The window is fairly wide, seemingly to mitigate irritation, but it’s not as satisfying to manually adjust to such a wonky, unnatural window. ![]() ![]() The parry is a bit too sluggish and something players have to do in anticipation rather than on reaction. Circling a Sith warrior, parrying blow after blow, and delivering the fatal slash can be exhilarating because it gamifies the fantasy that’s intrinsic to the franchise.įraming lightsaber duels after the samurai epics they were modeled after is smart, but Survivor is not built well enough to consistently evoke that feeling. Like Fallen Order, Survivor borrows heavily from FromSoftware’s Sekiro: Shadows Die Twice and its parry-based nature that encourages players to wait for openings to strike or break down the opponent’s defensive meter. The combat itself is similarly conflicted. Having access to all of them at once would add more variety and utility, both of which are tantalizingly just out of reach here. There’s also no way to anticipate what is up ahead and what stances will yield the best results the amount of workbenches and meditation points peppered around that let players swap stances can’t make up for that limitation. Switching stances has to be a conscious decision and putting that onus on the player means it’s easier to just rely on the most convenient two. However, the game locks players to two at a time and that makes it difficult to experiment. All five are different and have a unique array of slashes and swipes, although they aren’t as expansive as they could be and leave a few button combos unused. For example, the Crossguard stance with the Kylo Ren-esque lightsaber is plodding but powerful and the Blaster style adds in a mix of ranged blasting and melee swordplay. Protagonist Cal Kestis has access to a few more lightsaber types that all have their own stats, strengths, and weaknesses. The combat is the ultimate example of Survivor‘s inability to meaningfully improve. Star Wars Jedi: Survivor does expand upon Fallen Order‘s base by adding more open spaces and a bigger suite of companions, but also stumbles in many of the same ways and fails to be the significantly better second entry it deserves to be. Respawn Entertainment’s Titanfall was a similarly solid idea that was able to flourish with its impeccable sequel. ![]() It was a well-paced action title and far cry from the other Star Wars games at the time that also left plenty of room for improvement. ![]() Electronic Arts’ tragic mishandling of the Star Wars license did at least result in one thoroughly great game: Star Wars Jedi: Fallen Order.
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