Find A Review

November 24, 2019

STAR WARS Jedi: Fallen Order (2019) by Respawn Entertainment


Fallen Order looks gorgeous and its respect for the Star Wars license is apparent. It does a fairly good job at taking inspiration from recent, popular game series such as Dark Souls, Uncharted, and the Tomb Raider revivals. If you like those games, or you're hardcore Star Wars fan, go ahead and pick this up—You'll probably quite like it! For me, however, it didn't do enough to elevate itself above its genre or its license, and although I love Star Wars and was eager to jump into the world, that love failed to carry me to enjoying this title. I frequently found myself struggling to have fun with it for a number of reasons.

Although Fallen Order looks great graphically and runs fairly well in general, I experienced regular, annoying framerate hitches—most often during transitions into different areas. Normally this is a minor annoyance, but there are several instances in which this hitching and other frame drops occur when you're attempting to platform, or even in the middle of sub-boss fights. It's extremely frustrating to miss the timing for a jump or a parry because the game is dumping frames from 70+ down to 20ish. One instance was the ice slides on Zeffo, at which framerate takes a dump at certain points when you're attempting not to slide off the edge, or make the jump from one slide to another, or when wallrunning and attempting to jump to a hanging vine from which to swing. The framerate hitching here is severe enough to hamper your timing and cause you to miss a jump, which is very frustrating. There's another instance during one sub-boss on Kashyyyk, which I had to battle while experiencing awful framerate drops seemingly every time I entered the room, which led me to such frustration during attempted dodges and parries that I quit playing the game completely for a few days... And scared the crap out of my dog with a loud string of vitriolic curses damning the game's existence.

I generally find Respawn's level design to be incredible; it was the main attraction for me in Titanfall 2. Although the design is nicely cyclical in Fallen Order and cleverly uses shortcuts a la Dark Souls, the actual layout of each individual area within the levels themselves seem far more gamey and much less ambitious than the lived-in, unique, inspired spaces found in Titanfall 2. Fallen Order is made up of mostly small corridors and a sometimes rectangular, box-like rooms for larger encounters. A lot of the stuff in this game looks beautiful graphically on Unreal Engine 4, but I did not enjoy roaming through these environments because despite this graphical beauty, they all ended up seeming very dry content-wise. I appreciate the attempt to liven up the atmosphere by scattering bits of lore and storytelling items throughout the level, but this was done in such an inorganic way that they seemed contrived and out-of-place and made everything feel gamey more than they made the environment seem lived-in and realistic.

Another issue I had with the game is its reliance on backtracking. If you have liked Metroidvania style backtracking, then you'll probably enjoy this about Fallen Order as well. I personally dislike using unlocked abilities to backtrack through levels, as this loop serves more to frustrate me with repetitive environments and engagements rather than impart a sense of a growing power level. I don't want to grind through 90% of an area I've already cleared to unlock something, get to 10% of a new corridor, and get a box that has a different lightsaber knob. To me, that is boring and unfulfilling. For you, maybe it will be different—perhaps you'll enjoy the added challenge. I can't say.

Fallen Order relies on combat as its main challenge, and while it is decent, I couldn't help feeling like swinging the lightsaber felt too light and airy, in addition to having a very small range. It also constantly clips through the environment as you move through the game, and it seems to do no actual physical damage to humans (by this I mean the dismemberment you would expect from a lightsaber, such as with combat finishers in Witcher 3) but still somehow kills them, which feels fake—like your lightsaber is make-believe—and gives a distinct, immersion-breaking feeling of weakness. Some of the most satisfying combat in video games, such as in Dark Souls, features weapons that all seem to have a realistic weight to them, and act physically like a real weapon would. The lightsaber in Fallen Order feels like a make-believe object—a toy, or a stick—and imparts no sense of power or danger that it should. Swinging the zweihander in Dark Souls, or parrying in Sekiro, for example, are some of the most satisfying weapon interactions of any game I have ever played. I wanted the lightsaber in Fallen Order to feel somewhere near this good, too, but it's just lacking. The animations are enjoyable enough, but the weightlessness and the lack of any effect on the environment are unsatisfying enough to noticeably damage the experience. The force powers, however, were excellent—I wished I could use them earlier in the game, and more frequently once I had unlocked them.

