Please don't let the new game's subtitle be "Rising Order," there's enough games with "Rising" as it is.
You're in luck?
https://rpgcodex.net/forums/threads/star-wars-jedi-survivor-sequel-to-fallen-order.143187/
Please don't let the new game's subtitle be "Rising Order," there's enough games with "Rising" as it is.
Yes. And it gets worse.Got this on a sale and played through reaching the temple.
Is the writing going to be this retarded the entire game? I'm not sure I can stand it.
I struggle to see how that is even possible. Are they purposefully trying to write as stupid a plot and dialogue as possible?Yes. And it gets work.Got this on a sale and played through reaching the temple.
Is the writing going to be this retarded the entire game? I'm not sure I can stand it.
Yeah, because the first game wasn't woke enough?Could even have Trilla be the player character in the sequel that way
... and his struggle to kill anything.It is a game about a man with a sword made of light who fights big creatures.
The core plot is functional if very bland.You all complain about the story which I think was functional enough. SW atmoshpehre was really strong in this one. My problems stems from the gameplay, like a low number of enemy movesets, too much platforming, backtracking and how heavy our character felt.
But for some reason nowadays devs insist not only on creating like two hours of mocapped cutscenes with professional actors, but also making those cutscenes seamlessly activate during gameplay itself
"Before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration--you know, beyond human--and Metroidvania level design," he said.
"And that's something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there's something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, 'We really like the game you're working out and we want to do at some point, but how would you guys feel about doing Star Wars?' we were like, great.
"And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, 'What is the game? How does it feel? How does it play? What are the mechanics?' before really figuring out the story. It just so happened this thing that we were working on translated really well."
Collision is very wonky and the animations are kind of bad