I don’t understand “fans” sometimes…

I’m not a big social media person. In fact, I don’t have any social media (Twitter, Facebook, etc) linked to this site. I like the pieces I write here to speak for themselves. But I follow some social media accounts of franchises I support, such as Star Trek and Star Wars. It seems with almost every update and every announcement posted, people will complain – even about shows that haven’t been broadcast yet!

Here on this website you’ll find criticism of entertainment companies and their films, shows, and games. That’s what I do here; I’m a critic, not a cheerleader for any franchise or company. But my criticism is reserved for things that I’ve seen and played for myself, and is directed at titles that I enjoyed or hoped to enjoy. I don’t seek out things to dislike on purpose, and when it comes to my favourite franchises I always start out hopeful and wanting to have a positive experience. Yet on social media I see so many negative and hateful comments directed at shows like Star Trek: Lower Decks – which hasn’t even aired a single episode yet.

Star Trek: Lower Decks has been criticised by people who haven’t even watched it yet.

There are reasons to criticise ViacomCBS. When thinking about Lower Decks, the fact that the show doesn’t seem like it’s coming overseas any time soon is an issue I’ve been vocal about. But the reason for that is that I want to see Lower Decks – I’m excited for it and not thrilled at the prospect of missing out. I guess I just don’t understand why someone who clearly hates Star Trek would bother to follow Star Trek’s official social media pages only to comment about how much they hate it. It just seems like such a waste of time, and why would anyone choose to live their life in such a negative way?

This extends to the so-called “fans” who set up groups and YouTube channels that deal wholly in negativity. You know the ones I mean – where The Last Jedi is an “objectively bad” film and where any Star Trek production post-Enterprise is automatically hated without even being watched. Passion in a fanbase is all well and good, but why channel it in such a negative way?

The Last Jedi prompted some “fans” to start a campaign of hate against everything to do with Star Wars.

I didn’t enjoy The Rise of Skywalker, the most recent film in the Star Wars franchise. And I was up front about the reasons why when I reviewed it. But that dislike of one film doesn’t mean I’m now a Star Wars hater who’s going to spend a lot of time talking about all the things I didn’t like about the whole franchise, and I’m certainly not going to be jumping on any new announcement to tell you why I think it’s going to be crap. There are films, shows, and games within Star Wars that I like and a few that I dislike. I’ve just finished playing Jedi: Fallen Order, for example, and had a great time with it. In the case of The Rise of Skywalker or The Mandalorian, unless I have something worth saying I’m not just going to keep harping on about how much I didn’t like them. There are so many other things to watch that I don’t have time to waste.

Many of the comments that I see when a show like Lower Decks is being shown off are just one-line things saying something like “this is gonna be shit”. What was the point of saying that? It added absolutely nothing to the discussion, and if someone really believed a new show was going to be that bad, the simple answer is: “don’t watch it then”. As Dr Tolian Soran said in Star Trek: Generations:

“Haven’t you got anything better to do?”

As with the Star Wars “fans” who have decided they hate anything other than the old expanded universe and the first few films, some Star Trek fans aren’t interested in the franchise’s more recent offerings. And that’s fine. Nobody is being forced to watch any show or film that they aren’t interested in or don’t think they’re going to enjoy. I just don’t understand all of the negativity and aggression that seems to plague fan communities.

If it were coming from a place of love, if it was constructive criticism or designed to make a positive change then that would be okay. I write about things I’m passionate about here, and sometimes that means speaking critically about a film or series that I wanted to enjoy but found disappointing. But these people seem to have already decided to hate something without watching it or knowing anything about it, and then take that negativity and toxicity and smear it all over social media. I truly don’t understand that side of “fandom”, nor how someone who behaves that way can consider themselves a “fan” of Star Trek, Star Wars, or anything else.

Representation of a “fan” screeching about a show or film that they’ve decided to hate.

Star Trek in particular has always tried to be a franchise with a positive outlook. Even its darkest stories all took place against the backdrop of an evolved, enlightened humanity, and the battles our heroes fought were against opponents who sought to tear down the bright future humanity had built for itself. That’s the foundation of Star Trek, and while there are definitely points to criticise in Discovery, Picard, and perhaps in Lower Decks too – though we won’t know for sure until we get to see it – blindly hating on something doesn’t seem like something the crew of the Enterprise would do.

As I’ve discussed before, many of these people aren’t interested in even having a conversation about Star Trek or whatever franchise they’ve decided to hate. Their whole identity is tied up in hating a franchise, and nothing will ever convince them to change. Though I find that sad and will always prefer to judge a series or film on its own merits, as I’ve made the mistake in the past of rushing to judgement, I’m fine with someone disliking something I enjoy or not being excited for something I’m looking forward to. We are all different and we all enjoy different things in life. What I don’t understand is the negativity, choosing to spend hours and hours on social media following a franchise just for the sake of being negative about it.

A short selection of negative comments taken from two recent Facebook posts from Star Trek about Lower Decks. Names redacted.

When I write critically about a work of entertainment, I take the time to watch it and I’ll often do other research looking into things like its production history, other works by the actors and director, etc. When I come to the conclusion that a story was unenjoyable for me, I put that into words and try my best to explain what I didn’t like specifically and why I didn’t like it. I didn’t just say “The Rise of Skywalker was crap” and leave it at that. I broke down the specific moments in the film and its story and tried to properly detail why I thought it was crap. These social media comments are often one or two sentences at most, and don’t even bother to explain what the person is taking issue with.

Everyone is entitled to an opinion. But social media has made it not only easier for everyone to express those opinions about every tiny little thing, but also to form communities in which only one opinion is acceptable. That side of things in particular has not been positive, and we’re seeing the consequences now when new announcements in practically every franchise are met with hundreds of negative comments that are often rude or even toxic in nature. I’m disappointed that so many people choose to engage in such toxic and negative behaviour, but it’s unlikely to change any time soon.

This post was, somewhat ironically, a way to vent my own frustrations at some of the comments I see plastered across social media. Just like the “fans” who need to spend less time following franchises they hate, I clearly need to spend less time reading the comments – it seems like that’s the way to avoid getting so worked up about it.

All shows, films, and games mentioned above are the copyright of their respective company and/or owner. Header image and other stock photos courtesy of Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Release now, fix later

The rise of the internet, and the fact that more and more people around the world have a reliable connection to it, has changed the way video games are being made and released. Many games are no longer finished – or even close to finished – when they launch. “Release now, fix later” has become the standard model across the games industry, but I feel it does gamers a disservice – as well as being potentially costly for games companies.

This column was prompted by – of all titles – Animal Crossing: New Horizons. In a video a couple of days ago, Nintendo announced the latest update for the game, bringing the ability to have a cloud save backup (for those players who paid for Switch Online), as well as a few other additions to gameplay. This is the third major update to the game, and a fourth was teased right at the end of the video. While New Horizons’ updates have brought new features to the game – most of which have been longstanding features of the Animal Crossing franchise that were missing at launch – shouldn’t it beg the question why they weren’t included in the first place?

Animal Crossing: New Horizons is getting an update.

Before you say “coronavirus”, Animal Crossing: New Horizons was released on the 20th of March, before the worst effects of the pandemic and its associated effects on working were strongly felt. And this business model has been used for years; expansion packs used to be additions to already-complete games, like Age of Empires adding its Rise of Rome expansion, for example. But sometime in the mid/late 2000s, companies began changing the way expansions worked. Increasing internet connectivity and faster download speeds meant it was possible to release all kinds of post-launch patches and DLC, even on consoles, which had previously lacked internet connectivity.

Many gamers remember Oblivion’s infamous “horse armour” DLC, which was one of the first examples of a small piece of cosmetic paid-for DLC that came to prominence. At the time I remember thinking that no one would pay money for something that silly, but enough people bought it – and similar items – that companies like Bethesda realised they had a huge opportunity on their hands.

The Elder Scrolls IV: Oblivion’s infamous Horse Armour DLC.

There are really two issues here – paid DLC that could and should have been part of the base game, and unfinished games that are subsequently updated either through paid DLC or for free. These issues can be related, and both are pretty crappy from a consumer standpoint. Even when updates are free, it really does leave me wondering why a games company would risk releasing an incomplete title.

Reviews for Bioware’s Anthem, released last year, were mediocre. The game was criticised for a number of issues, including repetitive gameplay, a lack of fun items, and a bland story. Bioware and EA planned Anthem as one of these “ten-year experiences”, but within a single year the game’s updates had been dropped from the schedule and as of right now it seems pretty dead. This is the danger of launching an incomplete title – it receives negative or mixed reviews, putting people off. Why should I, as a consumer, invest £55 into a game that’s average at best with vague promises of getting better later? That’s no way to market a product.

Anthem was incomplete at launch and received mediocre reviews as a result.

My review of Animal Crossing: New Horizons made note of some of the missing features that have subsequently been added to the game. I don’t want to give myself too much credit here, but if a potential buyer had read my review, in which I said that I enjoyed the experience overall but that it felt a little threadbare compared to the previous entry in the Animal Crossing series, they may have chosen not to pick up a copy. While New Horizons generally received glowing reviews, there were others like mine which took a more nuanced approach to the game, pointing out some of its big missing features.

Including these missing features now is a good thing, and I’m glad it was done for free instead of as paid DLC. But waiting an extra couple of months to release the title with everything already included would have been better – and it would have meant, from my point of view, that some of those points of criticism and negativity could have been omitted from my review. I don’t want to give a company much credit for adding a missing feature after launch that should have been present from the start.

This feature, soon to be added to New Horizons, should have been available at launch.

I’m not disappointed by Animal Crossing: New Horizons adding a free update that brings in more features, but I am confused as to why those features weren’t part of the original experience. I had fun playing New Horizons overall – I played it almost every day for two months, and sunk over 120 hours into the game in that time. I’m tempted to jump back in to see what the update has to offer, but I’m also disappointed to have missed out on playing the complete game the first time around.

Microsoft showed off a first look at Halo Infinite a few days ago, and as I noted at the time the response was lacklustre. I felt the game looked okay – if clearly current-gen – but upon hearing that it’s planned to be another “ten-year experience”, alarm bells started to ring. That kind of live service business model almost always results in games that are released incomplete. “Release now, fix later” is the mantra. And I can think of only a few such titles that came anywhere close to lasting ten years.

Who genuinely believes Halo: Infinite will last ten years? If you put your hand up, I’ve got a bridge to sell you.

The 2014 game Destiny – released, somewhat ironically, by the Halo series’ former development studio Bungie – was one of the most high-profile underperfomers. Its promised decade of updates and improvements lasted barely two years, and a full sequel was released only three years after the first game launched.

With the exception of a minority of gamers who dedicate most of their time to a single title, people like having a variety of things to play. After completing a game, they’re ready to move on to the next. This surely means that the entire concept of live services and ongoing updates is flawed – most players won’t stick around no matter what the update brings as they’re already planning their next title.

I’ve just completed Jedi: Fallen Order and I’m ready to find something else to play. Even if it was promising updates and DLC I wouldn’t be sticking around for years playing the same game.

