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Star Wars Jedi: Fallen Order: Test: Trying to perfect a game

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At last. You almost did not expect it anymore. EA actually delivers yet another Star Wars game, one without Lootboxing, without Games-as-service concept, instead singleplayer, story campaign, lightsaber action. Plus, with the Apex Legends and Titanfall 2 developers Respawn, experienced experts in the genre behind them know what they do and what they want. Is that finally the Star Wars game you were looking for? Well, probably yes. Because Star Wars Jedi: Fallen Order has become quite different than some might have expected. Because it combines the games Dark Souls, Metroid and Uncharted to a unique mixture, but not everyone should taste.

You have to pay attention to EA for this courage: While all of the world just longs for a "real Star Wars game", they deliver something completely different, something completely unexpected: a "real video game". Anyone who had hoped for an easy-to-digest action game in the style of The Force Unleashed or Jedi Outcast after the first gameplay scenes will be taught a lesson after a few minutes in the game.

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Star Wars Jedi: Fallen Order is at the heart of a soul-like game with a combat system that requires accurate timing and knowledge of enemy behavior, and a difficulty level where each adversary poses a potentially deadly threat, and progress painstakingly expired is lost , It's a Metroid outward that nests its levels and requires a lot of backtracking to solve puzzles later in the game, which previously lacked the appropriate ability. And thirdly, there is a touch of Uncharted, in its staging, in the climbing passages, and above all the occasional puzzles, reminiscent of the temples of The Legend of Zelda. Sounds like the perfect game. At least for certain types of players. Not for the occasional player, but for player types like me. And you?

Story: 5 years after Order 66

Star Wars Jedi: Fallen Order plays five years after Episode 3: The Revenge of the Sith and Order 66. The Old Republic and the Jedi Order have been smashed. You play Cal Kestis, a former Padawan who hides as a worker on a scrap planet in front of the Inquisitors of the Empire – until one day his identity flies and he has to flee. Cal joins an illustrious troupe of a former Jedi knight and a daring pilot, who set off on an adventure through the galaxy, always on the run from their captors and seeking a Holocron to rebuild the Jedi -Ordens should be helpful …

A real soul-like: Prepare to die!

The Beginning of Star Wars Jedi: Fallen Order is a staged stunner that thrills from the first moment. If you're being chased by the stormtroopers of the Empire as Cal, whizzing along the roof of a high-speed train through a Star Destroyer junkyard and learning the basics of the game, climbing, jumping, fighting, blastering with the lightsaber, that's what happens a breathless pace, as one is used to it at best from games of the caliber of a Uncharted. The combat system at the lightsaber, however, requires precise timing in blocking, parrying and countering and reminds at first glance of the extremely sophisticated Sekiro.

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On the first right planet after the tutorial, Fallen Order then shows its true face, which looks less like Uncharted, but a mixture of Dark Souls and Metroid. Star Wars Jedi is not an easy-to-digest action adventure like The Force Unleashed, where you slobber all over your opponent groups as an overpowering Sith Lord and crunch AT-ST Ruff like an empty soda can, instead it's a real "Padawan simulator" in which the use of power and CAL's lightsaber abilities depends solely on your reflexes and your skills on the controller.

As usual for a soul-like encounter with anyone, even supposedly weak opponents can end fatally. The motto "Prepare to die", which mantrahaft overwrites this genre, is also valid here: Presumably you will die frequently in the initial phase (and curse the loading screens that are still a bit too long). If you only maltreat the buttons, you'll quickly bite into the controller frustrated – and maybe switch to the easier level of difficulty, which I strongly advise against, because it is much, way too simple and in a sense already equals a god-mode.

Instead, you should study the combat system in detail, study the behavior of the opponents, work out procedures for each type of opponent, familiarize yourself with the different powers of power, and practice blocking, parrying, and dodging properly. Then at some point it will "click" and suddenly it will not be that hard anymore. At least it was like that for me, because after I found the game in the first third as pretty crisp and had to accept many frustrating deaths, I have died in the last two-thirds not a single time more. Maybe it was just because I tried to play it like Sekiro for a long time, but that was a mistake. At second glance, the two combat systems do not have as much in common as they seem at first.

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However, as multi-layered and successful the combat system undoubtedly fails, it still misses the last bit of precision and transparency that characterizes such games in general and Dark Souls in particular and actually must also distinguish. Especially the evasion sometimes feels downright awkward, there is always a hustle and bustle instead of a concentrated exchange of blows, one is pushed into corners from which there is no escape. There is a lack of fine edges on many small edges that would be needed for a round thing.

Also, the camera behaves stubbornly and thinks it better to know where to look than the player himself. Casual, the Jedi: Fallen orders mainly from the Star Wars brand because of buying, could therefore quickly throw the towel frustrated or fail at the long training period who demands the game.

In many ways, however, Star Wars Jedi: Fallen Order is a lot closer to its players than is the case with regular soul-like titles. The "beacon" -like memory points are much more frequent and accommodating, lost skill points are never lost forever, and those who fall into a chasm do not directly lose their lives, but only a piece of his health bar.

But most of all, the power-abilities Jedi-Padawan Cal gradually learns as the game progresses make the game easier to beat over time, as each individual force extends the range of your tactical possibilities. So you soon storm troops with the power into the abyss, throwing at your sword or slows down the time to knock out while they remain in the movement.

