You can make the character Luke, since he's already crazy-powerful by then. Or you could throw in a new Jedi, one that's never mentioned in the books. Not sure how to get away with that, but still.
OR, you could make the game about Anakin Solo. There's an idea. Not sure how to end it since stuff happens, but still. That would be a game I'd pick up in a heartbeat.
 

Shoggoth2588

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Aug 31, 2009
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First thing's first: Force Unleashed 2 would be re-branded as non-canon extra content added onto the first game. That being said...

My Force Unleashed sequel would be exactly what I've been saying since the second one released its horrible, horrible demo: the focus wouldn't be on Star Killer or the era between Clone Wars and, Rebellion. My Force Unleashed game would center around either Ulic Qel-Droma or, Exar Kun. Force Unleashed could have been a very powerful anthology series based on new and/or lesser known Jedi Knights and Sith Lords...that's what I would do with a third Force Unleashed. I would also re-title Force Unleashed so as to exclude numbers all together like, Star Wars Anthologies: Exodus of Naga Sadow or, Star Wars Anthologies: Fall of Qel-Droma.
 

ripdajacker

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Oct 25, 2009
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KOTOR 3, that sums it up.

Lose Starkiller and rewrite the story to KOTOR universe, add TFE style combat button mashing and win.
 

dessertmonkeyjk

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Hey, if open-world is in then I love to push the DMM and Endorphin to the limit. Sometimes, a Jedi just has to have some fun.
 

Smooth Operator

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immortalfrieza said:
Both Force Unleashed games are perfectly good games, they just have a few problems that could easily be fixed. It's less "turning a turd into gold", more like turning silver into gold.
Hey if you think that way then why do we even have this thread, obviously Lucas will do the best job possible as he always does :)
 

Driekan

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Sniper Team 4 said:
You want enemies that aren't fodder for the Jedi/Sith? Set the game during the Yuuzhang Vong War (did I spell that right?) The Jedi got STOMPED during that time. Regular Vong soldiers were more than a match for a trained Jedi. You throw in the upper-level warriors and even the Masters found themselves at death's door. The Jedi were drawing on the Force and using its power in ways that had never happened before.

So there's my idea. Instead of setting it around the events of the movies' time, move it forward. You can make the character Luke, since he's already crazy-powerful by then. Or you could throw in a new Jedi, one that's never mentioned in the books. Not sure how to get away with that, but still.
OR, you could make the game about Anakin Solo. There's an idea. Not sure how to end it since stuff happens, but still. That would be a game I'd pick up in a heartbeat.
Love that time-frame, too. However, people would need a lot of easing into it... The burden of information necessary to enjoy that time period is pretty heavy, as demonstrated by the fact that the first couple novels in the series were 75% exposition.

I did consider a game set in the Vong war, but ultimately went for the "post-Thrawn" idea above, due to the lesser impact on that direction. Also, it allows you to introduce people to New Republic lore over the span of a game, and then move to the full Vong war in future sequels or expansions.
 

immortalfrieza

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Mr.K. said:
immortalfrieza said:
Both Force Unleashed games are perfectly good games, they just have a few problems that could easily be fixed. It's less "turning a turd into gold", more like turning silver into gold.
Hey if you think that way then why do we even have this thread, obviously Lucas will do the best job possible as he always does :)
The point is to have a enjoyable and interesting thread for everyone to read and participate in where people come up with various ways to solve the lingering problems of the TFU series as well as suggest things to add to the series that would make it better that has nothing to do with the series' problems, while also CONTINUING THE SERIES with it's same protagonist as a real sequel would do.

By the way, ol' Georgey and Lucas Arts haven't really had anything to do with any Star Wars media beyond approving the usage of the license for a long time, you can't give him props or condemn him for anything Star Wars related anymore.
 

RJ 17

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Nov 27, 2011
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immortalfrieza said:
3. Please at least ATTEMPT to use spell correctly, it's hard to read a post that's just full of spelling errors.
If you're going to be picky, it helps to ensure you follow your own rules. Proper grammar never hurt either. :p

Anyways, I'd overhaul the series and remove it from the current storyline. I like the first game because if you ask me, it PERFECTLY connected the first 3 episodes (second trilogy) with the last three episodes (original trilogy), telling the story of how the Rebel Alliance was formed, how Leia got her hands on the Death Star plans, the bridge was acceptable. The second game is like a tangent from the bridge that leads nowhere...a story that didn't need to be told.

I'd see about making a return to the KotOR story line, specifically: the story of Revan before KotOR I.

As you may recall, Revan was always hailed as a true prodigy, an unparalleled master of the force, as such he would make a good choice for the protagonist in a series based on wildly powerful force users. Could start with him as a padawan becoming a knight fighting in the Mandalorian War. Obviously this time period would leave room for cameo appearances from other KotOR characters such as The Exile and other Jedi. If the game does well, the sequel could have you play as Bastilla chasing down Revan after his fall.

Gameplay would be pretty much standard Force Unleashed gameplay. Really the only tweak that I'd make is instead of giving you a force bar, I'd put the powers on cooldowns. Combos could still be pulled off, but no longer can you just start lift-throwing enemies off the planet in rapid succession. Force Lightning would last for a few seconds once activated, switching to cooldown once the effect is over, the exception being if you do the classic lift-impale-shock combo to turn the target into a bomb and chuck him at his buddies, in that case it's just one lightningbolt, but you're still getting an AoE bomb attack.

With the powers on cooldowns, it would help to put more of an emphasis on saber combat as well. I'd add in a defensive stance like the heroes in Battlefront 2, allowing you to toggle into a mode that blocks all incoming attacks for a short period of time, allowing you to approach targets without getting mowed down.

Enemies would obviously be various classes of Mandalorian soldiers.
 

StormShaun

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Feb 1, 2009
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Story:
Based on the latest era of the Star wars franchise. You are . You either are a sith/jedi student on a starting planet and you have to save/destroy/control (Relating to background) the world. You can go and become sith or the other way around during the course of the game. In around the start of the game you get forced/willing to take an injection which contained Starkiller's DNA giving you his power.

Gameplay:

It's an actual free-roam Star Wars game which has breakable environment. You get your own ship which you can customize. You can also change you weapons from lightsabers to blasters...and you can change your clothing and etc.

The combat is a crossbreed between Force Unleashed and Jedi Academy. You can learn other force powers from both sides but you have to be careful of what you choose.

Enemies:

It can be anyone and any faction. Big enemy factions in the game are Sith/Jedi.

Squeal: Sure if the first gets enough hits.

Multiplayer: Nope...nope.
 

Cavan

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first step: make the player more overpowered, but make sure only 1 or 2 moves are useful.

second step: make the enemies less varied and easier.

third step: copy and paste each room 1000 times

fourth step: kill darth vader and then have him come back for no reason to be killed again

fifth step: make everything a random unlock with an arbitrary levelling system

sixth step: get George Lucas involved.

seventh step: ???

either step: win