Analysis and testing/Fallen Order manque d'ambition
Fallen Order manque d'ambition

Fallen Order manque d'ambition

TheGreatReview6 minJan 5, 2020
7 chapters
  • The Lightsaber Inconsistencies(0'021'23)
    Stormtroopers remain attached after being separated by a lightsaber, which is physically inconsistent.
    Disney produces family films and cannot show severed limbs on screen to protect its brand image.
    Star Wars is no longer revolutionary like it was in the 1980s; there are now many science-fiction films with special effects.
    Lightsabers, the series' iconic element, lose their dramatic impact by becoming a mere glowing club without real danger.
  • The Game's Positive Aspects(1'232'05)
    The planets are absolutely beautiful and pleasant to look at, despite time wasted searching for objects.
    Combat is technical and enjoyable, with lightsaber finishers being particularly satisfying.
    Animations are refined, like an enemy's helmet exploding before the lightsaber touches it.
    Despite these qualities, the game overall lacks depth and ambition.
  • The Platforming Phase Problems(2'052'34)
    Platforming phases are imprecise, frustrating, and noticeably less successful than the rest of the game.
    Nobody asks for platforming in a Star Wars game; this mechanic is not part of the expected experience.
    • Players want to embody a Jedi and participate in lightsaber duels. • They want to use the Force. • They want to visit the series' iconic locations.
    No player aspires to jump on gears or swing on vines.
  • The Puzzles and Their Context(2'343'08)
    The puzzles are interesting but not always implemented in the game with much inspiration.
    Puzzles in ancient ruins make no logical sense: why would builders have installed complicated traps with balls and buttons in crypts or temples?
    Finding a giant pinball machine at an archaeological site completely destroys the credibility of the story being told.
    It is difficult to maintain immersion and credibility toward the narrative with such illogical mechanics.
  • The Hero's Flat Character(3'084'00)
    The hero is completely flat, neither funny nor angry nor particularly likeable, devoid of all charisma.
    Every time he opens his mouth, the player wants to skip the cutscene, which is especially damaging for a narrative-driven game.
    Writing a Jedi hero is complex because they train their entire lives to be measured and control their emotions, which makes them uninteresting to follow.
    With his background of being separated from his master and hiding his entire life, the hero could have been bitter, disillusioned, or full of optimism, but he managed the feat of being as boring as a traditional Jedi.
  • Power Acquisition and the Scenario(4'005'09)
    The hero looks at a wall and suddenly remembers he can walk on walls, with no impressive ceremony or narrative justification.
    Unlike other games where power acquisition is epic (climbing a mountain, completing a constellation, invoking a deity), Fallen Order offers a mundane and unrewarding approach.
    • You must reach a final objective. • This objective is blocked by a wall. • You travel around four planets to find the key.
    Antagonists suddenly become your allies without convincing reason, which lacks emotional depth.
  • The Lack of Overall Ambition(5'096'09)
    Fallen Order is a blockbuster game that is nice to look at but lacks depth.
    There should also be blockbuster games without ambition, but not when the Star Wars universe is one of the richest ever created.
    • Flying spaceships. • Exploring the galaxy. • Teaching padawans. • Driving speeders. • Conducting diplomacy. • Visiting cantinas for a drink.
    Instead, the player spends a third of the game platforming while following a story written for 8-12 year-olds, which is infinitely unfortunate for the first Star Wars RPG in nearly ten years.