Metroid design: You can not (yet) get in here!

Jedi: Fallen Order is not on the hose. In other words, instead of hose level, a level structure awaits you according to the currently fashionable Metroidvania pattern. Although the path to the goal follows a fairly linear path, apart from that, many branches are explored, at the ends of which precious prey is hidden in secret places, opening shortcuts that connect the individual areas, and annoying because a door is not open or can not overcome an abyss, because one of the necessary power-ability is still missing – and therefore you can take in the later game a lot of backtracking in buying or can, if you want.

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Jedi: Fallen Order follows once more its secret role model Dark Souls, which also made extensive use of the Metroidvania formula, is similar in the execution but rather the last God of War, which set you in a similarly nasty way constantly puzzles, the first to were solvable at a later date. The game motivates you to study the level architecture extensively, explore every nook and cranny to discover all the well-hidden secrets, and revisit areas you've already completed to expose the last black spots on the map. So you do not have to flow through them completely again, it tinkers its way in a clever way like a lace in loops, which always lead into short cuts and connect late areas of an area with the early ones.

An estimation of the season of Star Wars Jedi: Fallen Order can be made for this reason only individually. Who mainly follows the story can be in in 15 hours, who strives for a realistic level of exploration and game progress, comes with about 20 hours. Complete ionists, who want to discover all secrets and explore all optional areas, can roughly double the number.

However, as intriguing as this type of level design undoubtedly turns out to be, it's so blatantly implemented in a lot of places. The first level on Bogano, for example, looks almost like an early prototype level that has not quite become a game world due to its almost artificial-abstract construction of clearly recognizable levels, rondels and the winches in between.

Since you also often can not return to the last fork in the way, because the level course no longer allows for a wide abyss or a slide game, many secrets remain unresolved the first time through and almost necessitate a second run of the entire area. Unfortunately, the abbreviations are of limited help, because they connect the areas only at neuralgic nodes and not in their deepest guts, as in Dark Souls. Even the overview map has difficulties in the complex architecture always to ensure the overview. A quick trip function between the memory points would certainly have been helpful, but does not exist.

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God of War, but also other Metroidvania-style games like Darksiders 3, or even, in many ways, a bit awkward Code Vein, were much more skilful in this discipline. Especially since the treasure chests, which are hidden in boundless numbers in the levels of Star Wars: Fallen Order, anyway contain only playfully useless, purely cosmetic skins for character, sword and spaceship and therefore only stubborn trophy hunters should seduce to busy browsing. Maybe it's simply due to the inexperience of the developers with this kind of game design that denies him the ultimate perfection, but sometimes it seemed to me that Jedi Fallen Order had originally been planned as a purely linear game, the branched Metroid structure only was incorporated at a certain point in development.

Tomb Raider: Lara Croft was a Jedi

Star Wars Jedi: Fallen Order is not a pure soul-like action game, which alone demands the reflexes of the controller and the desire to explore, but also the gray cells. The action gameplay often fades into the background regularly, giving way to a multi-tiered puzzle that takes on the proportions of a typical Zelda temple – or at least that of a Tomb Raider tomb. Significantly, the first such puzzle is actually a tomb in which we have to use our power abilities to push several bullets onto pressure plates and direct the wind through the underground tunnels in a certain way to escape.

And also in this discipline: Star Wars Jedi: Fallen Order is anything but soft-washed and mass-compatible, but sophisticated and witty, varied and resourceful. However, the bouncing and dexterity trails, which are also inspired by Tomb Raider and Uncharted, sometimes drop quite steeply. Above all, the wild slides on a rink or a marsh slope down can be a nerve test due to lack of precision in the control.

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Technique: the bright and the dark side

As I said: In its best moments is Star Wars Jedi: Fallen order visually and staging so fat that you are literally the spit away. The scrap planet with its wrecked star destroyer is a feast for the eyes, the detailing of the Wookie-Waldplaneten astonishing, as well as the cutscenes with Hollywood actors like Cameron Monaghan, known as Joker from the Gotham TV series, and Forest Whittaker, who played his part Saw Gerrera from Star Wars: Taking Back Rogue One is awe-inspiring – though they never reach the perfection of Death Stranding or Detroit: Become Human.

Sound effects and music, which again and again cites motifs from the film soundtracks, skilfully round off the Star Wars atmosphere, as was to be expected, above all because the dynamic orchestration pays attention to the necessary subtlety, not always To shoot their powder out of timpani and trumpets, but to set accents at the right moment.

Star Wars Jedi: Fallen Order – Launch Trailer

With an action-packed trailer EA agrees to the early release of Star Wars Jedi: Trap Order.

However: As splendid as the worlds of Fallen Order fail on some corners, they look so unloving elsewhere. The rocky and grassy landscapes on Bogano seem drab and uninspired, and the scenes in the Jedi Academy are fittingly as detailed as the 15-year-old Jedi Academy. In addition, there are still regular jerks, short dropouts and unpleasant moments, in which the textures are only fully charged after a few seconds, figures float in the air or walls are transparent. None of this affects the gameplay sustainable, but there the developers have to run again.

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