Star Wars Jedi Fallen Order - Catch All

ClockworkHouse wrote:
Vector wrote:

Pull felt like an appropriate end game instant kill power.

Wait, what? Am I getting near the end of the game?

I left off:

Spoiler:

Going back to Kashyyyk to find Tarrful. I'm past the surprise boss fight against the two mercenaries.

Spoiler:

Kind of. You’re probably 60-70% there. The whole game maxes out at just over 30 hours. I was referring to force pulling in a storm trooper and instantly stabbing them. Can do it about 6 times in a row before out of force juice.

I beat, on easy, with 100% map and collectible complete at about 17-18 hours.

DSGamer wrote:

You lifted some rocks and did some flips and you got better.

Ahhhh I see you're talking about the best Starwars game of the Decade: Control

Seriously Control is better in every single way than this game. Plot. Gameplay. Weapons. Fighting. Main Character. Side Characters. Force Powers. Just put some John Williams on in the background and you've got a GOTY with no caveats*!

*Control already is the GOTY with no caveats**

**Except there's no difficulty slider, but other than that...

I love when people come into a thread just to say another game is so much better than it.

Control can't be a better game. It isn't Star Wars.

kazar wrote:

Control can't be a better game. It isn't Star Wars.

It's just from an even further away Galaxy.

kazar wrote:

Control can't be a better game. It isn't Star Wars.

Not to take anything away from Fallen Order, because I loved it. It's my 4th favorite 2019 release of the year, behind some other games I love. But, I like Control more but fully recommend playing both!

Slay the Spire
Control
A Plague Tale
Star Wars Jedi Fallen Order

Vector wrote:

I love when people come into a thread just to say another game is so much better than it.

In the spirit of that, Sonic the Hedgehog did the whole tube-sliding, spring-bouncing, wall-running thing better than the Ninth Sister chase on Kashyyyk.

ClockworkHouse wrote:

In the spirit of that, Sonic the Hedgehog did the whole tube-sliding, spring-bouncing, wall-running thing better than the Ninth Sister chase on Kashyyyk.

Oh come on, it wasn't that bad.

I'm just saying that Sonic Dark Forces wasn't a highlight.

I've made it to Dathomir. I realize that I could have gone here earlier, but I've just been going where the main quest tells me to go.

It's interesting how strongly the design of Dathomir reminds me of Dark Souls. Just the way the spaces are designed with the tight corridors, blind corners, and pathways that tend to loop back on a central area at different heights. If I had started the game here, I'd have had a very different first impression of it.

In fact, each of the planets not only has a distinct look and feel but seems to have distinct influences. Dathomir seems heavily influenced by Dark Souls, while Kashyyyk is most strongly influenced by Uncharted in its structure physically and narratively. Zeffo reminds me most of Metroid Prime, although that might just be the ice caverns talking.

The influences and references in this game are really varied. (Although I think Vector hit the nail on the head that the closest comparison might actually be the new Tomb Raider games.)

The only reason to go to Dathomir early is to get the REDACTED. It felt pretty tough when I did it, so yeah, much like Dark Souls when you decide to go down instead of up at the main bonfire.

I finished the game last night. I ended up throwing it down into story mode after the introduction of the enemy swarms on Dathomir.

Spoiler:

The undead Nightsisters.

I didn't feel like I was still getting a lot out of playing at a higher difficulty level. I also started running into a lot of bugs and glitches.

I was playing on the Xbox One X, and the game was beautiful and largely glitch-free until the last few hours. Prior to that, I'd seen a couple odd bugs like thrown objects bouncing off invisible walls or a boss that randomly took a massive amount of damage when nothing had hit it. But from the rest of Dathomir through to Baggano and the final location, I saw bugs like enemies (and bosses) becoming invisible during combat, enemies spawning in out of nowhere on top of Cal, attacks that passed through enemies without dealing damage, a disappearing UI, and massive performance drops. It was bizarre and frustrating, but at least I was now playing at a low enough difficulty that it never set me back.

I'm sticking to my promise to not talk about the world and story, so I don't feel like I have much else to say. You're welcome.

I'm glad I played it though to the end, and I'd be interested in a sequel provided that there were some changes made and the design had a better idea of what kind of game it wanted to be. They're most of the way to something great, and Titanfall 2 convinces me that the studio has it in them.

Just no slopes and ropes next time, okay? Pretty please?

I may be one of the only people who enjoyed the slopes (except for one). I thought they were a nice way to break up the combat, bring me to a new area and do some light action / platforming. The one I didn't like was later in the game at it almost felt like it wasn't working properly. The jump was much more difficult than it looked like it should be.

ClockworkHouse wrote:

I finished the game last night. I ended up throwing it down into story mode after the introduction of the enemy swarms on Dathomir.

Spoiler:

The undead Nightsisters.

I didn't feel like I was still getting a lot out of playing at a higher difficulty level. I also started running into a lot of bugs and glitches.

Yup yup yup yup yup. I stuck it out on Jedi Master but that whole deal alone honestly killed my desire to 100% the game.

I've heard that the game was forced into its release window by EA and wasn't intended to come out until 2020, but I'm pretty sure Vince said last year it was targeting 2019 so...

The only saving grace with falling to Cal's death is that it instantly drops you back at a respawn point instead of going through a potentially lengthy reload from a previous save.

ccesarano wrote:

I've heard that the game was forced into its release window by EA and wasn't intended to come out until 2020, but I'm pretty sure Vince said last year it was targeting 2019 so...

I know there's a lot of speculation about EA or Disney rushing it out the door to coincide with the movie release, but the last few EA-as-evil-publisher rumors have later been contradicted (with Titanfall 2, Mass Effect Andromeda, and Anthem) so I'm skeptical. I'm sure we'll find out eventually.

