The Force Unleashed Looks Better On PS2

Star Wars: The Force Unleashed is one of those transitional games that was released on two different consoles. One version was released on the PS3 and XBox 360, while the other was released on the PS2 and the Wii. I played the PS2 version growing up, because it took me a long time to get a PS3. The version sold on Steam as part of the May the Fourth sale is the PS3 version, though. The PS2 version exists only on console. I figured that was fine, this would be an upgrade, probably the same basic concept even if the levels were different, and the PS3 version would look much nicer.

Turns out the PS2 version looks better.

Now, the PS3 version plainly has massively more graphical horsepower behind it. Looking at a randomly selected screenshot, the PS3 version looks way better. But the PS2 has better art direction. For starters, the PS2 has Starkiller wield his lightsaber like a regular person, while the PS3 version has him reverse-wielding like a dork. The facial animations on the PS3 version are certainly more detailed, but the animators either weren’t used to the tech, didn’t have enough time, or just weren’t good, because the facial animations are all really bad and uncanny any time there’s a closeup on a human (some aliens’ animations do alright, probably because their faces are sufficiently non-human that my human brain doesn’t notice anything weird). The PS2 facial animations are all blocky and imprecise, as PS2 facial animations are, but they’re at least good at being the level of graphics they’re at, rather than bad at being something better.

The thing that really disappointed me, however, was the stormtrooper designs. In the PS2 version, the opening level playing as Darth Vader on Kashyyyk has troopers that still have blue stripe-y designs like they had at the end of the Clone Wars. In the levels in the Jedi Temple (which don’t exist in the PS3 version, but which take place in the early part of the plot where you’re still Darth Vader’s apprentice), the stormtroopers have the black-and-white color scheme, but their design is different, with the eyes connected together into a single visor and less armor on the legs (they’re not scout troopers, the visor isn’t as big and their upper body is more heavily armored, but they look like a distinct stormtrooper variant the way scout troopers and snowtroopers do). It’s only at the end, during the ambush on Corellia when Darth Vader betrays you, and then on the Death Star as you save the fledgling Rebel Alliance, that the iconic stormtrooper armor is used, thematically linking up the end of Force Unleashed with the beginning of the original trilogy.

In the PS3 version, they’re already using regular stormtroopers even on Kashyyyk, ten (ish) years before A New Hope. It was a real disappointment. The evolution of the stormtroopers was one of my favorite details of the Force Unleashed, and turns out it’s not even in the PC version.

It’s not directly related to art design or graphics, but the PS2 version also has you find Jedi Master Rahm Kota on the surface of Nar Shaddaa, rather than in Cloud City on Bespin where you find him in the PS3 version. It is kinda weird that Rahm Kota has apparently gone into hiding on the surface of the planet orbited by the TIE fighter factory he just blew up, but it would’ve given us a higher graphics look at a planet that had previously only been seen in previous gen games like KotOR II (or previous-previous gen games like Dark Forces). Besides, while it’s hardly impossible for the Empire to have sent one elite platoon to Cloud City to kill a Jedi several years before Empire Strikes Back and yet Han and Lando still treat it like neutral territory, it still grates a bit narratively for the Empire to show up on Bespin prior to ESB. The story beat that actually happens on Nar Shaddaa/Bespin is basically identical regardless of which one you use, you just find a drunk old Jedi in a cantina and then escape an Imperial strike team sent to kill him, or maybe you, it’s not clear. Either way, Nar Shaddaa has always been a place where crime lords do the Empire’s dirty work (it’s still kinda weird that there’s a regular old TIE factory in orbit, but Nar Shaddaa is where the Jabba the Hutt was helping the Empire run its Dark Trooper project clear back in Dark Forces when it was first introduced, so clearly this is a place where Imperial presence is not unusual).

On the bright side, the PS3 version’s costumes get unlocked at the start of the planet they make sense, rather than at the end. In the PS2 version, the heavy training outfit is unlocked at the end of Raxus Prime, the toxic and jagged trash world where being all bundled up makes sense, which means if you use it immediately, you’ll be wearing it on the next planet Felucia, the alien jungle where it makes no sense at all. Then at the end of Felucia, you unlock the light training outfit, which means that Starkiller has inexplicably decided to take his shirt off for a visit to the city planet of Nar Shaddaa. It’s at least not the opposite of what makes sense, like with the heavy training outfit on Felucia, so if Starkiller were generally a “shirts are for losers” kind of guy that wouldn’t look out of place on Nar Shaddaa. In the PS3 version, though, you get the heavy training outfit at the start of Raxus Prime and even have it automatically equipped at the start, and the light training outfit for Felucia, where it’s hot and humid and it makes sense that Starkiller would want to be wearing less than normal.