I bought the game because I wanted a good Star Wars story, and perhaps most damning was that I had little to no emotional investment in the game past the first level. Past this introduction—which I found gorgeous, polished, compelling, and inspired—I felt like I was simply shuttled from video game level to video game level and with the plot driven forward only by a MacGuffin I didn't care about. Additionally, the loot and collectible items scattered through the environments did little to help motivate me, either, as they're pretty uninteresting: you will sometimes spend 10 minutes solving a puzzle, only for it to unlock a minor difference on the rubber grip on your lightsaber hilt that you'll never even notice outside the work bench interface. I've done an entire platforming challenge on Kashyyyk only for Cal to scan a Force Echo and say "this place was sacred to them". Due to this I felt no drive to explore side paths and find additional loot because their contents were almost always underwhelming, nor was I urged to do so by additional plot or character development.


Since neither the story nor the collectibles motivated me, the vast majority of the game felt like grinding forward through samey corridors, similar encounters with similar enemies, and ultimately to unfulfilling tedium. There were a few boss fights I legitimately enjoyed (Second Sister ended up being my favorite character), but the plot left me unsatisfied. It features some very contrived turns that made little sense. Haxion Brood base felt completely out of left field, for example. The constantly forces you into making contrived mistakes even when you know they're coming, robbing you of any agency to affect the story. It often turns you towards going back to worlds to which you have already been and grinding through areas you have already cleared, since there is no fast travel system. The game tries its best to utilize shortcuts to funnel you through quickly, but there's only so much the level designers can do here. If these were interesting, inspired areas that provided a genuine, lived-in feel of immersion, then not having a fast travel system would be no issue. But they're not; they're boring corridors with little to catch your interest, creating a feeling of tedium when you're forced to go through them repeatedly.

If you like action games, Soulsbourne games, or Star Wars, then Fallen Order might be right up your alley. You may even love it, as many people seem to. But if you're looking for narrative punch or realistic, inspired world and satisfying lightsaber combat, you will likely want to look elsewhere, as it's very light on that—at least so far. For me, though, it's been a disappointment.

⭐⭐

November 15, 2019

Disco Elysium (2019) by ZA/UM


Disco Elysium is a very well-written game. If you like reading, classic cRPGs, or point-and-click adventure games, chances are you're going to love this game. But if you're a fan of the RPG-lite games that have released in recent decades such as the Mass Effect trilogy or even JRPGs, this actually might be a little too slow and too RPG for you. I don't mean to look down anyone who likes those things—hell, I am someone who likes those things! I personally never got much into cRPGs or point-and-click adventure games, but I did love JRPGs growing up in the '90s, and the Mass Effect trilogy are my favorite games of all-time. Disco Elysium took a lengthy adjustment period for me before I began to love it as a result of these tastes—but I do love it.

The most striking difference between this and most RPGs on the market today is that there's no combat engine in this game. You walk around, talk to people, and examine stuff, and that's basically it. Every conflict in the game is governed by skill checks. So you're not running around gunning people down or even stealthing your way through levels. However, I enjoyed this about the game—It allows it to effectively build tension in this manner and makes it so that, when something violent does happen, it affects us more closely to how actual violence does in the real world. It's more shocking.

Most of the game lulls you into a sense of the mundane—A vast majority of what is happening is centered on relatively low-key conversations with NPCs, in addition to the protagonist's own inner dialogue between different aspects of his personality. This probably sounds pretty boring—and it might be to some folks. It certainly could have made the game incredibly dry, but for me, though, it was absolutely riveting. I suspect this has partly to do with my own interests (I'm a lover of classic literature, which is often permeated by these sorts of lengthy derailments into philosophy), but it's also rendered a strength of the game simply by the astounding quality of the writing. None of these inner dialogues that occur inside your player character's head seem like padding. They're all entertaining on some level—either because of the substance of the conversation, or due to the absurd, bleak humor of the game.