Is it sad that I realized that all of the light saber parts that you can make in Star Wars Galaxy’s Edge Are in this game?

UpToIsomorphism wrote:

Is it sad that I realized that all of the light saber parts that you can make in Star Wars Galaxy’s Edge Are in this game?

Quite a money saver, isn't it?

ClockworkHouse wrote:
ccesarano wrote:

I've heard that the game was forced into its release window by EA and wasn't intended to come out until 2020, but I'm pretty sure Vince said last year it was targeting 2019 so...

I know there's a lot of speculation about EA or Disney rushing it out the door to coincide with the movie release, but the last few EA-as-evil-publisher rumors have later been contradicted (with Titanfall 2, Mass Effect Andromeda, and Anthem) so I'm skeptical. I'm sure we'll find out eventually.

Respawn is known to tell EA to shove it when things don't work for them.

Indeed, and now Vince is in charge of DICE LA. In that same report, EA's studio head admitted they looked at how Respawn did things and decided "Hey, maybe we should have all our studios do prototyping instead of focusing on really fancy, pretty presentations to impress executives?"

It's like, in a surprise twist, Respawn might actually help EA rather than get swallowed up and buried. Vince being on EA's executive board was the real lynch pin that allowed them to act autonomously, I think.

I'm honestly surprised that EA hasn't clamped down on their studios after BioWare took their autonomy and hanged themselves with it. Twice.

I got Jedi Fallen Order for Christmas, and started in a few days ago. I'm amazed that I waited this long, but wanted to finish God of War first.

I'm definitely enjoying it so far. This is the first Dark Souls-style game I've played, unless you count Hollow Knight. Given the comments here I've cautiously started on Jedi Master, but am prepared to bump the difficulty down if that gets too annoying.

It hasn't, yet, though I find my combat ability is inconsistent in ways that I wouldn't expect. For example, I'm very good at reflecting blaster bolts, but not great at parrying physical attacks -- and much worse at parrying physical attacks from animals than troopers. And, I'm better at dodging than parrying. I suspect the sound cues help me handle the blaster bolts. Some of the movement took a while to get used to, especially including the wall run, but I'm starting to feel more comfortable with the controls now.

Story-wise, I'm on Zeffo, and I totally agree that it feels very inspired by Metroid Prime.

LastSurprise wrote:

For example, I'm very good at reflecting blaster bolts, but not great at parrying physical attacks -- and much worse at parrying physical attacks from animals than troopers.

That was my experience and the experience of a lot of people I've talked to. The parry tells for non-humanoid enemies were inscrutable to me. I ended up just dodging them all and not even trying to parry.

I kind of treated the combat like The Witcher system. Parry for humans and dodge for creatures. Unfortunately I completely forgot I could parry most bosses but still managed to beat them in two or three tries. I played on the second hardest difficulty which made parry timing tighter.

I loved this game.

I started to get used to the tells for a good number of the enemies, but unfortunately due to crowd control being a pain it was never entirely helpful.

I think the bug critters on Dathomir are the worst, because you have to avoid their ranged attack (which I believe you can block without suffering damage but can't parry back) while having to try and time those that creep closer.

Well, I've made it quite a bit further in -- I've just learned to force pull. And I also haven't gone to Dathomir at all, yet. I think that may be next, after I make it back to the Mantis.

I definitely feel like I'm getting the hang of the combat a little more, but still have a tough time with crowds, and with the occasional purge trooper. I find those dual-wielding baton troopers much tougher than the spear troopers.

And the boss fights...

Spoiler:

I had so much trouble with the combo of stormtroopers, the droid, and the AT-ST that was the capstone for my first visit to Kashyyyk. But I loved the individual AT-ST at the end of Zeffo (first time), and also the Second Sister fight! That one was great.

I've gotten quite a bit further in, and now have a couple more abilities and -- I think -- have unlocked the whole talent tree. Specific info in the spoiler box. Would someone confirm if I have all the traversal abilities now, and will be able to explore to my heart's content?

Spoiler:

Specifically, I just got the breather and the Jedi flip.

Tonight, I finished climbing through and exploring the Venator wreckage. What a setpiece. So, so, so cool.

Somewhere along the way, I read that Respawn wanted the combat to feel tough at first, to have the game reflect Cal's struggle. I hadn't really thought about that in the early stages, but I can definitely see what the developers were going for. That said, I wish the block window were just a little bit longer -- or that I could make it longer without also adjusting my and the enemies' damage output.

There's a lot that this game does well, and while the controls don't feel as fluid as they do in some games, some aspects just land. I'm trying to clear out all the exploration and collection on Bogano (done), Zeffo, and Kashyyyk so that I can just go back to Dathomir, push on to the end, and enjoy the rest of the game. Fortunately, the exploration itself has been pretty fun, but I'm ready to get back to the story and close one this out.

LastSurprise wrote:

Tonight, I finished climbing through and exploring the Venator wreckage. What a setpiece. So, so, so cool.

Somewhere along the way, I read that Respawn wanted the combat to feel tough at first, to have the game reflect Cal's struggle. I hadn't really thought about that in the early stages, but I can definitely see what the developers were going for. That said, I wish the block window were just a little bit longer -- or that I could make it longer without also adjusting my and the enemies' damage output.

There's a lot that this game does well, and while the controls don't feel as fluid as they do in some games, some aspects just land. I'm trying to clear out all the exploration and collection on Bogano (done), Zeffo, and Kashyyyk so that I can just go back to Dathomir, push on to the end, and enjoy the rest of the game. Fortunately, the exploration itself has been pretty fun, but I'm ready to get back to the story and close one this out.

I think it just needed better visual clues on when to block dodge parry.
Unlockables were obvious so maybe not that, but a little more useful clue. The wild life could be especially obtuse.