That’s not to say that Twilight of the Republic is perfect. Yet unlike the game’s Toy Box mode, Twilight of the Republic doesn’t really lock any substantial content away behind character-specific doors - you can enjoy all of its missions and side quests without having to fork out for additional toys, which is very much appreciated. While all of the Star Wars heroes share the same basic suite of skill upgrades, such as boosts to health and attack strength, there are enough character-specific moves and combos to make it fun to switch between multiple characters (should your budget allow it). It’s worth noting that enemies finally have visible health bars in this game, a welcome addition that makes it easier to identify which ones to pick off first in a crowd. As Anakin I was able to Force-pull a shield out of an enemy’s hands, before dashing forward to uppercut them into the air and juggle them with spectacular saber swings. As Yoda, I delighted in pinballing between multiple enemies, leaving groups of enemy droids showering sparks and body parts in my wake. Steered by the experienced hand of developer Ninja Theory, which has honed its combo-based craft on previous projects such as Heavenly Sword and Devil May Cry, character attacks feel substantially tighter and more fluid than the previous Infinity games. It’s a nicely varied campaign set across multiple planets (and the space between), with diverse mission, environment, and enemy types to keep it feeling fresh over the course of its six hour duration (or substantially longer if you aim to complete all its challenges).Ĭrucially, its combat is fantastic. Fortunately the Star Wars: Twilight of the Republic play set bundled with Disney Infinity 3.0 rights most of its predecessor’s wrongs. The Avengers play set included with last year’s game was a disappointment, mainly because it featured one of the most uninspiring video game versions of Manhattan ever made, populated with samey escort missions and rehashed enemy types.
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