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Star Wars: Jedi Survivor does everything that a sequel should do: it improves upon every aspect compared to its predecessor. At its release, one could argue that the Jedi franchise represents the best offering from the Star Wars universe in video games.

Jedi Survivor closely resembles Jedi Fallen Order in terms of gameplay. It retains some influences from the Souls series in its combat mechanics. Generally, I would say that Jedi Survivor is easier than Fallen Order, but, like its predecessor, it still offers challenging battles that may require multiple attempts to conquer.

In combat, a strategic approach is essential. You can't simply attack relentlessly; knowing when to defend is crucial. To be a true Jedi, one must maintain emotional control. Impulsiveness is a trait of the Sith, and you are not one of them.

One notable improvement in Jedi Survivor is the placement of respawn points. As someone not particularly fond of Soulslike games, I dislike repetitive gameplays. Now, the checkpoints are thoughtfully positioned, reducing the need for repetitive actions. Additionally, the game allows players to revisit certain sections of the map to face the same enemies and challenges if desired.

The level designs surpass what we saw in Jedi Fallen Order, although they are not perfect yet. Similar to the previous game, these are small open worlds that you can explore with the appropriate abilities. To be fair, they could use some enhancements, but I appreciate the direction they're taking.

The standout feature of the game is undoubtedly the story. It's a canonical narrative within the Star Wars universe and features intriguing characters. The developers have done an excellent job, and I won't reveal any spoilers, but you'll be surprised by the plot twists.

I've heard that many players experienced significant performance issues, but when I played the game shortly after its release, I didn't encounter any major problems. In my opinion, it's a more polished game than Fallen Order, which I played years after its release and encountered numerous issues.

Star Wars: Jedi Survivor ranks among my top 5 favorite games of 2023 so far. As a Star Wars fan, I couldn't have asked for a better experience. I highly recommend it to anyone, even if you're not a Star Wars enthusiast.

Uma sequencia perfeita e um dos melhores jogos q eu ja joguei
Tudo é melhor em relação ao anterior apesar de isso ser obrigação, mas não é só melhor como adiciona diversos novos elementos na gameplay, tira a linearidade e adiciona um mundo semi aberto
Isso da uma aula pra Disney sobre tudo de Star Wars como uma historia incrivel com personagens incríveis e um desfecho q pode mudar muito a lore pro futuro da franquia
Pra mim se posso colocar um defeito é sobre a perfomance de Kobah q mesmo hj ainda da umas pequenas quedas mas sendo sincero foram bem poucos e não considero um defeito
Jogaço q recomendo a todos q gostem de Star Wars ou até quem não gosta, só joga logo agora q ta no Gamepass.

This review contains spoilers

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My Fallen Order review if you want more context.

Star Wars Jedi: Survivor. The next installment in Respawn’s Star Wars franchise. Oooh baby. Lots of thoughts on this one. So it’s no secret that Fallen Order took a lot of cues from a ton of other memorable games, included but not limited to; Uncharted, Dark Souls, Sekiro, and at times—some of the older God of War games. Survivor definitely continues that trend! But I’ll address those issues when I come across them, so I digress. Survivor is a sequel that improves upon every system in the original—one of those sequels that is undoubtedly better than the original in almost every way, one of those sequels that you can look at and say… “Now this, is a fucking sequel”. You know, something akin to Batman: Arkham City, BioShock 2, or even God of War: Ragnarok. It’s one of those. Respawn are entering their element here, and it’s very obvious—with how many additions and improvements they’ve made across the board. But you might think… why am I only giving it 3.5 stars (which is still a really good/positive score) based on the amount of praise I just spewed out? Well, besides some of the issues I have with the game’s story, exploration, and combat, it’s also a bug-ridden mess. 7+ months after its release. So before I dive into its main aspects, I need to get the technicalities out of the way.

Deep breath. Frame rate issues, broken reflections, grainy movement animations, mounts disappearing/bugging out, clipping, textures not loading in at every possible moment, pop-in, characters T-posing like it’s fucking Fortnite, egregiously bad ghosting, finishers not working correctly—with Cal literally swinging at thin air while enemies are floating in the sky, the camera freaking out whenever you do something slightly unconventional… or dying—speaking of dying! Dying animations do not work. And more… crashes, softlocks, it’s all here! All the issues! I usually wouldn’t deduct this many points because of technical issues, because they’ll most likely get patched… eventually, but in this very specific case, the developers have clearly abandoned the game and it will never get fixed unless they decide to do it before they release the third one. But then again, they never did that with Fallen Order so it’s safe to assume they won’t with this one either. And I get it! These aren’t game breaking bugs, it’s not like I had to restart my game hundreds of times, it’s nowhere near that bad—but that’s also not justification for it being so… ugly, to look at. In a game that is built around immersing you in a universe this inherently special with all of its planets, creatures, lore—it sure likes taking you out of it every chance it gets. I don’t think I was ever immersed for more than 20 consecutive minutes before it reminded me of how disastrous the launch of this game was. And that is plainly unacceptable, I hear it’s even worse on PC—even after all the updates! Oh, and I have to share this because I found it really funny. So the natural assumption behind this game’s development issues would be that EA forced Respawn to release the game early, right? See, I thought that too! But no, it was actually Respawn’s choice, EA even offered them extra time but the lead game director—Stig Asmussen—declined and settled on a six week delay to not compete with other upcoming games like Tears of the Kingdom, and because… he apparently thought six weeks was enough time to get it up to par… well, it fucking wasn’t Stig, was it? I don’t know how someone play tests Survivor on PC/PS5 before launch and thinks “Yeah… this is good”, like no! It’s unmistakably shit. On one hand, I understand why he decided to do it, it’s either; release it near TotK and risk underselling, or push it out early to get all that sweet-sweet money and take a hit to your playerbase’s goodwill. And he chose the latter. This shouldn’t be okay, and I for one will not be buying their next game on launch, since they don’t deserve my money for constantly half-assing optimization just so they can “fix it” later; I will patiently wait for a big sale when the third game comes out. Okay, so now that those issues are out of the way… the actual game.

The Order’s gone, it’s time to leave it behind.

From the very first frame, this… looks different… feels different. Darker. More dramatic... more personal. The skies of an imperialized Coruscant—submerged in an overpowering orange hue—not unfamiliar, placing us in a new age yet again. This bright orange sky is shown across all the covers and promotional material, I don’t think it’s a coincidence that it looks eerily similar to the skies in Revenge of the Sith, clearly showing some resemblance between events and character transformations. The Empire is in their prime. The Jedi Temple, a symbol of peace and hope—now corrupted into a bastion of tyranny and malevolence. Cal Kestis. A prisoner—more metaphorical in Fallen Order, now very literal (or so it seems). He’s changed, grown—five years will do that to you. The days of the immature, inexperienced boy-scout are over; he’s now a fully fledged Jedi Knight—careless, overly confident, and to put it plainly… a bit of a fucking badass? A stark contrast to his former self, and I bring this up because I really want to emphasize how much of a better character he is here, in every facet of the word. You can see the visible differences in demeanour; how he walks, how he speaks, how he presents himself. No longer is he the insecure boy who’s uncertain of his abilities, following other people into battles—he’s become the leader, continuing the fight against The Empire under overwhelming odds. When I finished the game, I didn’t particularly love what they did with his character, but upon thinking about it a lot more, and connecting the dots between story beats and how his arc is influenced by them… Oh yeah, this is an exceptionally well-woven tale about loneliness, the all-consuming darkness within, and perseverance during what is considered the bleakest point in Star Wars history. It’s a really hard thing to take this inherently grand and expansive universe about big glowing swords, and ground it in such a humanistic way while never losing what made it special in the first place: heart. And I don’t think we’ve gotten anything quite like it since Return of the Jedi—or you could even argue more recently, with Clone Wars S7. What other lightsaber-themed Star Wars projects have been this human, while still being good? I’m struggling to think of any, because it’s relatively unprecedented. And I love that Survivor managed to achieve something so intrinsic and special to the Star Wars franchise—while current Star Wars (in movie and TV form) lag behind in that regard. It’s a substantial accomplishment in and of itself.

Just trying to survive.

Aren’t we all?

In typical Respawn fashion, this opening hour is impeccably crafted; showcasing spectacle (through Coruscant’s striking and delightfully-dystopian atmosphere), characters, story—and managing to build up and link all its surrounding pieces perfectly. We see the world, and how it’s changed within these short five years. And we see the people—both new and old, and how they’ve changed within these short five years. A nightmare, and desperate—respectively. The underbelly of Coruscant has never been a kind place, but in these trying times, it’s gotten even more deplorable. There’s a strong presence of propaganda plastered all over the city; from billboards detailing Cal as a terrorist, to recordings of Senator Daho Sejan talking about rebels “threatening” homes and jeopardizing The Empire’s success. Their ruthlessness has only escalated. Citizens being forced to leave their shops and homes, and getting beat to the ground because of innocent curiosity. Not only that, but the overall quantity of Stormtroopers has increased. This links in with combat (but I’ll talk about that when I get to it). And this is because we’re further in The Empire’s rule, they have more resources—more people willing to serve them; Cal addresses this later on in the story when he talks about all his endeavours and how he hasn’t made a dent in The Empire’s mission to colonize other planets, which further propels his negative feelings of anger and frustration. He loses so many people… while not accomplishing anything in return. One of the new characters we meet is Bode. He’s a “rebel” fighter, in it for his daughter—but hey, credits never hurt. The Empire took his wife—his daughter’s mom from him; leaving a husband a widower… and a daughter a half-orphan. They continue to take “more every day”. Cal unknowingly assumes he means other people’s loved ones—not quite… Bode is referring to himself—losing himself to the dark side each and every day, battling his own demons, under the guise of doing it for Kata (his daughter). This proves that no matter how long you survive The Empire… they kill you eventually. Physically and/or mentally. This perfectly sets up Survivor's tone, both through the story and gameplay departments. I was amazed at how well it captured the feeling of pure hopelessness. We’re constantly at a disadvantage due to The Empire’s sheer numbers, and this never lets up throughout the entire game. Survivor wants you to be overwhelmed, it wants you to feel the pressure that Cal himself is feeling every day of his life. And the way in which it places you in his shoes is expertly constructed and deserves more praise. But I’ll move on to the actual story now! The reason Cal is on Coruscant is because he needs important information out of the Senator, so he’s staged his “capture” as a way to get closer to him. And a little side note: The whole “prisoner” thing doesn’t make any sense after you know the twist. Why were Cal’s friends giving him weird looks on the ship when there was no one else there? What about the punch? The comments about propaganda? All of these things are clearly for dramatic effect, but retrospectively—they make no sense. After being brought to the Senator, we get a little glimpse at Cal’s state of mind. The Senator asks where the rest of the Jedi are, Cal responds with “It’s just me” in a way that shook me to my very core. Cameron Monoghan’s performance here (and in the rest of the game) is breathtaking, you can hear the deep sorrow in his voice—the pain of his loneliness and loss. The voice of someone so desperate to find his place in the galaxy, his people—masked by arrogance, under the facade of confidence (and yeah, I genuinely believe he’s arrogant, at least partially—since he’s shown to judge people for living a quiet life outside of conflict). His master. Cere, Greez, Merrin. His comrades. All gone. Why does he continue to fight? If being alone is all that comes from it? He’s desperately trying to hold on to the idea that all of his struggles will result in something positive for the galaxy, but that isn’t true… he knows that he hasn’t contributed much of anything throughout the last five years, and deep down… he knows that there’s no point in continuing the fight. And I think there’s a high chance of this being his arc throughout the next game. The idea that it’s okay not to continue the fight, it’s okay to not think of other people all the time… it’s okay to prioritize yourself and your happiness. He’s not obligated to fight just because he can. And I think that’s beautiful. This is exemplified even more when The Ninth Sister shows up and kills all of his new friends, he becomes enraged—very clearly tapping into the dark side. He ignores Bode and chases after her, with the intention of revenge—despite being able to run away. This is something the Jedi aren’t supposed to do. They’re not supposed to give in to their negative feelings and pursue revenge. And this moment was when it finally clicked for me. This is when I understood what his journey would be throughout the game… that he’ll face the dark side. Which… surprisingly hearkens back to Fallen Order when Cere said: “Every Jedi faces the dark side”. It’s a natural evolution of his character, he’s at the point now where he needs to overcome his feelings—or even embrace them. It’s an interesting topic to talk about, because when I think of the Jedi Order’s values; abstaining from emotion and companionship, only using the force for knowledge and defense, amongst plenty of other things. Cal spits in the face of all of these teachings. He’s shown to feel every possible emotion there is, and he’s not shy about sharing them with people—both positively and negatively. He pursues Merrin romantically, he knows that he wants companionship and willingly embraces that. He definitely uses the force for more than defense—in fact, he uses it in a demeaning manner multiple times… (as he should in those specific circumstances). Point is, he’s barely a Jedi. He doesn’t follow principles, at all. And this links in with a really interesting question which is… why should he? The Order is gone. Why should he uphold arbitrary values that no longer serve anyone—or himself? This is reinforced through countless scenes in the game—but especially through the scene(s) when he has the opportunity to not kill someone, yet does it anyway because keeping them alive is a risk that he’s not willing to take—which genuinely reminded me of TCW Anakin at times… It’s insanely cool to me how much of a 180° Cal took as a character. He has such a deeper and more distinct personality, and some genuine grit now. He’s actually… likeable? He’s a… good fucking character. I actually enjoy playing as him! It’s the bare minimum—honestly, but I never felt that way in Fallen Order. I never cared about him that much, and I love that I’m now looking forward to his next cutscene or moment, it’s a breath of fresh air. Going back to Cal’s use of the dark side. I noticed a good bit of symbolic storytelling when Cal jumped onto a Purge Trooper’s ship and used the force to steer it closer to the ground. That is literally The Second Sister’s move… she used that against The Mantis in the first game. And I might be looking too deep into this, it might not even be intentional; but it’s a look at an affinity between the two. Not only does it show his progress with the force, but also that he’s driving closer and closer to that dark path, utilizing techniques that he saw an Inquisitor use (it’s reminiscent of Ezra, Anakin, even Rey—sort of). I love this so much, it compliments his character in a subtle yet noticeable way, and effectively conveys his past, present, and future all in one moment. And this leads me into the first boss battle of the game (which is pretty spectacular in quite a few ways).