That reverse-wielded lightsaber, though. Can I get a costume that removes that?

EDIT: Also, as an important addendum, the second-to-last level is totally unplayable for me because of how often it crashes, so, uh, be advised that this game can’t necessarily be played on anything more recent than Windows 7.

Don’t Force Me To Be Shocked

During Knights of the Old Republic, when you’re on the Sith ship Leviathan, Darth Malak confronts you and reveals that you’re Darth Revan. There is no dialogue option to say that you’d already figured this out, just two options which are both essentially identical ways of expressing shock and disbelief. I realize that if you give someone a dialogue option to say “yeah, I know” then a lot of people are going to pick it even if they didn’t actually figure it out, but so what? Let them feel cool pretending they’d worked out that Revan is the only person who appears consistently in every vision, and that both of the other two people who’d appeared in them are accounted for. It’s a singleplayer game, so a player who values honestly roleplaying disbelief will pick that option, and a player who just wants to be the coolest kid in school (or who actually did figure the twist out in advance) can do that.

Particularly from the perspective of a replay, it’d be fun to be able to play as either having figured it out, having figured it out but bluffing Malak into thinking you knew all along, or having actually known all along, with the Jedi brainwashing having completely failed and you’ve just been playing along until you’re in a position to reclaim control of the Sith (or maybe you consider the Sith Empire a failed experiment and want to destroy it, whatever). None of these options require a whole lot of expansion of dialogue trees. You’d need to alter Carth’s dialogue in the immediate aftermath, but as long as you don’t allow the player to openly admit to planning on resuming control of the Sith Empire (but you can still openly admit to wanting revenge on Darth Malak) Carth can plausibly remain in the party. And the only reason you even need Carth to remain in the party is so that the conversation on the Rakata Prime beach goes the same way, but I’m not sure that’s even important (I’d have to look at the script and see if anything he says can’t be set up just as well without him).

If you’re wondering when the blog is going to run out of KotOR posts, I would’ve moved on to Batman by now, but my plan to alternate between the Lego version and a more serious version of the same universe was foiled because it turns out the PC version of Arkham Asylum has some kind of memory leak issue that didn’t affect the last computer I played on but is affecting this one, and doesn’t seem to be solvable, so instead of Batman it’s just Star Wars forever now. I am trying to figure out if I can get a joystick to play X-Wing vs. TIE Fighter, though, because it turns out some of those games don’t even have a mouse and keyboard option. I know I used to have a joystick fifteen years ago but I don’t think I brought it with me when I moved out, and I’m nervous that if I buy a cheap $20 one it’ll be too cheap to be usable. But also no way can I afford a $100 joystick for one game series when the Traveler’s Guide series is off to such an uncertain start. We’ll see.

The Three Pillars of Star Wars

Knights of the Old Republic does a good job of moving through the three pillars of Star Wars, where most Star Wars games and other spin-offs tend to get stuck on just one or two. I don’t think it was intentionally designed this way, but the three pillars are showcased by the three main leads of the original trilogy: Han Solo is a smuggler, Princess Leia is a rebel, and Luke Skywalker is a Jedi.

While I call them “smuggler,” “rebel,” and “Jedi” for short, don’t get too hung up on the labels. What these three pillars really represent are three different facets of the setting and the kinds of conflicts they emphasize. Han Solo is a smuggler, but the pillar he represents also includes bounty hunters, crime lords, and scavengers. Some rogues have a heart of gold, but everyone is at least a little bit scummy. This pillar is where morally grey conflicts and anti-heroes are most at home.

