Jedi: Fallen Order (by Respawn)
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tonizito
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PostPosted: Sun, 9th Jun 2019 00:32    Post subject:
FireMaster wrote:
Morphineus wrote:
prudislav wrote:
souls-lite


Let's just call it what it is instead: Action Game. A dumb one at that.
No need to twist a game's name into a genre. Razz


Someone has to say it...

THE DARK SOULS OF STARWARS GAMES!!!!1sqd;qsdzrhposdfhl^p$qdsg
That will be the rock pansy shotgun review Laughing


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prudislav
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PostPosted: Sun, 9th Jun 2019 00:41    Post subject:
looking at the previews from extended demo EA are either idiots and they showed the best part to the press and the public had to see a linear 15 minutes segment or the press is lying their ass off again
Quote:
Developer Respawn’s hands-off demo at EA Play showed what happens in the 15 minutes prior to when Cal Kestis meets with Saw Gerrera, and those more open-ended moments demonstrated how exploration with environmental puzzles and plenty of parkour will be part of the gameplay.

https://www.ign.com/articles/2019/06/08/inside-ea-plays-extended-star-wars-jedi-fallen-order-gameplay-demo-e3-2019


Quote:
GAMEPLAY:

  • In a way, the combat dance is reminiscent of From Software’s Souls games, but not in a punishing way. Respawn wants players to succeed, but not without a little effort. The Force is also used to augment combat, allowing the player to mess with enemies in satisfying, clever, and powerful ways.
  • When the saber is sheathed, Respawn’s vision for the adventure has classic gaming roots and is inspired heavily by the Metroid series, pushing players to freely explore worlds, and come back to them later with new powers that can be used to reach different areas. Never once do players see a waypoint on the screen telling them where their next objective is. Respawn doesn’t want to hold your hand, and instead hopes you plot your own path through dangerous worlds that are teeming with just as much hostile wildlife as heavily armed Imperial Forces.
  • With a lead in hand, Cal has BD-1 bring up the map of the region, which is displayed as a 3D hologram projected from one of the droid’s eyes. The game doesn’t pause at this point, so the player needs to be careful when using the map. A clear holographic display of the environment appears, complete with geographic and industrial elevations. The map colors in areas the player has been to, and also highlights points of interest in gold. The map is a critical component that helps players explore. Jedi: Fallen Order is one of the few games out there that doesn’t use a waypoint system.
  • Greez willfully transports this small group of characters to any planet at any time – both to progress the story and for freeform backtracking. We don’t know how many worlds there are yet, but the concept art and clips from the trailer hint at a good number of them. Asmussen says the ratio of established Star Wars planets and new planets original to Jedi: Fallen Order is about half and half. Each world houses a hub where the ship lands. Here, the player can return to rest up, save, apply skill points, and spark conversations with characters to learn more about them, the worlds, and overall story. The ship also offers other activities Respawn doesn’t want to reveal just yet.
  • When players choose a new destination, the flight is handled in real-time, meaning there won’t be any load screens, giving the player time to engage with the different activities on the ship. Along with Bracca, the quest to restore the Jedi Order takes Cal to Kashyyyk, the wookiee homeworld.
  • At this point in the game, the player has complete freedom to chart their own course through the wilderness. Some areas feature multiple paths that can freely be explored, while other areas may have paths that are blocked or inaccessible, perhaps requiring an unlearned Force power or gadget to open them up.
  • “We looked at the structure of Metroid Prime closely,” Asmussen says. “It’s not exactly like Metroidvania. We also looked at games like Bloodborne and Dark Souls that have the same types of methodology. We studied those games and they inspired us to find an experience that works well for our game.”
  • As players duck off into the corners of environments, Cal stumbles upon chests that reward him with a variety of upgrades. These chests hold items that can extend his Force and health meters, as well as skill points that he can cash in on a skill tree to unlock new abilities and move sets. Respawn wouldn’t go into what kinds of skills Cal can unlock, but did give us a look at the screen, which features a sea of interlinked circles.
