Jedi Survivor Final Thoughts

Yesterday I hit the credit roll on Jedi Survivor. I’ve always thought the “production babies” screen on these games is fun and tends to illustrate the scope and timeframe required to create these experiences. In High School I saw Jurassic Park and Lord of Illusions back to back… and I have never been entirely certain if Lord of Illusions felt awful because Jurassic Park was so brilliant. Similarly, I am not sure if I am judging Jedi Survivor harshly due to the fact that I just finished Alan Wake II and it was so brilliant. While I enjoyed myself this game was a bit of a mess, and nowhere near as focused as the first game Jedi Fallen Order. This morning I am going to do my best to give a non-spoiler explanation of my thoughts.
Jedi Survivor is simultaneously too large and too small… in that, you essentially have one massive world called Koboh that allows you to explore every inch of it and a bunch of very shallow destinations. So much of the gameplay revolves around going and collecting some MacGuffin, flying across the galaxy to have a conversation, and then flying back to Koboh to do something. This cycle repeats several times during the course of this game and it ends up making the entire experience feel like a series of fetch quests. I feel like I am supposed to be in awe of being able to explore this planet and find all sorts of little diversions… that do not really matter to the game as a whole and only serve to muddy the waters when you are attempting to follow the golden path. The first game felt like it did a better job of giving you a concrete reason for going everywhere, and if you wanted to go back later and 100% that area it was up to you to do so. Fifteen hours into the game I was still being introduced to new NPCs with their own currency chase to unlock a different sort of cosmetic.
What the game does nail however is giving you these perfect vignettes of action scattered between miles of mashing the shift key in order to try and make yourself run faster through the boring bits. How clean and tight these corridors are designed, only serves to illustrate how muddy the waters really are. Jedi Fallen Order was a game made up of only the good bits, and Survivor feels like a game that has been watered down significantly in order to increase “player engagement” artificially. The game has a fast travel system, but it never seems to really matter because anywhere you might need to go… is down a path that you did not have access to previously. So ultimately you still end up spending huge amounts of your time running past landscapes that are all too familiar as you seek that one area that a new widget or ability allows you to access.
The game does however manage to set the stage for a whole slew of interesting characters that are not exclusively Human and Twilek. For example meet Skoova Stev, a delightful “Big Daddy” reference and the NPC that unlocks this entire fishing and fishtank maintenance mini-game. Someone poured a lot of love into this character and I find it a bit sad that it is entirely fluff… and does not really play any importance in the thrust of the main game as a whole. The game is littered with these loveable characters that don’t really matter and you could probably go through the entire game without ever actually encountering them. I love that they all exist, but wish they were more than glorified vendor NPCs.
The game hits the ground strong with one of the best tutorial sequences I have ever played through in one of these action combat platformer RPGs. The same is true for so many moments in the game, but the story that is attempting to weave them all together is a bit muddled. I think on some level I never really bought into the main Villain of the title. They are bad because the game tells you that they are bad and that they spend a lot of time doing “megalomanic monologues”. There is a mini-boss that is way more relatable other than the fact that they keep “playing with his food” as it were and letting you go every time you encounter them. When I finally had to kill them… I sorta felt bad because they had hitched their honor to a cardboard cutout of a villain.
Then there is the big reveal at the end… that legitimately did throw me for a loop and served to kinda make up for some of the muddled mess in the middle. The thing that I cannot entirely forgive however is that the game robs me of any agency. This is where we get into some light spoiler territory… but there are several points in the game where you must embrace the dark side in order to complete an encounter. I was given no choice save for a fail condition and having to restart that area. I am not edge lord enough to revel in Darkside Cal Kestis. I am a Paragon path player in Mass Effect, and no matter how much I might think I am going to do a renegade playthrough I always shift away from it quickly because it “feels bad”. Being the villain feels bad. Turning to the Darkside even for a moment… feels bad and feels like a betrayal of the character I have been building in my mind.
Do I think Jedi Survivor is a bad game? No, not at all. Do I think it doesn’t really deserve to be on any “games of the year” lists? Probably. It has some great moments but the muddy middle serves to tarnish everything that was great about the experience for me. It was a “mid” game for me, and aggressively so… but it was still something that I felt was worth finishing up. If you enjoyed the first game, then I would suggest you eventually pick this one up as well. I would probably wait for it to go on sale however as it was nowhere near as impressive as some of the other titles from this year. I still love Cal Kestis and the characters that are being woven together in this world. I still hope at some point these characters cross over into the Mandoverse that is being built on Disney Plus. It would be a crying shame for such a great actor as Cameron Monaghan to not get a live-action Star Wars debut.
Now that I have talked about the story and gameplay… let me dive into the other thing that harmed my experience. This fucking screen shows up every time you launch the game. You would think that once the shaders were compiled and cached… you would never see this screen ever again. However, you would be wrong and it takes a couple of minutes to load through this screen every time I launch the game. Worse than this is the fact that the game can only seem to run for about an hour before locking up and crashing to the desktop. If you happen to get a crash during one of the many sequences that do not checkpoint your progress in the form of a save file… you will have to repeat whatever nonsense you were doing before the crash. This meant that a lot of my gameplay was trying to log out every hour and reload the game in order to forestall a crash…. only to see this damned shader caching screen again. I get that I am a weirdo in that I want to play this with a mouse and keyboard… but I do feel punished for not just playing it on a console.
The game has a lot of really cool things going for it, and I know that I will be picking up the next game whenever it releases because you sort of end at the midpoint of a larger story arc. This is the “Empire Strikes Back” of the Respawn Jedi trilogy. While we end on a more hopeful note than Empire did… there is definitely a lot of baggage that our crew is going to be sorting out. I am “bought in” to the franchise and the characters at this point, and I will be here for the entire run however long that lasts. I hope however that they return to something closer to the first game for the third. This type of story was better served by a tighter style of gameplay as opposed to the more open-world experience. I get that this is odd since I never liked any of the Assassin’s Creed games prior to them attempting to replicate the Witcher 3 format… but I feel like it just does not work for the Respawn Jedi series. Did I completely miss the mark? Did you play it and love the faffing about? Drop me a line below. The post Jedi Survivor Final Thoughts appeared first on Tales of the Aggronaut.

AggroChat #249 – The Star Wars Spirit

Featuring:  Ashgar, Belghast, Grace, Kodra, Tamrielo and Thalen

aggrochat249

Last week we failed to announce the 5th anniversary of our show so we start off talking a bit about that.  From there Bel goes into a discussion about the BlizzCon Spirit and how he seemingly has caught the Star Wars version and returned to SWTOR after the Star Wars Celebration announcements.  We talk about the game quite a bit and then get into a discussion of Jedi Fallen Order which we missed from last week. From there we talk Magic the Gathering Arena and how Kodra is finally playing Standard.  We also talk about doing some direct Duels and the current Magnificent Momir format. Finally a discussion about Pagan Online that devolves into a discussion about upcoming ARPGs in general.

Topics Discussed:

  • The Blizzcon Spirit
  • The Star Wars Spirit
    • Star Wars the Old Republic
    • Fallen Empire
    • Eternal Throne
    • Overall Tweaks to the Game
    • Jedi Fallen Order
  • Magic the Gathering Arena
    • Standard Format
    • Direct Duels
    • Playing with Jank
    • Magnificent Momir
  • Pagan Online
    • Early Access
    • Potentially Eventually Free to Play
    • Wolcen
    • Last Epoch
    • Torchlight Frontiers
    • Grim Dawn