The best example of a property with a one-pillar focus on this is the Mandalorian’s first season. The Jedi and rebel pillars certainly aren’t absent, but the Jedi, Imperial remnants, New Republic X-wing pilots, and so on are viewed from the perspective of a Mandalorian bounty hunter. This also demonstrates that a one-pillar focus isn’t necessarily a bad thing if you know what you’re doing. In fact, when the second season expanded to the other two pillars, it damaged a lot of the Mandalorian’s identity and focus. If season two was the last season, then this was a good decision. These tie-ins worked really well in the moment, and there’s no point conserving a resource (in this case, the Mandalorian’s focus) that you have no intention of spending later. If the Mandalorian is going for a third season, though, I fear that season two might’ve set it up for mediocrity.

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Why Was Jolee Bindo Even In Knights Of The Old Republic?

Jolee Bindo is a companion character in KotOR, a former Jedi who’s left the order. When it comes out that Player One is Darth Revan, he makes a point of saying he won’t judge them, and there’s a conversation with Bastila where he insists he’s not a Jedi anymore and she shouldn’t think of him that way or expect him to behave like one. In terms of alignment (which can’t be altered by player action for any character except their own customizable protagonist), he’s firmly neutral, leaning only slightly towards the light.

Until you reach the end of the game, when suddenly he insists that you must redeem yourself and turn to the light. He’s read ahead in the script, you see, and knows that there are only two outcomes: You embrace the Jedi Order and save the Republic, or you become an insane psychopath and Sith Emperor. The entire neither-Jedi-nor-Sith thing that Jolee Bindo was carrying water for is chucked completely out the window.

Now, you can only have so many ending cut scenes, so you can’t have endings where you ditch the war and become a pirate or retreat to a hermitage on Dagobah and leave the whole mess behind or destroy both the Sith and the Republic to plunge the galaxy into chaos. Ultimately, the ending of the game is about a battle between the Sith and the Republic and one of those two is going to win, so the ending cut scene will depict one of those two things. That’s fine, resources are limited.

But you could do a lot more with those two cut scenes than they actually do. In the light side ending, you are unambiguously a Jedi who has returned to the order and forsaken the dark side, but the only thing that makes this clear is not-Yoda saying as much.

All it would take is a couple of new voice lines to acknowledge an ending where you reject the Jedi for brainwashing you twice (once through childhood indoctrination, then again with Force powers) but write off the Sith Empire as a failed experiment and defend the Republic. Instead of a line about the return of a prodigal knight, not-Yoda will have a line where he says the Jedi will be waiting to welcome you back if you change your mind about leaving or, if the budget is so tight you can’t even record a few extra lines, just cut that part completely and have the cut scene end with the Republic officer giving you a medal.

Contrariwise, Dark Bastila’s speech announcing the return of Lord Revan can say basically anything and the cut scene would still look the same. This one needs new voice lines to change its context rather than working reasonably well only by removing dialogue, but you don’t need any new animation for an ending that suggests that (whether they will succeed or not) Revan intends to use the Sith Empire to bring justice and order to the galaxy, so that threats like the Mandalorians, the Czerka Corporation, and the Exchange will no longer menace the Outer Rim. You could also have Juhani not turn on you for this one because of her experiences growing up, and have her standing off to the side in this version of the cut scene (the ending cut scene is in-engine, so this addition should be trivial – and if it isn’t, leaving her out of the ending cut scene wouldn’t be the end of the world, Canderous and HK-47 aren’t present either).

A cut scene in which you soak the Republic for millions of credits in exchange for your assassination of Darth Malak would benefit from some new animations in the Republic cut scene, but wouldn’t require a new set or any animations that aren’t used elsewhere in the game. You’d want to stage the cut scene slightly differently so that Canderous Ordo (if you’re dark-leaning) or Mission Vao (if you’re light-leaning) can give a few voice lines about loading all the credits up onto the Ebon Hawk, since the player character is unvoiced (the player clicks on their dialogue options but no lines are ever spoken).

Setting the player up for these different endings could also be accomplished entirely with the existing conversations on Rakata Prime, first at the temple summit and then on the beach where the Ebon Hawk has landed.

Of course, if BioWare wants to make a game which is ultimately about Jedi and the Republic versus Sith and the Empire, and forces you along one of two endings because they want to focus on the primary conflict of the Star Wars universe, that would be fine – but this brings back the question in the post title: Why, then, have Jolee Bindo in the game at all? A character whose whole schtick is rejecting the Jedi but still opposing the Sith?

