How Star Wars Jedi: Fallen Order Got Me Into Dark Souls Games

If you have been captivated by the ongoing conversation around Elden Ring but have found the Souls games intimidating in the past and want an on-ramp into the genre, my advice is to play Star Wars Jedi: Fallen Order. People have a lot of different tips for how you can get into the Soulsborne series and make them approachable for yourself, but a well-crafted Star Wars game that adapts a Soulslike combat and revival system and includes difficulty settings is an excellent entry point. Star Wars Jedi: Fallen Order is a terrific game that I initially underrated and that has given me an appreciation for several videogame genres I didn’t care for before—and perhaps it could do the same for you, too.
I really love Star Wars. It’s a habit I’ve been unable to kick despite the mixed-at-best results of what they’ve produced in film while I’ve been alive. It’s been a more rewarding fandom as a lover of videogames than as of movies or TV—Republic Commando provided a grittier on-the-ground look at the Clone Wars than the movies did, Knights of the Old Republic and its sequel introduced me to RPGs and open worlds, and Star Wars: Jedi Knight – Jedi Academy (the third Jedi Knight spin-off of the Dark Forces FPS/3PS game) might have introduced me to character action games and definitely introduced me to Luke Skywalker’s Yavin IV Jedi Academy. I imagine that as the immediate spiritual predecessor to Fallen Order, but Star Wars: Force Unleashed is closer in the timeline of the old canon, and in its narrative focus of the awakening of the Rebellion.
Fallen Order is an action-adventure game that combines the explore-and-retread structure of Metroid with the traversal mechanics and cinematic action set pieces of the Uncharted games and the combat style of character action games, specifically the action-RPG games of FromSoftware. You fight, you die, you try again. The core gameplay loop requires players to dodge and parry rather than just mow down enemies thoughtlessly, to manage stamina and a non-refilling health bar. When players fail, they lose whatever experience points they had last acquired until they face that enemy again and are revived to checkpoints where they can distribute skill points and recover health and items. Players can go to those checkpoints—here they’re meditation circles, in Dark Souls they’re bonfires, in Elden Ring they’re Sites of Lost Grace—at any time to save the game, and only when resting do players pay the cost of reviving most of the enemies in an area. Because of the way enemies regenerate, players can farm skill points by repeatedly fighting the same enemies, further developing their skills, and making themselves a more unstoppable fighter, in turn making the game easier. Unlike the Soulsborne games’ persistent but not ubiquitous idea of an undead protagonist, Fallen Order doesn’t have a plot reason for the resurrections. Nonetheless, it was my first successful entry point into a gameplay style I found mighty intimidating.
I got my PS3 in 2013, near the end of its life, so the only games I played while they were current were Grand Theft Auto V, Batman: Arkham Origins, NCAA Football 14, BioShock Infinite, and the Mass Effect Trilogy compilation. This was four years after Demon’s Souls came out and two years after Dark Souls, so—playing on what was rapidly becoming a last gen system—I wasn’t current on gaming discourse. I didn’t try to play Dark Souls until 2017 or 2018, upon first hearing about how important and influential it was. Initially, that interest evaded me. I didn’t grasp what was appealing about the aesthetic or the challenge.