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Star Wars Jedi: Fallen Order - Twitch Reveal 13th April 7:30pm

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9 hours ago, Harsin said:

I hope one of the 'iconic locations' is Hoth, I feel it’s been really under-represented in videogames.

We will never get Hoth, it’s like planting explosives on a German field gun on Omaha beach, they just won’t ever do it in a game 

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Well, looks like a decent action adventure. Music is spot on. Fucking shiny baseball bats though... The films don't shy away from the very real and effective impact of hitting something with a rod of pure, white hot laser so it's disappointing to see it omitted yet again.

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Do you like cutting things? Would you like to cut things with literally the cuttiest thing ever thought up in fiction? Well fuck you.

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3 minutes ago, Ran said:

:lol: Shall we start a support group @Benny. Maybe a PC version will get modded eventually to do the sabres justice.

 

Metal Gear Revengance did it, that would have been the perfect way to do it.

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I like the inclusion of Saw Gerrea but the weird R.O.B. the NES robot feels out of place. Looks better than Force Awakens at least, maybe not quite Jedi Knight level. 

 

Also the Magnaguard shock staffs, whilst a nice nod to canon, can fuck right off. An excuse to include an enemy type that can block lightsabers I suppose and therefore prolong some fight sequences. I can just see them being 100% annoying already.

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That looks very standard tbh, Uncharted platforming, Assassins Creed Origins style sword combat (except the force powers, obv)

 

But hey, EA made a traditional singleplayer game! Baby steps.

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34 minutes ago, Benny said:

Do you like cutting things? Would you like to cut things with literally the cuttiest thing ever thought up in fiction? Well fuck you.

 

I got my hopes up as his saber seems to cut through the standard guys pretty well but then comes along the stronger trooper and the beetle things and *sigh* it all looked very Forced Unleashed.

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Meh. It's very pretty, but some of the animations were horrible (that force hold one is absolutely shite, and not in an unfinished game way, in a he looks like a twat way). The main character is so intensely bland that I can already feel myself starting to despise him only moments after he's on screen. The lightsaber combat looked quite cool most of the time, and like it might be fun. Enjoyed the way he was using the powers in combat. The platforming looks piss poor, like a worse version of PS3 Uncharted. Just snapping from one pointless bit of "climbing" (which is just walking on a wall) to the next, with some awful looking wall running in there too, and vine physics that look straight out of Goat Simulator. The frequency which which the industrial machinery would form a perfect bridge or door if it was just a bit slower was stupid and made the level design look so out of date and boring. Sound is good, except the lightsaber isn't loud enough. I'm surprisingly ok with Forest Whittaker's boring guy from Rogue One showing up, but if that's fucking Chewbacca in the cell then they can fuck off.

 

Yet another game that might have looked interesting before Breath of the Wild did climbing, but now just looks like a linear path that includes some walls.

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Wall of gameplay info incoming, courtesy of Game Informer. 

 

Quote

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.

 

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It looks very soft and has a weird clay like look to all the textures. Main guy has a gawpy chin going on in the cutscenes which made me laugh at the start. The music's good, if a little over dramatic for what's happening on screen.

 

One for the fans of the old Jedi Knight/Force Awakens games it seems.

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The stuff about Metroid Prime and Dark Souls sounds like a good idea, but realistically I'm not looking to play something today that has interactivity and level design on par with a Gamecube game. The obvious "push this with the force" broken door in the trailer was the kind of stock, repeated item in the world that wasn't as immersion breaking ten years ago. But with the level of visual fidelity on their models, it's really obviously a facade, more like walking through an interactive Star Wars thing at Disneyland than anything that would feel like exploring a real place. 

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So we've good a new Prince of Persia, then. Looks strangely old fashioned, but we don't get many of these sort of things these days, so, I'll probably give it a bash.

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It looks quite boring, but I’ve got faith in Respawn. The characters look really odd though. Their faces look like silicone masks, except for the Wookiee who manages to look more like a man in a suit than the actual men in Wookiee suits. 

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It was drenched in chromatic abberation. Looks pretty bland, graphically and gameplay wise. 

 

The Wookies looked fucking atrocious. 

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