These business decisions are taken by executives and managers; they see the success of a title like Grand Theft Auto V and think they can replicate its accomplishment with their own “ten-year plan”. Some poor team of developers is then tasked with bringing that experience to life, but without the same resources as a studio like Rockstar, which puts years and years of development time into its biggest titles. The result is a half-baked game that players abandon – if anyone even played it in the first place.

In short, the internet has made it very easy for companies to try their luck by releasing an unfinished game. Many titles in 2020 have day-one patches that fix bugs and improve gameplay, and while those things aren’t bad in and of themselves, it’s something that titles in the past couldn’t get away with. Because on the developer side it’s relatively easy to roll out a patch, there’s a temptation for games to be “good enough” at release with a view to fixing them later.

These decisions are taken by CEOs and managers who are trying to imitate the financial success of better titles.

The problem is that they usually aren’t “good enough”, and by the time updates, patches, and DLC plug the holes of an incomplete title, players have moved on. If a game has a bad enough launch these planned updates and DLC may never even see the light of day. The biggest example of this in recent years has to be Mass Effect: Andromeda, a game that massively underperformed at launch due to bugs and glitches that should have been fixed in pre-alpha. Andromeda’s DLC was scrapped and its story abandoned in the aftermath of bad reviews and online mockery, meaning that the players who stuck it out got screwed over twice: first by the crappy launch of a broken game, and second by the game’s abandonment.

The “release now, fix later” business model doesn’t look like it’s going away any time soon, which is unfortunate. It really can harm games and make them less enjoyable at the moment where they have the most potential. If all the hype and excitement for a new title ends with a letdown, it can be impossible to recover from that. It can doom not only a single title but, as we saw in the case of Mass Effect: Andromeda, a whole franchise.

There is a frequently-overused quote from Super Mario creator Shigeru Miyamoto: “a delayed game is eventually good, a bad game is bad forever.” Some games companies think that rule no longer applies. Unfortunately for them, in practically every case it still does.

All titles mentioned above are the copyright of their respective developer, studio, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 12

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order as well as for other iterations of the Star Wars franchise.

Welcome to the final part of my playthrough of Jedi: Fallen Order. Yes, that’s right – this session was the last one as I made it to the end of the game! This won’t be the final piece I write about Jedi: Fallen Order, though – I plan to write up a conclusion/review of the game as a whole at some point soon, so I hope you’ll stay tuned for that. Last time Cal had finally acquired the Zeffo Astrium in the tomb on Dathomir. He defeated Taron Malicos and brought a new ally – Night Sister Merrin – aboard the Stinger Mantis.

Merrin and Cal aboard the Mantis.

After loading into the game, I chose Bogano from the galaxy map on the Mantis and the ship took off. I wasn’t sure what to expect; it didn’t seem as though Bogano would be the immediate end of the game – though the story was approaching its climax – so I was wondering if something might happen en route or upon arrival (this is why I’ve usually been saving before setting course for Cal’s next destination!) Choosing to go to Bogano triggered a cut-scene between the Mantis crew. Cal set the Zeffo Astrium on the table, and Merrin, Cere, and Greez all had something to say.

The Zeffo Astrium.

The moment with Greez was very sweet – Cal and Cere both expressed their appreciation for getting them safely from place to place, and Greez seemed genuinely overwhelmed for a moment. Merrin piped up and offered her opinion on the holocron – is it fair to the children to force them to become Jedi when that will mean the Empire will hunt them the way they’re hunting Cere and Cal? Definitely something to ponder, but at the very least Cal says he needs to keep the holocron out of the Empire’s hands.

Merrin, Cere, and Cal discuss the holocron.

The flight was uneventful, as was landing on Bogano. After disembarking, Cere, Greez, and Merrin were all standing outside the ship, and optional conversations with each of them had a definite finality to them. “We’re in this together” was a phrase that came up a couple of times with Greez, and Cere warned Cal that there may be unexpected dangers in the vault. Merrin’s conversation was the most interesting, and in light of what happened later I think should have been a mandatory cut-scene instead of a chat which players could easily have missed or skipped. She asked Cal a very pointed question – whether the children whose names are in the holocron would have even been in danger had he and Cere not intervened. Merrin sowed doubt in Cal’s mind about what to do with the holocron and the children, and also suggests to Cal that taking them away from their families to fight as Jedi may not be their choice.

The crew of the Mantis socially distancing on Bogano.

I liked these optional conversations, but they definitely had an air of finality to them, which led me to believe that the game might end soon after Cal arrived at the vault. Crossing Bogano to reach the vault was no issue, as practically all of the hostile creatures were once again absent, as they had been when we revisited Bogano in search of supplies. The only monster was the large three-eyed mini-boss near the entrance to the vault, but I chose not to fight it this time (that fight was annoying, and I felt Cal was already as levelled-up as I wanted him to be). It only took a couple of minutes, using the unlocked shortcuts and with abilities like wall-running and double jumping, to arrive at the vault.

Cal scrambles up the hill that leads to the vault.

One thing that surprised me (though it really shouldn’t have, since Cal is the only one who’s been here) is that no one bothered to re-seal the vault after Cal first opened it. Though it’s a tight squeeze to crawl inside, given that Trilla and the Empire are trying to get the holocron too, it might’ve been prudent to lock it down after Cal’s first visit. Inside the vault I was aware of how this large circular room would make for a perfect boss battle arena! I’d been half-expecting Trilla or a squad of Purge troopers to have been there, but to my surprise it was empty. I did take a moment to look around, just in case there was anything I hadn’t seen or any loot to grab, but aside from a spot in the centre of the room to interact with, there was nothing. Pressing the button led to a cut-scene in which Cal seemed to put the Astrium in a spot on the floor. This in turn caused the vault to move – Cal described the vault itself as being akin to a large holocron. Now this is something I don’t understand – for the first time while in the vault, Cal looked up, and there’s no roof! Cere made a huge fuss about accessing the vault, which appears to be just inside the door/crawlspace on the hilltop. Yet once inside, apparently it has no roof!

The roofless vault.

At first I thought the lack of roof may have been connected to the vault moving when Cal used the Astrium, but looking back that isn’t the case – it had always been open. Given that, I wonder why Cere needed Cal to access it in the first place. The entryway to the vault didn’t seem to be transporting Cal to anywhere other than a couple of metres along inside the hill, so presumably near to the vault entrance it should be possible for anyone to just jump into it from above. I guess I just found this to be confusing, and aside from Cere at the beginning of the game saying it needed the Force to open, there’s no real explanation of how the vault works. Is it cloaked somehow? Or hidden to anyone other than a Force user? Considering the Zeffo placed a record of their civilisation inside that they wanted someone to find, why would they hide it instead of putting it out in the open? Not for the first time I’m left thinking we needed a little more explanation of part of the game’s story. The vault’s movement opened up a mirror on the far wall, and Cal walked over to it.

The mirror in the vault.

Touching the mirror caused Cal to have a vision. Initially he was spoken to by a member of the Zeffo race, who briefly explained that they created the vault to serve as a record of their people, who for some reason were going extinct. I actually interpreted what this Zeffo leader had to say as being cult-like: he said his people had become decadent and strayed from “balance”, and that he would lead them “into the great unknown”, which sounds an awful lot like a metaphor for mass suicide to me. Did the Zeffo drink the proverbial Kool-aid? It wasn’t explained any further. I stand by what I said about the Zeffo looking at least somewhat similar to the Protheans from the Mass Effect games, though.

The Zeffo leader who created the vault.

This vision was similar to the one Cal had of Master Tapal – it was very dark and cloudy, with characters and the environment being blurry and out of focus. This gave it an incredibly creepy feel throughout, and I was constantly expecting to be ambushed and attacked by someone – or something – hiding in the shadows.

The vision. Note the blurriness, shadows, and how Cal can’t see more than a few feet in front of him.

Though the Zeffo leader only spoke for a moment, Cal’s vision wasn’t over. Progressing through this level led to Cal seeing the children he hoped to train. Initially he saw their progress as they called him “Master”, but the next section saw their home under attack by Stormtroopers. If this was a premonition of the future, it was bleak. But Cere had warned Cal that he would be tested, and perhaps this was part of the test. None of the characters could be interacted with, and none of the enemies could be battled; these scripted sequences played out as Cal walked through each area, but even if he wanted to he couldn’t do anything.

Cal sees a vision of the children he hopes to train.

The vision grew bleaker as Cal progressed. I liked one section which saw him climbing up a wall – the scenery was designed to make it look as though, rather than climbing, Cal was crawling through a trench. It was very well done. Eventually he was confronted by a vision of Trilla, who drew her lightsaber. If Cal surrendered she promised to spare the children’s lives, so he knelt before her. Surrendering saw Cal fall into an Imperial facility of some kind, where the vision showed him the children imprisoned and a very dangerous-looking machine.

One of Cal’s padawans in the vision.

Walking further through the Imperial facility saw visions of Stormtroopers and other Imperials, and in this section Cal would walk toward an open doorway only for the door to slam shut. It happened several times, yet still managed to make me jump each time! Ultimately Cal ended up in a small hallway where the lights went out, leaving the screen black for a moment. Cal ignited a red double-bladed lightsaber, and had a vision of himself as an inquisitor, dressed in the same black uniform as Trilla.

Cal the inquisitor.

After seeing himself in the inquisitor’s uniform, Cal was in a long hallway. At the end of the hallway seemed to be the mirror in the vault on Bogano. I approached it cautiously; there had been no enemies to fight in the vision yet, and I was expecting something at any moment. However, Cal made it back to the mirror, and seemed to stare at his reflection in a cut-scene. One thing that Jedi: Fallen Order has done that I really liked has been to always show Cal in whatever outfit I chose for him, even during cut-scenes. Yet at this moment, for some reason Cal was in his original outfit from Bogano, with no poncho. It kind of detracted from this moment a little, as it was supposed to show Cal – our Cal in the real world – confronting the dark vision of himself. Yet without those customisation elements it didn’t quite feel like our Cal, and the fact that the original outfit was a dark navy colour didn’t provide a great contrast with the black inquisitor uniform either. I would have liked to have seen Cal in the outfit I’d chosen for him in this moment, and because Jedi: Fallen Order has done that in every other cut-scene, I don’t know why it didn’t happen here.

Cal vs. Cal.

Despite anticipating a boss battle of some kind during the vision, as Cal confronted his dark self the vision came to an end. Cal had apparently cracked the mirror, perhaps from hitting it or pressing on it while he experienced the vision. Behind him in the centre of the room, above the spot where he’d placed the Astrium, was the holocron. Cal approached it to pick it up… but this seemed too easy!

Cal approaches the holocron.

It was, of course, because the moment Cal collected the holocron, Trilla revealed herself. How long had she been here? Had she just been standing there watching Cal as he completed his vision? Seems a little voyeuristic… Regardless, she ignited her weapon and, in true villain style, thanked Cal for doing the hard work for her. She believed the holocron would “win her the Emperor’s favour”, presumably elevating her position among the inquisitors. A duel was inevitable, and compared to the earlier fight against her on Zeffo, I felt it wasn’t especially difficult.

