Tuesday, September 7, 2021

Star Wars Jedi: Fallen Order


If you had told me the Titanfall developers would go on to make a game that blends Sekiro, Uncharted, and Metroid Prime 3 together, I would've said "there's no way that can work" before pre-ordering the hell out of it. However, if you added "... and it's a Star Wars game!", I would've been considerably less eager. That's why Star Wars Jedi: Fallen Order completely flew past my radar; Star Wars is as unappealing to me as bug-eyed highschool anime girls are to others (which yes, I did watch all of Clannad). I don't have a problem with people that are drawn to it, but personally I've grown bored of evil empires and jedi mind tricks long before The Force Awakens was even in production.

Yet when Fallen Order came to Microsoft's Game Pass, it was hard to ignore it—especially after getting rave reviews from my friends. And while the game hasn't shifted my opinion on the franchise as a whole, it does make a serious argument for being the best video game bearing the Star Wars brand.


One of the best things Star Wars Jedi: Fallen Order has going for it is that it's (mostly) untethered from any of the movies, letting the player run around the universe and meet brand new characters. This keeps the experience feeling fresh as you're not tasked with blowing up the Death Star for the 100th time, but instead retracing the steps of a jedi master, taking you from subterranean alien dens to the top of a gargantuan world tree. There's a good variety of planets that manage to feel distinct from one another, though they're all winding mazes of predominantly one color. Their labyrinthine nature shouldn't be understated either; expect to stare at the map often if you want to hunt out secret areas and power-ups.

Unfortunately, Fallen Order is pretty barebones when it comes to power-ups. There's the ever-important estus upgrades stim cannisters, focus upgrades, health upgrades, and... that's basically it. A majority of the goodies you'll scavenge are mere codex entries and cosmetic options, which—while neat—don't expand your gameplay options nor add a strong incentive to keep exploring. Really, the best thing about opening those space-chests is that it's one less spot that'll distract you on the hunt for stim cannisters. There's also a number of mandatory upgrades that'll expand your traversal options, but I didn't really find any of them clever or unique enough to comment on.


But Fallen Order doesn't really need to be clever or unique to do well, an approach it takes with its parry-heavy combat. It's unfair to weigh it against Sekiro as both titles were in development at the same time, but the comparison is unavoidable: Fallen Order plays like a slightly sloppier Sekiro. The key word there is slightly as you can still enter a room and dispatch half a dozen storm troopers without breaking a sweat, but I never really felt confident in my parrying. It was hard deducing when to counter certain attacks due to the small delay in blocking, or if parrying would even work at times—it generally felt like a crapshoot against creatures larger than you. Sekiro may have suffered from a block-spam problem, but Fallen Order's alternative is to make blocking feel like a gamble; halfway through I stopped caring about attacks slipping through my defenses and focused more on offense. Also the input for healing can sometimes go ignored too, which just makes Sekiro shine that much brighter in comparison.

Note that receiving the "runner-up" award for parry mechanics is still an achievement unto itself. Fallen Order's encounters are rarely something you'll shy away from, as you'll be champing at the bit to flex your skills. Both the enemies and the player dish out considerable damage, making fights meaningful and delicate, rarely lasting more than twenty seconds. Throw in some nifty force powers that let you toss obnoxious snipers off cliffs, as well as a diverse cast of imperial henchmen to learn, and Fallen Order stands tall on its combat alone. Sadly boss fights are few and far between, with most of them being regular enemies with souped-up health. I think it's neat how bosses can get thrown at you at unexpected times, but if you're expecting climactic fights to close out your adventure through each world, know that Fallen Order doesn't play by those rules.

Combat may be at the heart of Fallen Order, but you'll be spending just as much time climbing across ruins and scavenging through downed ships. Fallen Order's levels are massive, multi-layered beasts that can be hard to read at times; the mandatory path is always easy to find, but backtracking can feel like untangling an elaborate knot of pathways. On one hand each planet is a marvel of intricate level design, but on the other you'll be aching for a quicker way to move around (given that there's no fast travel). Again, this isn't an issue that pops up if you play the game as a linear campaign, especially since Respawn is pretty good about giving you something to do on your way back to your ship. Once you venture out on your own, however, be prepared to circle back through a lot of familiar areas and enemies.


Star Wars Jedi: Fallen Order delivers a good time, whether you're a fan of the franchise or not. There's exploration and puzzles for adventure fans, quick and flashy combat for action fans, and a decent chunk of cutscenes for those in need of a reason to push on. I may have spent an inordinate amount of time griping about Fallen Order's problems, but they're minor things, no worse than a dent on your bumper. The campaign presented here is admirable; Respawn Entertainment is slowly cementing themselves as one of the best single player developers in the AAA scene.

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