Star Wars Jedi: Fallen Order

Should an artistic endeavor be penalized for not being totally original, and for being a sum of others’ ideas?

This is the fine line that differentiates between plagiarism and referential, and we should let creative people walk it, in order to eventually get something revolutionary.

Star Wars, once a fertile ground for imaginative creations, has been boring in recent years, to say the least. Is a videogame going to do any better?

I’m here to say that Fallen Order is a step in the right direction. There are a lot of things in it that are very predictable, but through a solid replication of others’ ideas, it ventured into a territory we’ve yet to see in this franchise since the 80’s: expansive mythology and exoticism.

The first moment I noticed this was in a scenario of bounty hunters and other marauders, where the music deviated from the typical John Williams’ style and became way more folkloric and rebel. I later found out that such song was composed by a folk heavy metal band from Mongolia called The Hu.

Still, the majority of the sounds and music of the game are what we come to expect of Star Wars, with some tracks feeling like a cheap knock-off, while others have strength and emotion to go alongside the classics.

Visually, the game has its moments. The art and technology showcased are, sometimes, so expressive, detailed and imaginative that it becomes even more noticeable when they aren’t. The journey takes you to know different planets and characters, and some look like they are part of a universe open to possibility and personality. On the other hand, a couple scenarios and faces clearly didn’t get as much attention, a contrast that can break the illusion.

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At the same time, the controls and the gameplay loops are so engaging that you never fully give up on going forward. The first hours are a bit tough. Some environmental puzzles that require mobility demand more precision than what should be expected of the context they’re in. And the fact that you are still waking up your Force mechanics conveys a sensation of powerlessness, which helps the narrative but hurts the fun.

Yet, the gameplay is really good. The combat has the same framework as Dark Souls games, making the lightsaber feel meaningful. The exploration is like Uncharted and Tomb Raider, which is good for a tactile experience with the planets, and a cultural discovering of their history (still, I think that they abused on the tombs and collectibles). And the loop is informed by a metroidvania game design. This approach was a very smart decision, since it heightens not only the feeling of character development, but also of planet complexity.

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You play as Cal Kestis, a young Jedi that never finished his training due to Order 66 (the Darth Sidious’ directive that triggered the clones to betray and assassinate their Jedi commanders). In this context, some areas and mysteries are inaccessible to you in the beginning of the game. So, the unlocking of new abilities and mechanics makes you calmer and collected in face of the Dark Souls combat (gradually becoming a true Jedi); it also makes the traversal and exploration more athletic and fun; and the metroidvania design way more engaging, because you get to know more settings and stories in each planet, only accessible because you are growing.

And let me reiterate: the tools and abilities are really varied and enjoyable to use and combine.

The other cast of characters are hit and miss, partly because, like I said before, some were treated with more visual care than others. But, the ones you spend more time with, even from the dark side, are fleshed-out enough to not land as archetypical. BD-1, in particular, seizes its place as one of the best droids in Star Wars canon.

Lastly, the story, despite not properly exploring some plot points (which makes them extraneous), it still has one of the best narratives of the franchise, with an angle on the conflict between the mythos and the nature of the Force, and on what makes you a Jedi that, not only envelops all the gameplay and game progression with purpose, but also takes advantage of the immense potential of Star Wars.

All in all, Fallen Order has some flaws in the art, gameplay and story. Notwithstanding, its cornerstones, on the shoulder of giants of game design, are so strong that you always feel right at home and with something enjoyable to do.

Moreover, knowing that this was a first foray into third-person action adventure by a studio known for their acumen in first-person shooters, it carries a lot of promise for what a sequel could be with more experience and refinement.

quatro