Trilla and Cal duelling.

Trilla had a few moves at her disposal, and as with the fight against Taron Malicos, the hardest part was getting her guard down long enough to land a blow. Cal’s Force powers were mostly useless – Trilla was immune to pushes and pulls, though some of the fancier moves, like the lightsaber throw, did work against her. I wouldn’t rank it as one of the game’s toughest boss battles, though – which certainly should’ve been an indication that this wasn’t the end!

Crossing lightsabers during the duel.

Eventually I was able to grind Trilla’s health bar all the way down. I rather naïvely thought that the fight was over and that Cal could leave with the holocron! A cut-scene triggered which showed Cal knock Trilla’s weapon from her hands. He picked it up – at which point it was clear the fight was over. But Cal has the ability to sense Force echoes from places and objects, and touching Trilla’s weapon caused him to have a vision of what she experienced – all the pain and rage that her weapon had been through had left a powerful impression in the Force. Cal couldn’t control it, and while he was temporarily incapacitated, Trilla stole the holocron.

Cal holds Trilla’s lightsaber and experiences a Force echo.

The Force echo – which we got to see in full this time, not just hear – was interesting. Cal witnessed Cere attempting to draw the Empire’s forces away from Trilla and another young Jedi, as well as Trilla’s capture and torture by the Empire. This culminated in her becoming an inquisitor, putting on her mask for the first time in front of Cere. The vision also showed the beginning of Cere’s escape from Imperial captivity. One thing that was interesting was Trilla’s helmet – it doesn’t allow a very wide field of view (as we might’ve guessed from looking at it). While aesthetically that might look “cool” (if the Sith care about coolness/intimidating looks) it’s hardly very practical to purposefully limit the vision of some of their top soldiers. In addition, the mask seems to give everything she looks at a red hue, which may be useful in dark environments but again can’t be practical most of the time.

This is what Trilla could see with her mask on.

When the Force echo was over, Trilla was nowhere to be seen, having fled the vault. After Cal regained his composure he headed back outside, as there was nowhere else to go from here. I took advantage of the meditation spot in case another big fight was looming, and while there was a squad of Stormtroopers outside, they were very easily avoided as Cal retraced his steps to get back to the Mantis. The Stormtroopers were busy anyway; the large monster had also spawned and as Cal snuck past the troopers were engaged in a fight against it.

The Stormtroopers battled this monster while Cal escaped.

Once again this had a very “video gamey” feel to it, and the story didn’t seem to have a natural flow. The Mantis was sitting a few hundred yards away, out in the open, yet no Stormtroopers were bothering the ship and crew. In fact, the small squad immediately outside the vault were all the troops that the Empire had bothered to send to Bogano. Trilla had successfully got the holocron, but if the Empire still wanted to capture and/or kill Cal and Cere, they missed a golden opportunity. As it is, Cal was able to gently stroll back to the Mantis, and talk to those on board before taking off.

Cal returns to the Mantis. An unobservant Stormtrooper can just be seen in the upper-right.

Despite the fact that Cal had fought Trilla again, and that she had stolen the holocron, the Force echo seemed to be another hint at her possible redemption – a theory I’d been tossing around since she was given a name and backstory when Cal faced her on Zeffo. Upon returning to the Mantis Cal apologised to Cere, not only for losing the holocron but for not understanding what she’d been through.

Cal explains what happened in the vault to Cere, while holding Trilla’s weapon.

Cere told Cal that Trilla is her responsibility – she still felt responsible for allowing her to be captured and turned into an inquisitor. She knew where Trilla would take the holocron – the inquisitor’s home base: Fortress Inquisitorius. To me that name sounds like it comes right out of the Warhammer 40K universe, but that’s okay! The fortress was where Cere escaped from, and is where the inquisitors take Jedi and other Force-sensitives to turn into more inquisitors. She was very anxious about going back, but seemed to snap out of it pretty quickly. She used the Force to pull Trilla’s lightsaber to her, and in a scene reminiscent of the knighting of Brienne in the final season of Game of Thrones, knighted Cal, making him officially a Jedi.

The knighting ceremony.

This was a real emotional moment in the story for me – Cal had come a long way from hiding out amongst the scrap and dead ships on Bracca. Even though the Jedi Order was all but gone, he had managed to become a Jedi Knight. Cal had been a great protagonist thus far, definitely channelling some of the same energy as Luke Skywalker in the original film. Cal’s journey in some ways parallels Luke’s – a young man from an out-of-the-way planet, thrust into a galactic adventure by events outside of his control. Yet at the same time, Cal’s background as a padawan, his deliberate decision to stay in hiding, and his willingness to confront his own guilt and past make him very different from Luke – and taking steps away from the original films is something Star Wars as a brand needs to do if it’s going to survive and be successful. But we’ve strayed off-topic! After the knighting ceremony, to my surprise I had control of Cal again. At the holotable on the Mantis, all the previous planets – Dathomir, Zeffo, Ilum, and Kashyyyk – were available to travel to. There was also a new destination: Nur.

The galaxy map.

Nur had two Star Destroyers in orbit on the galaxy map, which looked pretty intimidating! But there was no point going anywhere else. The story had reached its climax; Nur was surely the game’s final level. The galaxy map shows as a percentage how much of each planet has been explored, and how many secrets and hidden chests have been discovered. For every planet I was between 85-90% explored, which I think is pretty good, and I’d found over half of the secrets and about two-thirds of the hidden chests (which contain cosmetics like lightsaber parts, Mantis and BD-1 paint schemes, and ponchos for Cal). As someone who isn’t a 100% completionist, I consider all of that to be pretty decent, especially for the first run through a game. With all that in mind, I selected Nur and the Mantis headed out.

The crew of the Mantis assess the situation on Nur.

Upon arriving in the system, two Star Destroyers were present in orbit of the moon. Greez told the crew that their usual methods of avoiding detection would not be good enough, and worried about how they’d be able to get to the surface safely. Merrin had a solution – using a spell to cloak the ship. Despite Greez’s initial unease, this worked perfectly, and the ship disappeared from view.

Merrin performs the ritual…
…and the Mantis vanishes.

With the ship safely cloaked, approaching the moon wasn’t an issue. Cere and Cal would both be going; Cere planned to disable the fortress’ scanners and defences while Cal retrieved the holocron. This reminded me of Luke and Obi-Wan splitting up during their mission aboard the Death Star, and I didn’t expect Cal to see Cere again. However, it also felt like Cere had finally overcome her fear of using the Force and had embraced her Jedi nature once again, which has been a very satisfying character arc to see play out.

Cere and Cal part ways.

After using the Mantis’ escape pods to land on the moon – which is covered by an ocean, at least in the vicinity of the fortress – Cal was on his own, though Cere would check in by radio. After Cal’s pod splashed down, the area immediately outside the pod was not well-laid out and was confusing to swim through. There was no obvious path through the water, and no landmarks to allow me to get my bearings. Cal also couldn’t swim to the surface, despite the surface being visible only a few metres above his head. And finally, during swimming sections the holo-map can’t be used, all of which contributed to a very confusing few minutes of blindly swimming around.

Swimming near the fortress.

The fortress itself is apparently constructed largely underwater – the idea being that sections or even the whole thing could be flooded if necessary to prevent Jedi prisoners from escaping. In the aftermath of Order 66, this is the facility the Empire used to hold Jedi, torture them, and turn the survivors into inquisitors. As a concept I quite liked it; it definitely seems like a tactic the Empire might have used. Though it raised the question of how Cere was able to escape a facility with such a permanent and deadly failsafe!

Fortress Inquisitorius on Nur. Most of the facility, including its prison, is underwater.

After eventually figuring out where to swim to, Cal made it into the fortress via one of its underwater airlocks. This section contained a few Stormtroopers and little else. In fact the base as a whole – except for the latter areas that we’ll come to in a moment – was mostly uninteresting. There were a few hallways, some of which had windows to the outside underwater environment, but aside from a single puzzle (one of those connect-the-power-cable ones we’ve seen quite a few times) there wasn’t much of note.

Cal uses Force pull to drag a Scout trooper to him.

Over the radio, Cere made contact to tell Cal she’d succeeded in disabling the fortress’ shields. Cal flooded this section of the base and then swam to the next – fortunately this swimming section was less of an issue than the first. After entering the next dry section of the base, Cal found himself at a training dojo where a couple of Purge troopers were practicing. This room would soon become a battle arena, with several waves of all kinds of Stormtroopers and Purge troopers to defeat – by far the largest fight in terms of numbers in the whole game.

One of the many waves of Stormtroopers to fight in the training dojo.

One part of the floor of the dojo opened up to reveal a pit, and though the troopers weren’t hard to fight one-on-one, as with the zombie Night Sisters back on Dathomir, in numbers they were a challenge. The pit in the middle of the room created an additional danger, but was also useful for Force pushing troopers into – a favoured tactic of mine throughout the game! Eventually Cal prevailed, and a meditation spot emerged as a reward. I checkpointed my progress here before heading further into the fortress.

Sending a Stormtrooper to his demise in the dojo.

The next room was the prison – though it was lacking any prisoners, as presumably there are fewer and fewer Jedi for the Empire to hunt down these days! Cal also had his first run-in with Cere since arriving at the base, opening a blast door for her and seeing a pretty cool scripted sequence as she defeated several Purge troopers using Trilla’s lightsaber.

Cal watches from behind glass as Cere takes out a squad of Purge troopers.

Cere was able to unlock a route for Cal to leave the prison and get to the holocron, which was being kept in the heart of the fortress – the interrogation chamber. For some reason – it wasn’t clear why – the fortress was built atop a lake of molten lava. Makes you wonder why the Empire is always doing things like that! It gave this part of the level a weird aesthetic: a mixture of Star Wars’ Empire with a Bowser’s Castle level from Super Mario! One thing I thought as we arrived on Nur was that the fortress (or the part of it above the water, anyway) vaguely resembled Darth Vader’s castle in Rogue One – his castle is similarly built above molten lava on Mustafar, the planet where he lost the fight against Obi-Wan.

The fortress is built above a lake of lava.

The route to the interrogation room was eerily deserted. Cal noticed a turbolift and suggested to BD-1 it could be an escape route. Otherwise he was walking across a long, open-sided bridge that led from the prison room to the interrogation chamber, but there were no troopers or enemies of any kind. Two large, intimidating gun-turrets were silent too; I wondered if Cal would have to battle them on the way out!

One of the gun-turrets near the entrance to the interrogation room.

After entering the interrogation room, Cal was confronted by Trilla. He made an admirable attempt to get through to her, offering her a chance at redemption and a return to the light, but she attacked him and a duel began. This was the hardest battle in the game, no question. Trilla was 10x stronger than she had been in the earlier fight on Bogano, and landing even a single hit on her required jumping, dodging, parrying, and split-second timing.

The duel in the interrogation room.

Trilla was a difficult opponent, and Cal needed to use most of his stim-packs to survive the fight. The duel also included a couple of quick-time events, which involved mashing the X or B buttons to survive as Cal and Trilla locked blades.

Trilla during the duel.

