look at that asshole
honestly I’ll probably buy this when it gets cheap and play through it for some shallow entertainment. nothing about it looks amazing but I’d probably just still enjoy it as a pick up and play, turn your brain off kind of experience
same. I will do what I did with Spider-Man and buy it for $20 a year from now and inhale it over the course of a week and totally get my money’s worth
It’s good so far. I’m at the first planet and just learned wall running. I’m on the “normal” difficulty level (number two of four) and there are already enemies I can’t just button mash my way through. Combat really is built around parrying and blocking and waiting for your opening to attack.
it’s become fashionable to say something “feels” like a PS2-era game but this one seems like it’s doing that in earnest, which has me really excited. I’ll have to read some more reviews and see why the reaction has been somewhat negative but of the ones I’ve seen so far, the major complaints are that the story isn’t up to standard (lol) along with some difficulty spikes during the endgame, and a fair amount of backtracking (snore).
A PS2 game?
It looks like a very obvious blend of Uncharted, new Tomb Raider, and Dark Souls. This is a PS3 game all the way.
the game’s tutorial plays out through a set piece that should be familiar to you if you played the uncharted games… and there is definitely a lot of climbing. so yeah basically a ps3 game.
They do a really neat thing in the tutorial, where they don’t show the button prompt for jumping, sidling, crouching, and the like, unless the player waits for about 5 seconds. So a player familiar with genre standards experiences it closer to the platform & talk segment it ideally plays as.
On the other hand, they’re as terrified of puzzles as any focus-tested AAA game, and pop up ‘Need a hint? D-PAD DOWN’ every 15 seconds in ‘puzzle rooms’.
Everyone’s anxious and unsure of themselves in their own ways…
The puzzle room… Jedi’s greatest foe
Darth Rubik
i like this game as a souls lite/uncharted esque bad pizza type of game but it’s really just making me want to finally play dks2 which is the only souls game i haven’t beaten 
Gosh I dunno, it’s way too meticulously crafted to regard as trash in my opinion. I honestly don’t have any complaints; it’s the most accomplished souls clone on the market right now. For anyone on this board, the only way you should play it is on Jedi Grandmaster, on any other difficulty setting it probably is bad pizza but at the highest setting it’s a Fromsoft game.
I think this is something of their hallmark as a studio. Titanfall is a kinetically luxurious successor Call of Duty with a dizzying skill ceiling but it’s aesthetically alienating to vidconossieurs and CoD players can’t hang with the Y-axis.
Then they made Apex and caved in the skill ceiling with demolition charges
Likewise, Fallen Order is too Metroid Prime tacky for true doom FROM heads
I’m pretty happy that I’ve managed to turn opinion around and convince everyone at my studio that Fallen Order has terrible combat; it makes my job much easier to have a pile of failures to point at
I’m still gonna play this
Alright I’ll bite, I’d love to hear your criticism in more detail if you could spare the time
I finished the game for work on the second-hardest difficulty. I liked the hair.
- Defensive actions like parry can’t interrupt offensive actions. This is a stylistic choice more than a RIGHT or WRONG choice, but non-interruptible attacks works better with slower attacks, and needs to be paired with clear, readable divisions between attacks.
- Speaking of clear readable divisions, the player’s attack chain is not! It’s flashy and smooth but doesn’t communicate the underlying structure of the light chain the player is performing, making it difficult to read and learn the moments control is returned to the player. The dual-blade is especially poor for this.
- The player block animation (holding the blade diagonally from the upper left) is difficult to distinguish from standard attacks. This makes it difficult to determine if a parry failed because the player’s input was incorrect or because the game dropped the input because it was disallowed. Additionally, repeating the block/parry action blends the arm back into the block state – it should have a very clear ‘snap’ to indicate the parry window. God of War’s shield sparks are a good example of distinguishing this.
- Enemy tells and attack timings are all over the place. These games need consistency and the speed difference between attacks in the playbook of several of the dark troopers (the dual batons guy? seriously?) is unreal. Fast attacks are fine but an NPC the player will fight five times in a game pulling an attack with a 400ms shorter tell than their rest is not ok.
- what is the design intent of the ranged + melee encounters
- no seriously, I could wear out a red pen underlining and crossing out encounters
- Why are so many encounters constructed with multiple opponents when the combat is so lock-on heavy and the player’s attacks do not hit multiple targets easily? Souls games don’t handle multiple opponents well, but they treat this as a failure of the player to control the space. God of War handles it well, but has a suite of rules to limit enemies attacking from behind and a character with wide attacks. The player’s force powers are a limited tool that generally ends fights; it’s priced too expensively to be used effectively as crowd-control.
- Monster designs generally place their desired fight position outside the player’s attack range. There are far too many extremely-short-tell leap attacks. There are player-mobility-debuff attacks that are followed up with nothing in particular. Creature playbook design feels haphazard and random.
- what the balls was that Kashyyyk platform with three spiders and four slugs that is not acceptable
- Level design appears to have no consistent philosophy on the purpose of constrained enemy groupings. God of War has fight arenas. Jedi sometimes does. Souls games have chokepoints and aggro groupings. Jedi almost always has multiple opponents and no aggro-pulling or space-controlling tactics. Therefore importing the level-design techniques of a Souls game doesn’t get them encounters that play out with spatial consideration and fear of dark corners, it gets them units standing dumbly in groups until Fight Time.
- What does importing the Souls game death/checkpoint system mean in a game which cannot express a variety of combat encounter design like a Souls game, in a game that does not encourage mastery of unique enemy types, whose aesthetics are not built around struggle? It means muddled design.
- The finisher moves are well implemented and, along with the block meter, push combat to end with a good last ten seconds. Good job! I always leave combat happier than when I’m in the middle of it.
Guess I will play this next week and report back.