Fresh off EA Play’s 15-minutes presentation of Respawn Entertainment’s Star Wars Jedi: Fallen Order, we finally saw how our hero Cal Kestis will play, move and look as he took on the mission of freeing Wookiees that were part of the Resistance. There was plenty of action, platforming, and good old Force powers and lightsaber combat thrown in.
However, what was not apparent was that underneath it all, Star Wars Jedi: Fallen Order has more in common with the likes of Bloodborne and Dark Souls than one would expect. As Director Stig Asmussen put it in an interview with Gamespot, it all revolves around “thoughtful combat.”
“We certainly can’t be as punishing as Bloodborne because I think that we have to be fair to the fans and respect the fans of Star Wars. Those games are awesome, but we have a much wider audience. We love those parts of those games, so we have to figure out a way,” Asmussen said.
“We’re in the process of playtesting right now and thinking about how difficult the system [is]. I can’t really answer that question because it’s still something that like we’re trying. We have something that works and it works for a certain group, but we need to find a final solution,” he added.
With both a Force power bar and a block bar, Star Wars Jedi: Fallen Order encourages offence, with attacks restoring your Force power, and constant pressure can break your enemies’ guard. Of course, that can happen to you as well.
Like a more recent From Software game, Sekiro: Shadows Die Twice, there is also a parrying system in place. As Asmussen puts in, “the parry has a window that is somewhat tight, but I think a lot of people will get it. That’s also how you deflect shots, like blaster shots. If you just hold [the button down] Cal will bounce them in different directions, but you can reflect back to your enemy by hitting [parry].”
During the demo, it also appears that Kestis meditated at something akin to a bonfire, and it was a deliberate choice as a “save point. He goes in and he meditates. And in there you can also access your skill tree.”
When asked about the origins behind making it more action-oriented, Asmussen’s “background is melee action” certainly helped. And “before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration–you know, beyond human–and Metroidvania level design.
And that’s something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there’s something in there that you could see easily see it turning into a Star Wars game.”
The promise of Star Wars Jedi: Fallen Order is clear to see, and for fans of Star Wars, it could be amongst the best games ever to come out of the iconic movie franchise. All we need to do is wait till November 15 to live out our Jedi dreams.
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