Star Wars: Bounty Hunter - "Slipping into Oovo IV"

Star Wars: Bounty Hunter - "Slipping into Oovo IV"

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Star Wars: Bounty Hunter playthrough: https://www.youtube.com/playlist?list=PLRyUlBzVoKxVutffcTr9RZVJY-1mrItVo

Star Wars: Bounty Hunter is a Star Wars video game developed and published by LucasArts for the GameCube and Sony PlayStation 2, released in 2002. The game was re-released on the PlayStation Store in November 2015. In the game, the player controls the Mandalorian bounty hunter Jango Fett, featured in the 2002 film Star Wars: Episode II – Attack of the Clones, to which this game serves as a prequel.

The main objective of Star Wars: Bounty Hunter is to hunt Dark Jedi Komari Vosa. During the game, it is revealed why Jango Fett was chosen as the template for the Grand Army of the Republic, how Boba Fett, his cloned "son" was born, and how Jango acquired Slave I. Players also fight many "bosses", such as Montross and Longo "Two-Guns". There are also side-objectives, such as collecting secondary bounties, that open special bonus items in the game. When the player beats a chapter, blooper reels - comedic machinima productions - are unlocked.

Star Wars: Bounty Hunter is played from a third person perspective. Jango Fett has access to a wide array of weapons in the game; from his trademark blaster pistols to flamethrowers to jetpack-mounted missiles. In game, Jango can make use of his acrobatic abilities by somersaulting and jumping to the side to backflipping to avoid enemies. He automatically targets enemies, and holding a button allows Jango to move around an enemy while keeping them targeted. If the player is using Jango's blaster pistols, up to two enemies can be targeted at the same time.There are also many pickups, powerups, and items to help along the way. In every level, there is a primary objective and several secondary objectives, relating to the capture of several bounties; bounties are found and marked using his ID scanner, which switches the game to first-person perspective.

Amassing enough credits unlocks concept art. Each level also has a secret feather, which, unlock cards from the ccg by Wizards of the Coast ; if all feathers are found, bonus footage is unlocked. After every level, pages of the comic Open Seasons are unlocked for viewing, and after completing chapters, "blooper reels" for the cutscenes in that chapter are unlocked.

Star Wars: Bounty Hunter began life when LucasArts was asked to make an Episode II-based game which featured the character Jango Fett. In March 2001, game design documents were presented, and development began shortly after. The PlayStation 2 and Nintendo GameCube versions of the game have different custom in-house graphics engines, each designed specifically to take advantage of the two platforms' unique strengths and work around their unique limitations, but the core game engine is identical. In the PS2 version, they took advantage of both vector unit (VU) chips to drive the graphics to maximum performance. The DMA bandwidth was taken advantage of to use a high number of textures. There is full-screen antialiasing and texture mip mapping support. They used the second VU1 chip to handle all the character skinning and VU0 to handle all the skeletal animation transforms. Which enabled dozens of characters to be on-screen without bogging down the frame rate. They had 10 individually optimized rendering loops on VU1 to speed up the rendering process. Their PS2 graphics engine could move 10,000,000 triangles per second, and adding the gameplay, collision, logic, textures, sound would go down accordingly to around 30,000 to 50,000 triangles per frame, all at an average frame rate of 30 frames per second.

In the Nintendo GameCube version, they took advantage of the system's fast CPU to achieve a higher frame rate, and added more polygons to characters, especially Jango, who has roughly twice the polygon count on GameCube. The GameCube's texture compression allowed them to use high-resolution textures. Texture compression also allowed for improved color variance on textures. Mip mapping support across the board on all textures helped provide a rich and consistent environment. They exploited additional memory to improve load times. They implemented projected shadows on all the characters and an increased draw distance to allow for vista views.

Level design began with what designer Michael Stuart Licht referred to as spatial studies. Design began with paper cut outs of various rooms. Licht would rearrange these rooms until he found a design that he felt worked. The papers had design ideas written on them so that other developers could understand the overall flow of each level. Bubble diagrams were then created which represented main ideas for each space. This was followed by various stages of overview drawings and other drawing studies. 3D level design began after such studies were completed. In-game cinematics were created by Industrial Light & Magic (ILM), and marked the first collaboration between LucasArts and ILM.

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