Star Wars: Demolition is a vehicular combat game set in the Star Wars universe.Star Wars: Demolition is a vehicular combat game set in the Star Wars universe.Star Wars: Demolition is a vehicular combat game set in the Star Wars universe.
Tasia Valenza
- Aurra Sing
- (voice)
Clint Bajakian
- Jabba the Hutt
- (voice)
- …
Grey DeLisle
- Jabba's Announcer
- (voice)
- …
Jess Harnell
- Darth Maul
- (voice)
- …
Holt McCallany
- Wade Vox
- (voice)
Kevin Michael Richardson
- Pugwis
- (voice)
- …
David W. Collins
- Salacious Crumb
- (voice)
- (uncredited)
- …
Featured reviews
On paper this looked to be a great idea for a game. Have a bunch of different ships/vehicles/jet packs you can select and go into battle with each other like most any other multiplayer shooter. However the end result shows the development wasn't quite there yet, or not enough went into it.
Controlling your choice of battler is what brings the game to a screeching halt. Being able to manouver around is a painful task in itself that even with practice does not improve over time.
Each selected mode of transport feels very much the same, apart from the AT-ST which I personally say is the worst choice to use as it gets stuck and very much in need of a reverse walk, instead of getting stuck in corners and needing to be walked forward in a half circle to get back out.
Each transport feels very grounded. You'd expect you'd be able to fly up or down using flying crafts, but no, it acts like a road vehicle with no visible wheels.
The weapon targeting is a joke. Auto aim is unreliable, and you have to be facing your target to hit it... there's no free aim, just auto lock and tap the shoot button. You can't even hold down the button for auto fire, each shot has to be triggered.
It's hard most of the time to even be able to tell what your secondary weapon does. But you basically are only given the option of fire a laser or drop a bomb. Pretty boring for a game like this.
The graphics of the game are pretty good for 1998. The sounds excellent, there's no problem with any of the visuals or audio, its all in the poor controls that let this game down, and also lack of transport choice.
I guess they had to keep it to smaller transports to keep it a battle type of sandbox shooter, but I'd say it was more limitations of the day that prevented it from being expanded into a battle with a choice of larger ships, but there's no excuse why taking control of the Imperial Walkers is not an option. They're in the game, they function, so why can't we take control? Was it because they'd be too slow, or devs lack of imagination to implement something different to the main game, that comes off feeling overall like it should be a couple of mini-games slapped on as bonus content to a much bigger and better game?
Controlling your choice of battler is what brings the game to a screeching halt. Being able to manouver around is a painful task in itself that even with practice does not improve over time.
Each selected mode of transport feels very much the same, apart from the AT-ST which I personally say is the worst choice to use as it gets stuck and very much in need of a reverse walk, instead of getting stuck in corners and needing to be walked forward in a half circle to get back out.
Each transport feels very grounded. You'd expect you'd be able to fly up or down using flying crafts, but no, it acts like a road vehicle with no visible wheels.
The weapon targeting is a joke. Auto aim is unreliable, and you have to be facing your target to hit it... there's no free aim, just auto lock and tap the shoot button. You can't even hold down the button for auto fire, each shot has to be triggered.
It's hard most of the time to even be able to tell what your secondary weapon does. But you basically are only given the option of fire a laser or drop a bomb. Pretty boring for a game like this.
The graphics of the game are pretty good for 1998. The sounds excellent, there's no problem with any of the visuals or audio, its all in the poor controls that let this game down, and also lack of transport choice.
I guess they had to keep it to smaller transports to keep it a battle type of sandbox shooter, but I'd say it was more limitations of the day that prevented it from being expanded into a battle with a choice of larger ships, but there's no excuse why taking control of the Imperial Walkers is not an option. They're in the game, they function, so why can't we take control? Was it because they'd be too slow, or devs lack of imagination to implement something different to the main game, that comes off feeling overall like it should be a couple of mini-games slapped on as bonus content to a much bigger and better game?
Did you know
- ConnectionsFeatured in Playstation Underground: Issue 4.4 (2000)
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