"Star wars. Jedi: The fallen order ”is the start of the new series of“ Jedi ”, according to the Universe“ Star Wars ”, which is part of the second canon of the ZV (it is a new canon called“ One ”from Disney). This is the first major plot game in the new canon. Respawn Entertainment studio was developed, for which this was the first experience in creating third -person games (so in a new genre for itself).
The most important universe for me is the Star Wars Universe. I began to study it from 4 years old. And at the moment, I am a Lorovedom in this universe, knowing every paragraph of history. Therefore, I was waiting for the game like no one else. But, unfortunately, for myself, I have a game program (diary), which I follow. Reviews for a foreign audience, reviews and tops for Russian publications – they will not write themselves. Therefore, I got to the game only in 2020, with a little late. The game was held for the third time recently, preparing for the release of the sequel – “Star Wars. Jedi: Survivor ".
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The game turned out to be more or less good. But distorted her notable. She literally hangs on the edge of the cliff, holding it out with all her might, and under it is the abyss of the “middle peasant” and “failure”.
What happened to the game? How designers ruined the project? And why do fans of the ZV Yaro protect the "fallen order"? We will analyze and analyze each component of a video game work.
1. Gameplay
Genre at the game – Action-Dventure. Gameplay mechanics: a frame of climbing on absorbing surfaces, pumping, close -up weapons, character’s ability, puzzles – all this is part of the genre Action-Dventure. But, in addition, the game took the structure of the levela design from the genre Platform -adventure (In the common people they call it – Metroidvania). Namely, temporarily closed areas on an open location, access to which can only be obtained by acquiring special improvements.
As a result, the developers more or less coped with everything. The game came out a classic, basic adventure action movie, without innovations for the genre or unique ideas. At the same time. came out basic star wars. Well, let’s start a constructive analysis of each component of gameplay.
1. Gameplay – 1.1. Complexity
For those who still do not understand, I explain: the difficulties of the assessment is not placed. There is no analysis or nit -picking on my part, on the side of the hardcore. There is a analysis of not only the complexity of the game itself, but also the thoughtfulness (synonym for “difficulties”) her mechanic, and how they interact with each other.
P.S. The game was held only on hardcore (like all games).Kobzarfilms
In terms of difficulty, the game has two serious problems:
What is wrong with intra -game progression? As the game progresses, it is not complicated in any way. On the contrary, it becomes too easy. And here it will not ride the counterargument, they say: “So in the game and conceived, Cal Kestis studies, becomes more experienced and so on”. No. Everything is just the opposite – the developers are trying to make the game more difficult after the second half, but they do not succeed. What we have? They just throw more opponents. But opponents do not get better. This problem goes straight to the artificial intelligence section, where the assessment will be substituted. The game should increase the complexity of not only the number of opponents, but also their artificial intelligence and behavior. So it was in most main games in star wars. If in the first act, with a certain enemy, for example, your tactics were “pushing the enemy”, then at the end of the game, it should become ineffective against this very specific enemy, whose artificial intelligence has adapted and no longer amenable.
This, damn it, was even in 2002, in the same fourth part of the Jedi Knight series, called Outcast. In 2019, not to implement the basic element for the Games on Star Wars is a huge minus. Given the fact that the ranges moved in this direction.
Because of this, the second problem also follows-an imbalance of pumping. Yes, it is working, not bad – but it is simply bored to use it, because no enemy can withstand you, even in the amount of 15 pieces.
1. Gameplay – 1.2. The combat system
The combat system consists of close combat, which goes through a light sword, and the use of Jedi’s power. In the game – a normal combat system. Each technique is useful. And in the game there really are situations where they need to be used.
1. Gameplay – 1.2. Combat system – 1.1.1. Light sword
With the combat system of the light sword everything is in order. There are some individuals who accuse the game of the fact that the sword is in the game as a club, and not as a light sword. Only this claim should not be to the game, but to the new canon, in principle, for a light sword in all works of such.
From the point of view of gameplay – you will not dig up the sword. What we have? We have a cool solution – to give the hero, in the end, the best and universal light sword according to the Laura: a two -clicky, disconnecting light sword. In fact, we have 3 fights of battle:
c) the battle of the “two” swords, but, unfortunately, only in the form of separate 2 abilities/blows, that is, the player does not control this (the benefit will be corrected in the sequel and he will become independent-there will be an opportunity to choose it at will).
As you pump, the hero will open new blows and combinations. There will be an opportunity to throw a sword, separate it during the battle, switch styles, etc.D. There is a sight system that fixes the camera on one specific enemy. In comparison with Sekiro, the combat system, of course, is worse worked out (especially the bosses, we will return further to this), but still the level of good.
Finishing in the game is very beautiful, stylish and peppy. But there is one hard roughness – this is a camera. If you kill the enemy near the wall or in the corner, it can behave catastrophically, which will cause discomfort to the player. The instant killings of opponents are pleasantly made when you jump on them from a height.
