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Star Wars Jedi: Survivor - Information Thread, update: Stig Asmussen (director of Fallen Order/Survivor) is departing EA/Respawn


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5 hours ago, AbsolutSurgen said:

There are so many compression artifacts in these videos that it is really hard to tell.  But, the first game wasn't a looker either.

 

Just finished it on PS5.  There's moments when it looks really good, such as many of the cutscenes and vista shots.  Then the basic corridors and such are bog standard for the last generation, but not offensively bad or anything.

 

More of that isn't necessarily a bad thing.  The art direction carries it well enough, IMO.

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9 minutes ago, crispy4000 said:

 

Just finished it on PS5.  There's moments when it looks really good, such as many of the cutscenes and vista shots.  Then the basic corridors and such are bog standard for the last generation, but not offensively bad or anything.

 

More of that isn't necessary a bad thing.  The art direction carries it well enough, IMO.

I played it on PC, so can't comment on the console versions.  But, relative to other games of 2019, it look decidedly "meh".  (Other than the wookies, which looked horrific.)  IMHO, earlier big budget games (such as Assassin's Creed Odyssey) looked noticeably better.

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7 minutes ago, AbsolutSurgen said:

I played it on PC, so can't comment on the console versions.  But, relative to other games of 2019, it look decidedly "meh".  (Other than the wookies, which looked horrific.)  IMHO, earlier big budget games (such as Assassin's Creed Odyssey) looked noticeably better.

 

I haven't played AC: Odyssey on good enough settings to properly judge, but it didn't floor me.  There's better looking games last gen in both open-world and linear action varieties.

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Jedi was hit and miss visually except the entire opening was pretty stunning i thought maxed out on pc. It was also pushing last gen hard though, I think this will be a lot more visually consistent.

 

It’s also AMD sponsored so we have a good chance of some cpu bottleneck with no dlss3 support to save the day :D

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2 hours ago, Bloodporne said:

I really need to know if anyone actually enjoys those insanely boring, no-stakes climbing segments in AAA games? They sure keep putting them in. I never got past a few hours in the first one but I almost quit at the tutorial because half of it consisted of that. 

 

Certainly not me.

 

That mechanic is practically driving me up the wall (heh!) in God of War: Ragnarok.

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(1) OLOLOLOLOLOLOLO @ the running animation :lol: - I can definitely see that's not where the game's budget went :p

(2) What the hell does Cal have against the native fauna of EVERY planet he visits?  He's probably single-handedly responsible for the extinction of several of the galaxy's species.

(3) Everything about that video was "fine" - just "fine", nothing more or less than that.

 

In fact, I'm gonna come right out and say that the Jedi Knight: Dark Forces II fan project that posted a thread about earlier today has better animations than this game!

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3 hours ago, crispy4000 said:

 

I haven't played AC: Odyssey on good enough settings to properly judge, but it didn't floor me.  There's better looking games last gen in both open-world and linear action varieties.

Yes. There are. Yet it still looked noticeably better than Star Wars: Fallen Order. Of course, I’m a Star Wars nerd, so Jedi Survivor is the first game I’ve preordered in several years. 

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4 hours ago, Bloodporne said:

I really need to know if anyone actually enjoys those insanely boring, no-stakes climbing segments in AAA games? They sure keep putting them in. I never got past a few hours in the first one but I almost quit at the tutorial because half of it consisted of that. 

 

I don't know that they're enjoyable, but they're probably the lowest effort way to provide verticality without making an interesting traversal system.

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57 minutes ago, Commissar SFLUFAN said:

(1) OLOLOLOLOLOLOLO @ the running animation :lol: - I can definitely see that's not where the game's budget went :p

(2) What the hell does Cal have against the native fauna of EVERY planet he visits?  He's probably single-handedly responsible for the extinction of several of the galaxy's species.

(3) Everything about that video was "fine" - just "fine", nothing more or less than that.

 

In fact, I'm gonna come right out and say that the Jedi Knight: Dark Forces II fan project that posted a thread about earlier today has better animations than this game!

 

They're not that different than the first game.  Which doesn't surprise me.

 

The takedowns feel good though.  I think they get that much right.  The big problem the first game had was telegraphing when blocks work.

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2 hours ago, Kal-El814 said:

 

I don't know that they're enjoyable, but they're probably the lowest effort way to provide verticality without making an interesting traversal system.

Exactly my passive aggressive point 😎

 

Uncharted came out in fifteen years ago and was criticized for this braindead "mechanic" and it's somehow still going.

