Background
The nostalgia is strong with this one. As a 90s kid whose parents would never think of spending money on violent fare such as Doom, the otherwise adventure game focused LucasArts Archive was the Trojan horse that delivered my first FPS experience in the form of a demo disk containing the first level of Dark Forces. I had countless hours of fun blasting away at pixelated Stormtroopers, with authentic blaster sound effects and John William’s film scores reinterpreted in MIDI adding to the unmistakeably Star Wars soundscape. Though I vaguely recall getting the full game at some point and skipping through the levels with cheats on, the game has long since been consigned to the Sarlacc pit of my memories since the turn of the millennium. That is until Nightdive Studios announced this remaster.
The remaster
Nightdive Studios has a good track record of lovingly remastering retro classics for modern platforms, and this remaster definitely lives up to their reputation. Playing on the PC, the default WASD mouselook controls are in line with modern FPS games. A quick weapon select wheel is a great new feature to help players manage the large arsenal. The remastered 2D sprites and textures do an excellent job of recreating in HD the game as you remember it, rather than the pixelated 240p reality of the original game. The cutscenes have been well remastered with hand drawn and rendered art that closely follows the original spritework and pre-rendered animations, while avoiding the telltale flaws of lazy AI upscaling. Art galleries and behind the scenes content is also included, as well as an easy achievement set to round out the remaster.
The game
While the remastering work is excellent, the underlying game itself has not aged well., particularly weapon design. While there is a good number of weapons, 10 in total half of which includes a secondary fire function, most feel redundant, offering only minor variations in functionality. The Stormtrooper Rifle, available within seconds of starting the first level, is sufficient for most of the game due to its plentiful ammo, while the next couple of weapons are mechanically similar ranged rapid fire weapons. While there are more interesting weapons like the grenades and concussion rifle, they suffer from awkward mechanics or inconsistent performance. Additionally, the game’s vertical aiming system is frustratingly imprecise, which detracts from the experience given the significant verticality in many levels.
The roster of enemies suffers from a lack of variety, with map data showing that over half of the enemies count across the game are Imperial Stormtroopers. Most other enemies are simply variants of ranged attackers, requiring little adjustment to the standard run-and-gun approach, despite large hordes that appear in the later levels. Even the boss fights fail to introduce meaningful variety, often boiling down to similar tactics against enemies with larger health pools. The only combat hazards that do force you to stop and think are laser turrets and mines, although their fixed nature ultimately limits the threat they possess.
The game’s levels successfully capture the atmosphere of the original Star Wars films, clearly attempting to depict locations and facilities that feel grounded in the Star Wars universe, as opposed to the more abstract level designs of Doom. Each level is structured as an individual mission that includes a mission briefing, and occasionally a cut scene, providing an objective for the player to pursue beyond shooting enemies and finding keys. The original game engine includes features that were not present in Doom, such as platforms that can move and rotate, rooms that can be placed above other rooms, allowing for in game puzzles can get quite complex. Individual levels are huge sprawling affairs and since the game doesn’t include mid-level saving or checkpoints, some of the longer levels can be quite a slog to get through in one sitting. The game does include a generous extra life feature that allows you to respawn in the level if you die, and this gives some motivation for the player to scour the levels for secrets to find extra lives or ammo caches. While the single player campaign clocks in at only 5-6 hours, it still verges on overstaying its welcome due to the repetitiveness of the core combat loop.
Conclusion
Ultimately, Dark Forces is a product of its era, riding the mid-’90s wave of Doom clones while also offering a unique chance to explore the Star Wars universe during the long hiatus between the original and prequel trilogies. While Dark Forces introduced some technically innovations to the FPS genre, it fails to match the timeless gameplay of Doom (1993) and was quickly overshadowed by genre-defining titles like Duke Nukem 3D (1996), Quake (1996), and Half-Life (1998). Today, amidst a deluge of Star Wars content and retro-inspired “boomer shooters,” Dark Forces Remaster is a perfectly mid game that can provide a few hours of nostalgic fun, but little else.
