![]() ![]() Nowhere is this more evident than the two big hub planets Cal explores this time around, full of secrets and areas you can access later with the right abilities, and all containing treasures from upgrades to boss fights to a goatee. With the ability to dash in the air and grapple to far ledges, the world really opens up. Platforming and exploration is also miles better – not least because Respawn followed the one golden rule of platforming games: a grappling hook is always a good idea. If you have the blaster and double-bladed saber, for example, you’ll be deadly at range and against groups of enemies, but won’t hit too hard against tougher foes or bosses. It forces players to consider what two stances to pick and modify their play style around that. Some have criticised the fact that you can only use two stances at once in the field and must change them at respawn points, but I really like this. If they manage it, Star Wars Jedi will easily go down as the best Star Wars trilogy since George Lucas’ originalsĬombat is so much more customisable and engaging due to the fact that every encounter plays out very differently according to the specific combination of stances you have active at any time. All of these forms play very differently and everyone I’ve met has a favourite (it’s the blaster for me, if you were interested). During Survivor, you receive a handful of new force powers (such as the ability to use Jedi Mind Tricks in and out of fights) and three new permanent lightsaber forms, for a new total of five. From there, Respawn just builds on your skill set. They didn’t artificially nerf Cal just to make you get all his powers back during the sequel, which happens far too often. Getting to jump in and have all my abilities from the first game was such a good feeling. Survivor doesn’t take any of this away and you start the game with Cal being just as strong a Jedi as he was when you left him, just ten times more handsome and brooding. The combat in the first game was fun, but at times limited by having only two lightsaber forms and a limited array of force powers. Pretty much every mechanic in the game is an expansion or improvement on something from the first one. Respawn knew where to innovate and where to leave things alone. In many ways, Jedi Survivor plays it quite safe, but this is exactly what makes it the amazing sequel it is. Does Survivor follow on from this, or was the success of Fallen Order a fluke? A game which, while flawed in some aspects, almost single handedly redeemed my faith that good offline single player experiences without heaps of microtransactions and DLC could still exist, and provided a good Star Wars story to boot. I justified the now hefty price tag of a brand new game as ‘post-exam stress relief’ and finally got my hands on the sequel to Respawn Entertainment’s Star Wars Jedi: Fallen Order. On a cold Thursday evening in June, I realized my thirst for Star Wars action could no longer be sated by replaying old games or the Old Republic MMO. Star Wars Jedi: Survivor puts you in control of Cal 2.0. "We make sure the stormtroopers are always gonna get wrecked, so we have a base, we know where to start from even on a sequel." It's not like you're just gonna push every enemy and they always die." There is, however, a baseline to consider - the stormtrooper. New enemies that complement some of your powers, or whatever powers you get in the future. The key, according to de Heras, has been "iteration." "A lot of tweaks to enemy design. And so it's a balance of not making him too powerful from the get-go, but there's still a lot of progression from beginning to end." So there are still a lot of things that he can learn. "But at the same time, you would have those powers from the very beginning. ![]() So when you come back and pick up the controller, we want to make sure that it's accessible for people who haven't played Fallen Order - that's kind of tied into the tutorial." ![]() Shishido adds "It's been five years since Fallen Order, and we want the player to feel like Cal has been through a lot. It has to feel that the power level is the same, but also, you have to reach another level." You can't go backwards, and feel like a Padawan. "We don't want to take away those moves, because they feel good. ![]()
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