![]() ![]() I didn’t progress far enough in the game to unlock some of Cal’s more exciting new tools, including the crossguard lightsaber and blaster pistol, but at the end of the preview, I did get to see a Respawn developer put those weapons to use. "There were very important decisions we had to nail down while making the first game – like how high could Cal jump – before we could have conversations about how to decorate this corner to make it feel like an authentic, lived-in space.” “We’ve gotten better as storytellers,” Asmussen says. The inclusion of a hub world might not be mechanically groundbreaking, but it goes a long way to making Koboh feel less like a level in a video game and more like a place that could actually exist in a galaxy far, far away. Cal can also visit a canteen full of colorful characters, including a smooth-talking droid bartender named MXNK-6. ![]() Cal can talk with the townsfolk, take on a side quest to explore the aforementioned mine and trade with a merchant who will give you cosmetics in exchange for crystals you can find throughout the game. Early in his first visit to the planet, Cal comes across a small settlement of people trying to eke out an existence away from both the Empire and a local gang of raiders. Koboh also does something surprising for the series. Another highlight involved investigating an abandoned mine that it turned out was home to a deadly rancor. One of my favorite discoveries involved an ancient ruin with a particularly devious puzzle inside that had me stumped for a few minutes. Asmussen recommended those of us at the event stick to the game’s critical path to see as much as the preview had to offer, but I couldn’t help but get sidetracked by all the optional content I found on Koboh. I can safely say it is larger and more intricate than Zeffo, Jedi: Fallen Order’s most fully realized planet. “We were learning while we were making that game – we’re still learning – but as we were building it, we got better at building it.”Īsmussen and his team have also hit a comfortable stride in executing the specific demands of the series they’re building. Before Jedi: Fallen Order, those who worked at the studio were best known for creating first-person shooters like Titanfall and Call of Duty. “Keep in mind was the first time for us,” he says. We wanted the player to feel that,” Game Director Stig Asmussen tells me during a break from the preview. “Cal has a bit of swagger now, and that was intentional. In combat, Cal feels more deadly and proficient with his lightsaber. When he jumps, he doesn’t float the way he did in Jedi: Fallen Order. Cal also feels more satisfying to control, as there’s more weight and precision to his movements. Exploring Koboh is immediately compelling since Cal has all the abilities he rediscovered by the end of Jedi: Fallen Order, plus a new grappling hook for quickly traversing across some gaps. The preview began on Koboh, one of the first planets players will visit when they get their hands on the game later this month. Right from the start, Jedi: Survivor feels like a more refined Jedi: Fallen Order. Star Wars Jedi: Survivor puts you in control of Cal 2.0. "We make sure the stormtroopers are always gonna get wrecked, so we have a base, we know where to start from even on a sequel." It's not like you're just gonna push every enemy and they always die." There is, however, a baseline to consider - the stormtrooper. New enemies that complement some of your powers, or whatever powers you get in the future. The key, according to de Heras, has been "iteration." "A lot of tweaks to enemy design. And so it's a balance of not making him too powerful from the get-go, but there's still a lot of progression from beginning to end." So there are still a lot of things that he can learn. "But at the same time, you would have those powers from the very beginning. So when you come back and pick up the controller, we want to make sure that it's accessible for people who haven't played Fallen Order - that's kind of tied into the tutorial." Shishido adds "It's been five years since Fallen Order, and we want the player to feel like Cal has been through a lot. It has to feel that the power level is the same, but also, you have to reach another level." You can't go backwards, and feel like a Padawan. "We don't want to take away those moves, because they feel good. ![]()
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