 

Also this is the most milquetoast anyone could possibly get From combat. It's like that without ANY of the elements that make it cool.

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On 2/7/2023 at 2:48 PM, Bloodporne said:

I really need to know if anyone actually enjoys those insanely boring, no-stakes climbing segments in AAA games? They sure keep putting them in. I never got past a few hours in the first one but I almost quit at the tutorial because half of it consisted of that. 


The slow motion effect for longer jumps in Horizon Zero Dawn always makes me shake my head. I mean she was never going to miss. The game won’t let to leap if it’s too far. lol

 

Yeah they are way too overused in games now. It feels even worse after something like BotW where you could climb almost anything if your stamina would hold out and it wasn’t raining. But you had to manage around those things at least. Overall I can’t say they offend me, but no, they’re definitely not fun. It may as well just be climbing the ladder in Snake Eater. 
 

 

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  • 2 weeks later...

"IGN First" articles and videos

 

3-ignfirst-starwarsjedisurvivor-enemies-
WWW.IGN.COM

We visited Respawn to talk with the developers of Star Wars Jedi: Survivor about the design of a handful of droid enemies that Cal Kestis must fight his way through over the course of the game.

 

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A good action game lives and dies by the strength of its combat, true, but combat mechanics are just one part of the equation. Equally important are the enemies that put those combat mechanics to the test. And so one of the things that I was most curious about during my visit to Respawn was the enemy design of Star Wars Jedi: Survivor. Fortunately, I had Design Director Jason de Heras and Production Director Kasumi Shishido to walk me through a handful of new enemy types that are determined to stand in the way of Cal Kestis.

 

 

 

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WWW.IGN.COM

Cal Kestis will be facing off against one of the most feared races in the galaxy: The Gen'dai. We sat down with Respawn to learn more about the menacing Rayvis.

 

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When the reveal trailer for Star Wars Jedi: Survivor hit, internet speculation was ablaze about one very particular element of it. Specifically, a short bit at around the 44 second mark, in which a very large and imposing alien in a suit of armor looks Cal up and down with a bemused smirk on his face, before ordering his henchman to remind Cal of why the Jedi are supposed to be dead.

 

Fans were quick to point out that this could be a Gen’dai, a race of intergalactic nomads that are nearly indestructible and live for thousands of years. Those who watched the 2003 Genndy Tartakovsky Clone Wars series may be familiar with a character named Durge, who is probably the most famous representative of the Gen’dai race currently in Star Wars canon.

 

 

 

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WWW.IGN.COM

Get a rundown on the five different lightsaber stances you'll wield in Star Wars Jedi: Survivor, from single bladed, to dual blades, even to the new blaster stance. We talked with the developers at Respawn to learn all about how these stances play into the combat.

 

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I don’t think anyone would argue the idea that a Jedi makes for a pretty badass playable video game protagonist. They’ve got a lightsaber, force powers, they’re quick, and can jump really high. All great innate attributes for an action game set in the Star Wars universe. But one challenge about having a Jedi main character is that they’re only really known to use lightsabers. That presents a bit of an issue, as most good action game heroes have multiple weapons to help keep combat fresh over the course of the game. Star Wars Jedi: Fallen Order found a solution to this problem by giving Cal two different lightsaber stances, each with their own combat focus and moveset, and with the sequel, Jedi: Survivor, Respawn is looking to up the ante with a total of five different stances that Cal can use over the course of his journey.

 

To find out more about each of these stances, I talked with Senior Design Director Jason de Heras and Director Stig Asmussen, who walked me through the design philosophy behind each stance and their unique approaches to combat.

 

 

 

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  • Commissar SFLUFAN changed the title to Star Wars Jedi: Survivor (PS5/Xbox Series/PC, 28 April 2023) - Information Thread, update: "IGN First" articles and videos posted

I don't get people who voluntarily spoil stuff like that for themselves.

 

Anyway, I hope they improved upon some of the weaker aspects of part 1 of Dark Souls lite but in the Star Wars universe. For instance, combat became way too easy once you unlocked some of the later upgrades. Maybe that was intentional but it made the game more boring than it would have otherwise been.

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As a fan of Star Wars, Soulslikes, and big-budget single-player action games, Star Wars Jedi: Fallen Order was a game that spoke to me on multiple levels. It successfully merged the risk/reward elements of From Software’s Souls series with the power fantasy that inherently comes with being a Jedi. That said, it wasn’t a perfect combination. Backtracking without any means of fast travel was annoying, exploration was rewarded primarily with underwhelming cosmetics, and I couldn’t help but wish I could do more with my powers than just push, pull, and slow.