Eventually, however, Cal was able to grind down her health bar, defeating Trilla and ending the duel. As the fight ended, Cere arrived. She spoke to Trilla, telling her that the fight was over and to try to let go of her pain and anger. For a moment, it seemed as though she’d got through to her former apprentice, and Trilla listened, expressing her regret for holding onto her hate for Cere for so long. Before the two could fully reconcile, however, Trilla was paralysed. Out of the smoke behind her, a familiar mechanical breathing could be heard…

Cere reaches out to the defeated Trilla.

I couldn’t believe it at first! Surely we weren’t going to see Darth Vader himself! In a way, it makes a lot of sense that he’d make an appearance. Not only for the story, but because it’s a Star Wars game and players love to face off against one of the biggest villains in the franchise. But I wasn’t expecting it at all, so it was a genuine surprise. The mechanical breathing grew louder, and then Darth Vader himself emerged from the smoke. “This can’t be good,” remarked Cal.

Darth Vader emerges.

Unlike Palpatine’s return in The Rise of Skywalker, Darth Vader’s appearance here worked very well. It was a genuine surprise – a shock, really – and in the context of the story facing off against a bigger, badder foe makes sense. I can understand why some people may feel that Vader’s arrival at this point in the story seems like a deus ex machina, and perhaps if the game was detached from the Star Wars brand, the sudden arrival of a new supervillain at the last moment could be seen that way. However, this is Star Wars, and given the game is taking place during the years before the original film, when Darth Vader was the Empire’s second-in-command, it doesn’t feel that way to me. Darth Vader, and original trilogy characters in general, can definitely be overused in Star Wars; I would suggest that Vader’s scenes in Rogue One didn’t really add anything to that film’s story, for example. But here it really did succeed, and not just because of a sense of nostalgia. Vader is a terrifying opponent, especially for someone like Cal who barely scraped through the fight against Trilla!

Darth Vader’s helmet.

One point I want to mention just before we go on: there was something ever so slightly “off” about Vader’s appearance. The best way I can explain it is that he looked to have the wrong proportions, being slightly broader and – for want of a better word – chunkier, than how he appears in the films. His helmet, too, seemed slightly different, perhaps squashed or just a fraction different in its scale. None of these factors really bothered me in the moment, nor dragged me out of the story, but I thought it worthwhile to mention. I daresay any such minor issues were a result of the game being, well, a game.

Darth Vader in the interrogation room.

The first thing Vader did upon arriving in the interrogation chamber was kill Trilla, whose last words to Cal and Cere were “avenge us!” I’d like to think that, had she survived, Trilla was on the cusp of redemption and a return to the light. Her conversation with Cere seemed to be moving in that direction, and it will be a tragedy for both Cal and Cere that they never got to find out, nor to save Trilla from Vader’s blade. Cere shouted at Cal to run, before making a leaping attack on Vader. Using the Force, he casually threw her aside and she toppled over the edge of one of the platforms – seemingly to her death.

Cere makes a desperate attempt to attack Darth Vader.

The next part of the game was initially confusing to me, as Vader grabbed Cal with the Force. Though I was in control of Cal, I couldn’t see any way to attack Vader (Cal couldn’t ignite his weapon, nor move) and after being held in the Sith Lord’s grip for a few seconds, Cal was dead. I was initially worried that I’d respawn before the duel with Trilla and have to do the whole thing all over again; luckily this wasn’t the case. On the second go around I figured it out – Cal used the Force to throw a large barrel or tank at Vader, and in the momentary lapse in the Sith Lord’s concentration, made a run for it.

Darth Vader chokes Cal. Trilla’s body can be seen behind them.

Darth Vader was an unstoppable killing machine – Cal had nothing in his arsenal that could even come close to matching the Sith Lord’s power and abilities. All he could do was run – sprinting back along the bridge toward the turbolift as Vader literally tore the bridge itself apart with the Force. This sequence was the most tense in the whole game, as Cal had mere seconds to run and jump across each gap and over each obstacle, lest Vader would catch him and it would all be over.

Cal attempts to flee while Darth Vader gives chase.

Vader gave chase – but at a slow pace, and Cal was able to leap across the wrecked bridge, making it to the turbolift. After bashing the controls to make the lift move, it seemed as though Vader had caught up to him, but despite the Sith’s lightsaber cutting through the doors, the turbolift moved and Cal made it to an upper level of the facility. With the holocron safely in his possession he signalled the Mantis – informing Greez of Cere’s death and requesting extraction. Running down a hallway led to a locked door, which Vader came crashing through!

Surprise! It’s Darth Vader again!

I loved this next part. As Vader and Cal briefly crossed blades, little BD-1 hopped up onto the Sith Lord’s shoulder. Using the skill he’d acquired earlier in the game he tried to slice (hack) into Darth Vader’s mechanical suit! For a second it seemed as if this might’ve worked, but then Vader grabbed the droid. It seemed like the end of BD-1…

Vader grabs BD-1.

Cal, who had been knocked off his feet, tried to use the Force to retrieve his lightsaber. Vader demanded that Cal give him the holocron; Cal of course refused. Using the Force, Vader held Cal’s lightsaber out of reach, but then activated it and stabbed Cal through the abdomen. The wound didn’t go all the way through, and while wounded, Cal wasn’t dead yet. Things looked grim, however. BD-1 beeped at Cal to get up, but it seemed like Vader had the pair thoroughly beaten.

Cal is stabbed with his own lightsaber.

But that just goes to show that in Star Wars – and in these kinds of stories in general – you shouldn’t trust that a character is dead unless you see their corpse! Cere came roaring back out of nowhere, attacking Vader! Though still outmatched by the Sith Lord, her intervention saved Cal and BD-1. Vader told Cere that her strength with the dark side would have made her an excellent inquisitor. The pair duelled for a moment, before Vader disarmed Cere.

Cere uses the Force to slow and block Darth Vader’s attacks after being disarmed.

Cere was able to use the Force to paralyse Vader, using a move that looked like he was being crushed. Cal intervened before she could go too far, and by breaking a window in the underwater facility, the trio were able to escape. Vader, whose mechanical suit is – I assume – vulnerable to water, was left holding the torrent back with the Force, unable to pursue.

Leaving Darth Vader to hold back a flood of water, Cal drags Cere to safety.

Cal gave Cere his breather (the small device that allows for breathing underwater) and attempted to swim to the surface. A combination of his wound and exhaustion meant he was struggling, however. At the last moment, Merrin intervened, diving into the water. The screen went dark…

Merrin arrives in the nick of time.

Cal awoke aboard the Mantis to see Greez looking over him. Cere was fine, he was told, and so was BD-1 (thank goodness!) After struggling to his feet, Cal joined the others in the Mantis’ main cabin. Cal and Merrin shared a hug and a touching moment – a budding romance, perhaps? Then he sat down with Cere to look at the holocron.

Merrin and Cal share a moment.

Cere told Greez that her contract with him was up; Greez said he was planning on sticking around. This was another sweet moment, as the curmudgeon had fully softened after all of his adventures with Cere and Cal. The crew gathered around the holocron, and Cal opened it to access the list inside. Cere reiterated her mission statement from the beginning of the game: they should use this to rebuild the Jedi. She did note, however, that doing so would forever change the lives of the children as the Empire would hunt for them.

The holocron opens…

Cal had other plans. Evidently swayed by what Merrin had said about the children having no choice, and that Cal may have been the one putting them in danger, as well as the visions he had on Bogano of their capture and torture, he suggested that the fates of the children “be trusted to the Force”. Implied in that is that if their destiny is to be Jedi, they would be found and be able to train. If not, they should be left alone. With a silent Cere seeming to give her blessing with a look, Cal destroyed the holocron, preventing the Empire from ever finding the children.

Greez, Cere, and Cal stand over the broken pieces of the holocron.

This was the end of the game. Cal asked the crew where they should go next, and then the credits rolled. I have to say that I liked this ending, and the idea of trusting the will of the Force and not forcing the children into a life on the run. However, I think it will be controversial with some fans. The objective Cal and especially Cere had was to use the list to find Force-sensitive children and raise them to be a new generation of Jedi. Even at the last moment, this was Cere’s hope. Cal had one mandatory conversation with Merrin in which she sowed a seed of doubt, and one further optional conversation. He also had the vision in the vault. Those two things changed his mind, and while it was more than enough motivation from my point of view, and I regard keeping the list out of the Empire’s hands as a solid victory, it wasn’t the original mission which had been at the heart of the game for most of its runtime, and for that reason I expect some fans may not have enjoyed the ending.

The final scene before the credits started to roll.

So that was it. Jedi: Fallen Order. As with many games, it took me a little while to get around to playing it – it was released in November last year – but I’m glad that I finally did. After a very disappointing experience with The Rise of Skywalker, it was nice to genuinely enjoy a journey in the Star Wars universe again. And this is also the first Star Wars project since Rogue One that I went into unspoiled. I got to enjoy the story as it unfolded, allowing the surprising moments to be genuine surprises, and that was a good feeling too.

Cal’s journey has been amazing, and it seems as though the ending of the game has been careful to leave the door open for a potential sequel. Rumours abound that it may even be scheduled for a 2022 release – but we’ll wait and see on that! All in all, Jedi: Fallen Order took me just shy of 20 hours to complete – and having looked online that seems about average. I enjoyed myself for most of that time – though there were a couple of frustrating sections and some unnecessary fluff. As I mentioned at the beginning, I’ll be doing a retrospective/review of the game at some point soon, before my memories fade too much, so I hope you’ll come back to see that. For now, all that’s left to say for those of you who’ve been following this playthrough is thank you! I hope you enjoyed this format of a written playthrough illustrated with screenshots; I certainly feel like I learned a lot since I made my first entry in this series, and I’m keen to try again with another game. I already have several possibilities in mind!

So until next time… May The Force Be With You!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A low price might be Xbox’s last hope

A couple of days ago, Microsoft showed off another collection of games coming to the Xbox Series X. The console will launch later this year – barring any last-minute delays – and will be facing very stiff competition from Sony’s PlayStation 5. In fact, Xbox seems like it’s repeating some of the same crucial mistakes which left it lagging far behind PlayStation’s sales numbers this generation – and the only way to salvage that, at least in the short term, may be to massively undercut Sony’s new console and sell the Xbox Series X at a very low price.

It wasn’t all doom and gloom from Microsoft’s second attempt at showing off gameplay – I like the look of Avowed, the upcoming game from Obsidian, for example – but generally the reaction to what they showed was muted and underwhelmed. The most stinging criticism was reserved for Halo Infinite, particularly in the graphics department. As I’ve said on a number of occasions, games already look pretty good on current-gen consoles in 2020. And if “better graphics” is basically all a new console has to offer, then those graphics need to be outstanding in order to win people over. Microsoft has shot itself in the foot in that regard by making every Xbox Series X title – including Halo Infinite – also available on Xbox One, at least for the first year or so of the new console’s life. What this means in practice is that any new title is constrained by the system requirements of the original Xbox One – hardware which is now seven years out of date.

Halo Infinite has been criticised for the way it looks.