Now, the boss fights are still not anything mechanically mind-blowing. They’re mostly the same as in the first game—slightly better, but only because it feels like there’s more of them, and because they’re thematically deeper. And I’m thankful that the game doesn’t force me to repeat one of them four separate times! Usually only two or three, which is still better than Fallen Order! They’re also spread out in an even manner, which makes them feel like a natural part of the gameplay loop as opposed to something that happens on occasion for very specific or grand moments. And I kinda like that? A lot actually. I know most people don’t, as it results in the boss fights feeling less “special”, or like they’re glorified enemies—and while that certainly can be true, I honestly take no issue with it. It’s important to note that The Ninth Sister’s fight serves as a tutorial (which further reinforces Cal’s power level) but also that it’s more about the thematics as opposed to the fight itself. It’s not a challenging one, even on the hardest difficulty (which is what I played this entire game on). Her moves are telegraphed well, as always, but the thing that stood out the most to me was the ending of the fight. It’s a look at an Inquisitor that can’t help herself, Cal—while cold and still in his movements—very blatantly gives her a chance to surrender and walk away, whereas Masana (her name, as revealed by Cal) is pacing back and forth, grunting… feeling instead of thinking. It’s impulse vs thought. And I thought that was a simple yet… elegant way to showcase the differences between the two—and how that bridge might close as the game progresses. It’s not unexpected that she charges forward and Cal is forced to strike her down, resulting in a… decapitation… as music swells over the scene with a sinister undertone, hinting at a potentially darker future for Cal. It’s moments like these that make me appreciate Survivor that much more. And this pretty much marks the end of our time on Coruscant (until later on in the game when you can come back). And like I said, this opening section is in-tune with Fallen Order because of how phenomenally well crafted it is for all the reasons I just went over—but unlike Fallen Order, more than a few moments actually manage to live up to it. The result of escaping is taking some major damage to The Mantis, which leads us to the Koboh system—coincidentally where Greez is located… but only after Cal watches a recording of him and his old crew. Keep in mind, Cal just watched four of his friends die right in front of him, going to Koboh is a desperate call for help—he needs his friends back—his family back. He feels alone in a way that is almost deafening—in a way only his family can lessen—but I’m getting too ahead of myself, so let's dial it back to the planet itself.

Koboh. Oh man… I have so many mixed feelings, it’s not even funny. Koboh is an interesting one. It’s a very interesting planet. I don’t mean interesting in the way of its contents—although that too! I mean interesting with how much of a center-player it is. This is the part where they really broke off from Fallen Order’s style; in which they had four fully explorable planets—each around the same size—if not varying to slight degrees. But here? The only planets similar to those are Koboh and Jedha, the rest are all glorified story levels. And when I say it’s a center-player, I’m talking about how everything revolves around this one planet; the characters all reside inside of it (eventually), it’s bound to the story very closely, all of the puzzles and most of the ”side content” is also located here. It’s basically a hub of sorts, the place that you return to after every mission to talk to NPC’s, purchase items, upgrade your garden, etc. And I’m a bit bummed about that? It makes the game lose some of those nostalgic planet-hopping/space adventure vibes. Not that you can’t still do that… but it never feels like I’m going on this grand-expansive journey spanning a wide array of cultures and environments, like the first game did. If anything, it’s pretty streamlined. And I have a feeling many people will say… “But Koboh has so much variety! There’s practically four planets within itself”, and while I can understand that point—it doesn’t at all change what I just said. In fact, that actually adds to my next point. Yes, Koboh has a lot of variety. The environments range from desolate rocky plains, to densely vegetated jungles, groggy swamps, sleek imperial/separatist bases, deep dark caves filled with monsters of many kinds, and much more. But it’s almost… too much? It’s almost like having all of these wildly different biomes integrated into one planet makes it lack a real identity, which is something I can’t say at all about any of the planets in the previous game. And that is the real crux of Koboh. The exploration within isn’t not fun, because it fairly is, but I can’t help but sigh whenever the game forces me to come back to it. Not to mention—with its open world-ly size, exploration can often become stale due to the amount of random junk you have to collect. There’s 30 seeds in each mini-section! Plus 10+ treasure! And 10 chests! And then also 10 databanks! And if you’re an idiot like me who didn’t find out about the map upgrades you can find in the world until late post-game, then you’ll just be mindlessly running around looking for sparkles on the ground (signifying loot). In my defense though, the game never told me about those upgrades… so, fuck you game. And to add onto the point of Koboh being a weak planet, it’s a bit boring—visually I mean. This might just be my unwarranted hate for barren environments speaking, but god! So many rocks, and cliffs, and dirt, and whatever the fuck! It’s not interesting, I don’t want to look at it. It’s not visually compelling. I feel like Anakin in Attack of the Clones when he was talking about sand, except in my case it’s dirt! It’s fucking everywhere. Koboh is along the lines of being my least favourite “full-sized” planet in the Star Wars Jedi franchise; beating out Dathomir by quite a lot, but it doesn’t have the sauce! It really doesn’t. I might be completely alone in saying this, because I’ve seen literally nobody else bring it up. My issue with the lack of “space adventure” vibes is one of Survivor’s biggest flaws. I want to make that clear since this took a really negative turn. I still really like the game! I’m merely describing one of my least favourite aspects of it. This issue is exacerbated by every planet in the game. Coruscant is great—for what it is, but it’s still a small, glorified story level (including some lower and higher levels would’ve been a great way to make it bigger). The Shattered Moon Base is—again, a linear story level. Nova Garon—another story level! Tanalorr—doesn’t count, it’s literally a straight line towards the final boss of the game. So in conclusion, it’s only Koboh and Jedha here. Koboh—as I’ve mentioned, I don’t really like. Jedha on the other hand is a fantastic planet, but that’s it! I only like one planet in Survivor. So it definitely suffers from a plain selection. All of this is a weak link to an otherwise fantastic game. Fast travel has been added though, and that makes getting around Koboh (and every location) more convenient, which is a huge time-saver.

So, naturally, the first thing I noticed was the upgrade in visuals! More specifically, Cal. Holy. Fucking. Shit. His model looks infinitely better than it did in Fallen Order. Infinitely. It’s not even close. I don’t think I’ll ever be able to go back, I really don’t. He looks like a real person now—as opposed to the borderline constipated NPC that he once was. In Fallen Order I could never get behind how his face moved—or his expressions… but now I buy it, all of it. You can see each individual strand of hair on his head, his slight eye twitches—complimented by that beautiful bright blue color (this seems to be controversial since they apparently change on a whim), it’s more believable. He looked very cartoon-y in Fallen Order in a way that I don’t think was ever intentional? It was uncanny. The visuals in general have improved a shit ton; textures, lighting, environments, density, foliage, particle effects, etc. As they obviously should given the timeframe between this game and Fallen Order; which even at the time of its release looked outdated in a way that most games released that year didn’t. Whereas here, I can confidently say it’s amongst some of the most gorgeous games of the year, and we’ve had some real stunners. It’s lost some of that “unreal look” to it, where a lot of the assets looked like they were placed haphazardly in the world—like you could literally see where they dragged and dropped certain pipes, or walls, or whatever. It was a really hard thing to ignore if you looked closely enough, and I can’t understate how happy I was to see that it lost all of that ugliness and actually felt like a real game, and not a failed attempt at a tech demo. But, with it came a downside. I’m certain there was somewhat of an expectation to make the game more cinematic—following its story and what they wanted to convey within it. The result of that is a 30FPS cap on cutscenes with an aspect ratio change. I’m not sure I like this. There are moments when it looks okay—and is able to be aesthetically appealing—while being immersive, and I imagine it works even better when you’re playing it in fidelity mode. But I wasn’t. So going from 60FPS to 30 in a millisecond was jarring, and at times didn’t even look like 30? I don’t know if it was my game acting up… as I’m sure that’s likely given its fucking state. Not to even mention how any time it transitioned from cutscene to gameplay had my Cal floating above ground? Only returning to normal after a few seconds or when I started to move… So it’s safe to say the intended effect of immersiveness wasn’t conveyed very well, and the opposite was actually a lot more common! Such a shame. I—and a lot of people, probably, would’ve appreciated an option to keep the game at 60FPS at all times, alongside removing the black bars—although that one isn’t necessary, like at all—it’s whatever. Would’ve been nice to have the option though. And since I won’t get another chance to mention this, I have to say it now. I noticed an annoying design flaw. Whenever you’re at a shop and decide to preview an item, it’s in hologram form. Which means that you can’t accurately see the item that you want to purchase—which is, you know, the very point of a preview? Just something I found a little strange, and I’m not entirely sure how that’s something that you get wrong… But speaking of things that are wrong! (this is heavily exaggerated… I was really desperate for a segue).

My thoughts on the combat in the previous game was that; it was a fairly fun and engaging—albeit janky—system that didn’t have much depth, was mostly focused on parrying/defense with no combos, which often left it feeling repetitive and boring, but that it ultimately managed to retain its fun factor due to excellent enemy placement. Oh and let's not forget its biggest downfall: the force meter. I felt like it alienated both sides of the combat system, since it drained upon using the force and also heavy lightsaber attacks. This made it impossible to use both (since the meter was so limited), and so you had to pick and choose which one was more important to you (I respect if you like this, I did not). So coming back to this game. Almost every problem I had with Fallen Order’s combat system has been completely resolved, although unfortunately—due to them adding a bunch of new things—they’ve made new problems. So yeah, while everything feels more responsive… and generally better, while there’s more variety, while there’s more stances and more force attacks, and while you don’t lose any of your previous abilities when starting Survivor (I’m so fucking thankful for this, what a bafflingly genius idea); Survivor’s rebuttal is, doing little to nothing with that variety, doing little to nothing with those new stances, and doing little to nothing with those new force attacks. It adds so much, yet so little. But, let’s break all of these things down a little more. So, in terms of variety. Survivor has five stances; single, double, dual wield, blaster, and crossguard—previously only having single and double. Survivor has a bunch of new force attacks; push, pull, lift, slam, confuse, and slow (relegated to a special attack now, as opposed to a regular one)—previously only having push, pull, and slow. There’s even perks now, emphasizing the player to customize their own build. And not to forget all of the attacks and abilities within those categories—thanks to the multiple, massive-sprawling skill trees. And oh boy is there a lot of upgrades in that fucking tree… but therein lies the problem. There’s a lot of one-off moves. You can get all of these abilities, but have no way of linking them together—of using them in tandem with each other to create unique and interesting combos. And so it results in the combat loop feeling extremely simple and surface level. There's no room for any creativity or a sense of freedom—it never feels like the player is unique in their playstyle, besides the two chosen stances—which let’s be honest… makes close to zero difference in how you actually play the game. My personal way of fixing this issue would be to give the player a weapon wheel (or using a combination of buttons for a quicker way) to select any stance they want at any given moment—not only that, but also allowing them to link stances together. Make it so the player can transition from one to another via a button press, which could further link into dynamic combos and a wider array of moves. Respawn could even design enemy variety around this mechanic—having certain enemies be impenetrable to specific stances, giving combat that extra layer of depth, which would make the player think a lot more, but then again—that would make the game a lot less accessible; so it really depends on who you ask. Personally, I would’ve been down for this, but I can also understand someone’s hesitancy.

And remember when I said that enemy quantity links in with combat? Well, this is the part where I talk about that. Enemy quantity has increased a considerable amount. Back in Fallen Order, there was only ever… five or six at once I wanna say? Maybe a couple more during end game. But in Survivor? 8+ is the norm. This makes combat more continuous since you have to keep track of—and manage so many different enemies at once. And because of this, the fights go on for a lot longer. Sadly, it’s a bit of a double-edged sword. Because of the increased quantity, I ended up getting stunlocked more than I’d like. So, there’s two sides to this; one—as I’ve just mentioned, the enemy quantity. On the hardest difficulty, attacks fly at you at insane speeds—and when there’s eight (if not more) enemies attacking you at once… it’s a bit hard to keep track of what’s what. You’ll be getting attacked by; multiple rockets, melee troopers/robots, annoying AOE’s, and even more attacks that I haven’t mentioned. Point is, it’s a lot. You can’t possibly counter every single attack, because the game simply doesn’t allow for it. And two, you can’t cancel animations (unless you’re dual wielding, which is why it’s easily the best stance). This is a huge deal. Since it limits your freedom of approach. You’ll be in the middle of an attack, and won’t be able to do anything about the enemy that you see coming from behind or your side. This leads the combat to being all about timing. And not even in a fun way, more like a “you have to keep dodging and rolling so you can find the perfect opening” type of way. Me even saying that is a huge understatement. It’s more like that—x20. There were so many instances where I kept dodging because attacking would get me killed in one hit—because I can’t fucking cancel my attacks! (The double rancor fight was especially aggravating because of this… like you literally can’t do anything). But coming back to my general point. Even if you did attack, you’d get potentially stunlocked into multiple enemy combos. This is the problem. I don’t know what else to say, other than the fact that it's annoying. It's an annoying part of the combat loop. And I feel like the only way to solve this issue would be to play on a lower difficulty so that enemy aggression decreases, or to… “get good”—which I think I can say, that… I kind of am? This is part of the reason why I couldn’t be bothered to use any stances other than dual and blaster; since those two have the most control and flexibility. And all of this links in with the fact that normal enemies are a lot harder than bosses, which… you know, is inherently weird since that defeats the very purpose of a boss? Not sure how I feel about that, it’s neither a negative or a positive. But taking all of this into account—it’s an inconsistent system, so when you do get those moments of pure exhilaration—those moments of pure skill—when you’re able to take everyone down in an effective and satisfying manner, is when this game makes me FEEL like Batma—a badass Jedi! In its peak form, there’s nothing like it.