Actively in the game you have to use rolls. Many enemies have a stamina scale that needs to be shot down with a parrying.
1. Gameplay – 1.2. Combat system – 1.2.2. Strength
In the "Paul Order" at a good https://non-uk-casinos.co.uk/review/golden-genie/ level, combinations and combinations of power abilities with blows of a light sword are made. Question: Are they used on a regular basis? Yes. Used during the game and are relevant for each opponent. Strength has a scale that is spent, so you need to competently use it.
But in the end, the combat system does not reach the intra -game progression of opponents and a poorly realized battle with the bosses to an excellent level.
1. Gameplay – 1.3. Pumping
The pumping at first glance is impressive by the scope, but in fact it is monotonous and mean. There are 2 types of pumping in the "Paul Order". The first type is plot pumping that is inevitable. The second type – pumping on our choice, by the tree. And now the second type is already divided into 3 branches – pumping strength, pumping a character and pumping a light sword.
Power pumping. The most useful of all. Abilities are simply ineffective in practice: mass impetus, mass slowing and mass attraction. And the fault of it is the Curve of implementation. The developers decided to make them in the form of a long keys holding (simulating power accumulation). But this was the main problem. In the game, it is simply impossible to use them on a regular basis. It’s easier for the player several times to make a regular impetus than to save the powerful, because for these miserable, at first glance, 2-3 seconds – enemies will already have time to run up to you, or they will have time to shoot at you. Only a mass impetus can be somehow applied when enemies do not see you and stand at a cliff, but this is a rare situation.
Passing the character. Everything is cool here. And the slowdown in the time when you evade the enemy, and the automatic reflection of shots during running – both very useful skills.
Pumping a light sword. Everything is fine here too. Useless abilities (and ineffective in practice) only: delayed traction and combo with a delay. They work on one principle, that is, re -press the attack, a couple of seconds after the first blow. In practice-again useless because of long timings.
As a result, not all abilities (and a whole branch) were thought out. Either they did not tied it competently under management, or did not calculate the timing of the animation.
1. Gameplay – 1.4. Lut and research of the world
The study in the game is optional. You can either look for improvements for the character, whether it be a sword, health, strength, etc.D., And you can look for lorne information implemented in the form of notes in the database.
The only reason that you can decide to explore the world is the reward that you are given for this study, namely, pumping glasses..
I took 100 percent every time the game, having explored each planet. In another way with games – I can’t. And if you want to pump absolutely all the tree of abilities (although it is not necessary), then you will have to explore. An alternative option (to kill opponents for tens of hours, for the sake of an insignificant accumulation of glasses) is not a rational option, in terms of waste of time.
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As for the optional study, the game offers containers scattered around the world. They have skins on the poncho, a ship, a droid and a light sword. Castamization of the sword is cool. But the study of the world for the sake of Laura – not everywhere has been done competently, but this is the fault of weak game texts, which we will return later.
There are also rare golden containers in which you can increase the supply of first -aid kits in the game (they are Styms). As a result – monotonous, protracted and there is no good reason to especially explore the world..
But what we have in interaction with this very location? In the game you can run along the walls, climb cables, climb the walls, ride on elevators and platforms, slide along the slopes, push the blocks with force.
Yes, a certain semblance of parkour was brought to the game. By the way about him. You knew how these 5 games changed the game industry? I devoted a separate video for this.
It is also available in my VK group
Enemies are attracted by force, moving mechanisms are frozen by force. Quite a good set. But there is really not enough Jedi jump. There are also points of meditation that are preservations on locations. After preservation, all opponents are revived on locations.
It can be seen that the world is a little limited and too "rude".
1. Gameplay – 1.5. Opponents
The game, in the course of the passage, will demonstrate a fairly large number of opponents. A lot of living creatures, imperials, droids and so on. But there is a huge stone at the bottom … The game is poorly developed in the game of the classification of opponents.
Roughly speaking, we have a “beetle”, “under-penis” and “larger fish”, which will also perform a boss at a certain cache. Therefore, the situation is very controversial and strange. The planet Datomir best coped with the types, as it destroyed the repeating chain and replaced half the beetles with humanoids. The brothers of the night and sisters of the night – fresh air in the game. The problem with the variety is most striking that the bosses on each planet are copies of ordinary mobs, only repainted and more “fat”. Fortunately, opponents differ from each other in attacks, which is a clear plus. Even the same “beetles” differ, and from the point of view of gameplay, they become more difficult.
The highest quality opponents are attack aircraft-hunters and head hunters. Only with them it turns out to fully reveal the combat system. In addition, they are able to resist half the player’s power abilities. All other opponents are the lightest dream that can not do anything to us, even if they demolish at least a little health.
The problem of opponents from the point of view of gameplay is already lies in a disastrous artificial intelligence. They dull, do not interact with each other and so on. This applies to humanoids, not animals.