Many commentators have said that Halo Infinite looks like a current-gen title. But it is a current-gen title – it’s literally going to be released on the Xbox One, which is a current-gen machine. Everything in Halo Infinite from the ground up has had to be built with that limitation in mind. Even being “enhanced” for the Xbox Series X, Halo Infinite could only go so far. And as I said, when graphics already look decent on current-gen consoles, it’s already a difficult task to show off how much better a game could look on a newer device. That’s without deliberately limiting that game by making it compatible with machines that are now seven years old.

The Halo series has been Xbox’s “killer app” since the first days of the original machine in 2001, but its star quality has been in decline since Bungie left the series a decade ago. The generally average-looking graphics that the newest entry in the series offers, combined with its simultaneous release not only on Xbox One but also on PC, will leave many gamers scratching their heads. Why exactly should I buy an Xbox Series X this winter?

The Xbox Series X.

I literally cannot see a reason. Games are what sell consoles – good, pretty, exclusive games. Many of the titles that will be available will be good; Avowed, as mentioned, looks like it has great potential, and I’m also looking forward to Grounded. While some of these games will be designed to take advantage of the Series X’s features to look shinier and prettier, line them up side-by-side with the Xbox One versions – which will look good, as games on that system already do – and if folks struggle to tell the difference, how does Microsoft intend to convince them to spend several hundred pounds (or dollars) on a new system? When none of the games are exclusive and can be played on the older system, if I’m a gamer who already has an Xbox One, what’s the point in upgrading?

In that sense, Microsoft is now having to compete not only with Sony, but the Xbox Series X is competing against the Xbox One – and there’s a clear winner in that regard. Exclusive games can shift millions of systems – I’ve known many people over the years who’ve picked up a console because one game in particular enticed them, and I’ve even been in that position myself. Launching a console with zero exclusive games, and with all of its games also available on the previous generation console seems absolutely bonkers – and I have no doubt Microsoft will see a lacklustre launch for its new system.

The current-gen Xbox One may prove to be the Xbox Series X’s main competitor.

The only possible saving grace at this stage is to massively undercut the PlayStation 5 – if the Xbox Series X can be £100-150 cheaper, suddenly it seems a little more enticing. £100 could score two new launch titles, or almost a year of GamePass, the subscription service which is one of Xbox’s few genuinely appealing offerings. Price can play a role in console launches, and it’s no coincidence that the consoles which had the strongest launches in the last two console generations – the Xbox 360 and the PlayStation 4 – were both the less expensive option compared with their competitors.

I primarily play on PC. In fact one of my projects over the next few months is to make some upgrades to my gaming setup so I can enjoy things like ray-tracing and perhaps even higher frame rates. So I wasn’t going to be a day-one console buyer this generation regardless of how the new lineup looks. But if I were, I can’t see any reason to buy an Xbox Series X at launch. The only thing that might be able to sway me is price, because if I could make such a significant saving that I could get a year’s subscription to GamePass, and thus access a large library of titles from day one, that’s not a bad offering.

Another scene from the Halo Infinite trailer.

Maybe Xbox will surprise me, and it will turn out that this policy of having no exclusive titles will be a masterstroke, bringing more people into the Xbox brand. I’m just having a hard time seeing how it’s supposed to appeal to a gamer looking for a new console – and as someone who owned all three Xbox consoles in the past I want to see them do well. In fact it’s arguably a necessity – if Xbox fails, there’ll be far less competition in the home console market. Monopolies rarely end well for consumers, so it’s in everyone’s best interest to see at least two companies making a go of it.

At the end of the day, I’m simply not convinced that Xbox has the best approach. PlayStation’s offering for the imminent console generation just seems far more appealing, and unless Xbox can find a way to offer their new machine at a much lower price, I’d expect a clear majority of people who plan to get a next-generation console this year will opt for a PlayStation 5. I know I would. And I’ve always been an Xbox guy.

The Xbox Series X and PlayStation 5 are scheduled to launch in time for Christmas 2020. All properties mentioned above are the copyright of their parent companies, studios, developers, publishers, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 11

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order as well as for other iterations of the Star Wars franchise.

Welcome to the next part of my playthrough of Jedi: Fallen Order. I had a couple of other things I wanted to write about over the last couple of days, including Star Trek’s Comic-Con @Home event, so I apologise to those of you who were waiting for this! After the last play session had some interesting story elements, but was let down by frustrating gameplay and a long section that felt like it was simply there to pad the game’s runtime, I was hoping for something different and exciting – and I definitely found it! After Cal broke his lightsaber in the tomb on Dathomir following a confrontation with a dark vision of his old Master, Cere took him to a strange snowbound planet – the first truly new location since our first visit to Kashyyyk way back in Part 6 of this playthrough. Cere handed Cal her own lightsaber, and he was ready to set off into the snow in search of something to repair or replace his broken weapon…

Cal prepares to head out into the blizzard.

Speaking with Cere aboard the Mantis revealed that this planet was called Ilum – a name I vaguely recognised from the Star Wars galaxy. After looking into it, it turns out that Ilum was the planet that the First Order would ultimately convert into Starkiller Base in The Force Awakens, though in this era (remember that Jedi: Fallen Order is taking place about fifteen years before the original trilogy) there was no sign of the famous laser! Ilum was a wintry environment, similar in some respects to Zeffo but with much more snow and ice. After being initially excited at the prospect of visiting a wholly new planet for the first time in ages, the terrain was actually quite samey. If you’ve ever been in a strong blizzard you’ll know it can sometimes make the environment seem like it’s monochrome – and Ilum definitely had that feel to it as Cal set out from the Mantis.

The monochrome environment of Ilum.

Ilum has a Jedi Temple, and getting there through the blizzard was Cal’s objective. It felt like the task he was to complete was a little vague at first – yes he had to fix his lightsaber, but how? And what did he expect to find on Ilum to help him with that task? A few extra lines of dialogue would have fixed this – and it’s not the first time I’ve said that during my playthrough. With the new climbing ability that he’d acquired on Dathomir, Cal was able to scale ice walls, and climbed to the top of a large frozen area. In this section was a Force echo of a former Jedi Master. It turned out that the Jedi came to Ilum as part of some kind of trial or ritual, as well as to gather kyber crystals – the mysterious objects that power lightsabers, and which would later be co-opted to power the Death Star’s weaponry.

Near the entrance to the Jedi Temple.

Inside the entrance to the Jedi Temple – which was little more than an icy cavern, really – was a puzzle to complete. The archway leading further inside had iced over, and there were three doors that had to be opened letting in “magnified light” which had to be refracted through a large crystal in order to melt the ice and gain access. This puzzle wasn’t too hard, but it took me a moment to realise that the doors – which had to be opened by pulling a chain – didn’t need to be permanently opened; Cal simply needed to hold the chain long enough to melt the ice.

Using the giant crystal to melt the ice.

I don’t think the giant crystal in this area was supposed to be a kyber crystal (which I always want to spell Khyber, with an H, like the mountain pass and region of Pakistan) if it was, Cal could’ve just broken a piece off and been on his merry way! Cere made a big deal of giving Cal her lightsaber, so I expected to be traversing this region armed. However, Cere’s lightsaber doesn’t work – another thing that a line or two of dialogue should have explained – so Cal remained unarmed despite carrying two weapons. The in-game databank said that Cere sold parts of the weapon to pay for Greez’s gambling debts, and I guess that could also explain how she’s been able to keep him on the payroll for what seems to be a long time, which was a question raised earlier in the game for me.

Cere gave Cal her lightsaber last time… but could’ve mentioned that it doesn’t work! (Or maybe it’s Cal’s turn to sing during karaoke night on the Mantis)

Melting the ice wall let Cal explore further into the Temple, and as I said this was really just a cave with a few statues in it. It seems like the Jedi offered up some pretty tough challenges – this cave was meant to be traversed by apprentices and children, but it seems like a difficult task for them! There were a lot of sheer drops, and several places where it took a moment to figure out what was the right path. Just inside the entrance to the Temple was a meditation spot, and I’d been saving up Cal’s skill points – spending three meant that BD-1’s stim-packs now totally refill Cal’s health no matter how low it gets, which seems like it will be a very useful upgrade! The ice cave on Zeffo – which is actually fairly similar to this section in appearance – contained a number of monsters to fight, and with no lightsaber I was wondering what this cavern would throw at Cal and how to avoid it. So far, though, there had been no enemies at all – just silence. Cal came upon a section of water to swim through to access the next part of the cavern.

Swimming in the icy water on Ilum.

This was quite cleverly done – there were several hydrothermal vents which obviously explained how there could be areas of liquid water in an otherwise-frozen environment. But Cal must’ve got very cold swimming through this water! The next area of the cavern contained a shocking and ominous revelation – probe droids were present on Ilum! Luckily BD-1 had acquired the skill to hack into them some time ago, and Cal was also able to use Force pull and Force push on them to defeat them – but how had the Empire found him here? A radio call to Cere and Greez led to the two of them worrying that the Mantis was being tracked.

A probe droid in the cavern on Ilum.

There were a number of statues in the cavern, and these were kind of creepy – hooded and faceless figures in Jedi robes. They reminded me of the statues seen on Jedha in Rogue One, which similarly had a ghostly vibe. Perhaps this is because – as Cal says at one point – knowing that the Jedi are gone makes it feel like being surrounded by ghosts. Any hooded figure with a shrouded face plays on deep-rooted cultural and historical fears of figures like the Grim Reaper, or even the Ghost of Christmas Yet to Come from Dickens’ A Christmas Carol, and I think that’s part of why they felt so haunting and eerie in this section of the game. Credit to the developers for achieving that sensation – it made progressing through the caverns very tense indeed, something that married well with Cal being essentially unarmed and defenceless.

Ghostly statues in the cavern.

After heading deeper into the cavern and defeating another couple of probe droids, Cal spotted a glittering object. While making his way through a narrow crevice, the ice below him gave out and he fell into another pool of water. Clearly freezing cold (and suffering from hypothermia) he had a vision of his younger self leading him out of the water in what was a very strange, ethereal moment in the game.

Cal has a vision of his younger self.

Inspired by the vision, Cal forced himself to climb out of the icy water and collapsed – but the kyber crystal was close. He stumbled his way toward a large crystal formation and plucked the tip from one of the pointy shards – this was the glimmer that he’d seen that led him to this part of the cave. As he held the small piece of crystal in his hand it broke in two. Cal broke down, believing he’d failed and that his quest was over. And at this point perhaps someone knew more about Star Wars’ wider lore or expanded universe (the stuff not included in the films) might’ve known what was happening or why Cal became so dejected… but I didn’t.

Cal approaches the kyber crystal.

There was a line earlier in the level about how the “crystal chooses the Jedi” and not vice versa (kind of like wands in the Harry Potter series, I guess). So perhaps Cal was upset that the crystal that chose him was broken. But he’s sat in a cavern literally surrounded by giant crystals, and with a small amount of effort could have broken off another piece using the Force or even just with his bare hands. So I don’t really understand this moment, and just taking what we know from the game without interjecting with lore from other Star Wars properties, it didn’t make sense and didn’t feel sufficiently explained.