 

I say all of this because my main takeaway from roughly five hours with the upcoming sequel, Star Wars Jedi: Survivor, is that it felt like I was systematically crossing off the issues I had with Fallen Order. Survivor feels grander without ever letting the burgeoning scope compromise the exploration and sense of discovery that serves as its heart.

My preview time was broken up with me spending about four hours on the planet Koboh, a gigantic and wide open planet that largely serves as Cal’s home away from home throughout the course of Jedi Survivor’s story, and then about an hour on a moon planet to showcase some more traditional combat and platforming encounters that fans have come to expect. Let’s start off with Koboh, because it represents the biggest change in Jedi Survivor versus Fallen Order: A vast open world that sprawls out in every direction, with interesting encounters and rewards everywhere you turn.

 

 

 

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  • Commissar SFLUFAN changed the title to Star Wars Jedi: Survivor (PS5/Xbox Series/PC, 28 April 2023) - Information Thread, update: hands-on preview article and video (IGN First)
  • 4 weeks later...
  • Commissar SFLUFAN changed the title to Star Wars Jedi: Survivor (PS5/Xbox Series/PC, 28 April 2023) - Information Thread, update: Official Story Trailer

More IGN First content that I forgot to post:

 

7-ignfirst-starwarsjedisurvivor-bode-blo
WWW.IGN.COM

Cal won't be going up against the Empire alone. We examine Respawn's companion system, a system they internally call "Characters-in-Gameplay" to see how characters like Bode Akuna will assist Cal in combat.

 

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While Cal Kestis was part of a crew in Star Wars Jedi: Fallen Order – exploring the galaxy in the Stinger Mantis ship with his mentor, Cere Junda; its captain, Greez, and (eventually) his former bitter enemy turned bestie, Nightsister Merrin – once he was boots on the ground planetside, it was largely a fairly lonely adventure. Outside, of course, of the companionship of the ever adorable BD-1.

 

That changes in Star Wars Jedi: Survivor thanks to the addition of Bode Akuna, a new character in Jedi Survivor, played by Noshir Dalal, who can be seen in the reveal trailer lending a hand to Cal both in a cutscene and in gameplay where he executes a cool tandem finisher on a Scout Trooper. But Bode’s presence as a companion character goes far beyond just cool finishing moves. It’s actually part of a system that Respawn has dubbed “Character-in-Gameplay.”

 

Characters-in-Gameplay is a term used internally at Respawn to differentiate between NPCs that accompany Cal in actual gameplay segments from characters that stayed behind at specific narrative hubs. As Senior Game Designer Jason Zhu explains it: “There was a desire for NPCs to be used as guides in the levels, and while talking it through, one thing led to another until people started wondering, ‘Why don't we have NPC's travel and fight alongside Cal?’”

 

 

 

8-ignfirst-starwarsjedisurvivor-jedimetr
WWW.IGN.COM

We sat down with Respawn to discuss the improvements made to exploration in Star Wars Jedi: Survivor, and how the team took inspiration from the Metroid series in particular in its world design.

 

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One of the big departures in Star Wars Jedi: Survivor compared to Fallen Order is that you’re going to have this home away from home in the Planet Koboh. Sure, you’d revisit Bogano and Dathomir a couple of times, but it was always in service of progressing the story and following the mainline plot. In Jedi Survivor, Koboh will almost take on a kind of Metroidvania-like identity with tons of optional areas to explore locked by progression, and each return trip to the planet opening up many new pathways and discoveries. This came out of one of the lessons Respawn learned from feedback of Fallen Order: That players really enjoyed the optional content, like the Crashed Venator and the legendary beasts like Oggdo Bogdo.

 

“For Survivor, we knew that we wanted to add more optional areas for players to discover and explore. To do this, we knew that we needed to give better rewards for exploration,” said Design Director Jeff Magers.

 

“We put a lot of work and focus into our customization system for this game so that our cosmetics would be more exciting to find, while also adding more gameplay rewards for exploration. By exploring the worlds, players will both make Cal more their own through customization, and more powerful and equipped to take on the challenges ahead with Skills, Upgrades, and Perks found in optional areas,” said Magers.

 

 

 

 

 

 

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3 hours ago, Brick said:

It's weird that this game hasn't really been getting much marketing. I hope it's not a sign that it won't turn out well. Something just seems off. Hope I'm wrong. 

 

It'll turn out solid for sure. I'm thinking mid 80's for scores imo. 

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