Star Wars Jedi: Survivor Review — Force of Nature

The moment I realized it Star Wars Jedi: Survivor being an open world game was deep and hilarious. As Cal Kestis approached Koboh Ridge and looked out over the horizon, I felt like I was reliving a moment countless games have since tried to capture Fallout 3 – the revealing. The world is your oyster moment.

That scene inside Food: Survivor is a perfect moment, but the hilarious part came when the framerate immediately dropped well below 30fps, even though I was playing in Performance mode on Xbox Series X. I think Food: Survivor is more like that Fallout 3 then I thought.

That sense of awe and wonder punctuated by technical issues is my experience Food: Survivor in short. That’s great war of stars Game that gets a lot right in terms of the gameplay genres it takes on, but the journey comes with some major caveats.

Food: Survivor is a Metroid Prime Stylish 3D action-adventure game full of old areas with new tools and perspectives. Fallen Order dabbled in these ideas, but survivor embraces them fully – while advancing into a full-fledged open world.

Screenshot from Gameskiny

Five years after the events of the first game, Jedi Cal Kestis is split from the cast Fallen Order and finds himself tied up with the Empire on Coruscant. This cold open leads to an extended prologue that introduces you to Cal’s Jedi powers and explains what happened to the ancient Mantis crew. After those first 90 minutes, Cal and his new sidekick Bode flee to Koboh, your home base Food: Survivor and the place where the story Strictly speaking begins.

In the end I liked where it took me, but if there’s any narrative criticism I’ll take it Food: Survivor to blame it is the slowness of this opening. It takes about four hours of gameplay for the stimulating incident of the story to occur, and that’s when you put the story center stage. By this point, you’ve already jumped like a womp rat on Koboh into the various side areas that are already explorable.

You can easily put a dozen hours or more into it Food: Survivor and still have question marks on your pause screen for the game systems you haven’t even discovered yet. That can be a big pacing issue for a game that’s running at full blast once everything is unlocked.

Screenshot from Gameskiny

Like its predecessor – and in many ways like Respawn’s only other single-player game, titan fall 2 — There are two game modes in Food: Survivor: combat and platform.

The platform one Food: Survivor is heavily geared towards wallruns, larger-than-life jumps, and a new grappling hook. The game has a lot of climbing and platforms in the Unexplored Tradition, but Respawn introduces a fluidity that once again evokes the movement in titan fall 2 In its most cinematic moments, the game uses these platforming sections to show you how damn good it looks too.

Lightsaber combat and the Force powers wielded by Cal are back Food: Survivor, but with some big changes. Each lightsaber type now forms a stance, each with their own move set and skill tree. There are five lightsaber positions total, and Cal can have two equipped at once and freely switch between the two.

It makes him a flexible and dynamic fighter, but it also allows you to really choose a direction in which you want to go. Different stances are obviously more useful against certain enemy types, but each encounter is designed to let you use the style you prefer.

While survivor, you fight a variety of enemies, from battle droids to bounty hunters. Each feels individual and faithful war of stars. The Stormtrooper and Battle Droid banter is once again top notch. Cutting down a Jedi-style battalion is as much a challenge as a stylish showcase. it’s no An axe or niohbut there is greater flexibility than in Fallen Order. The lightsabers hit hard and the forces of the Force abound. What more can you ask for?

Screenshot from Gameskiny

Accessibility options, it turns out, are something fans have been asking for. And Respawn listened and delivered in one of the most thorough suites of accessibility options I’ve seen in a AAA game to date. Personally, turning off damage from falls and missed jumps was a big thing that helped me (mostly) get through the Jedi Masters difficulty and just focus on taking damage in combat.

You can customize options like these, slow mode, and more without being pushed back by the game. It’s not just the options that make the game more accessible than its predecessor, but also improvements like fast travel and highly communicative and legible maps. Food: Survivor wants you to see everything it has. And what it has is a lot.

Planets are packed with combat and platforming challenges and OTW Shrine-like chambers that will test your puzzle-solving skills. Every planet inside Food: Survivor is an intricately connected space that allows cinematic linear progression through it while opening it up to repetition. The shortcut-heavy structure allows you to explore outwards rather than always forwards. Each area feels both scripted segments and replayability.