  • Since Cal doesn’t heal over time during combat, he needs to rely on health canisters to get a boost on the fly. If his health is low, he can snap his fingers or ask BD for help (performed by pressing up on the d-pad). The canister pops out of a compartment in BD’s casing, and Cal catches it, and within just a second, applies it to himself for an immediate shot of health. These health canisters function exactly like Dark Souls’ Estus Flasks, and won’t replenish until the player finds a save point or returns to The Stinger Mantis. Retreating to a save point comes with a risk, however, as enemies will respawn. Determining when to burn health canisters is part of the strategy tied to exploration. BD periodically leaps off of Cal’s back to gather items he sees that can be used to synthesize new canisters. Asmussen says obtaining additional canisters is a significant reward, as BD starts the game with only two of them.
  • Exploration also unearths other chest types that contain cosmetic items to change the way Cal, BD, and The Stinger Mantis look. And yes, lightsaber parts are a part of that equation. If a blue blade isn’t your style, you can find different colors, hilts, and other components that alter the saber’s overall design. Just don’t expect to get a red blade for a Jedi.
  • One of the Force powers Cal taps into frequently is close to the hearts of many of Respawn’s employees who worked on the Titanfall games. He can wall run for a good 15 feet, but only on specific surfaces that have a visual language players will get to know. Jumping toward a wall is as easy as hitting a button. Cal can also call upon the Force to perform a double jump, a move that breaks the laws of gravity in most games, but actually makes sense given the Jedi’s power pool. When Cal doesn’t need to use the Force, he can swing on vines hanging from trees.
  • As Cal explores Kashyyyk’s wilderness, BD can scan fallen enemies and the environment to give the player a chance to learn more about the world through log entries. Respawn hasn’t settled on whether or not these optional discoveries will give players potential skill points if enough are collected, but does want to reward all forms of exploration.
  • Kashyyyk was an impressive first look that featured plenty of puzzles and reveals I don’t want to spoil for you. This gameplay slice takes place roughly a few hours into the game, and lasts for around 30 minutes, which Asmussen says gives us a look of just 15 to 20 percent of this planet, implying Jedi: Fallen Order may be somewhat lengthy.
  • The KXes are fast and athletic, and can pick up Cal by the throat and slam him to the ground, taking a huge chunk of his health away, all while offering a comedic quip. Some battles include vehicles like an AT-ST, which stomps around on the battlefield and alternates between firing lasers, rockets, and mines. The player can send all of these attacks back through the Force.
  • Some troopers have energy shields on the end of their blaster, others have flamethrowers that can keep Cal at bay, and some even wield rocket launchers. These powerful foes still fall into Jedi: Fallen Order’s grunt category, yet each can give Cal a run for his credits.
  • Asmussen says the game features a variety of boss and mini boss battles, and the creatures that appear in each world are unique to those places – meaning you won’t come across a different colored version of a beast you fought on a different planet.
  • Almost every button press in the game has an augment that is executed by either double-tapping a button or holding it. Respawn designed the controls in way that all powers can be used at any time, and the player will never be asked to dive into a menu to swap them out. The controls are mapped in ways that are easy to grasp. On the PlayStation 4 controller, lightsaber strikes are mapped to square for basic swings and triangle for focused attacks. If the player taps triangle, they execute a heavy attack, but if they hold the button, Cal performs a force-powered, close-the-gap dash. The X button is jump, which can be used for leap attacks when followed up by either saber strike.
  • The Force powers are all assigned to shoulder buttons. Cal may still be learning the ropes, but he has a firm grasp of Force push (R2), pull (L2), and a power that is unique to him called slow (R1). Slow lives up to its name and will slow down one enemy at a time to a near motionless state, which opens up a short window of time to circle around them and hopefully take them out. Slow can also be used on lasers, which hover in the air and move forward slowly, looking similar to the bolt Kylo Ren froze in time in Force Awakens.
  • The combat system ends up being more about counters and finding clever ways to catch enemies off-guard, or deplete their armor meter to stagger them. The player also has to keep an eye on the stamina, Force, and health meters to know what tools to use. The calculated dance ends up being surprisingly intense, making you think intimately about every little action you unleash. It ends up being circular, with both sides looking for opportunities; a routine fans of From Software’s work have come to know well.