Getting into the visual aspect of combat though… ehhhh. Don’t get me wrong, it’s improved a lot—there are many finisher animations that are substantially more violent and brutal—reflecting Cal’s mindset and skill level. But I also wish there was more of them for every stance, as opposed to Cal switching back to single during many of the finishers. This is when I started to realize just how… boring? Cal’s fighting style is. His animations aren’t anything special—mostly focused on slow swings. The dual stance is especially evident of this. It’s so stiff, it doesn’t look dynamic enough. I hate to compare two vastly different games, but Starkiller in The Force Unleashed had a much cooler move set with his stance. It felt faster, discernible, and had this perfect sheen of visual badass-ery that always made it look satisfying. Cal doesn’t have that, which is a big shame. I want to see more swirls. I want to see smooth and continuous attacks. I want to see a combat style that fits a fully fledged Jedi Knight/Master (in the next game). I am however glad to say that… dismemberment has made its way into the game. Fucking. Finally. Goddamn it… it’s cool as hell, it’s so gratifying. Although! I really hate to complain so much (I don’t), but it’s still not violent enough… heads don’t roll like they did in The Force Unleashed and it’s nowhere near as dynamic as it should be. Sometimes, arms and legs come off when the lightsaber doesn't even hit near the arms and legs… and that’s sorta clunky? And maybe I’m asking for too much (I definitely am), but it’d be rad as hell if you could cut entire bodies in half. I feel like that would genuinely work in the next game given Cal’s descent into the dark side.

And with all of this being said… I still enjoyed the combat.

Traversal has also gotten its fair share of improvements. It’s taken the form of a less tightly orchestrated DOOM Eternal, which I know—is a very strange comparison. Maybe it’s because I recently-ish played that? I mean it has your pole swings, and your grapple points, and your dashes, and your challenge arenas that force you to utilize all of those movement mechanics at once. And I feel like that’s not the most common combination of things you’d find in a game like this. But it certainly feels better. It’s more responsive. It’s more complex and thought provoking—since you’re forced to make split-second decisions in many instances—and if failed could lose you two/three minutes of progress (when you’re climbing a structure), which Fallen Order didn’t have much of. Since the planets (Koboh and Jedha) are generally bigger, you’re given mounts (I love these big fuckers so much). Not only do they allow you to travel through the world faster, they also open the door to a bunch of creatively designed puzzles; like using the height of a Spamel, the jump of a Nekko, or a Relter’s glide for specific collectables. And I like the effect this has on exploration. It’s a lot better than Fallen Order. You can do a lot of things in unique ways—“make your own solution” type-stuff. This is only possible because invisible walls aren’t too common (at least in my experience), meaning you can do things the way developers didn’t intend. I myself—on many occasions, cheesed collectibles by using a Nekko when I wasn’t supposed to, or used Relter’s to glide to places that I wasn’t supposed to go to. It was really captivating, it gives the game that extra layer of freedom and immersive-ness. When it comes to complaints… a big complaint I had with Fallen Order was Cal’s shit-induced running animation… and uh, it’s better, it's definitely better. But still not great… it looks like he’s 50% less likely to shit his pants, but that still leaves 50%, so it still looks like he’s going to shit his pants. Make a new animation Respawn, fucking please. I also wish the animations flowed into each other better; I need more momentum, I want to feel like an actual Jedi in the way that I move. I know it’s wrong to expect Spider-Man 2 levels of polish and fluidity, but it’s always frustrating going from a pole swing into a grapple point and watching Cal pause in mid-air for a millisecond before continuing. It’s a minor thing, but something that’s ever so slightly noticeable, and it sours the experience by a bit. If Spider-Man 2 is like Spider-Man 2, then Survivor is more like Marvel’s Avengers.

I was blown away by how deep and robust the customization was in Survivor. They’ve kicked it up a notch—and it was already fantastic in Fallen Order! It can’t be understated, this is some of—if not the best customization in a third person action adventure game, ever. It’s that good. There’s an abundance of components. You can customize your lightsaber—and all of its pieces, the polish of those pieces, the material, the angle of the vents, and the color. Even your blaster and all of its pieces. BD-1 gets the same treatment, you can now customize all of his individual parts—and again, the colors, the polish. And not only all of that, but Cal can now be fully customized; including his hair, beard, shirt, jacket, and pants. There are so many fucking options. You can now create the Cal that you want to create. He can be your Cal. Which is such a huge part of involving the player in this world; you can tailor everything to specific parts of the story, you can create an arc for him—in the way of his look. I can’t explain how plainly fucking cool that is… I can see people spending hours on the customization alone—I mean, I know I did. Now… I’m not saying there aren’t issues with it, or things that they could do to elevate it even further in the next game… because there are. For one, I don’t like the obsession with keeping customization items aligned within the story’s context… like how the reason they didn’t have any Jedi robes in Fallen Order was because they didn’t want Cal to stand out in the story—because he’s obviously in hiding, and to that I say… who the fuck cares? Why limit what you can include in the game because it doesn’t adhere to the story’s rules. I think there should absolutely be full-on Jedi robes in these games because that’s primarily what the Jedi wore. And that’s something that still isn’t present in this game, which is a big shame (imagine putting on Sith robes during the ending when Cal stands before a sunrise, how awesome would that be?). They took out Mantis customization—and even though it was barebones in the first game, it was something that I appreciated. I suppose the implication would’ve been to expand on it, so if they couldn’t make that work in time then it’s perfectly understandable. I have some suggestions for how they could’ve innovated even further; being able to customize the color of each saber, like you could in The Force Unleashed II. Or even the type of saber? As in; smooth and stable, unstable (Kylo Ren’s), swirly, thick (prequels), thin (originals), etc. These are the only routes they could really take in the next game.

Going back to Koboh and how it’s center-stage within Survivor. The side content, there’s a lot of it. I’ve already gone over the typical treasure, chests, databanks, etc. There are various High Republic tombs that you can find throughout the planet. The whole reason these exist—apart from giving that era and its characters more depth—is to give the player puzzles to solve. Which Survivor absolutely nails. One of my big complaints from Fallen Order was that the puzzles were dreadfully boring, felt ham-fisted—and on top of that, weren’t ample in their amount. These issues were completely resolved; they’re not boring (as there’s more moving pieces to consider—more mechanics to think about, most of which were given to BD-1 to actively involve him in the gameplay), the game commits to them as they’re an integral part of the gameplay experience, and there's also more than plenty—but not too many—walking that line perfectly. Some of them even temporarily stumped me, which is an oddly nice feeling because you can tell Respawn put a lot of effort into them. They all have this BotW element where it feels like you can complete them in creative ways—there’s obviously the intended way, but you can think outside the box and do it in a few different approaches. Don’t get me wrong, it’s not like Tears of the Kingdom level of puzzle-solving freedom… like at all, but it’s somewhere in the same field… somewhere—it’s like a very, very, very distant cousin in that regard. Activities called fragmented memories are implemented—acting as either combat or movement challenges. These are rifts from God of War (2018)... This franchise can’t help but take tiny bits out of each popular game they come across—it’s not that big of a deal, just something I continue to find very funny. I’m excited to see what other acclaimed games they “take inspiration” from for the third game. The movement-based fragmented memories are fun. I like the concept of specifically designed challenge arenas taking every mechanic the game has been teaching the player up until that point, only to jumble them up into this weird hodgepodge—and dump them all out into this one tightly-knit level asking the player to overcome the challenge. It’s a shame they’re so easy, and that there aren’t more of them. I wish Respawn weren’t so afraid to go all out—to design more challenging… challenges. But not the combat ones, please! Those are plenty challenging. Almost too much? Bordering on unfair. Some of them are too tedious and gimmicky. Like two fucking rancors? Are you kidding me? That is plain and simple—a setup. Their animations are telegraphed weirdly, and the way in which they have aimlock for some of their attacks is infuriating. I’m proud of myself for beating them within an hour, on the hardest difficulty no less… I honestly consider that an achievement.

Most of the other side content comes in the form of Ramblers Reach. Which contains a cantina called Pyloon’s Saloon—owned by Greez. This is what I meant when I said Koboh acts as a hub. This is a fairly creative way to give the world and the people within it more depth. You can recruit all sorts of people and creatures from other planets into the saloon, usually by completing a little “quest” for them… or by talking, sometimes? It’s not anything special. But by the end of the game you can expect the place to be absolutely filled to the brim with a cast of mediocre personalities. There’s a DJ, a bounty hunter, a fisherman, a gardener, amongst plenty of others. The town itself passively adds to the world, but I wish there was more emphasis placed on actually developing and building upon it. Maybe something similar to Assassins Creed 2 would’ve given the base aspect that extra push to becoming something more innovative and investing; because as it is here, it feels more like an afterthought—a shallow pond, in what otherwise could’ve been a deep ocean. Imagine the town, firstly introduced as a desolate, dirty, run-down place; transforming into a lived-in, polished and clean home—through a money management system. I’m not saying it has to be some otherworldly deep mechanic, something along the lines of Monteriggioni in AC2 would’ve been fine, giving the game some of that cause and effect. There are however plenty of minigames and activities within the saloon, so I’ll highlight some of my favorites/interesting ones. Firstly, my favourite: holotactic. It basically serves as Dejarik—which is the game Chewbacca plays in A New Hope. You’re faced with several opponents on the board, which you then have to defeat by carefully “buying” your own team using a limited number of points, comprised of enemies from the base game. And this minigame isn’t hard, like at all… especially when you figure out the best enemy to use, which is the Hammer & Missiles Droid. Once I figured that out, every match was over in seconds; good balancing is missing big time… but it still manages to be a fun way to spend an hour to win all the matches. The farming activity isn’t one I like, but I can see the potential it has with the variety in plant life. Certain players can probably make their gardens look all colorful and unique, and that’s very cool! But it’s not for me. And finally, the bounties! I like the idea of Cal being a huge target in this era, so if that takes shape in bounty hunter form—I’m down. But again… these aren’t hard fights, if anything they’re all easily defeatable. And that’s even more evident when you consider that most of them are reskins of each other. All of the side content in Survivor is very half-assed. But I did love the moment when you had to go through a horde of them, in-universe—Cal is literally demolishing loads of these bounty hunters with two or three swings. It further adds to how much he’s grown. And obviously the Boba Fett cameo was awesome, since you get to talk to one of the best—most interesting bounty hunters in all of Star Wars. Does it add much? Not really. But I think Respawn have earned their one little cameo…

Any other “side content” is shown through NPC rumors. I’ve seen videos of people saying they’re a big fan of this system. And I honestly fucking hate it? Okay, that was a bit harsh, but it’s literally useless? These rumors act as nothing more than mouthpieces from the developers to inform the player that they haven’t explored a certain part of the map—which is obvious even without them! Just look on the holomap and you can see all the undiscovered sections. These aren’t side quests, they’re not dedicated set pieces, they’re an excuse to make you talk to a bunch of lifeless, annoying NPC’s, and to incentivize exploration. You can “meet” people in the world, and they’ll tell you they saw something in a certain part of the map—now, you can go there… but it’s not going to be any different than if you were to go there without talking to that NPC. It does nothing, I found this to be such a shallow aspect. And to make it even worse, the dialogue isn’t good. It’s generic, low effort, and sounds similar to those NPC’s in the LEGO games. Even Cameron Monaghan sounds like he doesn’t want to be there; he’s so monotone and awkward—which taints his otherwise brilliant performance. And there’s another useless mechanic here that persists throughout the entire game, which are the mind confusion dialogue options. I know the point is to ground you in Cal’s headspace, to make you aware that he can indeed do those things, but letting the player choose between two options does nothing—it changes nothing. It’s very surface level and has no benefit at all to being in the game. They could’ve had those moments integrated into cutscenes for the main story, or removed them entirely. It’s like a weird attempt at an RPG… which they completely failed at—expectedly, because they’re not even trying.

I know most of this review has been me going through various mechanics and gameplay elements. But I want to talk more about the story now that I’ve spoken about pretty much everything else in the game. And to actually preface this. I won’t be going through the story bit by bit like I did in my Fallen Order review, because there’s too much to dissect here—and if I were to do that… this review would probably be around 20,000 words—which is a bit much to me… and I don’t want to sound like a wikipedia plot summary more than I probably already have. So I’ll mainly be talking about very specific moments, characters—mostly, the planets/locations you uncover through the story, and the ending/act three as a whole.

So a big part of this game is the High Republic storyline, which is about 75%—if not more, of the story, and naturally, there’s quite a few characters involved in that part of the game. If you’re not familiar, The High Republic is an era in Star Wars that was set during the golden age of The Republic, meaning The Jedi Order was at its peak—and because of that, they were a lot more focused on spreading out throughout the galaxy as opposed to war or any major conflicts. And for more context, I love The High Republic, along with The Old Republic—I’ve never read any comics or books surrounding those eras, but my love for them mostly comes from the various characters I’ve seen in the games, along with videos I’ve watched—and obviously it’s cool worldbuilding, so there’s that. But the way this era takes form in the story of Survivor is a bit weird, to say the least. Firstly, it’s strange how Greez coincidentally happens to settle down on the one planet housing this whole High Republic mystery. Usually, coincidences don’t bother me that much, as I know they’re intrinsic to games, and to any medium, really. But it’s something I found funny, since all the events in the game wouldn’t have happened if he never landed on this one planet. More importantly, none of it is really necessary… for the story to make sense? You could replace Dagen with a random modern day Jedi and it’d play out almost exactly the same. It feels like The High Republic aspect was nothing more than a marketing stunt for the trailers, so that Star Wars fans would get all excited because “They’re finally doing something with The High Republic!”. I’m not saying this was the definitive reason it was included in the game, as I’m sure that’s not true… but I’m saying it feels like that’s the case; as the weight and severity of the situation is hardly ever brought up by Cal or any of the characters, it lacks focus and depth—thus failing to create a meaningful purpose to be in the game, and it doesn’t help that the characters within that part of the story are completely forgotten about after the ⅔ mark. Which is easily the game’s worst creative decision. It’s baffling to me that Survivor bothers to build these characters up for the majority of the game, only to kill them off in such a nonchalant way in order to focus on a much weaker villain—which is surprising because they were both already boring as fuck!

