#that still says something about what kind of timeframes and coordination game developers are given to work with
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Hmm, I like that the environments are reminding me of the Myst games and I like that we’re going on lonely explorations through strange and abandoned places. I think that’s very good for a Jedi game. It’s the kind of thing you want.
On the other hand, I’m not quite sure why we’re scanning and cataloguing all these things? A lot of the other things seem to have a story or character motivation behind it (Cal’s connection to the Force got damaged, therefore Cal has to relearn all his shit. Cal has flashbacks every time he meditates, therefore the course of the game is Cal working through his trauma) but we seem to be scanning things because other games have lore collection mechanics and therefore this game needs one as well. But Tomb Raider does is because Lara Croft is an explorer and archaeologist (sort of). She’s interested in the world around her in a way that makes her want to discover and catalogue new things (and then blow them up). It’s just a small thing, but I would have appreciated if we’d gotten Cal when he first wakes up after being rescued making a little note or sketch in a diary to be like, oh, this character has an interest in history or the natural world around him as a hobby. It makes sense that he would seek out strange sights and make a record of them. Or BD-1 could be introduced as an exploratory droid. He’s on a mission to collect as much information as he can and Cal is going to help him in that. Just some kind of story or character flavour.
And if we are picking at nits, some of the dialogue for Cal’s Force echo thingies is a bit flat and obvious. “Someone made a campfire here to observe the large creature on the planet”, yeah, no shit, dipshit. “This used to be the kitchen. Food and supplies were stored here” Really? I couldn’t tell that from the pots and pans in the sink. Why not “Hmm. Interesting idea of soup”, then we get something of Cal’s personality, but we also get to know a little nugget of information about the person who used to live there. It fleshes things out.
#jedi: fallen order#story criticism#this is more about the polish of the game#things that could take it from being good to being great#the reality is that the person writing the script probably thought that Cal was sifting through something far more demolished#and the obvious kitchenness of that room was only implemented after the fact#that still says something about what kind of timeframes and coordination game developers are given to work with
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