STORY/CHARACTERS:

  • The game begins on the planet Bracca, a Mid-Rim world the Empire uses as a shipyard where derelict starships are dismantled and harvested for parts. “They’re tearing down these old Republic vessels, which is symbolic to the Fallen Order,” says Stig Asmussen, Jedi: Fallen Order’s director, who also directed God of War 3.
  • During the heart of the Clone Wars, Cal was learning the ways of the Force. Asmussen says he may have gone on a few missions, but he wasn’t sent out by the Order like Anakin and Obi-Wan to deal with major issues. In the aftermath of Chancellor Palpatine’s Order 66 (which decrees all Jedi are enemies of the Republic), Cal’s entire life was turned upside down, and he had to abandon everything he knew, turning from a purveyor of hope to an enemy of the state.
  • Respawn doesn’t want to say much about Cal or his history, implying he could be someone significant. But unlike Rey’s origin story in The Force Awakens, which created more questions than answers, Cal’s origin is revealed as the game unfolds. Players won’t be left hanging waiting for a sequel to fill in the gaps.
  • These revelations aren’t delivered in flashbacks, but instead are learned as the game moves forward; Respawn wants to deliver as much story as possible in real-time as the player still controls Cal. Some slower or more impactful moments are handled in cutscenes, but most of the narrative sequences don’t disrupt gameplay and are woven into the action.
  • Cal (who is brought to life by Cameron Monaghan) managed to stay hidden on Bracca for years, but ends up being outed through an event Respawn again doesn’t want to reveal. Someone on the wrong side learns he’s with the Jedi within minutes of the game’s beginning, and the player is suddenly hunted by the Empire. It doesn’t sound like there is much of a grace period to explore Bracca early on. As stormtroopers and the Emperor’s finest hunters are called in to execute Cal, he finds help from an unexpected source.
  • “He comes in contact with a mysterious lady, a former Jedi Knight named Cere (played by Debra Wilson) who thinks she has a shot at restoring the Jedi Order,” Asmussen says. “Cal is skeptical of the mission, and unsure of the Jedi Order, but he believes in survival. She makes a pact with him: ‘If you help me out, I’ll help you finish your Jedi training.’
  • From what we know, during this period of the Emperor’s rise to power, most of the Jedi have gone into hiding or are dead. After years of war, the galaxy is at a point of acceptance with the Empire’s directive. Worlds are looking for a faction to rise up and reestablish control. Many of them willfully accept the help of the Empire and turn a blind eye on the highly trained weapons it sends in, like Darth Vader and the Inquisitorious group to eradicate the Jedi.
  • Could Cere know the location of a large group of lost Jedi? Again, Respawn wants to keep the story under lock and key, but whatever Cere knows becomes the game’s McGuffin to a degree. Cere is a constant in Cal’s life, but she won’t be with him on the battlefield. Cal is sent on missions while Cere handles reconnaissance.
  • Cal instead develops a tightknit friendship with a small droid named BD-1. Much like a boy and his dog, Cal and BD are inseparable. While BD can freely walk around on the terrain on his little AT-ST-like legs, he mostly sits on Cal’s back, which of course expedites traversal and exploration.
  • This small crew ends up being dangerous cargo aboard a ship called The Stinger Mantis, a new vessel type Respawn and Lucasfilm created for the game. Star Wars artist Doug Chiang helped bring this unique ship to life.
  • The ship’s exterior is blue and silver (but can be customized by the player), and the interior is darkly lit with orange and black hues on the seats and walls. Living quarters are in the back and a small lounge is in the center, as is a galactic map that the player can interact with. The ship has one large wing jetting up like a dorsal fin. It also has a small turbine that can rotate with the wing for various flight needs. The engines on the backside burn blue when taking off.
  • This unique vessel is helmed by the equally unique captain Greez Dritus, who is part of a stout alien species that is another new canonical creation made by Respawn and Lucasfilm. “Greez’s inspiration was John C. Reilly and Mr. Furley from Three’s Company,” Asmussen says with a laugh.
  • When players choose a new destination, the flight is handled in real-time, meaning there won’t be any load screens, giving the player time to engage with the different activities on the ship. Along with Bracca, the quest to restore the Jedi Order takes Cal to Kashyyyk, the wookiee homeworld.
  • In a brief lull of the action, another unexpected guest drops in, this one slamming onto the window right in front of Cal. We see a middle-aged man in green armor who is curious about the occupants of this commandeered Imperial vehicle. It’s Saw Gerrera, the Clone Wars veteran who was played by Forest Whitaker in Rogue One: A Star Wars Story. “Hey. Who are you?” he yells through the window. The voice is immediately recognizable – Whitaker has reprised his role, much like he did in episodes of Rebels.
  • Once a part of the Jedi Order, the Second Sister turned on her people and joined the Emperor’s Inquisitorious. She now kills Jedi. She first appeared in the comic book Darth Vader: Dark Lord of the Sith, but was first created by Respawn and Lucasfilm’s story group. Her appearance was an Easter egg for the forthcoming game.
  • Companion droid BD-1 took over two years to design, a process that had Respawn and Lucasfilm working closely together to figure out his look, personality, sound, and overall functionality both in the game and for the greater Star Wars universe.
  • One of the starting points came from an appreciation of the bond established between a bird and dog in Charles Schulz’s Snoopy. BD-1 is, in essence, a hybrid of both Woodstock and Snoopy’s personalities. “He’s kind of a bird that tweets around, and is also loyal like a dog,” says game director Stig Asmussen. BD’s antennae basically mimic dog ears, in terms of reacting to sound and situations.
  • The final touch in making BD-1 a legitimate piece of Star Wars’ lore is enlisting the audio talents of Ben Burtt, a sound designer who has been a part of most of the Star Wars movies, TV shows, and games. He created the voices of Chewbacca, R2-D2, and even Darth Vader’s breathing. Burtt created the chirpy voice for BD-1, and works closely with Respawn on all of the droid’s audio.

