Click to purchase your Nintendo Switch copy of  here; Star Wars: Republic Commando !
Star Wars: Republic Commando Review:
Over 15 years back, LucasArts continued its expansion of the bigger Star Wars universe with the PC and Xbox game title Republic Commando , an experiment of testing the tactical shooter formula in the sci-fi series and the original result was great. Sure, its controls were a little finicky sometimes and the sound design faltered beneath the franchise’s rules, but its overall presentation became a great ride for Star Wars fans, garnering a cult following in the entire years since and the titular group even being worked in to the larger canon, which made the chance of a port for the Nintendo Switch even more enticing. Sadly, though, this port could’ve used a little more amount of time in the oven since it will fall apart because the game continues on.
Players step in to the shoes of Delta-38 aka Boss, the first choice of at the very top squad of Republic Commandos made up of demolitions expert Scorch, hacker and technical expert sniper and Fixer Sev, because they are thrust in to the chaos erupting through the entire galaxy on missions to infiltrate, dominate and annihilate the enemy in the Clone Wars. Traveling between Geonosis, Kashyyk and the derelict spacecraft Prosecutor , the Delta Squad must battle a number of enemies and follow Boss’ orders to attain victory.
Upon booting up the overall game on both handheld iteration of the dock and console linked to my television, I came across myself quite impressed by the up-resed visuals initially, with the opening planet of Geonosis, the others of my Delta Squad and the enemies all looking quite impressive still and the green blood splatters on the screen from the insectoid warriors of the earth being killed close up by my melee weapon and rapid fire rifle. The stages explored in both Kashyyk and the Prosecutor are very exciting to behold still, even though rain element from the former and the bigger sets of enemies in the latter produces some horrific cases of frame drops.
As the environments of the earth remained virtually the same over the entire level, it’s forgivable given its desert planet setting, but there is a very important factor introduced in the particular level that could carry over and mark a more substantial problem for the overall game: repetitive waves of enemies.
Although enemies certainly change from stage to stage plus some end up being exciting to fight against as a fan of the franchise, the droidekas namely, the thing is the particular level progression essentially boiled right down to being in a single place and facing wave after wave after wave of similar or increasingly-tougher enemies and it’s a fairly dull formula. To create matters worse, given the game’s short runtime, players will most likely come upon truly ridiculous difficulty spikes inserted in a (frustrating) effort to pad the hours placed into the game. The truth that some enemies players can encounter back-to-back in an even will take several clips from the bottom DC-17 pulse rifle prior to going down and further ammo being sparse for the rifle using zones will leave some wondering what the intended plan of attack were in the encounters or why Apsyr didn’t elect to nerf medical and defense numbers for several enemies.
One component of gameplay that should’ve can be found in handy for these more challenging scenarios – remember, I was only on medium difficulty – may be the capability to command your squad mates to conduct certain tasks, but this technique is apparently broken in this port unfortunately. Where players are likely to hold down a button to create up the set of commands for the team, holding down the button shows them, however the D-Pad directions set to each directive doesn’t work, leaving players to hope their cohorts are following behind and shooting down any enemies (that they do surprisingly well). Apart from this broken command system and a finicky aim sensitivity still, the controls do at the very least endure overall, with the custom mapping option rendering it easier for players adjust fully to their newer control schemes and rendering it relatively easy to go and shoot through the levels.
Although it features a few of the franchise’s iconic tracks and its particular unique score, good weapon effects and great voice work, the sound design could’ve used just a little refining. A genuine amount of lines of dialogue have a tendency to run over one another, but a lot more distracting may be the known proven fact that the members of the titular group are voiced by different actors, even though they’re all clones of Jango Fett and original actor Temuera Morrison even voices a small number of characters in the overall game, including player character Boss. With another expanded medias of the Star Wars franchise, especially The Clone Wars , keeping the voice work consistent as you of two different people for the clones and Morrison back the fold with Disney+’s The Mandalorian and The written book of Boba Fett , it seems a little surprising and disappointing they didn’t just bring him directly into record the required lines, especially given the assorted voice work was a complaint upon the game’s original release for breaking lore rules.
Whether stemming from my very own nostalgia for the title or desire to have a go back to the classic LucasArts games days, Star Wars: Republic Commando certainly isn’t quite the awe-inspiring title I recall even though its excessive difficulty spikes and mildly finicky controls may not win any newcomers, it’s sure to at the very least entertain fans desiring to create this title using them on the run.