 The Force Unleashed II derives from LucasArts ' Ronin 2 @.@ 0 game engine , an update to a similarly named proprietary game engine used by its predecessor . Like The Force Unleashed , the game integrates three third @-@ party technologies : Havok for varying types of body physics such as ragdoll animation , NaturalMotion 's Euphoria for realistic non @-@ player character artificial intelligence , and Digital Molecular Matter for dynamic destructible objects . Blackman felt the second game takes better advantage of the powerful engine than does the first game . LucasArts acknowledged players ' frustration with the first game 's targeting system , and worked to revise it in the sequel ; Blackman said fixing the Force grip feature was the developers ' top priority . The game also includes fewer enemy types , instead focusing on making enemies more " ' special and unique ' " ; the game was also designed to offer " epic " boss battles . Other adjustments include allowing players to dismember enemy characters and improving menu speeds . 