DEVELOPMENT
[LIST]
[*]Prior to beginning development of Jedi: Fallen Order, Respawn pitched EA on a Star Wars project, but the two sides couldn’t agree on a deal that made sense. Director Stig Asmussen and a small team of developers at Respawn then set out to create a new intellectual property that featured third-person melee combat. When a demo was ready, Respawn pitched it to EA, which loved what was there, but thought it had great potential as Star Wars game. Respawn’s CEO Vince Zampella asked his team if they would rather continue working on the original IP or turn it into Star Wars. The team enthusiastically said “Star Wars.”
[*]The next step was getting the blessing from Lucasfilm. Respawn pitched the melee action game, but Lucasfilm was wary, as Jedi are not freely thrown around and are a sacred part of the franchise that need the right guidance. Asmussen and his team eventually delivered enough information and assurances to make Lucasfilm come around on the idea for a Jedi game. Lucasfilm helped Respawn figure out the era and story for this particular Jedi tale.


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garus
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PostPosted: Sun, 9th Jun 2019 00:52    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:27; edited 1 time in total
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prudislav
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PostPosted: Sun, 9th Jun 2019 00:57    Post subject:
as if anyone actually expected mor from storydriven SP game by a publisher thats adddicted on lootboxes a microtransactions


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sip74




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PostPosted: Sun, 9th Jun 2019 02:10    Post subject:
Casual console tripe as expected. But hey it's only an alpha so there is still hope... Cool Face
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vurt




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PostPosted: Sun, 9th Jun 2019 02:53    Post subject:
Sounds great. Good that they have the clone wars writers, it was way better than the latest SW movies. Nice that it's open world with back tracking too, really hate games where you can't go back.

