Full of the humour, pathos and magic missed by other SW games.
13 September 2006
You don't need to visit another toy shop again. Here, in this game, you have all the fun and joy you had in the late nineteen-seventies or early eighties, crouched on a hearth rug or front porch with a Sarlacc pit made of mudpie and pebbles.

There's a soundtrack supplied, but you will be humming the theme tune at the exciting bits and making blaster or lightsabre noises when the action gets going.

Just as the Lego prequel game injected a knockabout fun that the prequel movies never really achieved, this captures that original throwaway fun perfectly. This is important as the "hop in a battered spaceship and see something weird" attitude is what marks SW fans out from the Federation Stipulated antics of Trekkies or even Browncoats.

The whole family can join in. Those who grew up with the movies will enjoy the nostalgia and raise eyebrows on repeated listening of the John Williams soundtrack - 'Planet of the Apes' loomed large over the score methinks.

Infants will be challenged by the problem solving escapades and the puzzles and progression are constructed in such a way that, just as with the force, your intuition in a certain situation is usually the best way to go.
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