5/10
Scoring explanation
I’m hoping to start this series of reviews to share my opinions on “mid” games, which are not all time classics but still manages to entertain. 7/10 - Every gamer should try this 6/10 - Worth it if you’re a fan of the genre 5/10 - Fun to be had but there are better options 4/10 - Has its moments but mostly a waste of time
It’s a good thing to have the game faithfully remastered, though part of me does wonder what a more ambitious remake might have looked like.
Issues like the imprecise aiming seem like artifacts of having to work around the original game’s limitations. I don’t know how different the Jedi engine is to the Build engine, as they seem superficially similar. Seeing games like Ion Fury being made on the Build engine makes me curious how a from the ground up remake of Dark Forces on an improved Jedi or Build engine, with some unshackling in terms of redesigning game mechanics with lessons learned while still keeping the original atmosphere might have gone.
But I understand that’s a lot of money and dev time that’s way beyond the scope of these kinds of remasters.
The Force Engine seems like a good alternative for experiencing the game on a modern platform. It’s an open source engine that adds a few new features, like mid level saving https://theforceengine.github.io/
Oh yeah, I’m totally aware of that. I was more thought spinning a from the ground up redesigned remake taking advantage of knowing how far the tech and design knowledge has come. Change up the levels, mechanics, and weapons design with a profession game developer level of resources while still using a fairly retro engine and keeping the original spirit.
Thank you for your review. I disagree with your conclusion wholeheartedly, but I acknowledge the role of nostalgia in my personal estimation of the game.
However, I have to know: why 7-4/10? What purpose does that scale serve, especially if a 7/10 is a game “every gamer should try”.
I mean, I get it, you’re focusing on “mid” games, so your scale reflects that focus. But, if the top end of your scale is a game you believe should be universally beloved, well, it’s not a review of a “mid” game anymore. Unless you think that an 8/10 is a game that not just every gamer should play, but every person. In which case, what is a 9/10, or, God forbid, a 10/10?
In conclusion, a Brennan Lee Mulligan rant about arbitrary points systems.
I appreciate the feedback, and I can definitely see how a lot of the games I consider “mid” would still be a lot of fun for other. Ultimately there will be a lot personal preference involved with any kind of review, so what you’re reading here is just me as an amateur writer trying to articulate my personal views.
I use a scoring system because I find it a useful shorthand to summarise my overall thoughts on a game. The limited scale is because there are 8-10/10 games which are a class above the games I intend to cover in this series (e.g. Doom, System Shock, Elden Ring) while 1-3/10 would be those which I don’t enjoy, are completely broken or are morally reprehensible (e.g. visual novels, predatory monetisation, NFT games). I personally find it more interesting trying to explain my views of these “mid” games than those at either end of the scale.
I agree that a flawed product is typically better fodder for analysis than either something “perfect” or “abysmal”, and hey, if the scale works for you, don’t let me yuck your yums. You had the courtesy to explain what the ratings mean, which is more than many such systems give you. I think I am simply preconditioned to equate a ten point system as roughly analogous to school grades, e.g. 6 represents the lowest “passing” grade, so I was taken aback by your system.
ETA a minor note for your consideration: pre designating your ratings as 4-7 sort of boxes you in as a reviewer. I think the premise of “I’m going to examine games whose reception was tepid to lukewarm” is valid and interesting. However, your rating scale operates on a preconceived notion that the reception these games received was correct and that, by virtue of your having selected the game for review, it will be a 4-7/10 game. Of course, I’m sure you’re willing to color outside of the boundaries of that range if you feel moved to do so by a gameplay experience, but I felt it should be point out that even titling your post “Mid Game Reviews: XYZ” is something of an argument, for better or for worse. I know seeing “mid game” and “dark forces” in the title got me to click, again, because my nostalgia for the game overrides any desire to do an objective assessment (which, to be clear, is a me problem, not you). I’m just imagining a post like “Mid Game Reviews: The Legend of Zelda Ocarina of Time” and the sorts of response that would evoke, even if your review was “idk how this ended up in my queue, this is a masterpiece 10/10”. Do with this perspective what you will.
Kyle Katarn real thief of them death star plans, don’t get me wrong Rogue One was a fun movie but Katarn is the real MVP straight up
Love me some dark forces