Let's start with the negatives, because there’s a refreshingly small amount in Fallen Order. Besides a single element of the story I felt was rushed, there’s only one major drawback to speak of: the technical issues. Even after playing years after the release and with a brand new RTX 4070 the game had some pretty major frame rate and render hiccups. Kasshykk especially was downright horrendous at times in areas of high detail foliage or large amounts of enemies. It never broke or crashed the game but it definitely took the winds out of my sails at times, with it undercutting tense scenes or would-be epic battles. Luckily It got better in the later portions and planets but was never fully gone. Which is a shame, because ignoring that the game is gorgeous, responsive, and has the best lightsaber combat I’ve experienced thus far.

On that topic, let’s talk more about the combat. I can definitely see some Dark Souls influences all over it, with some added force powers as a bonus. However, parrying in Fallen Order is far better than dodging when you can help it. And I know they expand on the moveset in the second game, yet even just with what’s here I’m as giddy as I was back when I used to swing a broom around the backyard pretending I was a Jedi. Of course by back then I mean yesterday, but nevermind that. Being able to force push into a lightsaber throw into force pull into a double-bladed wombo combo was peak badassery. With every game that offers multiple movesets I always try to incorporate a decent variety. Both to play the game as intended and to experience all that it offers. Some games are better designed for varied combat, and others you learn very quickly to only rely on the fundamentals. With Fallen Order it fell thankfully and completely into the first camp. It never discouraged trying out new methods, and I loved testing the limits with each new encounter. And that’s with playing on Jedi Master difficulty, which is no cake-walk by any means.

Still, I enjoy a good challenge, and mastering Sifu was more than adequate as a prerequisite to feel confident in that choice. Just like Sifu, parry timing is key in this game, and I am grateful to have long ago honed that. And honestly, after finishing Fallen Order I actually think Jedi Master should be the default difficulty for everyone but the greenest gamers. The hit speed and damage felt like it perfectly struck that sweet spot of requiring you to slightly improve your timing with every new enemy and making hits something to avoid rather than shrug off. The health system was not quite what I expected, even so I dig it. Like many parts of the game it’s very RPG-like. I was really hoping for an ability to regain some health on special takedowns, but the replenishable stims and respawning enemies system worked just fine on their own. For one it makes grinding a breeze if that suits your playstyle, though this game doesn’t really ask that of you, and I did just fine getting nearly every ability by the end without doing that. It’s also good practice if you feel less confident facing certain enemies and need to run a fight back.

Besides the timing quirks the only other element to get down is when to use the double-blade and when to lock on. The game helps you with the former dilemma by straight up telling you how to use it, though I would caveat that the double sided blade can also be good for single enemies when they have a fast recovery or hit speed. For the latter question, generally it’s best to lock on when all enemies can be seen on screen at once, or when there’s only one or two enemies to worry about. As a last note about the combat, I’ve heard a lot of disappointment that the game doesn’t offer more violence, as in no dismemberment, decapitations, or bisections. While it is a limiting factor and perhaps not the most realistic, I’m kind of indifferent to the idea. I wouldn’t protest some scarce limb and head removals, but I WOULD be outright against bisections in anything that’s not a dark-side focused title. Nevertheless, I’m perfectly content with just the scorch marks we were given to denote damage.

The story and its planet-hopping consequences were a great chance to see more of the galaxy in game form. Seeing Order 66, Dathomir, and Kashyyyk gave me a painful desire to see team Respawn do a hundred more planets and situations in their unique to Star Wars Metroidvania style. I also liked just about everyone, even if they fit a little snugly into their archetypal boxes. They all had succinct arcs, and even gave me some warm fuzzies by the end when they all became closer. Hey, I’ll admit I’m a hopeless sucker for found family dynamics when I care about the characters. My only complaint in that department is that Merrin joining the Mantis crew was way too rushed. Going from trying to kill you to becoming an eager flight companion was welcome if comically jarring. But whatever, I just need her and Cal to make some sweet Jedi Witch babies, stat.

Straddling the line that Fallen Order had to is far from enviable. It had to cover a well-documented and relatively common period of the galaxy while still adding new enemies, challenges, and important missions so as to make it distinct in its significance. At the same time it had to be self-contained enough so as not to step on the toes of the Original Trilogy. Despite those unique obstacles, I think the game nails the landing and offers a good excuse as to why Cal wasn’t leading the charge for the Rebel Alliance. He’s a strong fighter, but as can be seen with his encounter with Vader, he’s nowhere near ready to shoulder the responsibilities for the fate of the galaxy at this point, emotionally or physically. What a great subverted sequence that Vader one was by the way. I’m still not 100% sold on the idea of Inquisitors as a whole, but I’d be lying if I didn’t say they have drip for days and a presence that elevates the boss fights to a level near epic. If you have even a passing interest in Star Wars I would implore you to pick up this game when it goes on sale for dirt cheap, as it often does.

Reviewed on Aug 10, 2023


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