In fact, the one time I encountered a one-way slope, I could wall-run up it – a seeming acknowledgment from Respawn of one of the big complaints players had with Fallen Order’s level design.Īnother complaint from the first game that Respawn seems to have addressed is the level of customization. The overwhelming number of one-way slides appear to be gone, making for a much more natural landscape and less frustrating flow to the stages. I was impressed by the exploration throughout my demo. These shortcuts also persist if Cal is defeated, complementing the meditation checkpoints. It was kind of easy for us – the things people were asking for were things that we wanted to do as well.”Īs I move closer to my destination, I activate shortcuts, which let me skip a lot of backtracking if I need to go back the way I came. “We wanted to build it up, and that’s exactly what we did. “We saw the reaction from the players and it was good, so we didn’t want to take what we had and completely bust it up,” he says. The combat feels familiar, but that’s by design. After my demo, I also get a glimpse of a stance where Cal wields both a lightsaber and a blaster. It is in Survivor, and it provides a focus on aggression and offense. The twin-saber stance made an appearance in Fallen Order but was not fully fleshed out. The balanced single-saber stance and the crowd-control-focused double-blade stance from the first game return, but I was most excited to get my hands on the new twin-saber stance, where Cal wields a lightsaber in each hand. One of the big improvements to the combat of this game is the addition of new, fully-featured lightsaber stances. Combat feels as good as ever, even if I’ve barely touched Cal’s skill tree. Using the traditional single lightsaber, I parry his attacks and slash him down. This Bedlam Raider has some agile and powerful melee attacks, and though I’m rusty with a lightsaber at first, I quickly recall how to take down enemies with the Jedi weapon of choice. However, the next enemy I find answers some of those immediate questions.Īs I enter a nearby cave, a more formidable foe greets me alongside two more Battle Droids it seems this planet’s raider faction has repurposed the droids to fight alongside them. The Empire has been in control of the galaxy for a decade at this point, so seeing Battle Droids is an odd sight. Timing it just right, I return the blaster shots to their senders and take them out with ease. They rattle off a quip and a “Roger, Roger” and fire in my direction. Shortly after emerging from Cal’s meditation, I encounter my first enemies: the Battle Droids common within the Prequel Trilogy. Serving as checkpoints, meditation points also allow you to rest to recover health and stim packs, change your stance loadout, train, adjust your skill tree, and swap out unlockable perks. Soon, I come to my first meditation point, which functions much like it did in Fallen Order. I make a mental note of the direction I need to head, and I begin descending toward my destination. As I bring up the map system, I breathe a sigh of relief the previously convoluted minimap feels more streamlined and less confusing. After spotting the location of the outpost, I mark it with a waypoint. I guide Cal to a high lookout point and use his cute and trusty droid, BD-1, as binoculars. The crash-landing damages the gyro module of The Mantis, but hopefully, Greez has a spare one. However, the trip doesn’t last long, as he doesn’t exactly stick the landing on his approach to the planet of Koboh, where he’s going to visit an outpost where his old pal Greez lives. My gameplay session starts aboard The Mantis, Cal’s ship from the first game. we put forward and made just a much larger, more grand experience.” It's like, ‘Okay, how do we expand on this?’ Some of the ideas we had before, we kind of held back on because we just wanted to make sure that we could ship this thing. Seeing the reaction from fans on what we did gave us confidence it was somewhat liberating. “It’s taking that knowledge that we had on the first game and our main pillars which were combat, navigation, storytelling, and our Metroidvania approach… we kind of dipped our foot in just enough to learn how we make that into one cohesive product. “That first game, on so many different fronts, was a learning experience for us because we had never made a Star Wars game, it was a new team we had built from the ground up,” director Stig Asmussen says. Discuss your favorite titles, find a new one to play or share the game you developed.Cal may have grown in the five in-universe years since Fallen Order, but Respawn has learned nearly as much in the four years since it launched that game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |