Cal has gotten a lot more lethal with a saber in the five year time skip-limbs are chopped off from heavy attacks (troopers and droids alike), giant bugs can be entirely bisected, and sometimes Cal will unholster his blaster for a finishing execution that I assume he learned watching John Wick. It has been enhanced, though, and is even better now that droids are in the mix. The one aspect of Jedi: Survivor that hasn't been reimagined, but didn't really need to be, is combat. Shortcuts are undeniably convenient for cleaning up sidequests, but their overuse makes the spaces between them feel artificial and somewhat arbitrary. They're so ubiquitous that you essentially never have to repeat any significant climb twice. You'll find a new one every five to ten minutes, almost always in the form of a zipline or rope. Jedi: Survivor speeds things up with fast travel between checkpoints and way more shortcuts. In Fallen Order, the frequency of return trips meant I had to go through the same fights and clamber through the same locations four or five times. Respawn has come a long way from Fallen Order's lethargic moveset.Ī big reason getting around is so fun is that backtracking is extremely easy. Here, Respawn's level design drops the Uncharted act in favor of Neon White-crucibles of timed jumps, dashes, and grapple skills that push Jedi: Survivor's remarkably fun platforming chops to the extreme. I was always on the hunt for these little purple rifts that teleport Cal to a dream-like world for platforming or combat challenges. Some of my favorite Jedi: Survivor moments came from poking around a side path on my way to the bigger mission. You never know if the next chest Cal opens is holding a permanant upgrade, new ears for BD-1, or a handlebar mustache. The details are immaculate and I'm sure a bigger Star Wars fan than me will find a specific a middle chunk lightsaber piece and recognize an obscure reference, but I found a setup I liked early on and rarely changed it, which speaks to a general loot problem in Jedi: Survivor. Similarly, Cal's lightsaber, blaster, and BD-1 himself can be customized with dozens of different parts and materials. He has expanded his horizons beyond ponchos, and can how be fitted with any combination of shirts, jackets, pants, and hairstyles. I did enjoy playing dress up with Cal, though. Rewards are usually underwhelming perks like "more block meter", a new pair of pants, or tiny health bar upgrades, but Koboh's mini dungeons and environmental puzzles are fun enough that I sought them out constantly. Sometimes the quests come with a bit of story setup from a Koboh local, but they're often just a tip to go cave diving for treasure or a heads up about a particularly nasty droid on the loose. Instead, Respawn has made a dozen-or-so sidequests and bounty hunts that take you to lesser-explored corners of the map. The only thing Jedi: Survivor's missing are trails of floating gems or coins to draw my eye to optional areas. It's more like a collection of linear levels connected to a central area like spokes on a wheel-a PS2-style platformer without the loading screens, essentially. It's deep, wide, and technically an open world, but not a boundless sandbox. You might be surprised to find out that half (if not more) of the game takes place on Koboh, but that's because it's packing multiple full-sized levels, side quests, secret areas, puzzle rooms, and optional boss battles. Much of Jedi: Survivor's platformer spirit is felt in its hub world of Koboh, a frontier planet in the midst of a turf war between stormtroopers and raiders wielding reprogramed prequel droids.
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