No way points is good too.. its overall kind of what i expected and hoped for, perhaps a bit better even, some things are disappointing but expected.

I'm not sure i miss the old Jedi Knight games too much to be honest, after playing games like Assassins Creed, Metroid Prime etc it would probably feel very restricted and linear.. There are far, far worse games than DS and Metroid Prime that they could have taken inspiration from Wink not that i expect it to be like DS, but if combat is slightly better than latest AssCreed they'll have a decent enough combat system.. casual sure, but so was the first JK games if we're honest..
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Badrien




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PostPosted: Sun, 9th Jun 2019 06:21    Post subject:
From the wierd lightsaber color/effect(looks real flat without like the lighty core) to buggy animations and other wierd stuff; for example he kills 2 scout troopers which are standing against a wall just doing fuck all lol then goes around a corner and the stormtoroopers only then raise their weapons after having seen their collegues murdered. meh

I kinda had decent hopes for this, but seeing this gameplay combined with the fact it doesnt have too long till release does not fill me with alot of confidence =-(


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Aquma




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PostPosted: Sun, 9th Jun 2019 10:00    Post subject:
I think it looked fine. I'm not awed, I'm not disappointed either. Exploration seems non-existent which is bad, and the level seems extremely linear, but the atmosphere is there and combat looks fun enough (miles better than The Force Unleashed, at the very least). If the story holds up, there's a good enough change I'll enjoy the game.
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vurt




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PostPosted: Sun, 9th Jun 2019 10:06    Post subject:
yeah i got the impression that the "levels" aren't exactly immense, but eh, it's hardly like the old JK games had big levels either, as long as they are atmospheric it's fine. It's at least "open world" in the sense that you can back-track.. that's more than what most of the older SW games allowed, apart from KOTOR.. it at least seems better than i actually expected.
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madness




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PostPosted: Sun, 9th Jun 2019 10:17    Post subject:
Aquma wrote:
I think it looked fine. I'm not awed, I'm not disappointed either. Exploration seems non-existent which is bad, and the level seems extremely linear, but the atmosphere is there and combat looks fun enough (miles better than The Force Unleashed, at the very least). If the story holds up, there's a good enough change I'll enjoy the game.



This. Already looks better than the Battlefronts
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Mister_s




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PostPosted: Sun, 9th Jun 2019 10:51    Post subject:
I like what I see.
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tonizito
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PostPosted: Sun, 9th Jun 2019 11:04    Post subject:
Was expecting worse but it's still pretty meh.
Oh and EA will find a way to fuck it up, just you wait Laughing


boundle (thoughts on cracking AITD) wrote:
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prudislav
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PostPosted: Sun, 9th Jun 2019 11:17    Post subject:
vurt wrote:
yeah i got the impression that the "levels" aren't exactly immense, but eh, it's hardly like the old JK games had big levels either, as long as they are atmospheric it's fine. It's at least "open world" in the sense that you can back-track.. that's more than what most of the older SW games allowed, apart from KOTOR.. it at least seems better than i actually expected.

yep although fascinating is the difference between what they showed publicly and what jurnous played behind closed doors to the point of them even calling it metroivania as what we saw was linera as fuck


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DarkRohirrim




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PostPosted: Sun, 9th Jun 2019 12:05    Post subject:
Well, it might as well be a metroidvania game in reality since what they showed was clearly the safest slice of the game the could slice. If it does turn out to really be a metroidvania game I'd be happy.


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vurt




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PostPosted: Sun, 9th Jun 2019 12:45    Post subject:
They probably thought it was a good idea to show a linear and a more story based part of the game to let the viewer know what's going on. At least that's what i hope..

Most games have linear parts, even open world games, though you'd probably be disappointed thinking it's gonna be like Skyrim or AssCreed..
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TheZor
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PostPosted: Sun, 9th Jun 2019 13:33    Post subject:
Looks like Uncharted mixed with some Prince of Persia platforming sprinkled with The Force Unleashed sorts of force powers..
If there's more Metroidvania and good puzzles thrown into the mix, that's all good.

Smells like consoles and stuff I've already totally played all over, but this could be rather enjoyable taken as it is. It looks miles better than what we could have ended up with so far.
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vaifan1986




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PostPosted: Sun, 9th Jun 2019 13:50    Post subject:
Fuck me. I guess it's my own fault for having one iota of hope for this game.

What a bland, uninspired piece of shit. Was too much to ask for a Jedi Knight sequel? Or just upgraded visuals on Jedi Outcast and Academy?


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vurt




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PostPosted: Sun, 9th Jun 2019 13:56    Post subject:
What would that have over this? I'm curious... this seems way more evolved than something like JK.

It doesn't look anything like Uncharted from what i've read.. it's more in the vein of Metroid Prime.. it even has back tracking, you can choose which planet to go to, you have a skill tree.. it's nothing like uncharted, good luck back-tracking or deciding which country to go to or similar.. good luck doing that in JK as well... JK was a very casual game, it was good but don't try to make it sound like something it wasnt.
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vaifan1986




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PostPosted: Sun, 9th Jun 2019 14:15    Post subject:
More like devolved. If the combat presented in the demo is as complex as it gets, then it's miles behind Jedi Academy or Jedi Outcast.

As for the force powers, my god where do I start.
First, no Dark Jedi powers, which means no Force choke or Lightning, instead we get fucking double jump and time freeze which make absolute no sense in the the Star Wars universe
"We're going to have the classic Force abilities. We've got push, pull, Force flip which is essentially double jump, which is nice because that's something that makes sense in Star Wars," said Game Director Stig Asmussen. <-- Moron alert!

The lightsaber combat looks childish and on rails. Academy and Outcast had more than a hundred movement combinations depending on what lightsaber type you used, what stance you had and the direction you were heading.


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vurt




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PostPosted: Sun, 9th Jun 2019 14:41    Post subject:
Combat is probably way different than in Academy and Outcast yes, how good or bad it is remains to be seen. I really like what i've read about it, but not exactly in awe of what i've seen from it so far.
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Il_Padrino




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PostPosted: Sun, 9th Jun 2019 14:48    Post subject:
Visually, I think it looks nice, and has the Star Wars vibes.
But lightsaber combat looks stupid and simplistic, same with the force powers. So more than a few steps backwards from Jedi Academy and even Jedi Knight, and that game is what, 20 years old?

I have a feeling they're going to play it very safe.


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vurt




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PostPosted: Sun, 9th Jun 2019 14:59    Post subject:
I like both DS, Metroid Prime, Sekiro, which is mentioned again and again as inspiration for the combat.. that doesn't mean it will turn out as good, but i can see how inspiration could have been from far worse game than that..
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ixigia
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PostPosted: Sun, 9th Jun 2019 15:28    Post subject:
prudislav wrote:
vurt wrote:
yeah i got the impression that the "levels" aren't exactly immense, but eh, it's hardly like the old JK games had big levels either, as long as they are atmospheric it's fine. It's at least "open world" in the sense that you can back-track.. that's more than what most of the older SW games allowed, apart from KOTOR.. it at least seems better than i actually expected.

yep although fascinating is the difference between what they showed publicly and what jurnous played behind closed doors to the point of them even calling it metroivania as what we saw was linera as fuck


Presentation: there you go lads, you keep you gamepad stick pressed, the contextual magical farce button when required and then slice blind enemies with little effort. Very cool, isn't it?
Journopreviews: it's very much explorative-based with a distinct Metroidvania-like structure, the enemies require stamina management and their patterns to be studied in order to perform effective counters, there are plenty of different force powers and strategies to use wisely like a true Jedi master!