There’s other ways you could reinforce the inevitable break between light and dark, Republic and Sith, like having Juhani and Canderous get into a fight over what happened to the Cathar homeworld that results in one or the other of them leaving your party (this would also be a much better way to deliver Juhani’s backstory than the exposition dumps she gives in the game, but that’s true of everyone except Zaalbaar and T3-M4). This would make it clear both that the light and the dark ultimately don’t mix and also side Juhani firmly on the light side, when her fall to darkness (however brief) somewhat implies that she might be more morally flexible than she ultimately is (even if you convince her to kill someone for revenge, she immediately regrets it and does not change alignment or decide to stick with you if you go dark side – I think this might’ve been a planned option that was cut for time). Or you could replace Jolee entirely with a more overtly dark-aligned Force User (a Sith would be politically bizarre, but some kind of Witch of Dathomir type would work, especially since their recruitment on Kashyyyk would be almost unaltered) who plays shoulder devil to Bastila’s shoulder angel, so instead of a character who draws focus towards rejecting the light/dark dichotomy, you have a character who emphasizes it.

But the simplest way of fixing this problem would be to just have Jolee Bindo be an unambiguously light sided character. He hasn’t abandoned the Jedi Order, he’s just communing with the Force on Kashyyyk for a couple of years, a perfectly Jedi-y thing to do. He doesn’t refer to himself as a former Jedi and has no conversation with Bastila where he insists she respect his departure from the Order, because he’s still a Jedi. He can still be less prone to voicing an overt opinion on your decisions compared to Bastila, but even if he’s more reserved about his exact thoughts and feelings, it’d still make sense that he turns on you if you embrace the dark side on Rakata Prime, because he’s a Jedi, plain and simple. Unlike the proposed changes in the previous paragraph, this doesn’t even significantly overhaul the game. A good impressionist (or Kevin Michael Richardson reprising the role) could probably mod this fix into the game without much difficulty. Even easier from the perspective of first building (rather than modding after the fact) the game, you could just not have Jolee Bindo at all. He doesn’t contribute anything to any of the themes that the game actually pays off.

But instead they have Jolee Bindo, Jedi in disguise, who’s there to make you think this game includes alternatives to the Jedi/Sith dichotomy and then gives you a Jedi ending and a Sith ending with no variants or third option whatsoever.

Three Is Not Enough Party Members For A BioWare Game

Back in the golden age of BioWare, their party members set a new standard for what a party member could be in an RPG, especially a western RPG with a (more or less) customizable protagonist. Which is why it’s so infuriating that the party limit for these games is as low as three.

I’m defining the “golden age of BioWare” here as the time between Knights of the Old Republic and Mass Effect 2, inclusive. You can fuss with the exact boundaries of that, and I’ll freely admit that the only reason I’m not including Neverwinter Nights is because I never played it. A quick Google confirms it has a maximum party size of two, and if it’s got the character quality of Baldur’s Gate before or KotOR after, that isn’t nearly enough. But let’s stick to what I have direct experience with.

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The Traveler’s Guide to the Darkwood Post-Mortem

The Traveler’s Guide to the Darkwood crowdfunded from May 1st to May 16th. It got a total of 347 backers and raised $6,007. This is a 20% contraction from the average 437.2 backers I got for Harlequin, Kessler, Caspar, Ozaka, and Cora, the five books of the previous series where I’d hit a plateau and was getting fairly consistent results. We’re in a new series now, so it’s not clear how much data from the old series applies, which means we’re back in speculation mode.

It’s possible that the series is totally unsustainable, kept as high as it is only by the momentum of the previous series. If this is the case, my backer count will steadily decline until it falls below the 300 backers (ish) needed to justify the ongoing existence of the series and it shuts down halfway through.

It’s possible that I’ve immediately hit the plateau for this series, and 300-400 is the new normal. This is going to be extremely punishing on my budget, because that is enough to justify the series, but barely.

It’s possible that the new series just needs to build up momentum and get exposure effect working for it just like the old one. If this is the case, we should see at least 10% growth from each project until a plateau is reached, most likely in the same 400-500 range that the last series plateau’d. A backer count of at least 380 (roughly 10% growth) in the next project would indicate this is the case.

