We face the analysis of Star Wars Jedi Fallen Order with "a new hope". Respawn offers us the return of the saga with a third-person adventure for a single player, focused on the skills of a Jedi knight and set after Revenge of the Sith.
Respawn Entertainment (Vince Zampella's studio) has repeatedly shown us his talent. They are the creators of Titanfall, Titanfall 2 and Apex Legends, but are they able to take on a project of these dimensions? A Star Wars game focused on story mode and single player? We make you a small spoiler: of course it is. What they have done, in short, is to fulfill the fantasy of any fan of the saga; a title that is outstanding on its own merits – not just for the setting – and that is also faithful to the original material (with a new story).RELATED
To get a game of the caliber of Star Wars Jedi Fallen Order, he has joined the crew Stig Asmussen, the director of God of War III for PS3. And his work can be seen in many aspects. In the rhythm of the confrontations, the exploration, the cinematographic moments … and the fidelity to the universe created by George Lucas. Without detracting from titles like Star Wars Battlefront II (which I personally consider as a great "shooter", with a campaign, multiplayer, cooperative mode and a technical section that is still spectacular today) we have the impression that Fallen Order is the game we deserved .
Get on our ship, the Mantis, and join us on an exciting journey, starting with an argument "that surrounds us, penetrates us and holds the galaxy together."
A long time ago, in a galaxy far away
The story that backs Star Wars Jedi Fallen Order is canon. This is; From now on it is part of the official chronology, as are the films or series The Mandalorian, Clone Wars or Star Wars Rebels. Precisely because of that, it seemed somewhat artificial to us. The game fits between Episode III and Rogue One, trying to shed a little more information about the Jedi, the 66th order and the ways of the Force. As you probably guessed, this forces him to be "corseted" so as not to alter what we saw in the cinema.
In fact, references to known characters are not very numerous. As already revealed, inquisitors appear (as in Rebels), Saw Gerrera is recovered – the character played by Forest Whitaker in Rogue One – and a few well-known gentlemen are mentioned. In addition to visiting one of the locations of Ep. III. But we already know that in video games what worked best was to separate from known history, as in KOTOR. In this case, without getting so far from the Skywalker saga, the truth is that we enjoy a story that is pure Star Wars.
The influence of God of War in Star Wars Jedi Fallen Order
We had never heard of the Mantis, Cere Junda or Greez Dritus, but they feel like a crew and their personality is evident after a couple of sequences. Special mention should be made of the droid BD-1, which is one of the great discoveries of the game. It has a key role in the story, implies changes in the gameplay and also participates in the funniest sequences with our protagonist, Cal Kestis.
Yes, for the end we leave our Jedi apprentice. He is an interesting character, which we will learn more as we play (both "regular" levels and flashbacks). As Palpatine said "we will continue his career with great interest". Stay with the fact that history does not diminish compared to other works in the saga, but of course, it is not The Empire Strikes Back.
A design prodigy
Jedi Fallen Order may not invent anything, and yet we have not enjoyed many games with such fine-tuned level design in a very long time. In front of us a perfect balance unfolds (eye, that this word cannot be taken lightly) between exploration, fighting, leveling up … that has been achieved by combining different styles of play. It is as if Respawn had come up with the master recipe, with elements of Uncharted, Metroid and Dark Souls so that the Cal Kestis adventure had a unique flavor, which conquered the whole world.
Build your own lightsaber with this kit
Throughout the game we visit 7 different planets (of which, only Kashyyyk, the planet of origin of the wookies, has appeared in the movies). Some of these worlds have a plot incidence, and we can only visit them at a certain time, but the core of the game is formed by four levels: Bogano, Zeffo, Kashyyyk and Dathomir, on which we can return. The structure of these scenarios is built as in the Dark Souls saga.
This means, first of all, that they are twisted scenarios, full of alternative paths, and in which we have to open shortcuts. In Jedi Fallen Order we do not have fires to save the game, recover energy and make enemies reappear … but we do have meditation points, which have the same function (and also allow us to improve our skills). When a Jedi dies, his body disappears, so if we want to recover the experience that an enemy has taken from us, what we have to do is find him again (he is marked by a glow) and hit him.
An element that the Padawan youth are sure to appreciate is that we can consult the map at any time (it is inserted in the memory of our BD-1 android) and that it indicates which paths we can travel, and which are blocked because we lack a skill. And this is where we find the second of the pillars that make up the design of scenarios. As if it were Metroid, Force skills, pieces of equipment (such as the underwater respirator or special gloves) and BD-1 modifications open new paths that were blocked at the beginning of the game.
This gives us the possibility to return on our steps to get more objects. But do not think that, having several planets we will feel lost. Jedi Fallen Order allows us freedom of exploration, but it always keeps us informed about what our next move should be.
And speaking of movements, navigating the stages has a lot of Uncharted or the Tomb Raider trilogy. In fact, the whole system of "plataformeo" is very familiar: the use of ropes, climbing walls and cornices, slipping on slopes of mud and ice … in this case, the skills of the Force, such as the double jump, pushing objects at distances or "freezing" temporarily the machines add an additional layer to the navigation through the scenarios. Nathan Drake and Lara Croft would also be proud of the way Cal Kestis faces the puzzles.
While it is true that they are not very numerous, we have encountered a couple of puzzles in the game that require our ingenuity and skill, and were perfectly integrated into the environment. They got that sense of discovery that we had when we saw Luke train at Dagobah in The Empire Strikes Back or when Rey was traveling the paths of the Force in Ahch-To, in Star Wars The Last Jedi.