The two characters I’m referring to are Dagen and Rayvis. These two suck. Rayvis—isn’t as awful, he shares a few scenes with Cal and their back and forth is always entertaining to watch, not to mention his whole “warrior’s death” schtick, which is sort of reminiscent of Kraven in Spider-Man 2. The caricature of a fierce warrior wanting to go out in their own right—defeated by someone they deem worthy is always a fascinating way to deconstruct a villain, as long as they’re… constructed first. Sadly every time I’ve encountered one of these (twice), they’re a very small piece of the puzzle that isn’t given anywhere near the amount of attention they deserve. Wouldn’t it be refreshing if Rayvis was the main villain, maybe? I would’ve preferred that, it would’ve been something unique as opposed to another Jedi turned bad, because it’s been done three times now… in this franchise alone… which consists of two games. Like… dude? It’s not exactly the most original idea ever conceived, or even remotely close to that. And I get that it creates a parallel between Cal and Dagen, but is that really worth the predictability and trope-iness of it all? Not to me. I like that his final scene with Cal gives us yet another execution. These moments are always compelling in the way they’re framed. The final strike—shot like a classic samurai movie with Cal holding his stance for a few seconds after the kill. And this one was quite literally a request. I mean sure—Rayvis attacked, but he knew that the fight was over, and that slight moment of hesitation—ultimately followed by certainty from Cal—right before cutting his head off signifies something colder about him. And since this moment is very obstructed because of the age rating, the music does all the heavy lifting—telling the player how they’re supposed to feel… Shocked. Unnerved. Worried? This is clearly taking a toll on Cal. And he’s about to do it a couple more times! Only getting more and more indifferent to the action each time. Dagen on the other hand… is much worse. Him and Rayvis share a lot in common. And by that, I mean they’re both not given enough screen time along with being severely underdeveloped villains. But it’s a more serious issue with Dagen considering he’s supposed to be the main villain, as opposed to Rayvis who was a pawn of sorts. My biggest issue with Dagen is that he’s so disconnected from Cal. They share no chemistry—or many scenes for that matter. They don’t have a developed connection—hence, devoid of any substance. I wish more writers understood that conflict comes from characters, not plot. I wish they understood that you have to create and develop a direct connection between the protagonist and the antagonist. You can’t just make them share a single scene and then off they go! No. I need more there. I need more of a reason to care. Do they think I care about Tanalorr? I don’t. What I care about is Cal. What I care about is his connection to Dagen and how that makes him feel, and vice versa. How does Cal feel about finding a Jedi—who are all extinct—turn to the dark side right in front of him? Does he feel defeated? Is he affected? That’s one of his own, someone he could potentially connect with—relate with, since they both share similar ideals, and Survivor does nothing with that connection. The game presents no themes between the two except that they’re both succumbing to the dark side (likely not even intentional). It’s boring. And then he’s killed off during the second third of the game and completely forgotten about, never to be mentioned again (maybe once?). It’s such a lackluster ending to the supposed main villain of the story. But oh well! At least we got to see his kyber crystal bleed! And while that’s cool and all—since we’ve never seen something like that in a mainstream Star Wars project—it really shows where their priorities were… Survivor has a serious villain problem, which continues to persist with Bode in the third act, but I’ll talk about that later.

There is beauty in emptiness.

By this point Jedha (the planet from Rogue One) would’ve already been a fully explorable planet. And I… honestly love it? It might be my favourite planet in the whole franchise… I know! I know! What kind of drugs did I fuckin’ take to say something so outlandish and blasphemous??? Well, none, actually. I honestly, whole-heartedly, just absolutely adore this planet. And I know what I said earlier about hating barren environments… but Jedha feels different to me. Maybe it’s the vast emptiness that helps it stand out? Maybe it’s because that’s almost all that it is—giving it an actual identity… I’m not saying there isn’t anything of value, because there’s plenty of memorable places to explore; tombs, ancient temples, and a plethora of caves, but it manages to intertwine those sections around that vast emptiness so well, whereas Koboh really doesn’t. It’s visually stunning too; with windswept locales, expansive-never-ending vistas, dunes—creating this perfect encapsulation of everything a desert location has to offer. And I also like sand… But I generally had a much better time with the game once leaving Koboh. The story bits pertaining to this planet are always a sight to behold, reserved for those grander moments—of pure spectacle, thus becoming more engaging and fun. I’d say there’s two great examples of this. First, that huge escape leading into a mecha-crab-kaiju “fight” whilst flying around using Merrin’s weird teleportation abilities. It’s like I was back in God of War! (I love the little reference to Episode IV when Merrin kisses Cal, and he asks “Was that for luck?”... It’s a cool—albeit disturbing reference if you know the context… I even caught the Episode III reference when Cal said “Let’s take the high ground” on Koboh. (These moments had me going like this). But the kaiju scene? Oh man, big improvement over Fallen Order. Like I said earlier, this game has gone above and beyond in terms of graphical fidelity—meaning I could actually enjoy the scene without getting distracted by its uncanny-ness; the bird scene from Fallen Order is still seared into my brain from how abysmal it looked. The second example is that whole invasion segment. Going from a speeder chase, to a character-switch, to a boss fight with Darth fucking Vader. There’s so much variety in this small chunk of game. The catalyst that makes all of these events take place is Bode’s betrayal. He’s revealed to be working for The Empire, and it’s definitely a bit lackluster. I had it spoiled for me, so maybe that’s why? His character didn’t matter to me; his relationship with Cal up until this point was the very typical buddy-buddy, sarcastic, bromance thing—and it came off as very generic stuff. I will say that I really like his stance after he’s revealed to be a force user (shouldn’t Cal or Cere have sensed him though? I don’t know if Bode was strong enough to mask his presence, especially around Cere and Cordova), he gave off some major Starkiller vibes. He kills Cordova—who I also don’t give a single shit about—and actually, you’ll find that’s a common theme between me and most of the characters in this franchise. I don’t think anyone apart from Cal is developed at all, or they are—but in very non-naturalistic, forced ways, that make it very hard for me to be empathetic towards them. Playing as Cere was a really fun segment, it’s a nice change of pace since she’s drastically different from Cal in a lot of exciting ways. She’s much stronger, so mowing through hordes of enemies while bringing down entire ships onto the ground has never been as satisfying as it was here. And that moment leading into a boss fight with Vader was tense—although again, it was spoiled for me, so I saw it coming. I liked the fight, but it was a much more straightforward way of involving him in the story as opposed to how they did it in Fallen Order. They obviously wanted Cere’s death to make sense—so the only one strong enough to defeat her would of course be Vader, but the way in which it was done was plain, and underwhelming since I don’t care about her. I absolutely love how Cal gets a force echo of her death—as she dies in his arms… like fuck. I didn’t feel much, because again—the characters in this franchise aren’t that important to me, but Cameron Monoghan’s performance here definitely made it feel more powerful—even though the score completely overshadowed it. I think it would’ve been more impactful with some better sound-mixing, or if they made it a quiet scene with his cries being the only audible sound. This moment—but done right, is the opening scene of the game. The overly dramatic music was dope.

Funnily enough, I was going to write an entire paragraph on The Shattered Moon Base, but I have no notes for this one. This really hearkens back to what I said about Survivor having a different style of exploration/level design. The Shattered Moon is basically a story level, that’s all it really is. It has the basics; great visuals—with a distinct style—that’s not present in any of the other planets, some good platforming areas, and a few off-the-beaten paths that you can explore for cosmetics/upgrades. But it’s not a large place at all, and is certainly one of the weaker locations in the game. They could’ve done something with the gravity aspect, I imagine that would change up gameplay drastically—making it stand out among the rest of the planets. As it is here though, it’s more of the same and doesn’t offer anything new in terms of gameplay—I mean, this is where you get the cross guard stance so there’s that? But that’s not anything worthwhile.

Nova Garon is the next location that you go to after Bode’s betrayal. Yet again, it’s another story level—this time inside of a crystalized asteroid? That’s cool as hell, it’s a shame however that it’s another base-type location, which I’ve already explored to a ridiculous degree on other planets. So, again, it’s not anything new… but the story elements more than make up for it. This is where Cal’s dark side comes into play—where he really embraces it. There’s a moment where Cal tells a commander to turn off the base alarm, and he responds with “Or what? You’re a Jedi. I know what you’re capable of. And what you’re not”. I’m reciting this because it’s interesting how mistaken the commander really is… I love the attempt he makes to shoot him, only for Cal to effortlessly toss his blaster to the side, and to point his own blaster at him. To anyone else, this might just look like a threatening gesture to show that he’ll shoot him… but in truth, Jedi don’t use blasters… so that line from Denvik (the commander) juxtaposes who Cal is supposed to be, with who he actually is in the current moment. I thought that was a very subtle but nice touch to further emphasize how far from The Order—mentally—Cal really is. This is also where Cal gets a new special ability—which is basically force slow but powered with the dark side. And it replaces a lot of his moves and animations which is a great way to differentiate him from the light (cough something I wish Spider-Man 2 did cough). He’s visibly more aggressive; opting for lunge attacks and precise sweep-swings, force attacks are more devastating—force push causes more damage and pushes much further (still doesn’t disintegrate enemies like it did in The Force Unleashed—this isn’t a complaint, I just find it weird how differently these games depict the force), and force pull… now acts as force crush—not on humans, obviously—but on those huge droids that were treated as mini-bosses. That’s right, you pick them up and straight up crush them (similar to Luke in the S2 finale of The Mandalorian), leaving them looking like a scrunched up piece of paper. That’s so insanely badass. Not to mention how the confuse ability now kills weak minded enemies… Cal literally agonizes their minds resulting in death. That is… messed up… and I love it! Even the meditation spot background color changes from blue to red; and interestingly enough, it never changes back—even at the end of the game, further showing that Cal’s feelings are unresolved and will be a huge factor in the third game.

The final story level and planet that you can “explore” is Tanalorr. It’s very still and peaceful—complimenting that desire of having a home and being content, not worrying about war and conflict, something Cal desperately needs in his life right now. Light pinks and blues and purples—blending, working in tandem to create an image of serenity and beauty; with leaves swirling around in the air. It’s like this idyllic and mesmerizing painting resembling hope and pure tranquility. I love the colors a lot. An absolutely stunning and brilliant showcase of what Respawn can create within a planet—visually, but also how those visuals can translate to a really powerful message and story. And I think that’s sort of missing with most of the other locations in the game. Like I implied earlier, you can’t explore this planet. It’s a straight line towards the final boss of the game. And oh my god is that final boss hard. I don’t know why I struggled with him so much, but Bode was easily the hardest boss in the game. I interpreted Bode’s death as the final push Cal needed to really break. I think killing Bode utterly broke him—and I think he’s going to be reassembling those pieces over the course of the next game. It’s that moment of realization—Cal realizing… “I need to kill him”. I mean of course, Cal gives him every possible chance to surrender—even after everything Bode has done—after he indirectly killed Cere. And for Cal to offer him a hand is a testament to how strong-willed he is. But it isn’t enough… Bode was never going to recover, he was too far gone, and Cal knew that as soon as he pointed that blaster at him. Keep in mind, Bode’s weapons were gone; his lightsaber was thrown away and his blaster wasn’t working… so he wasn’t a threat, and Cal knew that… he knew that! And still took the shot. Not once… twice. The first shot was merely to disarm him (in the way of making sure he stays down so as to not try anything), as he then glances at Merrin for a second, before… pulling the trigger again. Almost as if he was seeking approval? Almost as if he was taking one last look at the person he loves before he becomes someone he’s not proud of. Survivor does such a brilliant job with the little things. I love those small unspoken moments when you can tell what a character is feeling without needing mindless exposition (something I wish modern Star Wars understood). He even looks defeated after he does it. He looks like Anakin when he cut Mace Windu’s arm off. Stumbling, in disbelief of what he’s done. After this, Cal and the crew take Kata with them, hinting at a potential parallel between her and Cal—dealing with the dark side—as her father did die right in front of her. Maybe that’ll create an interesting dynamic between the two in the next game (God of War vibes???). I also loved another little moment; when Merrin is talking with Kata in The Mantis, Cal enters the ship—only… from the shadows, as music swells with an extremely sinister undertone that made me realize how fucked up Cal will probably be in the third game… you love to see it.

We will continue your legacy, Cere. We will build something that can outlast the Empire, I promise you that. I promise. But I’m scared. I almost lost myself. I don’t know if I’m ready. I don’t know if I’m ready for what comes next.

The funeral scene is stunning. A timelapse of dawn, while Cal contemplates his past and future decisions, along with that fucking spectacularly orchestrated score… oh my god, please listen to this! “Through Darkness”... what an absolutely perfect name. I love the few notes you can hear towards the end of the track that are taken straight from Imperial March—I hate to sound like a broken record, but you know what that means..! And listen to the rest of the soundtrack too… all of it is some of the most breathtaking music I’ve ever heard across all of Star Wars. It’s something really special, and gives John Williams a run for his money. Stephen Barton and Gordy Haab did a phenomenal job.

So in conclusion… I did not like Bode as the final villain. He felt weak, and I wasn’t invested—apart from how it affected Cal. The evil side of him was introduced way too late, and it felt like the game was rushing towards the ending during the last hour. I strongly believe that either Rayvis or Dagen should’ve been the main and only villains. But apart from that, Survivor was a really good game! It had some weak links; such as the characters, most of the planets/locations, minor kinks with combat and exploration… and with plenty of technical issues that soured the experience by… quite a fucking lot, obviously. But overall? I had a really fun time and I’m eagerly anticipating the third game. I'm begging for Respawn to release it in a good state though. Please.

My heart goes out to Rick the Door Technician… we didn’t deserve him.

(This isn’t a part of the review). So if you’ve read this far—first of all, thank you, I hope you got something from it, but you also might’ve noticed that this review was a bit shit? There are a few reasons for that. So after finishing the game, I kinda sat on it for about two weeks—and during that time I lost a lot of motivation to write and express my thoughts in general—but more specifically about this game, since I was having personal issues. And then I decided to start it, but I almost forced myself to start it? So it might feel aimless a lot of the time. And it might be really, really, really simple. I tried! But I also pretty much gave up on it halfway through, and then still forced myself to finish it because I had already put so much time into it. I was burnt out because this review was the only thing I was doing every day (in regards to playing games/writing game reviews), but I’m definitely going to start playing more games after this one! And writing more reviews! And releasing them at a better pace too! So yeah, I’m not exactly proud of this one. The structure is all over the place, too much of it reads like a plot synopsis (which I hate), and I also feel like I didn’t have much to say about certain aspects in Survivor which is why it might sometimes read like I’m bored (during the ⅔ point). But yeah next up will be a review on Uncharted 2! It’ll be a short/medium-ish one too since I don’t think Uncharted 2 is the most complicated game of all time or anything, and hopefully that’ll end up being good.

