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Star Wars Jedi: Fallen Order Review



The boring thing is, for the first ten hours or so, I absolutely loved Star Wars Jedi: Fallen Order. What a wonderful feeling to finally plunge into a Star Wars game with carefully crafted alien worlds, references to delight die-hard fans, and new insights to expand this galaxy far, far away. Since EA acquired the license for the Star Wars games in 2013, fans have been desperate for a really good story – and a huge amount of hope is present in this game.

On paper, Star Wars Jedi: Fallen Order seems to fit. It's a single player title that combines Soulsborne combat, Uncharted climbing and Metroidvania level design to create something unique. As a melting pot of many of the best features of modern and retro games, I initially thought Respawn could be a winner. However, despite a brilliant start, the game has trouble sustaining its momentum in terms of the game's design and narrative – eventually falling into a tedious routine with a lackluster finish. Also, there are a number of performance issues on Xbox One. If only I could have kept that charm.

The Fallen Order comes five years after the events of Revenge of the Sith and the infamous Order 66. The Jedi Order has been destroyed, as have almost all Jedi – but at least one remains in the form of protagonist Cal Kestis, a former Padawan. which is hidden like a scraper on the planet of Bracca. Due to events beyond his control, Cal is forced to reveal his powers and only escapes the Empire inquisitors with the help of two mysterious individuals, a woman named Cere and a reluctant green alien named Greez, who leads him to rebuild the Jedi Order. . It's a fair premise for a story, and the opening action sequences of the game through Bracca's industrial metal constructions are pure thrilling excitement.

Once you get out of the early stages, you're driven to the main thrust of the game: venture among various planets to complete main story objectives and new skills, and find additional pick-ups and cosmetics to decorate Cal, your ship, your droid BD-1 and its lightsaber. It's a sleek system that gives players a fair amount of freedom while keeping levels tight enough for choreographed action sequences. I am pleased to report that the outer areas of one of the earliest planets, Zeffo, are still as bright as when I touched them earlier this year, and I show the Fallen Order as best I can. Fast-paced combat, beautiful scenery, epic music and fantastic environmental design make it a fun joke, successfully achieving this balance of exploration and challenging gameplay. The routes are winding but navigable, and at this point the environmental puzzles revolve around mobility and time the use of force powers, such as freezing an object to climb into it.

I spent a lot of time scanning and reading data entries to learn more about Zeffo, gathering a picture of what the empire did there. Fallen Order's environmental narrative is complex and detail-oriented, focused on what was once a short time in Star Wars: the impact of the empire's war machine and how it even touches small communities on every planet in the galaxy. To balance things out, I also found myself laughing at small details, such as the placement of the enemy: two rat-like creatures can be found immediately pulling the legs of a dead stormtrooper (dark mood, I know), while another jumps into a stormtrooper. to push it to the limit.

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Aren't you a little short for a stormtrooper?

In fact, I could probably write an entire article about stormtroopers alone. Respawn did an incredible job of bringing these enemies to life, to the point where I felt genuinely bad for killing some of them – perhaps inadvertently creating one of the Fallen Order's best moral issues. At this point in Star Wars folklore, soldiers are recruits, not clones, and you can hear the variety of attitudes toward their work when sneaking before a fight. Some exhibit a kind of fascist attitude toward their jobs in their brothers (and the purging soldiers show a zealous desire to accomplish their goal by killing Jedi), but many are just in the middle of regular conversation: expressing how they don't want to finish trash, how they didn't sleep the night before – another complaining to an officer that their potential is being wasted on an arid planet. In the middle of the fight, some of them comment sarcastically about being the last one standing, or express hesitation about facing a Jedi. The worldliness of the conversations and the honesty of their reactions make them comical and relatable – and there is at least one high-level joke to satisfy r / PrequelMemes.

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You get a great sense of flow by successfully navigating environmental challenges – including rope swings, vines and slides. Renaissance certainly loves running on the wall, and so do I.