For the end, we leave some "cinematic" moments that cannot be missed in a game of the genre. Nothing accelerates the pulse like a chase, the appearance of a giant creature by surprise or an escape in extremis, while everything falls apart around us. You can count on that they are also in the game, without abusing, next to the final enemies and "special" moments like the sequence of the AT-AT that was shown in the announcement of the game during the past E3. In general, Fallen Order has an ascending rhythm, which manages to keep us glued to the screen … until it is finished (between 6 and 10 hours, according to our ability).
The sword of light, a noble weapon for more civilized times
The combat system is a fundamental part of the Respawn game, and perhaps one of the most complex to achieve. On the one hand, the lightsaber in the hands of a Jedi knight (not you, Finn) is a devastating weapon, capable of crossing any surface, stopping – and returning – firing and cutting limbs of monsters and humans. If we take into account that we also have at our disposal the powers of the Force, the result is that we are too powerful for any enemy that comes before us (more or less what happened in the two installments of Star Wars The power of Force). That is why we have opted for a combat style very similar to Sekiro Shadows Die Twice, which makes things a bit more difficult.
We refresh your memory; In Sekiro, the fight is based on ending the "posture" of our enemy to be vulnerable (either by repeated attacks or by stopping his at the right time). Well, this system works the same in Jedi Fallen Order. Assault guards and beasts cannot stop our attacks, of course, but as soon as we raise the level a bit: the scout trooper, purge trooper and other enemies that we are not going to unveil to avoid the spoilers, they are able to stop our sword.
With them we have to make parries at the right time and dodge, with which to increase our Force meter and make them vulnerable. When we have taken enough life, as in Sekiro, we can execute final movements to end them. (These do include dismemberments with droids and monsters).
As for the final enemies (and the unique beasts that appear scattered across the planets), the truth is that it is another aspect in which the Fallen Order has fallen short. The Star Wars galaxy is rich in creatures and the ranks of the Empire have high-ranking troops … and yet they have seemed a bit "wasted." Among all, we rescue the role of the Second Sister (the inquisitor who acts as the main antagonist of Cal Kestis and who besides being a tough enemy, has an interesting background).
You must go to the planet Dagobah, if you are to learn the ways of the Force
After all, Star Wars Jedi Fallen Order is the story of how Cal Kestis becomes a Jedi knight and therefore the "learning" system is one of the key points. Not only is it linked to our progress in the game – remember that there are areas that are only accessible when we learn some skill – but also influences the most basic actions: our way of fighting, of moving around the stages …
Progress is broken down into different branches. On the one hand, we have a skill tree that is unlocked with points (Cal does not raise levels) and that grant us new attacks, higher levels of Strength or more energy. These are the actions directly linked to our experience, and on which our progress does not depend. To these, we must add Jedi powers that are revealed in a plot (when they reach a certain point in the game, have a vision or defeat an enemy) and that they open new paths. They work just like the improvements added to BD-1, such as overloading circuits or hacking switches, and accessories such as climbing gloves.
We can also find stimulants that increase our chances of healing (much like Sekiro's pumpkin) and collectibles that increase our energy and Strength bar. In addition to an improvement for the lightsaber that affects our way of fighting.
Precisely the lightsaber offers us enormous customization possibilities. We can go to a workbench to change the color, the emitter, handle, material and switch … although it only has a cosmetic effect. The same as the change of clothing for Cal and the colors of BD-1 and the Mantis ship. These cosmetic options, which are unlocked found the hidden chests all over the map, are also not a great incentive to explore.
It is not as abject as laser weapons
The technical section of Star Wars Jedi Fallen Order is irregular. We have played it in PS4 PRO (it gives us resolution or performance options, at 1080p but with a more stable frame rate) but in both cases we have encountered problems. The first one is in the game's own models, which lack detail. Respawn has opted for the use of the Unreal engine (instead of Frostbite, which is used in the rest of EA productions) and the truth is that the result has been below expected. Textures slack and some scenarios seem empty. We have also found slowdowns and quite long load times.
But on the bright side, we must highlight the combat animations. Star Wars JFO is the game that has best captured the use of the lightsaber … as we saw in Episode III Revenge of the Sith. That is, they are fast and spectacular choreographies that look great on screen. On the other hand, we also applaud the sound section. In addition to recovering three songs composed by John Williams for the cinema (we don't tell you what they are for not revealing too much). Variations have been introduced that fit perfectly with the tone of the saga.
And besides, the game is well dubbed into Spanish (although some generic Kestis phrases do not fit the situation). In short, it is a remarkable technical section. But if we put it "in context" compared to other elements of the game – such as design or combat system – it becomes one of its weaknesses. As for the artistic line, respect for the saga created by George Lucas is impeccable; The new locations, machines and creatures fit perfectly into this universe.
It has been worth waiting all this time to enjoy Jedi Fallen Order. The premise that Respawn left us (a story-centered adventure for a player, without online mode) almost returned us to the times of Star Wars KOTOR or the Dark Forces saga "before these dark times, before the Empire." Best of all, it's not that it's true to the saga – that's the easy part – or that it adds more wealth to the expanded universe. Actually, what we liked the most is its development, as a videogame, capable of catching anyone looking for a good adventure.
The combination of Dark Souls type scenarios, Uncharted navigation, some fighting as in Sekiro … with an impeccable atmosphere and great soundtrack result in a brilliant game, which has only stumbled due to its short duration and a visual section that It is not up to other current games.