Cal looks at the crystal seconds before it shatters.

Are the other crystals in the cavern not also kyber crystals? What happens if a Jedi chooses his own crystal instead of using one which chose him? Cal has been using Master Tapal’s lightsaber (containing Tapal’s crystal, presumably) very effectively for the entire game up till now, so it doesn’t seem like it’s the case that crystals are somehow bound to one Jedi. If a Jedi is chosen by a crystal but then loses or breaks that crystal, can they come back and get another one? And since Cal is literally still in the cavern surrounded by other crystals, can’t he just take another one – or wait for another one to choose him? I feel like this moment, which was the most emotional in the story so far, needed more explaining. Luckily, what came next washed a lot of that disappointment away and cranked up the emotion.

The broken kyber crystal.

As Cal sat feeling sorry for himself at the foot of the crystal formation, Master Cordova’s voice could be heard. BD-1 had made it to the cavern and Cal was very pleased to be reunited with him – having told BD-1 not to follow him as he fell into the icy water a moment ago. BD-1 played a recording from Master Cordova in which he discusses failure. Master Cordova sensed “the doom of the Jedi Order” – perhaps this was the moment of Order 66. He locked BD-1’s memories with an encryption that could only be broken if the droid made a trusted connection with someone new; BD-1 has chosen Cal, and told him (in beeps and trills, of course) that he believes in him.

BD-1 plays Master Cordova’s final recording.

Inspired by this, Cal gets up. It isn’t over yet! Somehow – and again I’m not sure how – he pressed and squished the two shards of the crystal back together, forming a single, working crystal. This next part was fun – I had eight different colour options for the fixed crystal. I chose pink (or magenta as the game calls it) and after a short cut-scene, Cal had his weapon back.

Choosing the kyber crystal’s colour.

This can be customised later at a workbench, but I see no reason to change from pink. Orange had been fun up till now, though! Cal used parts from Cere’s lightsaber and Master Tapal’s to form the new weapon. In addition to being double-bladed, it can now also be pulled apart and duel-wielded, giving Cal a new kind of attack – one that looks pretty darn cool too. I took this opportunity to further customise the weapon before leaving the cavern, including giving it a shiny red colour for the hilt.

The red hilt.

In addition to blue and green, which are available in the base game, and orange, which I had from buying the deluxe edition, the colours now available for Cal’s weapon are: purple, pink/magenta, yellow, a pale blue or teal, and a darker cobalt colour. The weapon can be symmetrical, looking the same at both ends, or each end can be different. I haven’t unlocked anywhere near all of the options yet, and there must be hundreds of possibilities for how the finished saber can look.

The colour options for the blade.

After tinkering with the saber for a while, I was satisfied and ready to get back to the ship. But of course it wasn’t going to be a simple case of backtracking! The probe droids we’d seen earlier weren’t the only Imperials on Ilum – the Empire had a whole base here with legions of troopers. When the probe droids spotted Cal they presumably scrambled their forces, and on the way out, Cal ran head-first into an Imperial mining facility! There were a number of troopers to defeat here, and more kept dropping in by ship. Cal put his new weapon through its paces, and eventually prevailed!

Cal battles Stormtroopers near an Imperial mining facility.

In this area, the Empire seemed to be digging a long, deep trench. Given that Ilum would later become Starkiller Base, I wonder if this trench is meant to be the beginnings of that. In The Force Awakens, Starkiller Base had a huge trench that cleaved the planet in two, and this was where the super-laser was mounted. I think these two things are connected, and if so it was a great little reference to the sequel trilogy. Beyond the landing pad was a doorway that BD-1 was able to hack. Inside was a whole squad K2SO-type security droids – the ones I’ve had trouble with on other levels.

The room full of droids.

Thankfully they didn’t all attack at once, and after a long fight Cal was able to take them out. Off to one side, in some yellow storage containers, BD-1 and Cal found huge numbers of kyber crystals – the Empire is mining them. He reported his findings to Cere back on the Mantis, and she and Greez got the ship ready for takeoff. The only accessible door in this room led back into the cavern, and from here Cal was mostly backtracking to get back to the ship – though the cavern was now packed with troopers.

A group of Scout troopers in the cavern.

Cal had to battle his way through the cavern, which contained probe droids, K2SO droids, Purge troopers, and a variety of regular troopers too. It was a hard fight, not so much because of any one individual opponent – this wasn’t a boss battle, after all – but because of the numbers Cal was up against. On the radio, Cere checked in to tell Cal that the Empire was bringing in reinforcements, including by Star Destroyer from neighbouring systems. Though this part of the level wasn’t timed (at least it didn’t seem to be) it was still a very tense sequence as Cal raced back to the ship!

Defeating a trooper while racing back to the Mantis.

After surviving the cavern, Cal was back at the archway where we’d melted the ice earlier. There was a meditation spot here which I used before progressing – though Cal had no more skill points to use. Unless more options open up on the skill tree, by the way, I think I’ve chosen all of the ones that seem useful to me. Perhaps that’s just because we’re entering the latter part of the game. Before exiting the temple and getting back to the surface of Ilum, there was a Snowtrooper! These guys were seen in The Empire Strikes Back and it makes perfect sense that they’d be here on another snowbound planet. It was a great little bit of nostalgia.

A Snowtrooper.

Back on the surface, the blizzard had almost fully cleared. It looked like a straight shot back to the Mantis, but from behind a rocky outcrop came not one but two AT-STs. They attacked Cal in tandem, and it was difficult to separate them long enough to attack one without getting blown up or blasted by the second! Eventually I brought the first one down, and from there the second one was less of a challenge.

One down, one to go!

Cal sprinted back to the Mantis – Imperial reinforcements were inbound and if he didn’t get back before the Star Destroyers arrived it might’ve been impossible to leave the planet! All that tension and buildup… was kind of spoilt by Greez and Cere just standing there on the Mantis when Cal arrived. I even had to walk over to the holotable (Cal can’t run on the Mantis) and manually choose a destination. After Cere had been so jumpy, rushing Cal to race back to the ship before they’re all blown to smithereens by the Empire, this was just anticlimactic and completely snapped me out of what had been one of the most exciting parts of the story so far.

Cal sprints back to the ship.

The gang even had time for a chat as Cal boarded the ship. He told them about BD-1’s memory wipe, and expressed his thanks for believing in him. It was a sweet moment – or it would have been had the timing been different. I expected a cut-scene like the escape from Dathomir, with the Mantis pulling away as Stormtroopers chased Cal, escaping the system in the nick of time to avoid the Star Destroyers… but none of that transpired. If Cere hadn’t been on the radio telling Cal to run because of how imminently doomed they all were it would’ve been fine – but the rapid switch in tone from “run, Cal, run!” to “we’ve got loads of time to stand and chat” was incredibly jarring.

There doesn’t exactly seem to be a great deal of urgency to take off and flee the system…

The obvious destination was Dathomir. I saw no point in any more backtracking, and I wanted to resolve the situation there to continue the story. With the course laid in the Mantis took off and arrived at Dathomir moments later. After a short bit of banter with the crew, which included the revelation that they’re on the bounty hunter guild’s most wanted list, Cal headed out. With the climbing gloves, he could climb up the ramp I noticed last time and use that as a shortcut to get back to the bridge leading to the dark tomb. There were a few zombified Night Sisters to battle en route, but nothing Cal and his new weapon couldn’t handle.

Oh look, it’s that meditation spot again.

At the entrance to the temple was another bounty hunter ambush. A hunter and a droid were both present and again this was an annoying fight. Eventually, however, Cal was able to get the better of both of them (apparently Force pushing over a cliff still works if you use it on a guy with a jetpack…) and enter the tomb. There were no enemies to fight inside, and Cal used the meditation spot before re-entering the dark vision he had of Master Tapal.

The dark vision.

Master Tapal began by taunting Cal again, and then the duel was on. Once again I was expecting a difficult boss battle, yet once again I was wrong. Though I had control of Cal during this sequence, he had no health bar and nor did Master Tapal. After a brief duel it became obvious that the only way out of the vision was to take it peacefully – not fighting back or trying to strike at Tapal.

Cal and Master Tapal during their brief duel.

By choosing the peaceful path – which is, of course, the Jedi way – the vision of Tapal relented and ended the fight. Cal told his former Master that he would honour his teachings and remember his sacrifice, letting go of his guilt. The vision of Tapal then disappeared, and the pathway to the next part of the tomb finally opened.

Cal brings the duel to an end.

Having completed the vision-quest, Cal was able to access the rest of the tomb. He had beaten the darkness in the tomb – and within himself. I’m never sure with things like this whether what transpired was taking place in Cal’s head, whether it was something more real, something based in the Force, etc. At the end of the day it doesn’t really matter, it’s just something to ponder. I tend to assume for a vision like this that it’s in his head, perhaps amplified by the Force, but not something tangible.

Master Tapal walks away, ending the vision.

Beyond the doorway were several Night Brothers. They weren’t particularly difficult to dispatch, and it was nice to try the duel-wielding move on them. Seeing Cal pull his double-bladed weapon apart and use both pieces independently is very cool. It’s certainly not something I’ve seen in Star Wars before. The Night Brothers in this area had a marking painted on their chests – the same one we saw as a scar on Taron Malicos. Interestingly, when I went back to look at screenshots of the previous visits to Dathomir, the Night Brothers all had that same symbol – though many were faded. The paint on those in the tomb was much fresher.

A Night Brother with the painted symbol.

After entering this area, the Night Sister appeared. Her name is Merrin. Instead of just attacking this time, she spoke to Cal, which gave him a chance to reason with her. Malicos lied to her, he said, and the Jedi weren’t conquerors who would have wanted to wipe out her people.

Cal and Merrin talk.

The two realise they have something in common – Cal may be the last Jedi, and Merrin may be the last Night Sister. Malicos had promised her revenge in exchange for sharing the secrets of the tomb, but instead he became corrupted by the dark side. The two formed an alliance (albeit one of convenience) to take down Malicos. Cal didn’t have far to go for this confrontation. Down a wide hallway, Malicos was waiting. He stood on a circular platform which had a sheer drop into red mist on all sides – it reminded me so much of the Bowser fights in Super Mario 64… and that’s the third thing in Jedi: Fallen Order which seems to draw on that game, after the slides and the underwater chests! I never expected to get even one thing in a game like this to remind me of Super Mario 64, let alone three.

Can you say “obvious boss fight arena”?

After crossing over to the arena, Malicos seemed happy to see Cal return. He tried once again to convince Cal to join him, and talked at length about how reviving the Jedi Order would be a waste of time – the Order failed, he said, stifled by tradition and its own past successes. As with Luke in The Last Jedi who said similarly critical things of the Jedi Order in its last days before the rise of the Empire, Malicos isn’t exactly wrong. The whole story of the rise of the Sith in the prequels is on the back of Jedi hubris, believing themselves to be better than they were. Regardless of how I may feel about the Jedi, Cal rejected everything Malicos has to say. And it’s clear, of course, that Malicos’ idea of a replacement for the Jedi would put him firmly in control. He had been wholly corrupted by the dark side after years on Dathomir. A duel began.

