Force never quite gets anything exactly right, the shoot-em-up
style levels are often dull and the interactivity is just a
step away from actually being of use. A more dynamic nature
on both ends could have helped improve matters, although you
can effect changes in the story line, but not to the degree
Raven originally claimed.
example, at the beginning some future team members could potentially
die, yet this won't actually affect you that much (not on your
team anymore/replaced). There are no obvious places where you
could completely change the outcome of the game and believe
us; we tried. Overall the gameplay is still fun, with just enough
mix of interaction and shooting to keep you entertained to the
a short life but somebody's got to live it
If Elite Force is anything to go by then regular Voyager episodes
on TV should be very short with minimal ambition, which is where
the game truly flops. Up until now the lack of deeper interactivity
and more dynamic shooting fun has only been a slight hindrance,
but the games length is of much greater concern.
Force is so short that you wouldn't even have to be that good
(Normal Level) to complete it within a single day. In that time
you could also make room to explore just about every opening,
strange room or corridor and still make time for the finale.
The game Fakk2 comes to mind for the same reason, but at least
Fakk2 was somewhat difficult in sections, not EF.
put things in perspective, it's shorter than Fakk2 (physically
and play wise) and just less than 1/3 the size of Half Life,
making for a pretty limited all round experience. No sooner
than you've got to your third away mission then you're at the
final boss and ready to end the game, it's that short - not
worth the money they're asking.