There’s also another variable, which is that I’ve started experimenting with buying advertising services. The idea is to buy some ad services’ fairly affordable packages and see if they’re profitable, and if so buy a more expensive package and see if it scales. Today’s candidates are Olivia and William, the “duo expert crowd funders” who send lots of Kickstarter messages to everyone who tries to crowdfund anything. That certainly suggests they’re not the most effective crowdfunding marketing that exists (when you’re the best, clients usually come to you), but I probably can’t afford whoever that is anyway, and they don’t have to be literally the best ever to be worth it. If sending a DM to every crowdfunding project on the platform works, then that means they have successfully advertised themselves and can probably do the same for me.

But the results are looking pretty grim for them. It’s impossible to say for sure how much worse the project would’ve gone without their support, and from the analytics they sent me, they did successfully get three thousand people to click through to my project. If we assume that 1% of those clicks actually pledged and the vast majority of them are being hidden in the “direct traffic no referrer information” category, then they might be responsible for as much as 30 of my backers, for an average of $520. Considering I paid $200 for a 10-day advertisement package, this most optimistic estimate suggests that they were worth it, albeit barely, and that there’s little room to scale for a project that only lasts 15 days anyway.

But that’s blindly assuming that 1% of all clicks turn into pledges. More careful examination paints a more pessimistic picture. A little over 400 of the clicks came from Twitter. Only one backer came via Twitter (backing at a fairly standard $17). If we assume a standard rate of 1 backer per 400 clicks backing at an average of $17, that’s about $127.50, which means they aren’t even making me back the money I paid them for the campaign.

This assumes both that the rate for other pledge sources (which are too vague in Bitly’s dashboard for me to draw firm conclusions about) had an identical hit rate to Twitter, masked by Kickstarter’s “direct traffic no referrer information” category, and that the one Twitter backer actually came from this advertising campaign and not from my own tweet. My Twitter presence is really bad so this is a reasonable assumption, but as a counterbalance to the very optimistic $520 scenario, there is also the very pessimistic $0 scenario where that one Twitter backer was a lucky pick-up from my own tweet and the entire advertising campaign accomplished nothing. Certainly the only tweet that ever mentioned me (and it came from an account I’ve never seen before that does nothing but tweet about crowdfunding, so I assume it’s part of Olivia and William’s campaign) got a grand total of four likes, one of which was from me, so while I put my money on the $127.50 scenario being closest to the truth, I think the $0 scenario is more likely than the $520 scenario. In fairness, I was biased that way from the beginning – my thought here was always “I should at least check if these things work” rather than “surely this is the missing ingredient to push me over 600 backers!”

So long as the budget permits, I still intend to try other advertising services to see if some are more effective. I’m worried that effective advertising has a floor cost of several thousand dollars, which my campaigns just don’t make enough to justify, but it’s possible that effective advertising that works at small scale does exist, even if it’s lost in a sea of mediocrity. For that matter, if this second series does pick up momentum over time, I might give Olivia and William a second chance. It’s possible that this first campaign was let down by a weak product rather than a weak advertising campaign.

Humble Bundle Giveaway

Fairly regularly I’ll buy a Humble Bundle that has a couple of games I want, and end up with a copy of a game I already have. So I’m listing them here, and you can leave a comment or go to my Discord or something and tell me if you want one. I’ve actually got a ton more games I’ve never heard of buried in my library, but I’m limiting myself to just games that I’ve actually heard of and expect someone might want. I’ve bolded the ones that I think are especially amazing.

911 Operator
Borderlands: Game of the Year Edition
Brothers: A Tale of Two Sons
Cultist Simulator
Destiny 2
Lego Batman 3: Beyond Gotham
Lego Movie Videogame
Love Letter (but instead of regular it’s a video game)
Magicka
Monster Prom
My Time At Portia
Party Hard
Psychonauts
Running With Rifles
Scythe: Digital Edition
Sonic Mania
Starfinder: Pact Worlds Campaign Setting
SUPERHOT
Tropico 4
Tropico 5
Twilight Struggle (but instead of regular it’s a video game)
Yooka-Laylee (x2)

Star Wars: Racer

You can probably tell that I got a bunch of Star Wars games during the May the Fourth sale. It was like thirty dollars for eight of them.

Star Wars: Racer is a podracing game released around the same time as the Phantom Menace, and I have relatively little to say about it, partially because I don’t play racing games much and partially because, at least as far as I can tell, it’s just uncomplicatedly good so there isn’t a whole lot to be said. Criticism requires explanation, but praise is pretty much limited to “it is good at the things that it is doing.” In this case, Star Wars: Racer is a racing game set on many different planets in which you pilot floating space chariots at high speed through dangerous circuits and upgrade your pod between races, and it’s mostly just unambiguously good at that.

