Star Wars Jedi: Fallen Order - Previews
This is Definitely a Respawn Entertainment Game
While the platforming elements take cues from Uncharted and Star Wars: 1313, there is still one distinctive difference. Respawn Entertainment being the developers, it comes as no surprise, but the wall running mechanic from their Titanfall series is used in full force in Fallen Order. From time to time, deep chasms will need to be traversed by having Cal run along a wall quickly. Sometimes, puzzles will even require the player to create a wall to run on. Even when Cal pilots an AT-AT early on, it shares a lot of similarities to piloting a Titan in Titanfall. Of course, there’s nothing wrong with this, and it’s good to see Respawn’s own staples stick to this licensed title.
A Dynamic World… or is it?
As Cal made his way further into the facility, I began to key in on another thing that constantly bugged me throughout the demo: the scripted feel of the the world. At 3:48, right before the stormtroopers start their leisurely jog, they are slow to react to Cal’s presence. Later, at 7:15, a stormtrooper stays perfectly still atop a perched piece of terrain; the second Cal enters the environment, a pair of spider-like enemies “suddenly” appear, causing the guard and his fellow troopers to start moving into action.
We’ve come so far in the realm of believable scenarios in games. Uncharted, despite its linearity, makes the player feel like they are part of a perfectly paced movie. Tomb Raider, likewise, gives a sense of life to its semi-open environments, with wildlife that act on its own and guards that patrol areas of their own accord. Fallen Order, in contrast, feels like we’ve taken a time machine back to the PlayStation 2 era, when a lack of dynamism was a result of limited hardware resources — and certainly not a lack of creativity. It’s disappointing to see, especially from the people that brought us such wonderfully fresh feeling worlds in Titanfall and Apex: Legends.
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Release: In development