Malicos with his weapons drawn.

I said way back in Part 4 of this series, when Cal first met “the wanderer” – aka Malicos – that I was sure they’d end up fighting. It’s nice to be right sometimes! This was a difficult fight – up there with the duel against Trilla on Zeffo. Malicos had a number of Force powers at his disposal, but more than that it was very hard to land a blow on him. He kept his guard up, and hitting him required split-second timing. He was also immune to things like Force push – which of course makes sense.

Malicos attacks Cal with the Force.

Merrin showed up during the duel, and at a couple of scripted moments used her magic to attack Malicos. When Cal had finally ground his health down, Merrin stepped in and used her magic one final time, entombing Malicos in the ground in a cut-scene that reminded me of a horror film called Drag Me To Hell.

Merrin sends Malicos to his grave.

With the battle over, Merrin and Cal had another chance to talk. Interestingly, Merrin is unaware of the Empire – or any galactic affairs beyond what was happening on Dathomir. Cal explained that he’s searching for the Zeffo Astrium, an object which will help him access a list of Force-sensitive children. He told Merrin he wants to save them from the Empire, a cause she can get behind. The Astrium wasn’t far away, and after jumping over a couple more platforms, Cal finally found it.

Cal holds the Zeffo Astrium.

Merrin returned as Cal found what he was looking for. She was very happy for him, as the Astrium may be able to save the children and revive the Jedi Order. But she is still alone; nothing can revive her people the way the Astrium and the holocron might for the Jedi. Cal and Merrin connected over their shared experiences as the last of their kind. Cal also referenced what Prauf said to him at the beginning of the game – in the aftermath of the Master Tapal vision he’s also taking on board what Prauf told him too. To my surprise, Merrin said she would join Cal on his mission. I don’t think she will be a constant companion as Cal goes on quests – Jedi: Fallen Order isn’t that kind of game – but she will perhaps hang out on the Mantis, be available to talk to, and participate in cut-scenes.

Cal shows Merrin the Zeffo Astrium.

Merrin told Cal she’ll meet him back at the ship, leaving Cal once again to backtrack through the level. Fortunately this tomb was small compared to the two on Zeffo, but there were no shortcuts to get back outside. A couple of large monsters had spawned in the tomb, and Merrin sat to one side as Cal took them on alone. In these moments, Jedi: Fallen Order feels like a typical game and not an interactive Star Wars experience, and it can make suspending my disbelief more difficult. However, taking on the monsters wasn’t a huge challenge this time.

Merrin in the tomb.

I like that we can see Merrin’s face now that she’s taken down her hood. It humanises her – despite the ash-grey skin – and we can see her more emotive and expressive. I still think she reminds me of Visas Marr from Knights of the Old Republic II, though! Merrin apparently didn’t tell her zombified Night Sisters that she and Cal are allies now, as several attacked him on his way back to the ship. However, these fights weren’t particularly challenging. Back aboard the Mantis, Cal introduced Merrin to the crew. They were standoffish at first, and they don’t trust her – but they do trust Cal, so Merrin was welcomed aboard. The next destination is Bogano – back to the vault. But I chose to save my game at this point and save Bogano for next time. Exploring two planets is enough for one session!

Merrin sits at the table on board the Mantis with the rest of the crew looking on.

So this was another long one! Repairing the lightsaber was great, and despite Ilum being kind of bland, it was nice to finally get to see a different planet after hopping between the same three worlds for a long while. The emotional moment with BD-1 in the cavern was incredibly sweet, and I’m even more in love with the cute little droid than I already was. In fact the story of this entire section was great – the only part I didn’t like was the kyber crystal breaking and the lack of explanation for why that was an issue.

I feel certain the trip to Bogano won’t go smoothly – but join me next time to find out!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Comic-Con @Home – my thoughts on the Star Trek panel

You can watch the full panel by clicking or tapping this video.

The coronavirus pandemic cancelled a number of events, but one of the biggest from the point of view of ViacomCBS and the team behind Star Trek has been Comic-Con. In the past the company has used events like this – as well as Star Trek: Las Vegas, which has been postponed to the winter – to make big announcements. Star Trek participated in Comic-Con @Home – the online socially-distanced version of the event which is taking place this week.

Obviously a glorified Zoom call isn’t going to be the same as an in-person event. But overall, I think most of the participants from actors to behind-the-scenes crew did the best they could, and I don’t have any major criticisms on that front. I’m not someone who would be able to attend Comic-Con or any other similar convention due to disability, so in that sense I don’t feel I personally lost out in any way from Comic-Con going digital this year – I’d have watched recordings of the panels anyway.

Sir Patrick Stewart speaking during the Star Trek: Picard panel.

In terms of news, the biggest has to be the official announcement of the animated series Star Trek: Prodigy, which looks set for a 2021 release. This kid-friendly show is being produced in collaboration with Nickelodeon, and though we knew it was in the works the title hadn’t been officially revealed. So it’s nice to know it has a name and that we can expect it on our screens within the next eighteen months or so. Many shows aimed at kids can still have a lot to offer for adults – I enjoy Phineas and Ferb, for example – so I’m not at all concerned that it’s the first Star Trek show to take this approach. I would note that Star Wars has been successful with this format with two shows – Clone Wars and Rebels – both of which had appeal outside of their target audience of kids and young people.

Star Trek: Prodigy had its official announcement – complete with logo.

The second bit of news is that Star Trek: Strange New Worlds seems to be getting along well in production. They have ten “stories” that they’re working on – note that they said “stories”, not “episodes”, which may mean some are multi-episode arcs. This would fit in with the show following Discovery’s model of having anywhere between 10-15 episodes in its first season. While I still don’t think we’ll see Strange New Worlds before 2022, due to a combination of the pandemic and Star Trek’s already-crowded production and release schedules, it’s nice to know that the show is being worked on and that pre-production is continuing despite the massive disruption across the industry.

On the more technical side, I felt that the moderator of the discussion, Dominic Patten, did a good job. It won’t have been an easy task to manage a series of discussions with such a large number of participants who are all dialling in remotely, but there were no major problems that resulted and he asked interesting questions and was pleasant to listen to. There was a major technical screw-up on the part of ViacomCBS/YouTube, however, as the video was blocked at least here in the UK for quite a while when it premiered. This seems to have been done automatically by YouTube’s copyright protection algorithm, but it shouldn’t have happened – between ViacomCBS, Comic-Con, and YouTube that problem should really have been anticipated and prevented.

The Star Trek: Discovery panel.

So now we come to no-shows. There was no international release date for Star Trek: Lower Decks, nor any discussion of any international broadcast at all. I’m incredibly disappointed by this, and at this stage now that we’re less than two weeks away from its US/Canada premiere I have to assume that it won’t be getting a simultaneous release internationally. We could speculate about why that is – perhaps ViacomCBS were charging too much for the broadcast rights, perhaps other Star Trek series haven’t performed as well on Netflix, Amazon Prime Video, and other channels meaning those companies weren’t interested, etc. But we don’t know the real reason why yet. I’m sure Lower Decks will eventually get an international release, but as I wrote when I looked at this issue recently, in 2020 I don’t think companies can really get away with splitting up the releases of their biggest shows. Lower Decks will end up not being talked about by millions of potential viewers, and will undoubtedly end up being pirated. ViacomCBS needs to do better – there are millions of Trekkies outside of the United States who are excited to see this show, and not giving it to us is a self-inflicted wound. If Star Trek is to survive in the long term it will require a collaborative effort on the part of fans in the US and elsewhere to support it and keep it going; decisions like this one – and the lack of any news or discussion at all from the company – show a huge part of Star Trek’s audience that ViacomCBS thinks we don’t matter.

The sad thing is that Lower Decks looks like so much fun. Mike McMahan, who created the show, participated in the panel; he’s clearly a huge Star Trek fan and someone who’s very passionate about the franchise and what it represents. Lower Decks feels like it’s a show that will celebrate my favourite era of Star Trek – the mid/late 24th Century seen in the three shows and four films set in those years. I greatly enjoyed listening to McMahan speak, as well as others involved with Lower Decks. The event even showed an extended scene from the trailer which was absolutely hilarious. The show is lining up to be amazing, as I said when I looked at the trailer a few days ago – but how are people like me meant to watch it?

Lower Decks may not be coming to the UK and other countries next month.

Also missing was any discussion of a release window for Star Trek: Discovery’s third season. I’d been expecting an announcement for this, I have to be honest. With Lower Decks running weekly from August through to early October, the earliest we could expect to see Discovery Season 3 would be the middle of October – leaving it any later would probably mean the season being split in two with a break around Christmas and New Year, which I suppose they could do as that happened during the first season. With post-production work having been ongoing since filming wrapped in February, it’s very odd to me that ViacomCBS considers the show so unfinished as to not even set a tentative release window – they couldn’t even say “coming in the autumn” or “coming in the winter”. Partly this is a result of the pandemic, which we know has been very disruptive. But partly it’s just bad planning and bad time management on ViacomCBS’ part – Discovery’s third season was nowhere near ready when the pandemic hit, which seems to suggest it was always the plan to make fans wait.

There had been rumours in the online Trekkie community that there would be an announcement of Star Trek: Discovery’s fourth season imminently. When nothing significant was discussed for Season 3 I was sure this wouldn’t happen, and I was right – no Season 4 announcement. I don’t think that the absence of an announcement is indicative of there being no fourth season at all, as I feel sure that it will be announced either alongside the release date for Season 3 or during the run-up to Season 3’s premiere; this is what ViacomCBS did for both Discovery’s third season and Picard’s second season, so it would fit the pattern. Some folks have been digging into production job listings, industry journals, and the like and found evidence that Season 4 could well be happening – it’s just a question of making an official announcement.

This image was released after the finale of Star Trek: Picard in March – there’s been nothing since for Discovery’s third season.

The still-untitled Section 31 series was nowhere to be seen during the panel. In many ways, Strange New Worlds stole the Section 31 series’ thunder from almost the first episode of Discovery’s second season. Where Section 31 had been met with a very muted response, even from many of Discovery’s biggest fans, Trekkies were clamouring for a Pike-led show. The announcement of Strange New Worlds a few weeks ago was a big deal, and Section 31 seems to have dropped down the priority list as a result. It was said to have officially entered production late last year, presumably targeting a 2021 release, but we’ve had precious little information since. I wasn’t expecting to hear much about it at this event, but that in itself says a lot!

Finally, there was no mention of a fourth Kelvin-timeline film, despite rumours swirling in the last few weeks that there are several feature film projects in consideration. Again, this wasn’t something I was necessarily expecting from this panel, but it’s worth noting the absence. Personally, I feel that the Kelvin-timeline films have probably run their course. We’re now over a decade out from the release of Star Trek in 2009, so the idea of seeing “young” Kirk and Spock in their cadet days or fresh out of the Academy has come and gone. While the alternate reality setting gives producers a lot of leeway compared to productions in the prime timeline, since Discovery’s premiere Star Trek’s producers have been more than willing to shake things up. I would still be interested to watch a fourth film in that series, but I’m not expecting one to be made at this point.