This game is hilarious. I haven't laughed this much at a game in my entire life. Even the way simple things are handled—such as choosing to have your character say 'Hello?' into an echoing chimney, only to have him lose his cool unexpectedly and unleash an echoing monstrosity of a scream that reverberates throughout the entire building. Or choosing to tell the hotel manager that you're not paying for the room by slyly slipping away from the desk, only to have your player character sprint away, trip, and fall into a lady in a wheelchair because you don't have a very high dexterity skill—leading you to become a clumsy oaf.

And that's the beauty of this RPG: It allows you to fail—frequently, and often in humorous ways—that allow you to continue the game with only minor penalties. It constantly surprises you in ways such as this whenever you fail a skill check, and it does so in a way that feels deserved. It leaves you thinking, "Why did I attempt to be sly here? I have only 2 points in my Motorics skills. Of course I was going to screw that up". Successes often result in you feeling like Sherlock Holmes, or a sly con man, or just a bad-ass. Failures will make you look silly, sure, but they also lead to unbelievably hilarious moments. And once you get a hang for how the skill systems work, you can reasonably predict not only what sort of outcomes will be had by succeeding or failing a check, but also when you should try for a risky roll, and when you shouldn't, because the stakes are too high and screwing up in a situation will result in some serious misery for everyone involved.


The more I played, the more I was entertained not by the central mystery of the game, but by my player character's inner dialogue. I should probably make clear how this actually works: When your skills get high enough—things such as your physical prowess, your logic, your empathy, or your ability to 'feel' the city around you, etc—these skills vocalize themselves to you (the human playing the game) in order to help you make decisions in-game. For example, you might be interviewing a witness, and your ability to Empathize with them will chime in in unspoken text to tell you; "Hey bud, this guy is lying", and it will also narrate why your player character knows this—the person's eyelid might flutter, or they may pronounce a word in an odd way. Or, your gut instinct (the skill called 'Inland Empire') will call your attention to the way a door feels—it's "too blue", or something—prompting you to inspect it.

This is an astoundingly accurate depiction of how our subconscious mind works. We're constantly making these calculations that, had they occurred in our active thoughts, would take multiple sentences to vocalize. But in our subconscious they're quickly calculated and filed away in the background without you ever noticing.

For example—Have you ever felt when driving that you can tell somebody ahead on your right is about to switch lanes, even before their signal is on, or before they've indicated in any way that they're going to do so?

Why?

"Well... Because they're just moving their car in a way like they want to change lanes? I don't know, it just felt like they were about to switch lanes."

And then, guess what? You're right. They switch lanes.

Disco Elysium is a game full of stuff like this, and the writers are skillful enough to depict it in a way that feels real. To borrow a horribly overused phrase in video game reviews—It makes you feel like a detective. But not just a detective—It makes you feel however you choose to play your character: An alcoholic drug addict craving a fix. A pretentious, artsy-fartsy tool. A meathead weightlifter. A super-cool disco-obsessed fop. Whoever you decide you are, the game is consistently narrating your character's inner thoughts that way, and this all feeds back to you to create an incredibly engulfing experience in which you're attempting to roleplay as somebody and the game is rewarding you for doing so by adapting to your inputs and feeding you lengthy, beautiful narration depicting who you are choosing to be. It bleeds through everything in the game from how you look, to what you're doing, to how you apply your strengths to a challenge, and how you fail challenges that are outside your realm of expertise. And it does this in a superb, artful, hilarious way. All of this creates an attachment to your player character that I've never felt before, in any other game—roleplaying or otherwise.

The game is definitely not without its faults, though. The voice acting is particularly awful in some areas, with the actors delivering monotone, unconvincing lines into microphones without pop filters. I found myself picturing some characters' voices wholly different to how the actors portrayed them, and this made for a jarring experience whenever their lines were voiced. I would prefer to play the game with the voice lines completely turned off, and just allow their voices to play in my own head. It's also very, very wordy, so if you hate reading, you'll probably hate it. Be aware.


You owe it to yourself to give this game a shot if you like RPGs. If you have loved wordy cRPGs in the past, you'll probably love this game. If you have liked RPGs, give yourself a cushion of time to get adjusted to what Disco Elysium does differently. You may be rewarded with a unique experience that's not quite like any other—like I have.

⭐⭐⭐⭐⭐