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Jedi: Fallen Order game review: More like, the Force goes back to sleep

Years after EA paid ridiculously for the rights to Star Wars's gaming universe, the game publisher has finally arrived with what fans wanted from it in the first place: a solid single-player adventure. Low as that bar might be, that's the archetype that the most beloved '80s and '90s Star Wars fare delivered on, and it's the kind of experience we haven't seen for nearly a decade.

Really, 2010's Star Wars: The Force Unleashed II is an appropriate reference point as we peel back the EA-ization of Star Wars games—from MMO-related bloat to cancellations to loot boxes—and dive into Star Wars Jedi: Fallen Order. Respawn Entertainment's new game, out now on PCs and consoles, pits you (and a suite of Force powers) against armies of AI-controlled foes. Sounds familiar, right? And is that a good thing?

After playing its 12-hour campaign, I can only muster a shoulder shrug as a response. I guess. Sure. If you want.

That's not to say Fallen Order isn't polished or, at times, quite impressive. But it's also a painfully safe game, built to check a list of "hardcore gamer" boxes instead of forging particularly new paths for the Jedi power fantasy. Respawn was given the unenviable task of winning back some of the most opinionated fans in the world, and the developer charted a tried-and-true course of doing so: a third-person adventure that combines lightsaber waving and a healthy mix of Force superpowers. (You know, like Force Unleashed II.)

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from Gaming & Culture – Ars Technica https://ift.tt/2CLn9A6

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