Playtime: 55.3 hours

Every Game I’ve Ever Played - Ranked (By Score)
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Me and some of the homies jumped Turgle in Pontoon's Saloon and nobody did shit about it. Skoova pulled me aside the next day, said it was the most violent beatdown he ever saw, shook my god damn hand. We all hate Turgle around here.

Jedi: Fallen Order was an eclectic mix of Metroid style exploration, Uncharted traversal (see: climbing and environmental puzzles), and a smattering of Sekiro/Souls elements that came together pretty well. A 3.5/5 game, some would say. Had a good time with it for like, five dollars. That's practically a steal when you consider how much Greez you get for the price point, and the game was pretty good, too!

Survivor is about what you'd expect from a sequel. Rough edges have been smoothed over, the world is larger in scale and scope, and you can now make Cal look like some dweeb that does karate behind his trailer in a dirty old gi, yellow belt flopping around as he administers Akido-style justice to a hanging tire. Look, I'm not going to complain, Fallen Order's cosmetic options were dire and mostly amounted to ponchos that looked like total garbage, I'll happily take the massive volume of terrible 70's hairstyles they introduced in Survivor if it means getting at some good jackets and pants. Even Greez is getting in on the action, looking like a greaseball disco sex fiend with his popped buttons and gold pendant. The point is, Survivor is bigger and better in the ways I hoped it would be!

A major way in which Survivor expands on the first game is by introducing large hub areas to two of its worlds, which gives the game a sort of Uncharted: Lost Legacy rhythm. You can poke around, solve puzzles, find secrets, and then move on to more linear stretches of gameplay that move the story forward. Koboh serves as your primary base of operations, and in true Souls fashion, you can recruit various characters in the open world and have them join you at Pontoon's Saloon, where they can offer services, quests, or be Turgle (absolutely useless and in fact detrimental!) I really enjoyed the character writing of the first game, so I found it nice spending time building a whole community of weird alien buddies to hang out with. Grab a few drinks, listen to some jizz... Oh I'm sorry, it's 'jatz' now because we can't have anything nice. I won't stand for this jizz erasure.......

It took a while for the open world sections to grow on me, though. You just lack too many Force powers in the early game, which causes exploration to devolve into this frustrating start-and-stop when Cal inevitably gets roadblocked by some big red glowing object that he cannot pass. Sometimes you're given side quests far earlier than you can complete them, which is really irritating, too. I pushed most of my exploration back to the last third of the game and had a much better time with it, but as a consequence, a lot of cosmetic options, quests, and characters did not reveal themselves until very late in the game, and I feel like all of this could've been better balanced.

At least the new Force powers are great and make traversal a lot of fun, and although the grind for skill points means you should probably just pick two stances early and build them (I went with the blaster and vanguard stances), even a Cal that is well under max level can do some pretty crazy stuff in combat. Survivor excels at making you feel like some incredibly powerful Jedi. I do think a few too many bosses veer into Dark Souls 2 "another guy with a sword" territory, though it is also very funny to me that the most powerful boss in the game is a gigantic frog with a one-hit kill move, and all you get for this is a dirty poncho and the judgmental stare of a smaller, presumably more powerful frog.

I once again need to preach the virtues of waiting to buy a AAA game until several months of patches smooth out bugs and performance problems. Nothing ever quite excelled to the same heights as what my friend Larry Davis experienced. I had no crashes, no soft locks, and only a small handful of freezes that resolved pretty quickly. I thankfully never encountered any memory leaks, or anything else that could be considered game breaking. This is of course the benefit of waiting over six months to enjoy a AAA EA release - half the cost and half the technical problems.

However, I still had a lot of performance issues that disrupted the experience both in quality and performance modes. Lighting effects strobing wildly, textures loading in too slowly, frame drops and micro-freezes when moving between certain rooms... Screen tearing was a common issue, and NPCs on the Mantis would t-pose anytime they weren't seated prior to me selecting the next world to travel to. Load times are bad in general, often taking a good 15-20 seconds which in the modern age of SSD's is an eternity but becomes especially burdensome if you want to follow the bounty hunter questline, which has you darting between worlds, which in itself is a whole process.

As Larry points out, the first game's issues were never fully addressed, and he had little expectation that Survivor's would be. Vindicated. It must be a burden being so consistently right. He told me to say that, said he'd toss me to the giant frog on Koboh if I didn't, but he's got a point. At least Survivor is not in such a volatile state now that you'll be as prone to losing progress as he was. I think. It's hard to say whether that's the case or if I just won the EA lottery.

While fun overall, Jedi: Survivor still has more Problems than you'd want to see in a 70$ product, and some elements of its open world exploration can make the early game tedious and frustrating. It's got Greez, though. Greez is the greeziest character we've ever had, if only we can get Jedi: Survivor working...

I finished this game like 4 months ago and never bothered to review it or even put much thought into it. I think this game is probably the biggest culprit on why “more is less” is contributing to the downturn of AAA games, there is just way too much pointless crap this game is filled with and most of the time it never justifies its inclusion. Why would I want to constantly return to my hub cantina just to do pointless stuff like plant flowers on the roof, or find fish in the open world to make my cantina aquarium looking nicer? This stuff doesn't really add anything to the game, it's just more crap to fill the giant empty world the game replaced the interconnecting metroidvania maps with. These giant open worlds are not fun to explore and are a pain in the ass to traverse mostly because I get so fucking bored going from point A to B because they decided to use some of the most Star Warys looking planets imaginable.
You can’t even use the “Oh but the open maps looks breathtaking with our new 9th gen hardware” YOU CAN’T BECAUSE THE GAME LOOKS AND RUNS LIKE SHIT. It runs like a ps3 game for most of the game and the load times in and out of building is atrociously slow, almost all the of lighting gets fucked in enclosed spaces and I had numerous crashes over the course of the game. I genuinely believe the reason why this game wasn’t being ported over to 8th gen was because when they added the giant open worlds that ballooned the amount of power required for the game to have and made it nearly impossible to port to 8th gen, which would be fine if the game even ran well on 9th gen hardware which it doesn't. I don’t even wanna hear someone say “oh it’s just early into our new gen so it’s not gonna look great” WRONG SIR WRONG. Ratchet and Clank Rift Apart, Dead Space Remake, Returnal, RE4 Remake and The Callisto Protocol all look more current gen then Jedi Survivor, and if you wanna pull out the “oh it’s an open world game that takes more power” card; Elden Ring, Tears of the Kingdom runs at a more stable ramerate and it runs on a fucking toaster, and even Hogwarts Legacy for as shit that game is; it at least had a stable framerate in it’s open worlds. There's no excuse for this game to look and run like dogshit on both PC and consoles.

Oh yeah the game also had a story, idk I thought it was mid. This game didn’t have the same writer as Fallen Order since Chris Avalon got outed as a sex pest; say what you will about Avalon as a person because I sure will but he’s a fantastic writer; and his presence sorely missed. The drop off in character writing quality is strong and none of the characters really feel the same, they feel more like archetypes of what people expect them to be rather than characters who’ve grown old from this ever ending war with the empire. They all just seem very one note and bland, like almost every other big AAA video game. They also try really hard to implement High Republic era stuff into the game and it feels less like the writers wanted to put it in and more like someone at Disney told them to add in High Republic stuff since that’s what the movies and TV shows are gonna be centering around soon.

I think the only aspect that puts Survivor over Fallen Order is probably the combat being 10 times smoother and the different lightsaber stances is a nice addition, but like; I don’t really care for Soul-like gameplay. Soul-likes aren't really my thing so I wasn’t really playing Fallen Order or Survivor for their gameplay, more so I was playing to see a fun story in the Star Wars universe. (back when I still cared about this IP) Now the story and characters are bland and one note and I could give less of a shit about Star Wars as a whole so yeah.

I don’t know if this game genuinely sucks or I’m just being a negative nancy because I’ve become apathetic towards Star Wars as a brand, but the game left me feeling nothing and mad that I waste my time even 4 months later, and I’d argue that’s being bland and forgettable is worse than being just bad.


Jedi: Survivor is an outstanding ode to the Star Wars universe, seamlessly intertwining a captivating narrative, immersive atmosphere, and top-notch lightsaber combat to deliver a truly unforgettable gaming experience.

One of the most striking elements of Survivor is the depth and development of its returning characters. In contrast to its predecessor, Fallen Order, this game goes above and beyond to flesh out these beloved individuals. A prime example is Cere, a character I previously dismissed as forgettable. However, in Survivor, she transforms into a formidable and compelling presence on screen, leaving a lasting impression that caught me off guard. Cal Kestis, the already compelling protagonist, also experiences significant growth, further cementing his status as one of my favorite Star Wars leads. His constant internal struggle is masterfully portrayed by Cameron Monaghan's powerful voice acting and delivery. Every emotion he conveys resonates with the player, making his character even more relatable. In fact, there's not a single character in the game that I didn't thoroughly enjoy seeing in action.

Another noteworthy aspect of Survivor is its gameplay, which features significant improvements to the skill tree system and the introduction of new lightsaber stances. I found myself constantly switching between stances, unable to choose a clear favorite, as each one offers unique and highly useful abilities that make combat both challenging and addictive. If I had to pick a favorite, it would probably be the dual-wielding stance, which evokes the exhilarating combat of Force Unleashed. The attention to detail and thought put into these stances ensures that there's something for every type of player.

Without delving into spoilers, the game's main antagonist is exceptionally well-written, leaving me awestruck by the level of storytelling on display. Star Wars has struggled to create compelling villains in recent years, especially with the somewhat disappointing arc of Kylo Ren. However, Respawn has clearly taken the time to understand the rich Star Wars lore and incorporate it into their villain's character, while also recapturing the essence of classic Star Wars storytelling.

The music in Survivor also deserves special mention. Many Disney-era Star Wars adaptations have had a mixed record when it comes to their musical score, with some pieces being exceptional and others feeling generic or mediocre. However, the music in Survivor consistently shines. Boss fights, in particular, feature mind-blowing tracks, especially during the later game encounters. The soundtrack's consistency and quality contribute significantly to the game's immersive experience.

Technically, Jedi: Survivor impresses, even with a few minor bugs. Running on my PS5 in fidelity mode, the game excels in maximizing resolution and displaying vibrant colors that pop on the screen. The visual quality and smooth performance make for a visually stunning and satisfying gaming experience.

Overall, Jedi: Survivor is an exceptional game that exceeds expectations, despite its minor flaws. It sets the bar high for future entries in the series, and I eagerly await what Respawn has in store for the next installment in this captivating Star Wars saga.

Foi difícil finalizar Jedi: Survivor por vários motivos.

(1) Senti que as personagens são desinteressantes, com exceção do Cal e do BD. Não me apeguei a ninguém fora eles. (2) A história não me chamou tanta atenção. Básica e com poucos momentos memoráveis. (3) Tive que esperar meses para que novas atualizações chegassem para consertar o estado crítico que estava a performance do jogo, sendo que até agora não está 100%. (4) Os upgrades passaram a ser fúteis com o passar do tempo. Me peguei várias vezes com muitos pontos de habilidade disponíveis, já que eu nem ligava de aprimorar o Cal. É algo pessoal, mas gostaria de pontuar tudo isso.

Dito isso, é um bom jogo, ainda mais pra quem ama o universo de Star Wars. Tem um certo momento que surge uma importante personagem da saga que foi sensacional, por mais que seja um fan-service barato. Acredito que a exploração é o ponto alto de JS, mesmo que limitada. Gosto muito da dupla Cal e BD, quero mais jogos com os dois, quem sabe, mas com uma história mais envolvente.

Nota Final: 75/100 - Que a Força esteja com o seu PC! 🤖

There were many improvements upon the combat, options and customization of the first game, and what they improved I enjoyed. Those things alone made this feel like the better game of the two. A town with characters made the game world a lot less empty than Fallen Order's. There were more stances, and more abilities that fleshed out combat a good deal.

But almost everything else I was excited for going into this game left me feeling disappointed. The story is really not all that great, it starts well, and some of the new characters leave you interested, but eventually you come to the realization that this just isn't going anywhere and that really sucks because the villain had so much damn potential.

The initial planet sets you up that each planet will be as deep and as interesting as this one, but when you get to planet 2 and 3 and they are so barebones, and you just keep coming back to planet 1, over and over in the story, it really takes the wind out of your sails. It makes you enjoy Planet 1 less.

I enjoyed this game, but I can't say for sure I enjoyed it as a whole more than the first. I guess maybe when you factor in the new options and customization, but the missed opportunities really weigh this game down in my opinion.

One thing is for sure, when Respawn makes whatever the third game in this series will be, you HAVE GOT to get your writing team together, and really try map out an interesting plot. I really just don't know what they were thinking with this story.

Also, holy shit this is one of the buggiest, screen tearing-est games I have ever played. One of the final cutscenes was not supposed to be funny, but it had me laughing hysterically, because I thought it was bugged. But it wasn't bugged, it was just a weirdly done cutscene. But because this game has so many weird issues (characters T-posed literally every time I departed from a planet) I EXPECTED that it was a bug, and so it ruined that scene for me.

A much better game compared to the first one in everything but story. While the McGuffin chase in the middle of the game tends to flaunder a bit, some of the scenes and narrative moments towards the end of the experience are fantastic, even if the final encounter is a bit underwhelming.

The reduced scope of doing less planets than the last game but those same planets being denser and more vibrant made the exploration much more enjoyable than the previous entry.

O jogo evoluiu a qualidade do anterior, a história na primeira metade é um pouco ok, porém da metade pro final fica absurdamente mais interessante.
A gameplay manteve a mesma base da anterior, com as habilidades que nós já tínhamos no Fallen Order já estarem conosco desde o início do game e também a adição de várias outras.
A customização é infinitamente melhor do que a do anterior, algo que eu realmente me incomodei no Fallen Order foi a falta de opções que podíamos mudar o Call, aqui além de camisas também podemos mudar o cabelo, calças e etc.
O jogo infelizmente está bem mal otimizado no Séries S, porém vi que esse é um problema que ocorreu em todas as plataformas que ele saiu, mas a falta de pelo menos um modo performance foi um ponto baixíssimo aqui. Sobre bugs ele também tem bastante, cutscenes bugadas aonde os personagens ficam flicando na tela e algumas paredes invisíveis.