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Where Food: Survivor The most successful thing is to make every little nook, every crevice and every secret a pleasure. Whether it’s an optional platforming section or a hidden boss, these challenges are so much fun that you often don’t even care that your reward is a new paint job for BD-1.

Respawn has focused a lot more on customizing Cal and his toolkit, which makes sense given that there are a lot more cosmetics to find. In Food: Survivoroptional paths will sometimes reward you with a stim upgrade, a skill point, or more max power or health – but usually it’s a hairstyle or jacket for Cal.

Look, I love dressing Cal up like a Ken doll, but I’ll admit it’s not for everyone. Still, I think designing these games differently would go against the advances Respawn has made in terms of accessibility. Nothing really important is hidden in this world. Everything you need to progress and see all the side content is available through the main story.

Star Wars has a huge audience and despite the backtracking in survivor Since this is A-tier backtracking, some people just instinctively won’t do it. Because of this, the game gives you many reasons to go back there.

Screenshot from Gameskiny

In the center of Koboh is one of your two hubs – your main hub – Pyloon’s Saloon. Cal’s pal and Mantis owner, Greez Dritus, has hit the best pub on this old-fashioned space explorer planet. And you will fill it up Friendly faces you see in the world. The cast of characters you will meet at Pyloon’s extends beyond Turgle and Greez.

As the game progressed, Pyloon’s Saloon felt like home. It occupies a literal hub-like space in-game, as multiple vendors call it home, but the characters and space are so remarkably well fleshed out. Talking to these characters in those moments, hearing their rumors (Food: Survivor‘s dynamic side quests), and when I found out about it, I felt like I was in one war of stars ROLE PLAYING GAME. The supplementary character writing helps Food: Survivor go beyond a good action-adventure. It is a war of stars world worth diving into.

All those little moments come back at the end, where Food: Survivor starts hitting his belly punches. I won’t spoil where it’s all going, but I found myself surprisingly emotional about how the whole affair ended. Respawn took a bigger swing with the narrative this time around, and it’s largely paid off, though the story behind your personal journey through the game’s worlds has taken a back seat in the middle of it all.

If you think about it, perhaps the narrative shows a similar symptom of bloat as the game itself.

That said, there might be a little too much here. From the way the narrative progresses at molasses-like speeds at times, to the platformer’s oversaturation, it seems like a more stable version of this game could exist if it were scaled back a bit. If the new big war of stars Game didn’t have to say Open World on the box, maybe this game could have been Only a great Metroidvania. Or maybe that was Respawn’s vision and they just need more time. Either way, the result is messy as it stands.

That instability reared its ugly head again when the final boss somehow got knocked out of the arena and into the abyss, gently trapping me in the final room of the game. I was forced to restart the fight in a gruesome final reminder of the extreme ups and downs that are to come Food: Survivor at the start.

Star Wars Jedi: Survivor not only has a jumble of framerate and screen tearing issues; It also has legitimate stinkers like this one. Which sucks, because the game is a blast for the most part, a sentiment that carried through the full 30 hours – as did the technical hiccups.

Star Wars Jedi: Survivor Review – The Verdict

Screenshot from Gameskiny


  • Lightsaber stances make combat even more nuanced than in the first game.
  • Emotional story that comes together at the end.
  • It’s a good Metroidvania this time!
  • Comprehensive accessibility options
  • Pyloon’s Saloon and his lovable scumbags


  • Moderate to severe technical issues – framerate drops, screen tears, pop-ins, groundbreaking bugs, etc.
  • They still go back and explore a lot only to find cosmetic upgrades that might bother genre purists
  • Fairly slow start to the narrative that takes a while to get you hooked

For a game that will be released in three years (most of the time as completely remote team), scope and ambitions of Star Wars Jedi: Survivor is the most impressive. There is a widespread feeling that Respawn is pushing the limits of Unreal Engine beyond its breaking point, and is evident in the numerous performance issues and bugs. So you should wait until many of the fixable issues are fixed.

[Note: EA provided the copy of Star Wars Jedi: Survivor used for this review.]


Star Wars Jedi: Survivor Review – Force of Nature

Jedi: Survivor is a grand master who balances ambition and madness.

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