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#hmmmm idk how to format this properly‚‚ what i love on this line is the use of homographs so i have to put both original and translation
iamyounicorn · 10 months
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"Eu rio, você ama Eu rio, cê oceano"
[I laugh, you love it I river, you ocean]
(Estrondo by Plutão Já Foi Planeta)
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adamrevi3ws · 4 years
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Jedi: Fallen Order
When I finished playing DOOM, I told myself that the next game I would play wouldn’t be one that pissed me off. Unfortunately, Star Wars: Jedi: Fallen Order did not live up to those expectations.
While the source of my frustration with DOOM was mainly growing pains with its intense gameplay and action, Fallen Order mainly drew ire from me due to its unfinished and unpolished nature. Its publisher, EA, is in the same club as Ubisoft, Bethesda, and apparently now CD Projekt Red, often releasing games as broken glitchy messes when they first come out to meet quick deadlines. I’ve seen and heard how unplayable this game was at launch, and while it isn’t as bad as it was then, it still has enough subtle mistakes to ruin my gameplay experience. The main source of this and my frustration, in general, was the extremely finicky and unresponsive controls, particularly found in its two main selling points: platforming (and plot but I’ll talk about that later) directly lifted, if not plagiarized from the Uncharted games, and Dark Souls-esque combat gameplay. Nothing really lines up or “clicks” when it really needs to. Regarding the platforming, it feels like it takes a miracle to properly grab onto something and takes a thousand tries for a jump to work. When the double jump gets introduced, it really only works when the game, in its divine ignorance, feels the whim to let it work. A lot of reviewers complained about the difficult and unwieldy ice slide sequences in the game, and while I had my fair share of annoyance on a very specific ice slide, I think it’s just a symptom of a much larger problem. The combat shares this similar “the game only works when it wants to” problem. You don’t always dodge or block right when you want it to, but I think its biggest problem is healing. Instead of pressing a button and having part of your health restored, pressing said button instead “calls” your robot companion, which needs to do a special little animation and THEN you get healed, which takes a long 15 seconds. Not only does this waste a good amount of time in a game where time is absurdly precious in its hardcore combat, but every other time I tried calling the damn robot it straight up ignored me. I don’t know if this is a glitch, or it needs a cooldown period, or you can’t heal while being hit by an enemy, but it made the fights a lot more unnecessarily grating than they already are. Speaking of straight up screw you moments from the game, whenever I hit the “target” button in close combat with multiple enemies, it’d always target the farthest away enemy, for no reason. All of this is a shame because these main gameplay components are actually quite fun when they aren’t broken? A lot of the level design allows for really fast and exhilarating platforming that is absurdly fun when it syncs up, but that’s only, like half of the time. The combat can be enjoyable too, allowing for some great lightsaber duel boss fights, which can feel pretty cinematic when the combat actually works.
Outside of gameplay, the game’s unfinished nature shows itself a lot in its cutscenes. Its graphics just straight up dip and fail to fully render for 90% of these moments, often also feeling extremely choppy and cutting off a bit too soon. There was even one time an enemy was supposed to show up in a cutscene to initiate a boss fight but they just weren’t there and it was quite confusing because it felt like the main character was speaking to an empty wall. Around the middle of the game, both cutscenes and gameplay sequences would just freeze, and this is probably the first game I’ve played in a while to straight up crash on my PS4. If the developers took an extra, idk six months to actually fix this game a bit more I’d rate it a lot higher than I am now. I was actually warned about the game’s poor performance before playing, with a friend mentioning its horrible load times, but I didn’t know it’d be this bad. As my unopened copy of the infamous Cyberpunk 2077 waits on my mantlepiece for the developers to actually make it a playable game months after its release, I fear it may have the same fate as Fallen Order, still being quite a bit buggy and annoying over a year after its messy launch.
With its buggy and incohesive gameplay in mind, Jedi: Fallen Order’s strongest element is its plot. To my surprise, this is much less of a Star Wars game and more a game that just happens to be set in the Star Wars universe. Taking place between episodes 3 and 4, I kind of expected it to be an epic quest detailing the rise of the rebel alliance, but instead, I got a more generic treasure hunt storyline heavily reminiscent of the Uncharted series. Although this sounds quite disappointing, the game’s plot still soars in its great character arcs and setpieces interspersed the vague framework of its less-than-original overall plot. Combine these great individual moments with an absolutely bombastic ending and it almost makes trudging through the glitchy gameplay worth it. This is elevated by some great voice acting performances, particularly from Cameron Monaghan, who gives a movie star performance to the main character, even in a lot of moments where he doesn’t have much to work with. The setting is also a high point. Disney’s milking of Star Wars has led to a variety of media set between episodes 3 and 4, this game feels particularly special because it is more focused on the aftermath of Episode 3 rather than the buildup to Episode 4, which I think the rest of the media in this era is focused on. It’s clear that there are so many parts of the game that the studio put a lot of love in, ranging from the plot, to the memorable soundtrack (Mongolian throat singing, anyone?), to even the hilarious enemy dialogue, I just wish they put this amount of effort to make the game fully playable.
The one elephant in the room regarding this game that I haven’t mentioned so far is the game’s worlds/levels themselves. They aren’t annoyingly unpolished like the gameplay but aren’t really a labor of love either. Instead what we get is an admittedly gorgeous maze of areas within a few planets, constantly getting more twisty and confusing as you go on. It may visually resemble an open world, but it is very much a series of paths that make you go “hmmmm, should I go back to that other branching path to see if there are any healing upgrades or character customization options I can collect?” There’s nothing wrong about this MetroidVania style format, but frankly it’s not my type. A lot of the areas look visually similar so it’s quite easy to get lost, and despite each planet’s map being absurdly big, there’s no way to actually fast travel between areas, just between planets. Finally, the incentive to go back and explore isn’t particularly convincing, where the healing upgrades are a bit too well concealed and the character customization options are like, absurdly mid. This is the one time I actually wished an EA game had its own in-game currency so I could buy something cooler than “the same damn poncho you’re wearing except a slightly less boring color combination.” Come on, man! The one good thing I’ll say about the overall game world is that the in-game map highlights which paths you haven’t explored yet, making it much easier to get on track. While the game’s maze-like level style isn’t necessarily my thing, I think if the developers tried to make it a bit more interesting a lot of people would get a kick out of it.
Jedi: Fallen Order is a game that finally made me understand my college professors that went a bit too hard on my grammar mistakes when grading papers. The central content and ideas this game presents have a lot of potential, but they’re heavily weighed down by an infinite number of fixable mistakes. I give this game a 6.7 out of 10 stars.
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