![]() There were also some vintage zoom-outs to reveal the size of a tomb Cal was approaching or how small Cal was compared to a giant tree on the Wookiee homeworld as he climbed up one of its vines. I noticed it in how gradual and organic Cal's power and understanding seemed to grow as the weight of his journey increased. Stig Asmussen, the game's director, worked on the God of War series and led its epic third chapter, and you can feel some of that influence throughout Fallen Order. With that classic quest arc as the backdrop, it's nearly impossible for veteran gamers not to notice how Fallen Order leans into the design winds left by other games to deliver its experience. Cal eventually finds himself taking up a quest that spans several planets to follow the steps of a Jedi master to track down an artifact that could, in the master's words, rebuild the Jedi order. People are killed, Cal whips out his lightsaber, and it's off to the races with a breathtaking opening action sequence that involves taking down stormtroopers, using the Force to slow things down, running along a train and avoiding gunship fire, engaging in a short duel with the Second Sister and escaping on a ship after the train blows up. Then the Empire shows up in the form of squads led by the Second Sister, an Imperial Inquisitor who radiates villainous swagger. Now a young man, Cal is making his incognito living as a scrap worker on a junkyard planet when, after some gameplay sequences to familiarize ourselves with the basic controls, he's forced - Forced? - to reveal some of his latent Jedi power to save a friend's life. It starts with a classic nobody-into-somebody protagonist: Cal Kestis, a former Jedi trainee who was forced to go into hiding when the infamous Order 66 - the command to betray and eliminate all Jedi - was enacted years ago, when Cal was barely a teen. ![]() As Star Wars storytelling methods will feel familiar to its fans, so will many of Fallen Order's design choices. Respawn manages to rediscover and harness that energy by essentially giving people what they want. I remember playing that game on repeat as a teenager, mainly because it (and others, like Dark Forces and the Jedi Knight games of the 1990s) carried a, dare I say, Force-attuned kind of energy that seemed nearly impossible to replicate until Star Wars: Knights of The Old Republic came along in the early 2000s. ![]() It's the kind of title that leaves one sad when the main story ends, but grateful for the experience.Īt a glance, the Star Wars universe always seemed like the perfect place to find fields of serious third-person action experiences, but until Fallen Order, the most recent things that checked that box were The Force Unleashed games, which certainly delivered the chance to saber and Force your way to dominance, but also carried flaws that were impossible for die-hards and critics to ignore for it to be universally embraced … at least not in the way Super Star Wars was in 1992. You can do that and more in Star Wars Jedi: Fallen Order, a joyfully satisfying title from Respawn that bridges the vintage ethos of the Star Wars universe with well-crafted, modern gameplay ideas that might seem too safe and familiar for some, but still end up striking all the right notes. ![]() In the past decade or so, if you asked the typical Star Wars fan what he or she wanted in an action game, they probably gave you a variation of, "I just want to grab a lightsaber, use the Force and kick some ass."
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