Whether Star Wars: Dark Forces is a clone of Doom or not is completely irrelevant in this review. In fact I won’t mention Doom a single time. In any case, for this review I did 4 playthroughs of this game. First, I played original DOS version on Easy, then I played The Force Engine source port on Medium, then Playstation version on Easy, and for the last one, I played DOS original on Hard.

Star Wars: Dark Forces is a first-person shooter from the 90s. You shoot your way through storm troopers and other unpleasantries, but it’s not a simple “get to the goal” affair, the objectives in each level are different, like getting Death Star plans in the first level, then getting to the rooftop to the space ship, or putting detonative charges in a few others. Shooting the enemies is satisfying enough, blast your enemies or shoot/throw explosives at them and strafe to dodge the incoming shots, which is especially vital on harder difficulties, since the aggression and their number increases. You have two types of health, shield that can soak energy blasts and can max out at 200, and standard health, with a max of 100, that can be damaged by physical contacts, regardless of shield, or from other attacks when that is depleted. The arsenal is gradually expanded by acquiring new guns or other weapons, such as Thermal Detonators (which are like bombs) and a Jeron Fusion Cutter which looks like a musical instument. The ammo is plentiful, so you’re unlikely to run out… unless you play on hard difficulty, since I was more proactive in dodging and shooting and I was using Stormtrooper Laser Rifle in first few levels, which is fast but not super accurate or powerful, and consumes 2 energy units per shot (though I thought it used 1 ammo until I finally noticed that on my PS1 playthrough. I guess ammo really wasn’t a concern up until that point). Even then, by the IVth mission, I had enough to get by. The selection of weapons is decent enough, I used all of them in all of my playthroughs, though obviously some more than others, for instance I saved a plasma based weapon that looks like a butterfly wing (it’s not listed in the manual for some reason, so I don’t know its name, it’s mapped to 0 key) for the toughest foes like the titular dark forces or the final boss.

Aside from weapons, there are also items that have a passive effect. From the start of the game you have a flashlight that can eliminate dark areas, but you can obtain infrared goggles that give a sort of night vision, allowing to see in the dark. There's a gas mask which really is only needed in one level and I never used it ever again. Lastly, there are Ice Cleats that remove icy physics, again only found and useful in one level. Aside from shooting, there’s also secrets to uncover, a staple of first person shooters like this, containing goodies. There are more traditional bonuses you can find, aside from usual ammo there are a few power-ups, such as Shield Supercharge, which makes your shield infinite for a short time, making you invulnerable to most damage, Weapon Supercharge which makes your weapons shoot twice as fast, revive which maxes out health & shield, and lastly 1-ups. There are lives in this game like in the good ol’ Wolfenstein 3D. I only ever lost all of them once on my initial playthrough, and all it did was send me back to the previous state I’ve been in before entering the mission. I don’t know if the punishment is more severe on harder difficulties (like losing all gear), as I’ve been conservative with my lives, particularly on hard difficulty where I only allowed myself to lose a single life per mission (2 in particularly stinky ones), though most of the time I just quit the mission, which doesn’t save your life count, which can be abused.

The enemies are eager to tear you apart, and this game contains what is probably the most inaccurate depiction of Storm Troopers. They should miss 99% of the time! But seriously, the enemies can blast you as soon as you open a door for instance, which does feel a little unfair at times. Besides the level of aggression, higher difficulties also place more enemies in levels. If you thought fisting 2 dragons in Mission X: Jabba’s Ship is bad enough how about… four? Although I did find an exploit so you can fight one dragon without alerting the other at the very beginning, but still, that’s at least 3 dragons to down. There are a few occasions where it seems like there are “infinite” enemies, particularly in mission VIII: Fuel Station, where Stormtroopers appear in corridors seemingly out of nowhere, or in a big circular area with a spinning bridge, the enemies appear at the entrances even though there’s no way for them to just appear in there. I find it odd but not game breaking. IMO the most dangerous enemies, besides Dark Troopers, are Thandoshans, with their Concussion Rifle. I still don't really know how the gun works, but it basically shoots an invisible bullet that'll burst once it hits an obstacle. They're particularly nasty on hard difficulty, where they're harder to take out and damage you a fair bit. The aformentioned Dark Troopers are a threat, which is nice. The ground ones will deflect most of your shots, I found throwing explosives at them the most efficient way to take them out. The flying ones are even more dangerous, they shoot at you with aformentioned butterfly wing gun's projectiles that hit very hard and can shoot a missile. Strafing around and dodging their shots is kind of fun, if you have enough space to strafe in that is.

One innovation this game brings is the ability to look up and down (although technically Heretic did it earlier (if you want to be even more technical, CyClones did it even earlier)). In DOS version, by default, it’s mapped Page Up and Page Down keys, which is a little unwieldy, as I have to move my hand from mouse to these buttons to look where I want. Thankfully, there aren’t many places where looking up or down is necessary, and the game automatically aims at the enemies that are below or above, though changing your vertical look can increase accuracy. You can also crouch, which is used to fit into tight areas, which is used quite a bit throughout the game. In general, the game features greater emphasis on verticality compared to other games from the time. That also brings in the ability to jump, and the game features a fair bit of platforming. It’s not too bad, and I rarely missed a jump even with lower framerate which means there’s little delay, but you still have to be wary of falling off if you don’t time your jump right.

