Jedi Fallen Order advertised itself as "Star Wars Dark Souls". In reality though, Fallen Order pulls its inspirations from a hodgepodge of popular gaming trends. Sure, it's borrows a lot from From Software's playbook, but there's also a lot of Uncharted / Prince of Persia, Tomb Raider, "Metroid-vania", Mass Effect, and even a little bit of Breath of the Wild in here too. In fact, I'd even say that it would be more apt to compare Jedi Fallen Order to Sekiro rather than to Dark Souls.
Fallen Order competently executes on all the concepts that it borrows from other games, but it doesn't really do much to separate itself (let alone elevate itself) from those other games, aside from applying the coat of Star Wars paint. The lightsaber play is good, but not nearly as clean as I'd like it to be. The platforming is mostly just an over-complicated way of getting from point A to point B. The RPG-elements are shallow. The puzzles aren't particularly taxing, and mostly just come down to whether or not you notice all the things in the chamber that you're supposed to interact with. And the narrative and characters are passable, but nothing to write home about.
Concepts are borrowed liberally from Dark Souls, Uncharted, Mass Effect, Breath of the Wild, and more.
Pick your poison
It's a good thing, then, that Fallen Order isn't nearly as demanding as Dark Souls or Sekiro. If it had been, then the lack of polish and creativity would have undoubtedly turned me off of the game entirely. And if those didn't kill the game for me, the long load times would. Remember how awful Bloodborne was at launch? Dying every few minutes, and then sitting through a minute or more of load times. Fallen Order is about that bad. But at least Bloodborne got a patch a few weeks after release that shortened the load times to a tolerable 30 seconds or less. I'm playing Fallen Order four months after release, and no such patch has been released for this game yet.
You know exactly what effects each
difficulty setting will have on the game.
Thankfully, the difficulty curve here is much more comfortable, and I'm not finding myself repeatedly dying nearly as often as I did in Bloodborne. And if I were, this game allows me to adjust the difficulty level mid-game if I get stuck -- which I did do on two occasions. The game is even kind enough to tell me what specific effects each difficulty setting has on the game. I kind of wish they had just allowed us to custom tweak each of the three difficulty sliders on our own to further customize our experience, but oh well. Something for the PC modders to do, I guess.
The hero, Cal, can take a handful of hits before dying, and checkpoints are liberally sprinkled throughout the maps. Very few enemies are huge damage sponges, and even the ones that are good at blocking attacks can usually have their health quickly depleted by side-stepping their attacks and hitting them once or twice in the back.
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