Em um modo geral é uma experiência Star Wars muito boa, tem seus defeitos mas os acertos foram maiores do que eles, sendo uma evolução ótima de Fallen Order.

So good star wars game it turned my xbox into a loud TIE fighter when I was playing on quality mode.

so não do 5 estrelas pela otimização PORCA no ps5.
olha sinceramente eu sou suspeito pra falar dessa franquia por ter zerado o fallen order 6 VEZES. eu entendo que fãs de sekiro e soulslike achem o jogo mais facil porem eu gosto por ele pegar as coisas boas de souls e tirar as cretinagem (eu n gosto de souls, não acho ruim eu so não curto.
falando dessa sequencia em especificio eu diria que em termos de gameplay ele beira a perfeição, ele adiciona MUITA coisa mas e muita coisa BOA então vc vai sempre se pegar fazendo coisa nova assim n deixando gameplay enjoativo.
em questão de fases as plataformas desse jogo tão maravilhosa e eu fico muito feliz pq eu ja adorava as do 1 e no 2 e um deleite a parte com todos mecanicas novas.
o combate e bem igual ao 1 mas com novos estilos (na real eu acho estilos ate demais) e com uma CARALHADA de personalizaçoes em todas areas POSSIVEIS (eu adorei isso).
agora falando da historia eu acho a reviravolta percepetivel nos 5 primeiros minutos de jogo então quando aconteceu eu so fiquei pensando o quanto inteligente eu sou, o escopo do jogo e muito maior e engloba e prepara muita coisa pra um terceiro game sem ficar enfiando gancho pra sequencia então eu sai muito satisfeito.
enfim esse aqui e um jogasso e ta no meu top 3 de lançamento de 2023

So many incredible moments. The most impressive bit was how they told an unfamiliar kind of story to the Star Wars universe, full of surprises — and held together by a band of emotionally intelligent friends. Such a smart game.

If you liked Jedi Fallen Order you will probably love Jedi Survivor. Again, it mixes Soulslike elements with a Metroidvania-style exploration and Uncharted-inspired platforming.
Combat is a pure blast and there is more to discover than in Fallen Order. Visually, it's an absolute feast, cutscenes have a very cinematic feel and capture the Star Wars feeling perfectly. The orchestral score is beautiful.

Overall a great game, I only thought too much of the game took place on one planet (Koboh) and the story was a little too long.

Only star wars stuff I ever really care about are the games. Jedi Fallen order was a solid 3 for me. Jedi Survivor takes everything from one and improves on every aspect. Exploring each planet was great especially with the new map system. I really enjoyed the blaster stance and the crossguard stance. The platforming was some of the most fun I had in the game especially once you get the in air dash. All the boss fights were great and each set piece was somehow better than the last. As far removed from launch as it is, i still had a few areas with heavy performance issues which is really the biggest knock against this game. Respawn DOES NOT MISS!!! I can't wait for the sequel. Platinum was enjoyable and quicker than expected.

𝘔𝘢𝘺 𝘵𝘩𝘦 𝘍𝘰𝘳𝘤𝘦 𝘣𝘦 𝘸𝘪𝘵𝘩 𝘺𝘰𝘶.

Jedi: Fallen Order andou para que Jedi: Survivor pudesse percorrer galáxias inteiras e atravessar o hiperespaço na velocidade da luz.

É um dos exemplos mais gritantes de evoluções astronômicas em uma sequência direta que eu já presenciei.

As diferenças eram tão claras que mesmo a partir da primeira hora de jogo já estavam estampadas de cara.

Partindo do conceito de "camadas", é como se um edifício inteiro de novas camadas mais densas e complexas tivesse sido construído a partir da base do primeiro jogo.

Todos os aspectos de jogabilidade foram amplificados, desde o combate com as adições de novas posturas e novas árvores de habilidade, bem como novas habilidades por si só, até no fator exploração, que com as novas mecânicas de locomoção e parkour, tornaram essa atividade muito mais fluida, vertical e recompensadora.

As novas camadas também remetem ao protagonista, Cal Kestis, que não só apresenta uma personalidade completamente renovada em relação a anteriormente, como também conduz a incrível história de Jedi: Survivor com maestria, demonstrando ser de fato o símbolo da resistência da ordem Jedi que tanto precisava ser para os que lutam.

O elenco de personagens que compõem a narrativa junto a Cal não ficam pra trás nesse quesito, principalmente os membros da tripulação, que são meus eternos protegidos.

Eu chamaria o Greez pra um churrasco na minha casa, sem dúvidas.

"𝘎𝘳𝘦𝘦𝘻𝘺 𝘥𝘰𝘦𝘴 𝘪𝘵, 𝘣𝘢𝘣𝘺!"

Tendo em vista que já haviam expectativas, não apenas digo que elas foram cumpridas, como também digo que foram completamente esmagadas.

Star Wars Jedi: Survivor é excelente, e provavelmente um dos melhores jogos da franquia intergaláctica que existem no mercado, se não o melhor.

Excellent. Looking forward to the next one!

Jedi Survivor is better than Fallen Order in just about every way in my opinion. I enjoyed the first game for sure, but I was never really 'excited' for it, nor this. After beating this one, well let's just say the reveal for the next one is going to be hype 😌

The story (while starting a little weird considering where FO left off) was pretty straightforward, but is told in such a way that I think this worked to its benefit. There were still twists, some more obvious than others, and only one moment that was egregiously silly. One reveal in particular seemed so glaringly obvious that I spent the whole game calling it out and then questioning whether I was just being cynical or if it was a red herring, and while I am of course a genius who clearly knows everything, my favourite thing about this was that the game handled this event in such a way that it was possible for me to have this ongoing struggle, and I think that's cool as shit. When I was proven right it wasn't with a sigh and an "of course", it was an "I FUCKING KNEW IT!!" - and if a game can get me that invested and excited over a "cliche" or an "obvious" reveal then it must be doing something better than everything else I'm just sayin'.

The characters in particular shine bright in this entry. Cal is a genuinely interesting protagonist and while a lot of the arcs and tropes he goes through in this can be compared to similar stories, some as recent as this year, that doesn't detract from how much of a blast it was to experience his. Cameron Monaghan's performance is as great as expected and by the end I really found myself invested in Cal's story, and I will be there when the next chapter of it releases.

Quickfire some other comments now the gush is over:
The environments felt much less overwhelming in this entry, and the navigation assist was a godsend in helping me not get lost. The maps are still pretty big and while I could understand people complaining about bouncing between the same few planets it didn't bother me at all.

The combat felt better as well, it's still not amazing with the stances being limited to so few combos, but having them at all was a nice touch. I do agree with the masses that only being able to switch between two of them at a time is a shame but it is what it is.

And most importantly: Merrin 😌

That'll do it, don't sleep on this one folks, in a year absolutely stacked with bangers this definitely sits up in the upper echelons, don't let the fact that it's still buried under other GOATs stop you from playing it!

Thanks for reading to all who did, hope you're have a great week. After I'm done with the P5T DLC story I'm gunna be going on a brief PS5 hiatus to focus on some Switch and PC games, not sure if or what I'll review of those but first up is XC3 Future Redeemed so stay tuned 🙏

P.S. I don't know whose idea it was to make the enemies in this game so pitiful that I feel bad for killing them but it's equal parts hilarious and 'aw :(' ... Hearing someone ask if Jedi wound people because they don't want to get wounded and then having to cut them in half moments later is 😔 RIP Rick, bud. ✊

É isso que chamo de sequência bem feita, tô falando sério

Eu sei que esse jogo aqui teve muitos problemas no seu lançamento, problemas esses de perfomance que impactam na gameplay até hoje, mas não quero começar esse review aqui com o pé esquerdo, bora falar de coisa boa, começando pelo o tanto que eu fiquei encantado com os gráficos e a ambientação desse jogo. Sério, tudo nisso aqui parece ser muito real e chega momentos que você até confunde se é um jogo ou é um filme, o trabalho feito na UE5 aqui é de bater palmas

E sua história mano.. é um salto gigantesco comparado a anterior, o nosso protagonista ainda ta naquele processo de amadurecimento e você vai acompanhando isso ao longo do jogo, só que é claro ele ta bem mais evoluído que no jogo anterior, e falando em evolução.. todas suas habilidades dos jogos anteriores ta presente aqui mas não para por ai, porque nosso Cal vai aprendendo mais habilidades nessa sequencia deixando a exploração muito mais gostosa e satisfatória, utilizando claro de seu jeito de Metroidvania como no seu antecessor.

Seu combate também ta muito melhor ta tudo muito fluído e bom, só que chegamos na parte ruim do jogo.. ele tem bugs que infelizmente ainda não foram consertados e que atrapalham um tanto na jogabilidade. Teve muitos momentos do jogo que eu me vi bugando em um ataque e em outras eu só fui atrapalhado pelo maravilhoso Stuttering da nossa UE5 que não foi corrigido até hoje.

Sem contar os problemas de FPS e de carregamento de textura que incomodam bastante quem se importa com isso, joguei o jogo inteiro em um NVME M2 e ainda assim demorou de carregar as coisas mais do que devia.. por pura falta de otimização é claro.

Enfim, se vocês jogaram o Jedi Fallen Order não há motivos pra não jogar o Jedi Survivor, é uma evolução do caramba e você vai se emocionar MUITO com ele, de verdade.

This review contains spoilers

I’ve got a reputation among friends as The World’s Only Cal Kestis liker. My impression of Jedi: Fallen Order is that it’s an enormously POPULAR game, given that it fulfilled everyone’s wishes for a story-driven single-player AAA Star Wars game about lightsabers where you actually tangibly swing one around, something that is not actually uncommon at all but I guess five years feels like a long time for a franchise that gets a new thing every six months. But despite being a AAA game that everyone played I never got the sense that Fallen Order was an especially beloved game; people have big quibbles with its sort of chunky approximation of souls combat, its admirable commitment to No Fast Travel and Not Even That Many Shortcuts, making you walk back and forth across levels at length (which has a side effect of making traversal powers and equipment feel REALLY game changing every time but I digress), and also smaller quibbles that add to the pile like, why are you killing so many ANIMALS in that game?? It’s weird how many like, alligators you’re just fuckin chopping up they’re just chilling! The biggest stickler for many people is of course Cal Kestis himself. Cal Lightsaber. Gotham’s The Joker. Star Wars Archie Riverdale. People HATE Cal. They hate how he talks. They hate that they feel his backstory is overused in extra-filmic Star Wars media. They hate his cool ponchos. They hate the way his character develops. They hate his name for some reason. They loudly hate how he looks which is rude considering he is just a face capture of his actor.

Not me though. I love Cal. Is he generic? Sure. Is his story predictable? Yes. That’s fine though dude. I’m playing a Star Wars game is it supposed to revolutionize storytelling? Was I expecting the 200 million dollar EA published Respawn game to shock and surprise me? I’m not watching frickin’ A Brighter Summer Day over here bro. Cal Kestis is a lil frickin’ cutie. Love me some Cal Kestis, he’s my guy. And I think the first game set the stage to take him and his winning supporting cast in all kinds of directions, it really could have been anything.

I find myself a little bit surprised at the direction that Survivor takes itself. If Fallen Order is a game that is, rotely and blandly, about learning to live trauma, Survivor is a game that is about this same group of people but especially Cal asking themselves what it looks like to live, period, and that’s a much headier question that the game admirably doesn’t pretend there are easy answers to. If the first game ends on something of a note of “well our quest was a bit of a bust but we’ve learned valuable spiritual lessons and come out the stronger for it, Cal has faced his fear and he’s finally found something to fight for and people to fight with,” then Survivor reexamines what it means that the thing he found to fight for was that he deeply internalized the last thing his master saying to him, when he was fourteen years old and fleeing for his life, being “hold the line.”

So a few years after the first game this expresses itself as Cal working for Saw Guerrera, a Star Wars character famous for being a guy who the narratives of Star Wars always say “whoa look out that’s the guy who’s a rebel but he’s Too Extreme and Goes To Far” but actually any time he’s onscreen he’s just being cool and morally correct about literally everything he ever does. So Cal’s working for him for seemingly years now, apart from his old crew which has broken up, and he’s taken on the responsibility of the Jedi Order which to him, a guy who was beginning to come of age at the philosophical nadir of the Jedi as a political organization and during a war in which the Jedi were moved from being The Cops to being The Army, means he has a moral responsibility to use all of his unique and considerable power to fight the empire in a militarized way every single day with no breaks, because every second of his downtime is a second that other people who need help that only he can give aren’t getting it. It’s a very single-minded way to approach the problem of how he can help people against the Empire and he is in fact so fucking weird about this that the only other Jedi he knows, Cere, has stopped hanging out with him over it and they’re not on speaking terms.

The central idea of the game being how to best live under the Empire and how best to fight them is like, shockingly well-woven between every main character. As one might guess, the main plot of the game, about some loser from the disastrously awful High Republic media line is brought out of cryogenic stasis and reveals that there’s a super secret planet that is effectively impossible for the Empire to know about or travel to, and everybody is like oh sick we could go live in peace there! But this guy, Dagan Gera, is like no no you see actually I’m like an evil weirdo 200 year old Jedi and I’m the bad guy now okay see ya later. And so the game becomes a series of quests to find bits and bops of various doohickeys to help Cal beat Dagan to the Ultimate Doohickey that unlocks the Special Planet or whatever it doesn’t REALLY matter, the important thing is that it’s an excuse to have Cal parade around the galaxy and reunite with his shipmates from the first game so they can all hash out their shit and explain the themes of the game to him.

