Jedi Fallen Order - title

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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Last week, I put up a new YouTube video called "Regarding Accessibility: A Critique of Sekiro: Shadows Die Twice". This video was the second part of a 2-part series about what I perceive to be the flaws of Sekiro. The first video was titled "Conflicted Priorities: A Critique of Sekiro: Shadows Die Twice". Both videos are really about the game's conflicted design, but the second part focused more on the removal of accessibility features.

I try to make a point of emphasizing in these videos that I am not trying to say that I dislike Sekiro, or that Sekiro is a bad game. Rather, I'm pointing out what I consider to be egregious flaws in an otherwise good game. You can check out the full review to see how I feel about the game more generally.

I've embedded the first video below for those who wish to watch it. I've also included a full text transcript of my commentary within the video for those who prefer to read. I'm sorry that this post is not as well-formatted as usual. Right now, I just haven't had the time to go through and convert this wall of text into a proper blog with images and so forth. I've given myself some pretty strict deadlines for the next few projects I'm working on. I don't know when, or if I'll have time to come back to this post. In the meantime, I suggest watching the video. Enjoy! If you enjoy the video, please remember to like, share, and maybe even subscribe!

Check out my YouTube critique of Sekiro: Shadows Die Twice.
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Sekiro - title

I never got into Tenchu because the
demos were too hard for younger me.

Oh, boy, was this a tough game to play and review! Frequent readers should probably know that I'm a huge Souls-Borne fan -- to the point of writing strategies and lore analyses. Sekiro is a bit different, however. It's much further divorced from Dark Souls than even Bloodborne was. Despite the lack of "Souls-Borne-ness" of Sekiro, I find it very difficult to put this review in any context other than of a new Souls-Borne release.

Sekiro is, ostensibly, a stealth game. There's more of Tenchu and Metal Gear in Sekiro than of Dark Souls. That's not necessarily a bad thing. I like stealth games just fine. The Metal Gear Solid games rank among one of my favorite game series ever.

I'm not terribly familiar with Tenchu, though. I think I played a demo of a PSX Tenchu game on one of my Official PlayStation Magazine demo discs (back in the day when publishers let players play pre-release demos, for free, instead of expecting us to pay for games long before they're even released, or holding the "open beta" hostage to a pre-order). I never bought the full Tenchu game because the demo was far too hard for my little 13 or 15-year-old gamer skills to handle. This was, of course, long before I started playing more demanding games.

Sekiro is in an awkward juxtaposition between Tenchu-inspired stealth, and Dark Souls-inspired boss fights.

However, there seems to be a certain degree of juxtaposition between Sekiro's desire to be a Tenchu-like stealth game, and its desire to feature demanding boss fights in-line with what is given in Souls-Borne games. In essence, we have two games here: a stealth game about staying out of sight of enemies and picking them off one-by-one; and a melee boss gauntlet in which the stealth isn't applicable at all. The first of those is good enough. The second one is where my problems begin...

My first playthrough of Demon's Souls was spent
cowering behind a shield.

All parry, all the time

You see, this really comes down to play-style. I was never a big parry-er in my Dark Souls-playing days. I parried a lot more in Bloodborne, but a big reason for that was that the guns allowed me to do so from a relatively safe distance. Heck, my first playthrough of Demon's Souls was done as the Royalty class, starting with the mana-regen ring, stabbing out with a winged spear from behind a shield, and using Soul Spear to dispatch any enemies I wasn't comfortable fighting up close. I hardly realized the parry mechanic existed!

Of course, I've grown and matured since 2008, and parrying has become a common element of my play-style. But I've still never been particularly good at it. This is causing me a lot of trouble in Sekiro because Sekiro's combat is all parrying, all the time! The new posture mechanic (which essentially replaces stamina) also means that a single parry isn't good enough to riposte and kill your enemy. You have to parry each strike in flurries of blows. For those coming from Dark Souls, imagine having to fight a hollow undead, and needing to parry every one of its wild slashes before you can riposte, instead of just the first one. That is what Sekiro expects and requires you to do.

Sekiro requires that you parry most attacks.

If you were a master-level parry-er in Dark Souls III, then you'll probably segue right into Sekiro with no problem and wonder what all the fuss is about. But for the rest of us plebs, that isn't going to be so easy.

This game plays much faster, enemies are much more aggressive, and health is in much smaller supply. Almost everything will kill you with two hits, and many grab attacks will drop you from full health to zero. This game leaves you with virtually no margin for error! Yet the mini-bosses and bosses have ridiculously high HP and posture.

