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Kinect Star Wars Had “Cynical” Edge

Kinect Star Wars Had “Cynical” Edge

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After an eleventh hour delay late last year, Kinect Star Wars finally hit shelves this Tuesday, April 3. Its motion-sensing lightsaber mechanics, force-power slinging, pod-racing, Rancor-smashing, Solo-dancing gameplay, however, failed to impress our dear little Angelo . In fact, it appears that the general consensus among journalists is that the title, a pastiche of ideas from a seemingly endless list of developers, failed to properly utilize its core caveat: the Kinect. That it also aims for the campier, cheekier side of Star Wars , associated most often with the detritus of the franchise, has also drawn fan fire.

According to Kudo Tsunoda, though, the game was designed by a team that was specifically organized to include what he describes as both “cynical” and “passionate” Star Wars fans. One must wonder exactly how much input these fans had or, perhaps more importantly, if their focus on creating a worthwhile Star Wars experience managed to rub the rest of development the wrong way, leading to the game’s less-than-stellar controls in its primary Jedi Destiny mode, which comes off as an all-around lack of polish.



I know that work on a conceptual level is best when individuals are paired up alongside people with whom they would traditionally clash, but when it comes to the actual programming of a title, or really anything more functional, things work out best when everyone is on the same page, no?

By Shelby Reiches

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