Greez, the original pilot of the ship you fly around in, has settled on a remote frontier world called Koboh, and opened a little bar in a small town menaced by the raiders that Dagan commands. Greez was never fit to fight the empire, he was always just a guy, and a pretty frazzled one, and it makes sense for him to get out of dodge. This is cool. This is okay! He’s had a room in the basement set up for Cal for five years but Cal is so petulantly angry at him and so wrapped up in his own sense of mission that he hasn’t visited once. Merrin, who joined the crew after living most of her life alone among the ghosts of her people’s dead, left the crew, and the Fight, to find her identity. She’s toured the galaxy, and importantly she has helped people out, and decided that the place most appropriate for her most of the time is with Cere, who has joined a group of Jedi cultists who specifically aim to collect and preserve Jedi knowledge and relics from across the galaxy in secret, while also harboring and shuttling people who need protection from the Empire – an elaboration upon the group’s mission from the first game. Cal sees this as quitting, as walking away, and he can’t understand that it’s a different and important part of a fight against an enemy that is all-powerful, monolithic, and who wins by eliminating culture more than by killing people.

It’s cool that this game takes place after such a long timeskip because it’s clear that all of the fights you see have been had many times and really after like the first one with Greez all of the emotions in these arguments are very cooled. Cal is genuinely trying to let go of the betrayal he feels, he’s just not ready to understand what people are telling him, and they aren’t even trying to fight, they only want him to see a broader vision of what life is allowed to be, even in a world where justice legitimately does need to happen via violence.

The game is mature enough to understand that Cal is wrong but it’s also mature enough to know that the answer isn’t “Cal should lay down his lightsaber and embrace a retirement from his fight.” It’s ultimately temperance that everyone comes to understand is necessary for him. Cere knows that her path isn’t Cal’s path and she doesn’t try to convince him, ever, to join her. Merrin knows that she can do more with a group or a partner than she’s done on her own, but also that her newfound wisdom is a valuable asset to her. And Cal is shown multiple examples of the kinds of things that single-minded obsession with noble goals can do to someone in his position via the game’s villains.

Dagan Gera is of course a Jedi, but he is obsessed with his utopian vision of a future for the order that he controls via his discovery of the special planet and his guidance of new Jedi there, and when things start to go wrong he thinks he can pull it out of the fire himself. He truly believes that only he can make things go the way they’re supposed to, and a combination of betrayal by his closest ally and then finding the state of the galaxy when he is resurrected 200 years later to find a tyrannical empire in charge, having decimated the Jedi Order, he thinks his feelings of superiority have been justified, and that now it’s only he who stop this Empire, and he immediately starts doing awful shit in the name of fighting them. And there is of course the true villain of the game, Bode, who is present for most of the time as Cal’s newest and most stalwart ally, just a guy with a daughter he needs to protect, a dead wife he wants to avenge, and a thirst for stormtrooper blood that will never be quenched, but who is also generally very friendly and a quiet emotional rock for Cal at all times. He is, of course, a spy, but an unwilling one, with his daughters safety guaranteed only so long as he operates for the Imperial Security Bureau. Bode’s villain reveal is extremely predictable but the nuances of it may be less so. He is, like Cal, a Jedi survivor, but one who has obviously strayed a little (but importantly ONLY a little) further from his old ideals than Cal has. Protecting his daughter is now the only thing Bode REALLY cares about and he uses that as a shield for the thousands of people he gives up to the empire, but he also, genuinely, didn’t want to do it – it’s suggested that he’s fully prepared to turn tail and run with his kid to the secret planet with our heroes until they start talking about using it as a rebel safe harbor, and he’s just too scared and too selfish to let that kind of risk in. This single-mindedness mirrors Cal’s; it’s the only thing he really talks about, and he behaves increasingly extremely in the service of it. He and Cal both tap fully into what Jedi would call the Dark Side of the force by the end of the game to serve their desperate needs to protect what little family they have left, but Cal listens to his when they has him to be true to himself as he uses this power, and Bode is too scared to do anything but lash out at his daughter. Ultimately both men are desperate to feel a sense of control over the things that are important to them in a world where, fundamentally, they can’t control anything, and a big part of the game is about learning to accept that this isn’t possible. Bode can’t, and he dies.

Cal does, though. His last words, and the last moments of the game before the credits, spoken to a departed friend, are that he knows what he has to do, but he’s scared. This feels on the surface like a walking back of previous game, which was very much about Cal overcoming fear that he had lived with for the years since the Empire’s rise to power and the events of the game. But the fear Cal feels at the end of Survivor is wisdom. It’s the fear of vulnerability, of really letting people in again, of being himself, of letting go of a philosophy that was poisonous in its day and that can’t serve him in the present. Cal thought at the beginning of the game that everyone wanted him to stop fighting, but what they actually wanted was for him to fight and be a person, and that’s so much harder. It’s a much more uncertain place to leave things than the previous game left us with, and indeed if you boot up the post-game there’s now a Star Destroyer hanging in the sky over Koboh – the Empire comes for everyone eventually. But it’s a confident ending, and it feels right. Cal doesn’t have answers, and he doesn’t even really have peace with himself, but he’s opened himself up in a healthier way than he was able to in the beginning, and in a situation like the one these characters find themselves, I don’t think that’s nothing.

It’s somewhat unfortunate that due to the nature of how AAA games are produced, the tv show Andor was conceived, produced, and aired entirely during the dev cycle for Survivor, because these two works do take place in generally the same setting within Star Wars and cover an overlapping set of themes. Through that lens Survivor does feel a little bit like We Have Andor At Home but I think it’s served well by its very zoomed-in focus on Cal’s approach to the question of How To Live And Perform Rebellion vs Andor’s wider-lens, and, in the words of a dear friend of mine, there are MUCH worse things to be in this world than Andor At Home. So I’m left impressed and surprised by Survivor. I do think the game is improved over its predecessor in every single way even if I’m not talking about the play of the game, but like as much as I’m The World’s Only Cal Kestis Fan, that was notable largely because Fallen Order’s writing is so aggressively forgettable, which itself is a staggering improvement over all other writing from Respawn as a studio. I hope that now there will be more of us. I hope that now I will be Only One Of Many Cal Kestis Fans. I imagine it helps that he’s way hotter in this one. I put the windswept hair on him with a short beard. It was the right thing to do.

despite the dogshit performance this game had at launch it was a great improvement over Fallen Order, who knew that giving a jedi a blaster would be so based?

Kyle knew, Kyle Katarn knew all along

Star Wars Jedi: Survived

Like many who have graced this earth with their astral presence since the inaugural release of Star Wars: Episode IV in 1977, I grew up a fan of the multi-media giant in its games, novels, and movies. As time went on that interest only rose, growing up with Phantom Menace and then the Clone Wars into a golden era of Star Wars games, I felt and still do feel so lucky to be alive in a world where that universe is realized to its fullest extent. Come 2015 with the release of the new trilogy and the Force Awakens, I remember my eyes lighting up seeing the X-Wings first roll in. Come Episode VIII, IX, the Battlefront reboots, and the general Disnefication of the series, my interest greatly waned... resembling something of a galactic nosedive from Pluto into the Sun. One thing managed to refurbish my enjoyment for Star Wars and that jubilant youth we all eternally chase: Star Wars Jedi: Fallen Order. While imperfect, it felt like it did the nature and magic of Star Wars correctly. The story beats were tropey in nature, as are many Star Wars origin stories, but the gameplay was fresh and Cal Kestis + his crew were a great group to experience this IP with. I came out of Fallen Order with great expectations toward its inevitable sequel, hoping Respawn could keep the ball rolling on an enjoyable, actual Jedi-Like Star Wars experience. I unfortunately didn't feel that way in the exit interview.

Survivor's PC release was marred with technical difficulty, and I figured as a later buyer that I would bypass these problems on a higher end rig. Unfortunately, performance was far below what should be considered acceptable in 2023. I had AMD's FSR feature turned on to "quality" on medium graphics for the majority of my runtime, peaking at around 70 FPS though on Koboh and certain locations dipping down into 40 or lower. When I said I wanted more Bloodborne after playing it last year, I meant I wanted more well executed Souls-likes with captivating settings, not more Souls-likes that run at sub 30 fps when movement timing is paramount. The world, the characters, the gameplay was beautiful and mostly fluid, but being able to see it at an archaic performance level was miserable. Thankfully I only crashed once and that was fittingly when adjusting settings to turn the FSR into "performance" based. I only did this for the last level or so which made the game feel like I was playing without my glasses on... just blurry all over and the lack of texturing was very offputting.

The gameplay itself was mostly the same as it was in Fallen Order, but I'm a few years and many games removed from playing that so my memory may be a tad bit foggy. You have a set of stances attached to you as Cal Kestis, only being able to use two at a time. I opted for the single saber as it felt the most "jedi" and versatile, along with the gun-saber combo you get later on because again... I'm always chasing that Bloodborne dragon. One on One combat in Survivor is a ton of fun, the lightsaber Cal uses lends itself to a mostly fluid parry and dodge based experience, and there is a plethora of encounters in which this dual fighting occurs. Where my largest issue with the combat of this game happens is in its group battles... and for every one on one, it feels like there are ten larger scale fights. This isn't the worst in theory, as most of the droids and basic stormtroopers go down in a single swing, but when special enemies and distance is added into the equation, it feels like you're being slapped one second after the next. Pretty much everything stutters Cal and I don't think there are any I-frames for being hit, at least the final boss fight proved that to be true. If you get hit/staggered by an enemy with a staff/saber, you'll sputter about for a second and get hit by another person doing the same. If you try to take one of these blade wielder's on, you'll get hit by an off-screen laser and it will stagger you again. In an event to not cry the sour grapes excuse, I don't think this is a skill issue but rather an effort of poor game design. You are greatly punished for trying to feel cool in this game when it comes to fighting more than one enemy. Jedi's are cool, I want to feel cool. Successful Souls games greatly limit such encounters as a result, you will get those multi-enemy fights, but often they allow for the duel to take place first before everybody tries to swing at you. In Survivor, I felt like I was the guy with a pack of gum and everybody wanted a piece. I will say though, the battles against non humanoids felt pretty good in this game and mostly muted in length, which is a nice touch.

The world as one would expect is beautiful and rich in detail. Respawn did a great job yet again in fulfilling one of the key tennants of Star Wars media: making it feel alive. Beginning with a cold open on the population heavy Coruscant and then cascading into the more desolate Koboh and Jedha, the world of Jedi: Survivor is colorful and teeming with flora & fauna. This was the part I expected Survivor to excel in the most and I'm glad it lived up to the billing. Traversal through these locations is again extremely Uncharted-esque and I won't say it was actively problematic or lead to a negative score, but running around felt mostly menial and like a chore.

Cal Kestis is a great protagonist but his arc in this game felt so predictable and kinda... mediocre? I think mediocre is a great way to describe a lot of the characters and their interactions with the villains in Jedi: Survivor. You meet new friends and foes, and reunite with old ones, and none of them managed to do a great job for me at creating new interesting memories. Merrin is a great character, Greez is great, Cere is Cere, but I didn't feel the magic of any of them being a fun crew like I did in Fallen Order. They join you on your mission and help you toward your end goal, but its just more of the same. I get that this journey overall is meant to be a lot more personal to Cal and his experience as a Jedi and the personal turmoil that comes with it, but part of the greatness in Star Wars stems from the interaction with the characters in the world. Maybe this is Star Wars fatigue striking me once more, but I just didn't find any reason to care for the characters of Survivor. The story just kinda happens as it happens, I had to ask myself multiple times after stopping and picking it back up about "What am I actually doing? What is my goal? Why is the villain doing this?" and having no real answer. The villains of this game also just felt weak and lacking of both clear motive and decent writing. Fallen Order didn't necessarily have a Pullitzer narrative either but I felt like the story of Survivor was generally listless.

If you're starved for Star Wars content or want a game where there's a lot of content to clear, Star Wars Jedi: Survivor is your game. If you're like me and fatigued by Star Wars, don't wish to encounter sub-optimal performance, or would feel tarnished by the above, then it would probably be a title to avoid. I do not recommend Star Wars Jedi: Survivor.

When I first played Fallen Order on release, I was entertained but not exactly impressed by it. I found myself more intrigued by what it was going for than by what the game actually was. It felt like a solid foundation to build on in a sequel, but not exactly a great game in its own right. Fast forward to the sequel in question and I have to admit that I was pleasantly surprised by Survivor. It definitely delivers on the foundations set by the first game and improves upon them in every way that a sequel should.

What really impressed me was how deep and varied the game's suite of customizations are, from Cal's entire look to his lightsaber and more. In lieu of this, there's a constant drip-feed of rewards for exploration and discovery in every nook and cranny, whether you're laser-focused on the main quest or not. Your efforts are constantly rewarded with new cosmetics and abilities that more than make up for the ho-hum exploration and level design of the previous game.

This stream of continuous rewards extends to all other aspects of the game too, primarily combat and traversal, with each new (story) area you visit rewarding you with either a new weapon, a new combat ability or a new way to get around the world. It's a simple yet very effective way to keep engaged with the game's already solid pacing while rewarding you with new opportunities to engage with the metroidvania-esque levels and tricky combat arenas.

Speaking of combat, thanks in part to the above plethora of options at your disposal, it's definitely much more enjoyable than Fallen Order. Not that it was bad there, but more so that once you got into a flow state with the combat systems, almost every fight felt like a breeze. Here, though, there's a barrage of new enemy types and weapons for both you and them to adapt to so it never becomes contrived and maintains a consistent ebb and flow between challenge and reward throughout.

When it comes to story and characters, once again, I enjoyed them much more and from earlier on in the game than last time. Fallen Order's story didn't really get intriguing until the back half, especially when Merrin joined the crew, whereas here it starts interesting and only gets more so from there. In part, this is due to the time gap and breaking of the status quo from the end of the last game, as well as the exploration of the High Republic era, a seldom-explored part of Star Wars history until now.

With all that said, there are still places where Jedi: Survivor falls short. Bugs and performance woes remain for the time being on PC and console versions, with a few times where I had to reset the entire game to continue. It's not exactly unplayable, but it can get irritating.

This is perhaps a nitpick but the traversal animations and particularly the transitions between them, aren't seamless and can look quite awkward at times. Perhaps that's unfair since they have to be that way due to how fast and frantic traversal can be, but it still looks a little odd.

Either way, Jedi: Survivor is a great sequel and an improvement on its predecessor in every way. It would be a stretch to call it this trilogy's 'Empire Strikes Back', but then that comparison is a little overused these days anyway.

8/10

Jedi: Survivor carries over all of the strengths and weaknesses from the first game: the fantastic characters and memorable moments but also the messy combat that is still just as janky, unbalanced and buggy.