Laughing

I guess it's one of those cases where reality is in the middle (hopefully Razz), although I honestly don't expect any kind of depth/rewarding mechanics from a flagship title published by EA in 201X. Oh well, the yarr will clarify everything as always.
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shadak




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PostPosted: Sun, 9th Jun 2019 15:33    Post subject:
From the gameplay vid i just thought it was a worse Uncharted, with stupid AI that couldnt decide whether to bother attacking.
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TheZor
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PostPosted: Sun, 9th Jun 2019 15:41    Post subject:
vurt wrote:
What would that have over this? I'm curious... this seems way more evolved than something like JK.

It doesn't look anything like Uncharted from what i've read.. it's more in the vein of Metroid Prime.. it even has back tracking, you can choose which planet to go to, you have a skill tree.. it's nothing like uncharted, good luck back-tracking or deciding which country to go to or similar.. good luck doing that in JK as well... JK was a very casual game, it was good but don't try to make it sound like something it wasnt.


The way your character handles and how the levels seem to be designed reminded me of Uncharted, not the whole skill points system to upgrade your stuff and moveset which I've seen elsewhere a thousand times.
Perhaps this won't be as linear as the gameplay trailer made it look like, I'd be happy if that was the case !Smile

The JK series doesn't strike me as a casual experience, it's an old-school one at its roots due to its direct heritage and the limitations of its time, it might be "outdated", but it wasn't particularly easy on higher difficulties at all. Very Happy
I guess this gameplay footage was shot on the lowest difficulty possible, otherwise this doesn't seem challenging in the least, that looked way more casual to me.

The lightsaber system in JK2/JKA had way more depth than this will ever have, I don't believe you're going to have a similar freedom of control over your lightsaber's movement at all. It'll be something similar to most 3rd person action games that involve a sword.
Sure, the JK series was very linear and I can't possible argue with that, but its level design and whole atmosphere had more soul than most open-world, back-track-allowing shit I've seen over the last few years.
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Il_Padrino




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Location: Greece by the North Sea
PostPosted: Sun, 9th Jun 2019 17:36    Post subject:
I still remember fondly the built up in JK and then finally getting your lightsaber, and with it, the first force powers.

The 'struggle' in the first levels, and then the feeling of getting more and more powerful with the force, and eventually no longer needing clumsy blasters but being able to rely on a more elegant weapon for a civilized age.

So Much Win

The level design, while very linear, was so great...

Both JK and JK2 are still by far my favorite Star Wars games.
(X-Wing Alliance was also so very awesome, nailing the Star Wars atmosphere perfect)
I rate these higher than the KOTORs, even.

Is there a release for modern pc's, actually? I want to play them again now Very Happy
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ixigia
[Moderator] Consigliere



Posts: 65099
Location: Italy
PostPosted: Sun, 9th Jun 2019 18:57    Post subject:
@Il_Padrino: the default Steam/GOG versions work without any particular problems on modern systems, though they require a few simple .cfg tweaks in order to enable widescreen and the iconic dismemberment. When I replayed JK2 a while back I just followed the trusty: https://pcgamingwiki.com/wiki/Star_Wars:_Jedi_Knight_II_-_Jedi_Outcast

There's the one for Jedi Academy as well: https://pcgamingwiki.com/wiki/Star_Wars:_Jedi_Knight_-_Jedi_Academy

Edit:
I'm not sure about Dark Forces I and II, but going for the GOG versions should be the best option in terms of full-compatibility (as per usual Razz)
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Il_Padrino




Posts: 7583
Location: Greece by the North Sea
PostPosted: Mon, 10th Jun 2019 14:40    Post subject:
Thanks! Very Happy


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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MDarkbladeM




Posts: 159

PostPosted: Mon, 10th Jun 2019 15:22    Post subject:
This is probably the best way to get Dark Forces 2 and Mysteries of the Sith to work on modern machines these days: https://github.com/jdmclark/jkgfxmod
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Mon, 10th Jun 2019 16:16    Post subject:
looking at the gameplay:

I don't know, it became much more adventure than JK :\


Lutzifer wrote:
and yes, mine is only average
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