Sorry, coming back to Zeffo: The ridged landscapes also provide an excellent stage for Fallen Order combat, giving players room to breathe between encounters and leaving much of a fair but challenging time between meditation points (effectively, save points). If this sounds familiar, it's because: Fallen Order uses a combat system that relies heavily on From Software games, with an emphasis on timed deflection, dodging, and using custom tactics for each of several enemy groups whose attack patterns (including unlockable attacks), you will need to memorize. Resting on meditation points allows you to heal and redefine your hit points – but it also reappears for enemies, so you should consider whether it is worth risking the next jump. If this ends badly, you will eliminate the XP you accumulated by killing enemies on the enemy that defeated you. In turn, killing this brilliant golden enemy restores your life, a small boost in a hard fight.

This XP turns into skill points, which can be spent on the Fallen Order skill tree to unlock various abilities and perks. It is divided into three branches: strength, lightsaber and survival – with new combat skills available for purchase as the story progresses and Cal learns new skills. It's more a matter of prioritizing which skills you want first (rather than customizing for your specific playing style), as by the end of the game most of the core skills will be available.

As a Souls game, the inevitable question is how hard is it? Fortunately, Fallen Order offers four difficulty options: Story, Jedi Knight, Jedi Master, and Jedi Grandmaster, with the hardest modes narrowing your trim window and increasing enemy aggression, and Cal taking more damage. I played mainly on the recommended difficulty, Jedi Knight, who does a good job of balancing accessibility challenges for unused players in tough melee combat (although there are some difficulty spikes in boss fights at the end of the game). I also passed Jedi Grandmaster and enjoyed the challenge in short bursts – but I think playing the whole game like that would require a level of concentration that is beyond me. Each one in its own. At least if you get tired of a certain boss, you can effectively ignore him with Story Mode, but I wouldn't recommend playing the whole game that way as it eliminates all the challenges.

Most of the time, the combat is solid: you need to be patient and think about the order in which to attack enemy groups (especially when some are ranged), and which tactics will bring down the enemy as quickly as possible. Correctly timing a detour to open an enemy for a cinematic finishing move is incredibly satisfying, and I've also become a series force pusher, routinely pushing enemies off the edges (although you can't do that with bigger enemies – there's a limit for cheese). Playing blaster bolt tennis with a viper droid is ridiculous and therefore great.

3 "data-uri =" 2019 / articles / 2019-11-14-17-43 / lightsaber.PNG "/><figcaption>I love the gunsmith-style lightsaber customization in this incredibly detailed game and actively encouraged me to look for chests to find new materials. It turns out that Haysian Smelt is not only a good driver, but also looks like pimpin.</figcaption></figure><p>However, the fun doesn't last: so begins the Fallen Order's turn to the dark side.</p><p>One of the great selling points of Fallen Order is the influence of Metroidvania – meaning the use of numerous paths that open up as you acquire new skills, with a level map to help players navigate (green means that route is unlocked, red is a no-no)) It's both the biggest asset of the game and the biggest flaw – a double-edged lightsaber, if you prefer. Once you've initially explored a new planet, the retraversal to find bonuses and cosmetics is great: you're excited to explore the nooks and crannies, everything is new and you're willing to spend that time because you're the one who starts the optional exploration. At this point, too, the maps are small enough that it doesn't take long to navigate them.</p><p>In the middle of the game, however, the story objectives ask you to revisit the same few planets – and that's where the Metroidvania elements become incredibly boring. Goals are usually placed beyond anything you have ever explored, which is a long way to go. Although you can unlock shortcuts, they are often difficult to detect on complicated blue level maps and are no longer marked in bright yellow to indicate an unexplored area. However, most shortcuts are not significant enough to have a major impact on travel time. With the hustle and bustle of exploring a new world now, you have much less patience for going back through complicated winding tunnels. So once you've completed your goal, the worst part of all: you need to get back to the ship, a process that can take more than 20 minutes to invade enemies you've already defeated. Even Dark Souls finally gets a fast travel option about 2/3 of the way, and Fallen Order is clamoring for something similar.</p><figure class=4
Zeffo's map becomes incredibly long and heavy, making it much harder to read and discouraging to navigate. Can I bother going through all this again – and back? Do not.

