Prince of the Dark Souls Uncharted<\/span><\/h3>\n <\/p>\n
While the above might sound like hyperbole, Respawn has taken a lot of inspiration from Naughty Dog, Fromsoftware, and even some parts of the old Prince of Persia games from Ubisoft. In the first twenty minutes, Cal is thrust into a disaster, and every event is highly cinematic, with great camerawork, and the character jumps, climbs and runs from one burning wreck to another just like in Uncharted games. Cal then raids tombs like Nathan Drake and collects artefacts all the while reflecting laser blasts without care. It does not stop with the usual linear action set-pieces as there are a total of six planets that the player can explore. A full-blown Metroidvania, with skill trees, unlocking new places on existing levels and even dealing with hidden bosses. <\/span><\/p>\nMost of the planets have level designs that are eerily reminiscent of the Dark Souls philosophy. In which you would have a starting point in the level that can be reached by two or more ways by the end of a playthrough. It allows the player to quickly explore the level, and decide where to go, and what the player has not seen yet. The combat also takes some nods from Fromsoftware\u2019s franchise, where combat against bosses and tougher enemies are long-term duels, where technique is at times more important than simply mashing the attack button. There are no backstabs, but there is a lot of opportunity to parry and combo enemies. Over the course of the story, Cal unlocks different force powers after re-experiencing previously suppressed memories of his past. It is a great way to unlock those force powers, plus it neatly ties into the backstory of the main character. Finally, we have bonfires\u2026 well more like meditation circles where you can reset your health and estu.. I mean Stimpacks and also the enemies respawn if you use the meditation circle. While it copies a lot of things from Dark Souls, it does make it much more accessible to the larger audiences, some of the hardcore gamers might not like such copying, but it is done with great proficiency, and not just simply slapped together.<\/span><\/p>\n <\/p>\n
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Kashyyyk, it’s always chic<\/h3>\n
Very comfortable with the exercise, endowed with more than comfortable means, the Respawn studio allows itself so many largesse that it shows obedience to the Star Wars lore. For example, we are delighted to find Kashyyyk, the mother planet of Wookiees. A luxuriant and arboreal setting, generous in sublime panoramas, gives even place (one will spoil nothing) to one of the sequences of the most epic and enjoyable battles this year. Because Fallen Order never renounces its first program: unfold an epic in the long course, carried out drumming. Rhythm, fighting, cinematics: each pillar of the game never weakens, but instead intensifies as our character gains power and experience. Each new power or gadget not only brings a little variation in the fighting, but also in the other phases of the game (platforms, puzzles) with a real inventiveness. Respawn especially understood that an adventure of such a calibre owes much to the charisma of its characters.<\/p>\n
If the main hero is sorely lacking in personality (role of the first young person), it is better to rely on secondary casting, excellent from start to finish. We note in particular the performance of Greez, Mantis chafouin pilot, who recalls very much the (bad) joking character of a Han Solo while remaining very endearing. But the prize goes mainly to BD-1, the droid of Cal, who deserves a poem alone. Not only this little miniature biped is of a use of every moment (it heals us, serves tyrolienne or hacker on some sesames), but its coolness is such that one finds the first spirit of the saga, and its talent to humanize every bit of scrap. And the bad guys are not left out. In addition to the eternal Stormtroopers, each planet is home to a host of dangerous and \/ or imposing creatures, proving once again the inventiveness of Respawn to reclaim a codified bestiary, without ever betraying it. As such, the darkness of some antagonists has often surprised us, as their psychology sometimes leaves room for beautiful scenes introspective or emotional. The opportunity to highlight also the exceptional sound work of the game, whether its orchestral soundtrack as well as its dubbing (even in VF), served by a high-pitched vocal casting.<\/p>\n
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The already-seen counterattack<\/h3>\n
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Lasting fifteen hours (in a straight line), the adventure of Fallen Order remains exemplary in terms of writing. In terms of a fun experience, the report is not so radiant. Often, the game is a victim of its own generosity, sometimes confusing superfluous bulimia. The global progression, made of incessant back and forth between the planets, sometimes comes to break the unity of the game, multiplying the impressions of deja vu, especially when it comes to going to operate a new mechanism to the other end of the map, retyping the same fights as the previous visit. As for the fights, if most remain impeccable, sometimes it stumbles on peaks of incongruous difficulties, on some boss in particular, which seem a little absurd as they swear with the rest of the experience, for the quite magnanimous blow with his players. If we look at the target audience of the game, which is not necessarily that of hardcore gamers, there is enough to scare some novices who come here only for Star Wars.<\/p>\n
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Star Wars Jedi Fallen Order<\/h3>\n
Add to this recurrent inaccuracies in the control of the sword (these enemy shots that affect us against logic) or movements of the avatar, a lot of technical damage (slowdowns on PS4 as on PC) and we get a game that hiccups in some places, sign that a massive patch is (at the time when are written these lines) more than necessary to perfect a gaming experience that deserves it. Is not Naughty Dog who wants, and it’s sometimes a little sad to see it in the heat of the moment. But for the rest, we must face the facts: Fallen Order is solid and catchy. By his science of action, Respawn is what could happen better to Star Wars. Here is a studio that finally succeeds in opening a new way to video game adaptations, not always happy, of the Star Wars universe. All that remains is to hope now that, if there is any, she will know how to find her own way, rather than borrow from others.<\/p>\n
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