That's not to say that Survivor doesn't bring anything new to the table, it definitely does. There are more stances, more abilities, more customization options (thank god) and generally just more things to discover. The movement, while also still quite janky at its core, feels much more diverse and open thanks to some cool new moves and gadgets - don't go thinking the level design lets you experiment though, it still doesn't.
There are better animations in general but especially in combat they always seem to bug out unless you're extremely careful. For a game that tries so hard to be cinematic, that's a big problem.

Now what I actually want to talk about are the story, pacing and setpieces. The game starts out really strong in this regard but up until the last few hours the story doesn't seem very coherent - the middle of it definitely drags a bit.
But everything I've heard about the finale of Jedi: Survivor was true: this is not just perfect Star Wars, it's simply perfect, period.
Everything finally clicked, and I wish the game had felt as tight in its direction and structure before that. The twists, the boss fights, the setpieces....your honor, they cooked!

I think this game's finale outmatches even Fallen Order's but overall because of the unpolished gameplay and pacing issues, I like it about the same. Can't wait for the conclusion to this trilogy.

I really love videogames ❤️
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Eu amo muito videogames ❤️

Nunca consegui gostar de quase nada de Star Wars (fora os jogos de Lego), até conhecer essa franquia. Ainda lembro quando ouvi falar do Star Wars Jedi: Fallen Order pela primeira vez, e, mesmo sem conhecer nada do universo, fiquei bem interessado pela ideia de controlar um jedi num jogo souls-like. De fato foi uma experiência muito boa, e por muito tempo foi o meu jogo favorito de 2019 até que eu joguei Sekiro.

Em Jedi: Survivor, tudo de bom que tinha no primeiro jogo foi evoluído, seja em relação à história, desenvolvimento de personagens ou mecânicas de jogabilidade. E o melhor, realmente é uma sequência. Não tem aquela baboseira de inventar uma "perda de memória", ou alguma anomalia que faz com que o protagonista perca todos seus poderes e tenha que adquiri-los novamente durante o novo jogo. Você começa tão forte quanto terminou no primeiro jogo e evolui a partir daí. Simplesmente fantástico!

Outra coisa que gostei muito foi como eles tiraram muitas das marcações desnecessárias que indicavam onde o personagem tinha que ir. Por exemplo, pinturas específicas numa parede ou passagem que deixavam claro que o jogador tinha que seguir por ali. A sensação de imersão ficou melhor com essa remoção, e as coisas do mundo pareciam fazer mais sentido.

A exploração do mundo é muito boa, também é algo que evolui em relação ao primeiro jogo, mas algo que eu poderia citar como negativo seria que algumas das recompensas adquiridas ao explorar o mundo não dão uma sensação de que são, de fato, recompensas. Já que muitas das coisas que você obtém ao explorar o mundo são puramente peças de customização do personagem. De toda forma, tem muita coisa legal e recompensadora na exploração, só acho que não tinha necessidade de ter tanto item de customização espalhado pelo mundo. Jogos como os Zeldas mais recentes tem, mas são itens legais, e aqui são pouquíssimos os que são, de fato, interessantes.

Mas não tem muito o que falar além disso, o jogo é muito bom. É bem legal ver como Cal Kestis finalmente se desenvolve e começa a lidar com muitos problemas em busca de sobrevivência num mundo tomado por um império maligno. Isso alinhado a uma ótima experiência de jogabilidade, exploração e imersão, dá um prato cheio pra quem gosta do gênero souls-like. Recomendadíssimo!

Besides the performance
This is the perfect sequel or the best they could have done
This game just improves on everything and the story is so engaging


Sheesh como é bom ser Jedi!

Um excelente exemplo de como deve ser uma sequência. Souberam pegar o que tinha de melhor no seu antecessor e aprimorar todo o resto, expandindo para áreas abertas e adicionando mais cosméticos para personalização, dando muito mais liberdade aos players.

Dito isso, o destaque está na gameplay e exploração. Belíssimos cenários para serem aproveitados em ótimas mecânicas de parkour. A adição de montarias foi bem bacana tb, apesar de bugadas.

Não há mto a ser comentado sobre a história, é o clássico de Star Wars. Particularmente achei bem fraco os personagens, as interações são sem graça e o romance super forçado. Entretanto, em combate as habilidades deles tornan-se bem úteis.

É isso padwans, lembrem-se sempre: Trust only in the force!


I'm going to link my enemy combat design video series because so much of what's frustrating or disappointing in this game ties directly to what I care about most as a combat designer and why I created these videos in the first place. https://www.youtube.com/playlist?list=PLaAa7EbxLMGOqF1EKT-ppDtgAUdrHC_ps

Overall, Jedi Survivor takes the successes of Jedi Fallen Order and fans them with the hot flames of more and more gameplay scope, much of which does little to improve the established formula.

Performance Gripes
This game's performance sucks. It's not optimized. I waited a year to play it, hoping it would get better, and it did, but barely. The variance in how well the game could run in different areas (on an RTX 3080 and 12th Gen Intel i7) ranged from 15fps to 60fps, probably averaging 45 with massive slowdowns in certain areas (the worst was outdoors on Jedha, which was unplayable without me pausing the game to lower the graphics settings to the minimum temporarily, and it still ran at <45fps). It doesn't fully utilize my CPU or GPU (and I explored all the fixes players have tried to find), so it's a mystery how the studio employed Unreal Engine so poorly.

Environment Art
Aside from issues with clarity in level design and lighting (below), this game is GORGEOUS. The art is the biggest reason I did not stop playing despite my annoyance with its gameplay. The fundamental Star Wars identity is crystal clear, the fidelity and range of environments are beautiful to look at, and spaces feel engaging to explore even when the level design becomes convoluted or unclear. No complaints here!

Story
Meh. It's not much of anything, it's barely even a story. The few meaningful plot beats are flimsy, the core motivation for the quest barely makes sense, and every time someone started yammering about "Tanalorr," my eyes glazed over. The characters are charming, I particularly liked Bode, but the game does very little with them. The immensely copious, mostly boring, and expository conversations with the various denizens that Cal can collect for his saloon also did nothing for me (other than stab me directly in the heart with the trauma of the KotOR Remake team I worked on having been dissolved). There's nothing positive to say here, but there's also not much negative to say because, frankly, there's nothing of substance going on in the first place, good or bad.

World Design
The maps are so big and jammed so full of collectibles that they border on being a 90s throwback. There are literally HUNDREDS of collectibles, most of which feel frivolous and time-wasting, with an imbalanced spread between the rare "Wow, that challenge was enjoyable to overcome to get this!" to the more common "Why on earth would you put this here? The environment is completely unreadable, and I don't feel bad I couldn't find it."

One of the core collectible types is just a faint blue aura, which, in some environments, looks exactly like everything else that is visible around the player at all times. One of the core collectible types is literally invisible and only conveyed through a response from the droid on Cal's shoulder, often tied to innocuous environmental objects that a player would have no reason to want to look at. There's a guy the player can meet who captures fish FOR the player, and one can only assume this was a fishing minigame that was reasonably cut from the game's absurd scope. Why can I plant seeds on a roof? This doesn't feel like a gameplay verb that is doing much of anything for this experience.

I don't have anything fundamentally against the overall design of adding a big hub world with lots of objectives to do, but outside of the critical path, Koboh honestly starts to feel like a huge mess the longer the game goes on. One big part of this is that the map is simply too big and becomes utterly unreadable other than "Did I go through this door before?" Beyond that, there are SO many "return to this with a new mechanic" moments that basically incentivize the player to ignore the entire planet until they're near the end of the game. At this point, I was exhausted with so many other flaws that the idea of trying to do meaningful side content (the actual quests, not just fetching hundreds of collectibles) felt like a waste of my time -- especially given the basis of PACING in a game, which is "evenly distribute side content alongside the main story."

It really feels like the scope of Koboh completely escaped the team, and they lost any sense of why a player would engage with it at any specific moment in the game. There was no basis from other games they were drawing on for this experiment, and I don't think the experiment was particularly successful.

The critical path in terms of level design, however, is generally... pretty good! The visual differentiation between various areas on Koboh was overall quite cool (though some are more boring than others), and the other planets the player visits at least have a clear visual identity, though were mostly less exciting for sci-fi locales. The level design of traversal was basic for most of the game until all the mechanics were unlocked, and from there, the game offered a few zones that felt engaging (though almost always straightforward). Some puzzles are fine but not impressive. There are a billion shortcuts, which feels convenient since I wouldn't want to replay most level segments even if I had to. They go out of their way to make everything so interconnected that a player who hates fast travel could never use it, which is certainly a choice in a game that's this big.

The level design would be best described as visually awesome but imperfectly conceived. The biggest flaws, as mentioned earlier, are in the side-path design of some areas where the environment art and lighting render certain paths totally unreadable, which feels like a knock-on from the game being too high-scope and the team not having time to refine their visual approach to player level design affordances.

Combat Design
The player has more abilities, attacks, and weapon styles, but all of these have some of the least refined animations and controls I've seen in a recent and well-received AAA action title. Combat is more chaotic than ever, with encounters involving up to a dozen enemies simultaneously attacking from all directions. However, only one of the weapons (dual lightsabers) can cancel from attack animations to block the constant staggered enemy attacks. The blaster and lightsaber combo is great for managing enemies (overpowered on lower difficulties, to be honest), but its sword attack animations are visually awkward and don't feel like something a Jedi would do. The "heavy lightsaber" is a neat callback to other action games, but it also makes zero sense given a lightsaber doesn't weigh anything, and Cal seems to be handling it like an 8lb claymore (it also doesn't feel well-balanced for any encounter with more than 2 enemies).

I personally played on the medium difficulty, which is trivially easy compared to the same difficulty in the previous game, after watching my roommate force himself through the highest difficulty with nothing but constant complaints. The team went from Souls-inspired deliberate animation-based gameplay with a good variety of enemies for the game's quick pace to something that felt more like pure chaos at worst and overly repetitive at best. Large encounters are just silly, with projectiles endlessly flying from 4 directions while 3-5 melee enemies take turns swinging within < 2-second windows one at a time, making the player's optimal actions "spam the block button and hope some of these enemies get parried and just throw out wide attacks as much as possible to try to break some of their stun meters." Small encounters are relatively fine but get pretty boring when the spread of new enemies stops growing less than halfway through the game.

Why does Cal have force powers when most enemies are immune to them for most of the game? The balance between "pure power fantasy" and "difficult and deliberate action game" is completely lost. On the highest difficulty, combat is just a slow attrition of throwing out safe attacks and ranged attacks because the enemies are utterly relentless, especially if fighting more than one at a time. It's optimal to mind-control enemies as often as possible, but then this feels like trivializing the experience and turning Cal into a coward even further.

In Dark Souls and Sekiro, the games that originally inspired this or were similar to it, most basic enemies have fewer than 4 animations to choose from, which are dead simple and easy to understand. Nearly every enemy in this game is capable of throwing out what feels like 5-10 unique melee attacks (potentially also ranged attacks, potentially also dodging) on top of having super armor as long as their stagger meter isn't empty as well as parry attacks they throw out after blocking multiple attacks. This means handling >3 enemies means tracking 3 completely different animations, and hitting 3 enemies means at least one of them will randomly pivot from blocking the player to attacking them. This whole "block and then parry and then attack the player" concept was brilliant in Sekiro where engagements are generally 1v1 (and the player can easily position enemies to fight them one at a time), but here, it's often optimal to use weapons with wide attacks to deal with weaker mobs of enemies and then just accept the punishment that one of them will probably super armor through it and hit you in the middle of your combo.

Oh, also...bosses? Mostly boring! Only the main boss was interesting. Otherwise, the animation quality and variety were just a step back from the first game. Most of the big creatures were very basic and largely annoying rather than engaging. They re-use "raiders who stole lightsabers" way too much, probably because it seems like they struggled to find an excuse to put lightsabers on screen with their story, but those guys re-used the same animations constantly and also had effectively zero weight in terms of story. I didn't bother looking for the bounty hunters because my friend convinced me they weren't interesting. VFX and animation timing clarity on many boss attacks also just isn't great -- all stuff that, again, feels like it suffered for the team reaching beyond their resources and time a bit.

Overall, the pacing and flow of player and enemy attacks just feels...like a mess. It's fine, it's playable, and it's not terribly boring or worth uninstalling the game over, but I just don't see a single improvement over the original game, nor do I feel like this team of combat designers has a great understanding of what makes the games that inspire them work so well.

Conclusion
I largely agree with one of my best friends on this: if the series continues on the path established by this game and keeps lacking refinement, insisting on a massive scope beyond what the team has the resources to polish, then I probably will not return to their games. There's a foundation of a great game between the cracks here, but it's remarkable how many steps back the team made from what was a BETTER foundation on the last game.

This one didn't have the same vibes as the first in the series for me. Hoping they mix things up for a part three.

The twist in the story soured the entire experience and it felt super unnecessary.

Cal Kestis returns with the sequel to Jedi Fallen Order, and while this game has had its fair share of criticisms (particularly with the poorly ported PC version), on PS5 I didn't have any issues. For me this smoothed out a lot of the issues I had with the first game and built on what made that one enjoyable.

While this game starts off on Coruscant for its opening, I can still appreciate how these Star Wars Jedi games aren't leaning too heavily into previously established characters and coming up with their own lore. You'll see all of Cal's surviving friends return like Greez, Merrin, and Cere along with some new ones like the mercenary buddy Bode Akuna. The story of the first game sort of slipped out of mind over the last few years but whenever a familiar face popped up I'd go "oh yeahhhhh I remember you".

Gameplay is that familiar mix of From Software-lite inspired open areas where you'll be coming across random enemies to spar off with along with the more cinematic set piece moments right out of a modern Sony game. It all blends together to make for a fun AAA experience. I especially liked the world design this time around, and it was so much easier for me to get my bearings and not get totally lost just trying to find my way forward. The planets and various areas on them are just better designed this time out.

Jedi Survivor can still be pretty challenging which I can appreciate as the combat will keep you on your toes all the way through. In the end I had a really good time with this game and I look forward to playing the next one a few years down the line- it's good to see Star Wars finally being treated with respect and care in the video game space after a rough era.