Exploration sounds totally fine. Large levels, meaningful upgrades hidden in nooks and crannies, metroidvania style mobility and traversal abilities...Combat seems fine however I'm a bit worried about exploration and story
Exploration sounds totally fine. Large levels, meaningful upgrades hidden in nooks and crannies, metroidvania style mobility and traversal abilities...
Story I'm with you on, there's no way of knowing until it's in our hands.
Oh goddamn Avellone gets everywhere!We might not know a lot about the plot, but I suspect, given who it involved, the writing, is going to be fine.
Couldn't get the same impression from the demo. Maybe I need to see it again
- Lightsaber combat is silk smooth and responsive and it's close to Sekiro
yeah...after watching the gameplay demo, i find that really hard to believe.
- Lightsaber combat is silk smooth and responsive and it's close to Sekiro
yup, loved it in TFU 2
I sure hope their claims of metroid prime-like gameplay come to fruition. That's the single most interesting thing revealed about this game, but it's not displayed in the footage shown so far.Article about the metroid and DS influences:
yeah...after watching the gameplay demo, i find that really hard to believe.
Wow.Prior to beginning development of Jedi: Fallen Order, Respawn pitched EA on a Star Wars project, but the two sides couldn't agree on a deal that made sense. Director Stig Asmussen and a small team of developers at Respawn then set out to create a new intellectual property that featured third-person melee combat. When a demo was ready, Respawn pitched it to EA, which loved what was there, but thought it had great potential as Star Wars game. Respawn's CEO Vince Zampella asked his team if they would rather continue working on the original IP or turn it into Star Wars. The team enthusiastically said "Star Wars."
yeah...after watching the gameplay demo, i find that really hard to believe.
What are you going on about? The team decided they wanted to do Star Wars...Wow.
It really is just EA saving ass after all their major fuckups with the license deal. Fuck EA, holy shit, man. A bunch of cowards. Still, best of luck to the team making this game. It's a great opportunity for all of them - I'm just crushed it's come at the cost of several other projects that EA almost nonchalantly seemed to put in the garbage bin from a layman's POV, along with hundreds of people's jobs.
Wow.
It really is just EA saving ass after all their major fuckups with the license deal. Fuck EA, holy shit, man. A bunch of cowards. Still, best of luck to the team making this game. It's a great opportunity for all of them - I'm just crushed it's come at the cost of several other projects that EA almost nonchalantly seemed to put in the garbage bin from a layman's POV, along with hundreds of people's jobs.
- Lightsaber combat is silk smooth and responsive and it's close to Sekiro
Can developers just stop shoehorning FromSoft-style combat into games where it doesn't fit?
Do you want to be a fast acrobatic Jedi with a wide array of combat tools that you can creatively chain into sequences of your own invention, or do you want to clunkily circle an enemy with your saber out and wait for a counter opportunity, get a few slashes in, then go back to your holding pattern? I know my answer.
Stop treating Soulsborne combat like it belongs in every type of action game. Its deliberate nature and economy of movement are out of place in games where you should be agile and free.
It's such an unfortunate trend. I really wish developers would take combat design cues from games that suit their project. There is no shortage of great combat gameplay to reference. It doesn't always have to be the hottest new thing, if the hottest new thing is slow and calculated while your thing ought to be zippy and unrestrained.i made a thread about this a while ago, although i didnt really title or get at the main issue i was trying to and it swerved off course.
Basically, devs used to take the action game template from DMC and then GOW, and now its Souls. While its a testement to how popular and influential souls has been, its also kind of stupid, because it shows that developers of many of these games only riff off of what's popular and what they can easily understand as a concept, even if its not suited for the type of game they are making.
Shoooooooot you have me interested.
It's such an unfortunate trend. I really wish developers would take combat design cues from games that suit their project. There is no shortage of great combat gameplay to reference. It doesn't always have to be the hottest new thing, if the hottest new thing is slow and calculated while your thing ought to be zippy and unrestrained.
Thank goodness the new God of War and Devil May Cry games didn't just copy/paste Bloodborne's combat.