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Sekiro: Shadows Die Twice

A couple more weeks into Sekiro, and I'm still nowhere near being finished with the game. I'm definitely getting the hang of it more, but am also still struggling at pretty much every boss (and mini-boss) that I come across.

I have a few tips based on my own experience and observation that I hope will be helpful for other players, so that you don't have to go through some of the headaches that I've gone through when adjusting to this new game. As stated, everything I'm about to say are my own personal tips and observations. Do not take any of them as gospel. In fact, if you have your own tips, I'd love to read them in the comments.

There will be some minor spoilers for early game content.

Bank your sen

First and foremost, you should definitely take advantage of the ability to "bank" your sen (money). This is one area in which Sekiro actually offers a bit of leniency to players who may be familiar with Dark Souls. The Souls games did not allow you to directly bank your souls; but Sekiro does have a way to bank your cash.

You can use a Light Coin Purse to acquire 100 sen, but they cost 110 sen to buy.

Most vendors will sell coin purses (in varying sizes). Now, you may have noticed that the vendors sell their coin purses for 10% more than what they are worth. For example, if you use a Light Coin Purse, you'll receive 100 sen. However, it costs 110 sen to buy a Light Coin Purse. Similarly, the Heavy Coin Purse grants 500 sen when used, but they cost 550 sen to buy. There's a 10% mark-up.

Sadly, there's no bulk discount for buying larger coin purses, so there's no reason to save up for the Heavy or Bulging Coin Purse, as opposed to just buying a bunch of Light Coin Purses. The number of coin purses that each vendor will sell is also limited, so invest wisely!

Dying will take away 50% of your un-banked sen.

Don't let this 10% mark-up deter you from buying the coin purses. These coin purses are not lost when you die, but some fraction of your "soft" sen are lost when you die (unless you receive "Unseen Aid"). If you do not intend on making purchases with your coin in the immediate future, then you should strongly consider banking the sen by buying coin purses -- especially if you are about to enter a new, unfamiliar area, or if you are repeatedly dying to a boss or mini-boss. A single death will cost you 50% of your un-banked coins. Repeat deaths will quickly eat away at the rest. And (unlike in Souls-Borne), you can't go back and retrieve your lost coin or experience. The 10% mark-up on buying coin purses is a paltry penalty in comparison, and the insurance of having coin purses is well worth the investment!

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Sekiro: Shadows Die Twice

Adjusting to FROM Software's newest game, Sekiro: Shadows Die Twice has been a very mixed bag. I'm handling most of the stealth just fine (coming from a background of lots of Metal Gear Solid), but I've been having a tough time with the game's very-demanding combat. This game is much further divorced from the Souls games than even Bloodborne was -- so much so, that I'm not sure if it's fair to lump Sekiro in as a "Souls-Borne" or "Souls-like" game. Honestly, I was never much of a parry-er in the Souls games anyway, so I'm having a harder time adjusting to Sekiro than many other Souls veterans might. Sekiro is all parry, all the time!

Even a week later, I'm not very far into the game. I've cleared the Ashina Outskirts, Ashina Castle Gate, and a large chunk of the Hirata Estate. I've only beat [I think] two legit bosses, a couple mini-bosses, and have challenged (but yet to defeat) a third boss. These bosses have been tough -- perhaps tougher than any early-game bosses in any of the Souls games or Bloodborne. A big part of this difficulty is that Sekiro very deliberately, and very explicitly, has removed many of the crutches that Souls players have enjoyed since Demon's Souls: you can't summon help, nor can you grind to level up your character. You can acquire new skills, but you can't upgrade your attack power or vitality by simply farming grunt enemies as you could in FROM's earlier games.

If you weren't much of a parry-er in Souls games, you may find it difficult to adjust to Sekiro.

This creates a much higher bar of entry than FROM's earlier games. Perhaps too high?

In any case, don't expect a full review from me any time soon. I'll be tanking the rakes for weeks -- if not months.

The Blazing Bull can be parried!

In the meantime, however, I want to share some important observations that I had about one particular boss in the early levels of Sekiro: the Blazing Bull. All of the bosses that I've encountered in the game so far have felt like entering the Capra Demon arena in the first Dark Souls -- but none of them have channeled the cheapness of the Capra Demon quite like the Blazing Bull.

Many early bosses -- the Blazing Bull in particular -- feel like walking into the Capra Demon arena.

This giant, flaming beast essentially ambushes you. It's exceedingly aggressive and almost impossible to dodge. It's very easy to feel overwhelmed. I certainly did.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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