What criticisms I have are almost entirely about the upgrade and pit droid system, which is opaque and missing some critical features even after being explained. Your pod is made up of seven different parts which control attributes like acceleration, top speed, traction, and so forth. During the career mode, you use the credits you get from winning races to upgrade. The parts also take damage (randomly?) in each race, and need to be repaired. You start out with one pit droid which repairs one damaged part after each race, and you can buy up to three more, so four out of your seven parts will always be in top condition. You don’t get to choose which four, though, and your base parts are invincible (maximally damaged upgraded parts just reduce their performance down to the base, non-upgraded level) so the optimal strategy is to only ever upgrade four out of the seven stats. Doing this means you will run out of things to buy much faster than if you played intuitively. It’s never a good sign when the optimal strategy is to have less fun.

There are three ways to fix the problem. The first is the most straightforward: Allow the player to buy seven pit droids, thus preserving all seven parts against all damage.

The second requires a bit more doing, but is more interesting in the long run: Allow the player to assign pit droids to repair specific parts, so that they can rotate some of the droids between less important parts to prevent any of them from getting too damaged while keeping their most important parts (like top speed and acceleration) perpetually in top condition. You could remove some of the busywork from this by giving the pit droids two modes, one where they automatically repair the most damaged part, whatever it is, and another where they’re locked to a specific part, always repairing that one. If you want total control, you can keep all pit droids in locked mode and lock them to specific parts between each race, but you can also just pick two or three parts to keep in top condition always and let the leftover pit droid(s) repair whatever happens to be the most damaged.

The third takes a glitch in the game and just makes it a game mechanic. You can sell a damaged part back to Watto for a percentage based on how damaged it is (100% of the price if it’s at maximum durability, 1 credit if it’s so badly damaged it no longer provides any improvement over the base part). If you swap to a different racer, you can then rebuy a fully repaired version of the part you just sold to Watto. Upgrades are shared between racers, so you can then swap back to your original racer and keep the fully repaired part. This effectively allows you to pay some credits to repair a damaged part that your own pit droids aren’t fixing, which is a perfectly fine mechanic that could just be added to the game.

Star Wars: Bounty Hunter

Star Wars: Bounty Hunter is a PS2 and Gamecube game starring Jango Fett that depicts a hunt for the leader of a dark Force cult, which Darth Tyrannus is using as a test to find the greatest bounty hunter in the galaxy for cloning. I played it as a kid, and have been replaying it lately. It’s got the foundations of being a great bounty hunter game, but it’s let down by some flaws and missed opportunities.

Flaw the first: Detective vision hadn’t been invented yet. Jango has that little scanner eyepiece dealy that sticks up from his helmet, and in this game you can activate it to scan for bounties. The problem is that it’s a weapon on its own, so you can’t bring it down mid-combat to see if the person you’re aiming at right now has a price on their head. This means the scanner is only useful between combats, either scanning enemies from outside range or scanning civilians who don’t attack you. Both of these feel really cool, but they’re a puny fraction of the game, 80% of which are close range firefights in which enemies are shooting at you from the moment you’re in the same room as them. Making the scanner a detective mode that allows you to keep moving and fighting while you use it rather than a weapon that locks you in place in first-person view (the game is otherwise a third-person shooter) would’ve greatly improved this and made the secondary objective far more manageable. This is big, because most of what makes you feel like a bounty hunter in this game is the process of marking a bounty, zooming in to capture or kill them, and then fighting your way out of their gang of heavily armed buddies.

Flaw the second: No easy target-switching. In order to get around the limitations of console shooting, the game allows you to lock onto opponents. This is good, but without any way of switching targets, it’s extremely difficult to blast away the non-bounty mooks to isolate and capture a bounty. Instead of just tapping a target-switch button to move to the next baddie, you have to fly around the battlefield until the bounty is no longer the nearest enemy. If the quarters are close enough, you can just switch to your cord and capture them immediately, but the cord has a pretty limited range (and having to zoom in close to capture a bounty alive is an important part of the bounty hunter feel), so most of the time this isn’t really an option.

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