7 Ways We Hope Star Wars Jedi: Survivor Improves on Fallen Order

2019’s Star Wars Jedi: Fallen Order felt like a late coming-out party for EA’s Star Wars games. After shaky launches, canceled projects and predatory monetization practices, Fallen Order was the game many Star Wars fans had been wishing for since Disney acquired the property almost 10 years ago. For others, though, it just barely missed the mark. Despite its satisfying lightsaber combat, surprisingly solid platforming and smart world design, some thought the game suffered under its overloaded, unfocused narrative and wealth of bugs at launch. With Star Wars Jedi: Survivor, a sequel arriving in April, EA and the developers at Respawn have an opportunity to win over anybody who wasn’t fully sold on Fallen Order. Even just a few changes and additions could propel Jedi: Survivor into rarified air among the greatest Star Wars games. Here are some recommendations we have for making the new game the best it can be.
Greater Boss and Enemy Variety
Star Wars is one of the most lively, well-realized, sprawling fictional worlds put to screen—interactive or otherwise. Desert planets and lush forest moons alike are brought to life by their inhabitants. From flora and fauna to locals, droids or occupying Imperial forces, Fallen Order’s commitment to immersion and worldbuilding within the Star Wars universe clashed with its lack of enemy variety: from bosses and Stormtroopers to same-y monsters, combat often felt limited not only by Cal’s abilities (more on that later) but by the enemies he fought.
As fun as it is to slice through space fascists like a hot knife through butter, leaving Kashyykk for Dathomir, only to fight enemies with very similar movesets as those populating the previous planet, cheapened so much of Fallen Order’s sci-fi fantasy charm. The same goes for the game’s boss fights, many of which bleed together in my memory even though I played it for the first time just three months ago.
A More Focused Story
Fallen Order felt like an incomplete puzzle with an overbearing focus on lore and worldbuilding. The game constantly strives to answer questions even the hardest of hardcore fans such as myself didn’t need answered. I was frustrated by how frequently Fallen Order went off the beaten path with a confusing diversion or cryptic holographic message rather than focusing on the characters in the story at hand.
Don’t get me wrong; I adore it when Star Wars media gets weird and embraces arcane, fantastic elements of its world. Whenever characters went to Dathomir in Clone Wars or Rebels, I knew I was in for a treat. In Fallen Order, visiting Dathomir completely derails its narrative momentum, padding the moments surrounding a well-executed, personal moment for Cal with witchy nonsensical confusion that forces the third act to take on too much dead weight with not enough time to tie off and account for each individual loose end. Hopefully Jedi: Survivor tightens it up a bit.
Play as BD-1
One look was all it took. From the first bleep-bloop, I’ve wanted to play as BD-1, Cal’s pint-sized droid companion. Evoking the likes of Clank from Ratchet and Clank, just looking at BD-1 makes me want to run through labyrinthine air ducts and solve puzzles. Fallen Order’s puzzle-solving was one of its more solid and consistent aspects, but adding sections that blend platforming and puzzle-solving with a different moveset and scale could really help break up some of the game’s slower exploration and puzzle-solving sections.