From the point of view of design – again debatable. If you take old characters, then everything is masterpiece with them. But as for the new ones … there is a beetle, there is a beetle, there is a spider, there is a toad. Breaks with fantasy economy. They are cool in itself, but in one game it becomes stuffy from the fact that on each planet there is almost the same.
Boos. The combat system with bosses is broken. If you wait for a regular blow for parrying, that is, a chance not to have time to react to “red” attacks that cannot be parked or blocking. Some of them are so fast that even with perfect observance of timings, it is impossible to contrast them with something, because Cal animations are simply slower than them. There is also a big problem with the hitboxes.
As for their attacks directly, the bat and the 9th sister are bad bosses. They have the most primitive and uninteresting set of attacks, an undeveloped second stage, and they do not comply with the logic of alternating abilities (the boss should not do the same attack 3-4 times in a row). Second sister – will go. For 4 boss files with her become stuffy, for you know her already by heart and stupidly do not get an impact from the battle. Plus, another problem is that it is the simplest boss and goes away from one time (and this is the final and main boss).
The best boss in the game is Malikos. He has the most worked out and high -quality second stage. The most diverse set of attacks. Unpredictable and every time a different alternation of abilities. And only the parcel system works competently with it.
2. Structure – 2.1 left-line design
Leoel-design … Yeah. What does it consist of? We have an open world, divided into several sections. Each section is a separate planet. The device and filling of the world in the game is created according to the laws of the genre Platform -adventure (or in the common people – metro -vanning). When part of the places is shown in advance, but the path is blocked there. The Levele Design itself is made in the form of intake levels. The game has a map that allows you to navigate in the world. The world is multi -stage, that is, the levels go down and up. The map itself is convenient, clearly conveying orientation in space, multifunctional and pleasant.
But what is the problem of Level-design? The art designers and Level designers killed him-they “tried” all for “glory”. The main problem of Leoel Design is CUBISM. In the game, designers did not bother to competently hide or disguise a landfill from the players. Each location in the game is continuous cubes and parallelepiped. This kills absolutely all immersion and atmosphere. And so on every planet. Each landscape is built in the form of cubes. According to the same scheme. The game even has the same lattice and the same, for all occasions, on all planets by which the character is climbing.
Make invisible walls, make impenetrable bushes. But why do abysses that lead to nowhere everywhere? This idea was mediocre from the very beginning.
As for the structure of the world, it is quite. Datomir is immediately open to us. We can not drive there in the plot and understand that without improving, we can’t go further. But if the player is attentive enough, he will be rewarded for the lost time by one of the best improvements (the second blade on the light sword) much earlier than it would be in linear advancement. All locations come to life again in the second half of the game, when almost everything is pumped out, and you can safely find the world. Given that the game does not make a strong accent on this, it is well made.
2. Structure – 2.2 puzzles
On the puzzles, the game makes a special emphasis, but only to reveal the secrets of the tombs. They are associated with balls. There are still couple with these puzzles, for the solution of which they will give us places with caches. In general, there are few of them for the game, but they are with a good idea. There is one unique puzzle with wires when we are abducted. But, unfortunately, they all solve very quickly. Personally, I will add that they are interesting.
3. Content – 3.1. Plot
The plot in the game is simple like two pennies. As straight as possible and without subsidies. We have a completely competent, high -quality beginning and tie, a very weak, monotonous, tightened second act and a good third act.
Cal Kestis, a former Jedi Padan, who survived the cleaning of the Jedi, tries to live an ordinary life, but because of a series of circumstances, the empire recognizes his true personality. After that, the hunt begins for him. He is saved by a smuggler with a former Jedi and offers him to save the Jedi Order, finding a holocron, in which there is a list of children sensitive to strength.
Our task is to scour the tombs in search of a key from a storage. But the game artificially stretches the plot, chasing us in a circle. Due to the lack of parallel stories, the game becomes the content and narrative of the faded. The only good normal thing is the secondary storyline of the character of Taron Malikos. He was revealed well, and he gives a second wind of history. The plot frame itself is not bad, but it is not worked out.
3. Content – 3.2. Characters
Protagonist. Cal Kestis passes the arch of himself, the adoption of the past and overcoming guilt of guilt. A pleasant character. There is good chemistry with secondary characters. But there is not enough development of character, ethical, moral and psychological aspects.
Antagonist. What can be praised for. The second sister is the most designed and prescribed inquisitor in the history of the ZV (if only about the new canon, the old canon is much cooler than the characters). She and Cal Kestis have a moral conflict and the confrontation of moral positions. But again – not everything is brought to mind at the scenario level. Namely, too small timing and a small number of relationships with a protagonist.
Side heroes. They are good. Sister Merin, Malikos and Wader – gold in the game. Our team turned out to be quite alive, with the present chemistry between them. Minus only is a character of Cere, who is incredibly faded, template and inexpressive in terms of relationships with other characters.