Going into games with little to no expectations makes for some…surprising moments. Most of the time I know what kind of experience I’m in for but there are times when I haven’t looked into the game beyond a cinematic trailer or two before I consider myself sold on playing it. Such is the case with Jedi: Fallen Order as I’m something of a Star Wars and Respawn Entertainment fan so I figured it was a done deal that I’d enjoy whatever happened when the two were combined. Imagine my surprise when I find myself in the middle of a Star Wars soulslike experience, far from the traditional RPG or third person shooter style games that this IP has been known for. Coming into this game somewhat late in the piece means I missed most of the extreme jank that plagued early reviews but still, as an overall experience, I think Fallen Order could do with some more work in a few key areas.

Five years after the execution of Order 66 and the beginning of the Great Jedi Purge, former Jedi Padawan Cal Kestis is in hiding from the newly risen Galactic Empire. On the planet Bracca, where he works as a scrapper salvaging ships from the Clone Wars. After he uses the force to save one of his friends from certain doom he becomes a target for the Inquisitors, an elite squadron of force users trained by Darth Vader himself. Luckily Cal is able to escape with the help of a former Jedi Knight named Cere Junda and her partner pilot Greez Dritus. Cere then tells you of her plan to rebuild the Jedi order using a holocron that contains the names of numerous force sensitive children scattered throughout the universe.

Fallen Order’s visuals excel in the wide open spaces that it puts you in, the wide vistas in the background providing some great screenshot bait. Up close however it’s clear that the visuals have been tuned a little bit more towards the performance end, wanting to ensure that the framerate remains more consistent during heavy action sequences. Part of that could also be due to my older rig not being capable of rendering more detail as I know that the PlayStation 4 version has a “performance” graphics setting which is recommended for non-pro users which looks quite similar to the results I’m seeing here. Even with all of that taken into consideration Fallen Order is still a fine looking game.

Fallen Order doesn’t make too many changes to the souslike core game loop, staying pretty true to the original formula. You have bonfires (meditation points), estus flask (stims), maps that twist and turn on themselves to reveal shortcuts that will make repeated trips through them quicker and a progression system that punishes death in the usual way. Fallen Order is a little more generous with its various mechanics however, making it one of the more tame soulslike experiences I’ve played to date. The only real changes to the formula are the much more contained levels with each world being its own distinct area to explore and the combat tending towards Bloodborne a little more than a traditional souls game. If you’ve been shying away from this genre for a while now I’d say that Fallen Order would be a good place to start, especially if you’re a fan of the IP it comes from.

Following the Bloodborne style for combat means that the game’s pace is a lot faster than your traditional souls game, being a little more hack ‘n’ slash rather than a strategic stamina management battle. Parrying is very much the name of the game here as you’ll have a much easier time if you’re able to hit the required timings rather than trying to dodge your way through everything. That’s partly due to the parry timing being somewhat generous and the dodging feeling a little buggy as it rarely works as you’d expect it to. Indeed the whole integration of the physics engine with the combat mechanics doesn’t feel 100%, even after the patches that took out the most egregious errors that plagued the game’s release.

That, coupled with the game’s rather basic approach to increasing the challenge for you (mostly by just throwing more enemies at you and/or the time between save points) makes for a combat experience that’s a little below par. To be sure there’s some great fights in there and I quite enjoyed a lot of the boss battles as they really did capture that same feeling I got when facing down bosses in other souls games. However much of the later challenge was really just frustration, forcing me to replay through sections over and over again just because I encountered something that I couldn’t have planned for. There was a lot of scope for Respawn to make every world have its own unique set of challenges with different enemies and mechanics but, in the end, they opted for most of them to be basically the same with only slight variations in the trash mobs. That could have been done a lot better.

Progression comes pretty steadily as you gain XP by defeating enemies, finding collectibles and unlocking secrets. Early on you’re likely going to unlock all of the skills available before you get the next tier unlocked and, even towards the end of the game, you’re likely going to be wondering what you really want to spend your points on. For the most part though the skills and upgrades are minor improvements and there’s no one build that’s going to be a lot better than others. To be sure there’s a few skills which will likely make some encounters a little easier than others but you won’t be able to say, build around a particular boss in order to cheese them.

Exploration feels somewhat rewarding however looking for all the crates isn’t something you’re going to need to do. Pretty much all the items contained in them are just cosmetics with no impact to your character’s stats at all. There are upgrades to your health and force scattered around the place but they barely feel worth seeking out as the talent tree does a good enough job of bolstering those up for you.

Whilst I never had any issues with the game freezing or crashing there was still a good helping of physics and hitbox related issues during my playthrough. I couldn’t tell you how many times I jumped at a rope, tried to wall run or jump onto a small rail only to have Cal fall to his death. That only got more frustrating during the more challenging platforming sections as I’d often fail at the last point, requiring me to replay the whole section again. This physics and hitbox jankiness pervades throughout all of the game’s various elements making for a rather annoying and inconsistent experience at times. It’s certainly no where near as bad now as some of the early videos show but there’s still a lot of room for improvement here.

Fallen Order’s story goes through peaks and troughs; sometimes reeling you in with some heartfelt moments whilst at others falling utterly flat. Usually this comes down to bad pacing however Fallen Order does manage to get that right, delivering story items at a consistent rate to keep you engaged enough. I think it partly comes down to a lot of false crescendos as the story appears to be leading to a pivotal point only to shoot off in a completely arbitrary direction, making you feel like you really haven’t gotten as far as you think. The one thing I will credit them for is not relying heavily on main Star Wars characters to drive everything, a sin many Star Wars games commit all too frequently.

Star Wars Jedi: Fallen Order is a competent soulslike experience that suffers from some fundamental technical issues that make it a good, but not great experience. There are glimmers of excellence all over the place, from the expansive visual set pieces to the steady pace of progression and some key story moments that really hit home. But those are buried under the janky physics and hitbox issues that pervade the rest of the experience making things like combat, exploration and solving puzzles a frustrating experience. This is something that will, hopefully, get better over time but as it stands today, even after a couple patches, Jedi: Fallen Order is a game that’s probably best picked up when it’s on sale a few months from now.

Rating: 7.5/10

Star Wars Jedi: Fallen Order is available on PC, PlayStation 4 and Xbox One right now for $89.95. Game was played on the PC with a total of 17 hours play time and 46% of the achievements unlocked.

About the Author

David Klemke

David is an avid gamer and technology enthusiast in Australia. He got his first taste for both of those passions when his father, a radio engineer from the University of Melbourne, gave him an old DOS box to play games on.

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