The only thing that could have inspired me to keep going through all this would be the promise of exciting developments in history. But unfortunately, there is very little there. In the process of writing this review, I had to go back to the chapter notes of the game, as most of the story developments turned into soup in my head. You are constantly being transported between the ship and the target, chasing the holotapes of a dead Jedi to collect things in order to collect more things. It is an endless trail with no emotional return.

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I have a bad feeling about this

In the midst of my fall into boredom, something else was happening – something dark and terrible. My game was ending. When I arrived at the jungle-filled planet Kashyyyk, the frame rate was hammered. This often happened at heavy combat points: not ideal when you're trying to set a time to dodge. I started experiencing freezes and the crashes came. I've never heard an Xbox scream before, but I've heard that noise twice in one day.

As I pulled away from Krashyyyk, the holodeck began to act (the equipment needed to travel), with the frame rate slowing to less than one per second. I convinced him to work by opening and closing the Xbox menu, but eventually even that stopped working. I was forced to switch to Xbox One X because it had completely broken the basic Xbox One. The game is getting a one-day patch, so we'll see how this fixes things – and Digital Foundry is working on further analysis.

At the heart of the narrative problems is a key question: I just don't care about any of the characters. Cal has the personality of a wet poncho. Many of his conversations result in him basically saying little more than yes / no, or commenting on the mission's purpose. Best of all is the weird joke with BD-1, and although Cere has a more interesting background story, neither she nor Cal are particularly dynamic – and their conversations, which make up most of the Fallen Order dialogue, are just monotone. I found myself totally alienated from his character and instead wanted to be on the other side of the laser gate with the Second and Ninth Sisters, who actually have a hint of personality and a deliciously evil dialogue. Of course, there is no option to make obscure decisions in this game (Cal doesn't even contemplate it) and unfortunately you only see the bad guys when they appear in battle. Feather.

More than anything other than the way in which some of the moments of history are presented visually, there is nothing clever in history. Themes of failure and dealing with guilt and trauma are discussed but never explored in depth. The game just doesn't give time for it. The other characters stay on the ship, so you usually get stuck with Cal's nice exchanges with your droid – while the scenes are all business, all about the next objective. Thank God for Greez, who is the only one with a consistent, humorous and engaging dialogue – but a character can't take a story. When Greez tells Cal that his actions have changed his outlook on life, it is incredibly shocking that none of the necessary foundations have been laid before that point. It simply is not believable.

Finally, Fallen Order has a badly developing story. It is a story without a clear direction. It is a story without risk.

Everything makes Fallen Order hard work. I was tired of riding waves of enemies, just not to find an interesting story in the end, and unable to skip levels quickly: even running in story mode ends up with you getting hit, thrown by ropes or stuck at the door with an enemy crowd in it. persecution.

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Perhaps the Soulsborne format is not best suited for Star Wars. To create a challenge, enemies need to be hit multiple times – and this has the effect of making lightsabers look powerless. It may make sense when Cal is at the beginning of his journey, but even when Cal is the most powerful, it takes three bars to knock down a overgrown rat. Lightsaber fights also seem less epic with Cal falling to the ground as you try to figure out an enemy's attack pattern. You gain more skills and abilities, and you can increase your HP and strength, but the Fallen Order never lets you take off your gloves. The reason behind limiting your strength meter is to get players involved in close combat while you restore the meter by killing enemies (or hitting blocked ones if you unlock this benefit). The retraversal problem would have been significantly lesser if you could simply attack the enemies upon returning to a planet. How fun it would have been to unleash Cal's powers of strength and a blazing lightsaber.

When I reached the end of Star Wars Jedi: Fallen Order, I didn't feel like I had a rewarding experience. I was relieved to be done. With a few meanders, it took about 30 hours and I didn't like many of them. I admit crushing a Souls in less than four days is an unnatural and tiring experience: I imagine if I had played Fallen Order for several months, I would be less frustrated, but probably still bored. It's a shame, because Fallen Order has an incredible gaming experience at its core, with fantastic environments and well-directed action sequences. However, it is unable to sustain this thanks to some fundamental design problems.

As for the story? Well, it never gets off the floor.


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