The gameplay is honestly pretty decent… if you aren’t getting lost, which isn’t all too uncommon in this game, with its labyrinthine design. It actually made me drop the game a couple times on my first playthrough, because wandering around figuring out where to go isn’t very fun. The first roadblock is Mission III: Anoat City, where you have to go through sewage tunnels and activate switches until you figure out the correct path to the destination. Mission VI: Detention Center is a multilayered tower with some walls that can be cracked with explosives, tunnels and stuff. The path forward isn’t obvious on the first playthrough, though after you figure out the way forward, it becomes routine (the way forward I found is through some ventilation, which seems to be the safest one, there must be some other way in though). However, getting stuck and confused isn’t your only concern. Some stages feature ceiling turrets that hit hard. There are also mines, while a mild annoyance on easy, they become a more frequent problem on harder difficulties. Part of it is because of their poor placement, at times they’re buried in bonues, or around the corners, or even right next to the door you’re opening, resulting in a surprising blow to your face. The best example I can list is Mission X: Jabba’s Ship, they’re almost everywhere, and as annoying as ever. Why won't they explode other enemies? We can trip our own mine, why can't they? Besides walking close to them and backing away, you can chuck explosives at them to detonate, which is a safer strat. Their placement often ends up being cheap and unfair.

Lets move onto the game’s visuals and music, where the differences between 3 different platforms are the most apparent. The original DOS and PS1 versions run at a low resolution, with further objects being the most pixelated. DOS original does feature graphical settings to increase fidelity, at the cost of the framerate. I actually lowered them to get some frames for Hard difficulty, because I felt the FPS did hinder my ability to play the game. Mind you, I don’t really care for framerates or resolution as long as the game is playable and they don’t impede my enjoyability. Given that Star Wars: Dark Forces is a pretty old game, it can’t be helped. With that being said however, I think the graphics are honestly solid, low resolution be damned. The textures are quite nice and fairly detailed, there are even neat little details, like “EWOKS SUCK!” or “PWR CELLS” in Mission VII: Ramseed Hed or someplace else, which I find kind of cute. The level geometry is nice as well, like the canyon divide gradually expands at one point, starting with a small crack in Mission IV: Research Facility, and there are rotating, moving and spinning objects in giant ship levels and other places, not only look good and make these levels more alive, but also can hide a switch that can be activated with a timed shot. The actual polygonal models like a spaceship or turrets on the other hand look primitive, the geometry isn’t very complex and the textures are lacking on some surfaces. Not to say they look bad, but they contrast with what is otherwise a solid presentation. Of course, having a big 2D spaceship would look a bit out of place. While they look basic, they’re technically impressive, at least I would assume so, I haven’t played many 90s games that feature 3D models. For cutscenes, the game uses some FMVs, as well as 2D animated cutscenes reminiscent of LucasArts’ own point and click adventure games, and the voice acting is decent. The music takes cues from some of the films’ music, and I can’t help but think that it lacks its own identity. The music isn’t particularly memorable, aside from bits that sound like classic Star Wars music. That’s not to say it’s bad, the music tracks are fitting to the levels they’re used. One credit I can give to its implementation is that its dynamic, though not in PS1 version. The music can change to battle music if the situation gets hairy, and the transition is seamless. The music is MIDI, The Force Engine makes use of uncompressed instruments, while PS1 version seems to use fully uncompressed music. It sounds great, though there are moments where the music ends and there’s silence for a few seconds before it can play again. The sound effects are quite good however.

DOS version runs at a fairly low framerate. Now, you could argue that DOS version DOES run at 60FPS, or at least it can. And I agree, it CAN run at 60. This is a difference between the game’s distribution sites and DosBox configurations. The GOG version sets its cycle count to max, meaning it can run at 60FPS. The Steam version, which is what I played, caps cycles at 20000, which is fairly low, resulting in lowered framerate. Of course, I could’ve just set that to unlimited and play the super smooth experience. But I’m a purist like that, if the publishers set it to 20000, then they must think it should provide a good experience. Anyway, moving to PS1 version’s performance, it’s not very good. The PS1 definitely has potential, if I look at a wall, the game actually runs at 60. If the game was adapted to use PS1’s 3D capabilities, then I’m sure it would’ve made for a better time. Unfortunately, they didn’t. At times it actually runs worse than the DOS version. That is on top of PS1’s unwieldy controls, I actually dreaded playing PS1 version, the aiming isn’t precise enough and you have to hold a trigger to strafe or look up and down. Of course, The Force Engine mitigates most of the issues of the base game, you can play at a higher resolution, making the picture look sharp, and at a high framerate, and you can look with a mouse both vertically and horizontally, and other goodies like mod support. If you want to play this game, the stock DOS version is fine enough, but I can highly recommend checking out The Force Engine for the quality of life improvements. Unsurprisingly, I don’t recommend the PS1 version. PC supremacy wins! I think The Force Engine shows the potential for an official remaster, in the same vein as System Shock: Enhanced Edition or Duke Nukem 3D: 20th Anniversary World Tour. While I doubt the level design would get changed or fixed, the sharper visuals and increased framerate do make for a more enjoyable experience.

Overall, Star Wars: Dark Forces is a fine enough first person shooter on its own, and it does bring some innovations and technical achievements to the table, but it’s not perfect. The level design can be confusing and the placement of mines and hazards can be an annoyance, which age it a bit. The game isn’t bad enough for me to not play it 4 times though… well, that includes PS1 version which isn’t very good, but y’know what I mean. If you’re a fan of Star Wars and/or old First Person Shooters, I can recommend this game, but be warned of its dated design.

Reviewed on Feb 19, 2023


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