Respawn Considered Delaying Jedi: Fallen Order to Smooth out Its Rampant Bugs
It's been a bonkers year for the team at Respawn Entertainment. In February 2019, the team surprise-launched Apex Legen…
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"Yeah, it was a conversation that we had and we decided that we wanted the game out there, we wanted to get it, you know, being out for the holiday," says Zampella. "It's a game that really fits that timeframe."
"I think we're in a situation [where] we're trying to build a game for several different systems and we wanted to hit a date, obviously," says Asmussen. "[W]e all look at it, and earnestly we feel like we could, if we had a little bit more time, it would've been better. But at the same time, we could play through it. It was good and we felt like fans were going to like it."
"That was always the natural direction, considering you're wielding this deadly weapon," says Jason de Heras, lead combat designer on Jedi: Fallen Order. "So we wanted to make it about doing a less amount of attacks, and how can we build a whole enemy cast around that. Because that means if I'm not swinging a lot, then I'm thinking about other things to do. So parrying, rolling, force slow, force powers, and then we just build all the enemies to make you do different things. So it's not about just pressing square."
"What's next is a celebration of this win."