The cast of Star Trek Beyond – the third Kelvin-timeline film released in 2016.

To get back to the panel discussions themselves, I felt that Discovery’s “table read” of the second-season finale was pretty dull and really seemed to be there purely to pad out the event. Most of the actors did a good job delivering their lines, but watching it on a conference call wasn’t very exciting, and the constant switching between screens and zooming in and out created a rather nauseating effect. The Picard panel was more of a friendly chat, but nothing major really came from it regarding the show’s second season – which is of course on hold at the moment due to the pandemic.

So I think that’s really all I have to say. Star Trek: Prodigy is probably the biggest announcement, but aside from a few smaller tidbits of news there wasn’t really a great deal going on. The event seems noteworthy more for what wasn’t present than what was, and while some of that is due to the pandemic situation, other important aspects – like the release of Star Trek: Lower Decks outside of the United States – are decisions taken by ViacomCBS. As enjoyable as it was to spend time with some of the cast and crew of Star Trek, my general impression of the panel is that it was underwhelming.

The Star Trek franchise – including all films and series discussed above – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Metacritic to delay user reviews

The blogosphere and YouTube have been ablaze the last 24 hours or so, following news from review website Metacritic that some titles will have user reviews blocked for a short period of time (about a day-and-a-half) after they’re released. At present this seems to apply only to video games, but I suppose it’s possible it will be rolled out elsewhere on the site. The decision has attracted a lot of criticism and some support, and I wanted to take a moment to think about the pros and cons, as well as consider some of the wider issues involved.

Metacritic describes itself as a “review aggregator”. It provides each each title with two scores – one is an average of reviews from professional critics writing for a variety of publications, and the other is from Metacritic’s own users who can write and publish reviews directly on the website. The Metascore – i.e. reviews written by professionals – is unaffected by this change. It is only the user score which has this 36-hour delay.

We should begin by considering why Metacritic has decided to make this change. In short, it seems to be designed to prevent review-bombing: the practice where users will deliberately leave overwhelmingly negative reviews as a form of protest. A number of titles across different kinds of media have been subject to this, not only on Metacritic but on sites like Rotten Tomatoes as well. The official explanation is that Metacritic wants players to have actually played a game before leaving a review, which on the surface doesn’t seem like an unfair request. But is it?

Metacritic has stopped users writing reviews immediately after a game is released.

To answer that question we need to step back and think about some pretty big issues. The first one I want to tackle is the concept of censorship. Specifically, does this change mean Metacritic is trying to “censor” reviews? And if it does mean that, does Metacritic have the right to do so? These questions seem easy enough – no it isn’t censorship, and Metacritic is a private website so they can publish or not publish whatever they want within the bounds of the law. Concepts like “freedom of speech” don’t exist in this context. As someone who runs a (much smaller) website myself, I can say to you – as my reader – that you have no right to write anything here, and if you submit something to me and ask me to publish it I have the right to refuse. Am I censoring your opinion if I do so? Of course not. Finally, Metacritic has not prohibited users from writing reviews at all – this is a delay between a game’s release and the opening of the review-writing section. Reviews can still be written and published as normal after the 36 hours have elapsed.

So that seems simple – it’s not censorship. But the truth is less black-and-white. We’re in a grey area when it comes to publicly-accessible web forums, and Metacritic has made a name for itself in part because it allows users to write reviews and provide their own feedback on the latest releases. The fact that sometimes those reviews have been used in a way the site’s designers may not have originally intended isn’t a problem – it’s part of what got the site to where it is. While on a technical level this isn’t censorship and it certainly doesn’t violate any laws, many people will be looking at it as a petty, small-minded, and unfair reaction, and it has the potential to damage Metacritic’s standing in the long term.

What makes Metacritic so valuable to many people is that it collates and averages out review scores. It’s like the RealClearPolitics average of opinion polls in the political sphere; one poll may be an outlier, but aggregate dozens together and you get a closer picture of what’s happening. Metacritic does the same with reviews. Reading a single review from one publication or one user may not provide a fully-rounded look at a title. Reviews vary, with different reviewers holding differing opinions on a title’s merits and faults. Metacritic presents itself as a wholly neutral space where its readers can see that rounded picture they’re often looking for. Anything that detracts from that sense of objectivity damages the site, and any opening for people to accuse it of bias and censorship undermines its entire existence, which is built on being a neutral space.

Metacritic is valued in the entertainment world for the same reason as RealClearPolitics is valued in the political realm.

Populism is a concept in politics that has gained traction in recent years. It pits the “people” against the “elite”, and generally speaking, anyone – be they an individual or an organisation – that can successfully claim to speak for the people against the elite can be quite successful. In contrast, being accused of being elitist can be catastrophic if the accusation sticks. By seeming to prioritise the opinions of professional critics over those of amateur reviewers, Metacritic opens itself not only to accusations of bias and censorship, but also of elitism. At a politically-charged moment, where people-power is manifest in myriad forms, the one thing nobody wants to be seen as is elitist. By preventing users from writing reviews during the most crucial hours of a game’s life, Metacritic is as the very least being a gatekeeper.

Reviews from professionals, many will argue, are no less problematic than those from amateurs and Metacritic’s own users. Accusations of paid reviews abound, and while I don’t think it’s ever been successfully proven that a professional critic was flat-out bribed to write a positive review, there are certainly perks for writing positively – and there can be drawbacks for writing negatively. Several critics have spoken out about how they were pressured into writing positive reviews by threats of revoked access to future titles. Being denied a pre-release review copy of a game can be a huge problem for professionals – without access they can’t write or publish their reviews until after a game has released, at which point interest rapidly falls away. A title like, for example, Assassin’s Creed Odyssey can easily take over fifty hours to complete, meaning a post-release review could be published at the very earliest three days after the game launched – assuming the reviewer did nothing else but play and write. Even in those three days, interest drops, clicks on a website drop, and of course advertising revenue drops as a result. In short, being denied access to pre-release review copies can be very costly – and games companies know this, and are known to use it to their advantage.

There are other perks games companies can use too, such as paying for critics to attend big “events” promoting a game, where they’ll be wined and dined as well as shown off a working copy of part of the game in its best possible light. I wrote recently about such an event that I attended while working for a large games company. I’ve seen for myself the lengths some were willing to go to to market their latest titles. These events don’t come cheap, and often the objective is to provide critics with a positive impression of the company – so that when a review copy of the latest game comes around, opinions will soften. Thus we can see a “carrot-and-stick” approach: all-expenses-paid trips, freebies, and other expensive experiences offer a positive incentive to keep a company happy, while on the other hand the looming threat of revoked access (and no more freebies) actively threatens a critic’s livelihood and the profits of whatever organisation or publication they may represent. Some organisations become big enough that they may feel the latter doesn’t apply to them – but most aren’t in that category.

YouTuber Boogie2988 spoke about how some games companies use access in a video on this very topic.

So when it comes to gatekeeping and elitism, Metacritic has certainly opened itself up to a whirlwind of criticism – some of which may be easier to justify than the rest. But now let’s consider a different side of the argument.

What is review-bombing? Is it justified? If so, is it justified in all cases, and is it justified even from people who haven’t played the game?

At its simplest, a review bomb is a large number of usually negative reviews (though there can be positive review bombs too) targeting a specific title. Many review bombs are started for a specific reason, and those reasons may not always be related to what’s happening in the game. Some titles are review-bombed for reasons to do with their publisher or parent company, for example. In the case of Star Wars Battlefront II, it was the game’s lootboxes and microtransactions. Review bombs are a way for people to express their dissatisfaction with a title, and as we’ve recently discussed, people’s experiences are subjective. But review bombs can draw attention to an issue with a title, and it’s up to everyone to decide for themselves whether or not that issue is a problem.

Review bombs can be used to target titles which have all sorts of perceived issues – and sometimes those issues can be story-based or even related to the politics or tone of a title. Some of the criticism of The Last of Us Part II, for example, was anti-LGBT, as that game has several LGBT characters. Other games have been criticised for political themes, and of course many titles are criticised for story failures. The film Star Wars Episode VIII: The Last Jedi was review-bombed for its storytelling decisions, for example.

This leads to the next point – what is “valid” criticism? And who gets to be the arbiter of what does and does not constitute valid criticism?

Metacritic’s homepage.

If a user’s only criticism when they write a review is that a game was “too political” or that it “forced an LGBT agenda” on players, is that okay? We’re back to questions of freedom of speech – which doesn’t apply in a legal sense, of course – as well as what Metacritic is and how it’s perceived. If Metacritic wants to remain a neutral space where everyone can express their opinions on entertainment titles – no matter what those opinions may be – then it has to accept not only review bombing, but also single-issue reviews, irrelevant/off-topic reviews, and everything else shy of legally-defined hate speech. Failing to do so will result in accusations of bias and censorship, which is exactly what we’re seeing in light of this decision. On a personal level I don’t agree with criticising a title for having an LGBT character, nor with many other reasons people have chosen to criticise titles over the years. But I’m just one person with one opinion, and in a way the whole point of the internet in general – and Metacritic specifically – has been to provide people with all kinds of opinions a space to express themselves.

Some critics have suggested that in some cases, users participating in review bombs haven’t even played the game in question, and are simply piling on. They say that this undermines the site’s user score and makes it problematic. To that my answer is: “so?” Metacritic invited users to review the latest titles. There have never been qualifications or criteria imposed on those reviews – and that means sometimes people will review something they don’t know a lot about. That’s people for ya… this is the internet, after all. The problem is that there’s no real way to prevent that – either people are free to write a review or they aren’t. And when Metacritic has for years shown itself off as a public space where anyone can submit a review, revoking that right, even for a short time, undermines the entire concept.

On a much bigger scale, Facebook and Twitter have taken a lot of flak over the last few years for their stances on “fake news”. Both sites claim to be spaces where people can gather together to discuss anything and everything, and both have become important for politicians too, many of whom now campaign using social media (especially during the coronavirus pandemic). But both sites have had issues as a result, with politicians of all stripes calling them out for “fake news” and “censorship” depending on whether a decision went in their favour or against them. And it comes down to a deceptively simple question – with huge websites like this that have a lot of power to shape opinion, who gets to be the judge of what opinions are allowed and prohibited? Metacritic, and the entertainment-based issues we’re dealing with along with it, may not be as life-changing as some of the political decisions taken by Twitter and Facebook, but it’s all in the same wheelhouse. Perhaps we’ve just traded one group of censors for another.

Who gets to be the judge of who can and cannot write a review or share an opinion?

Metacritic has to decide what it wants to be. Is it a public forum where anyone can review the latest titles? Is it an aggregator of critical opinion – and if so, is that exclusively professionals’ opinions? Or is Metacritic itself going to step into the discussion and decide who can review a title, and perhaps even what their review can and cannot say? This isn’t the site’s first rodeo. In the past they’ve been accused of deleting negative reviews during review-bombing campaigns, and that alone means that they’re not wholly neutral. By opting to further restrict user reviews, particularly in a game’s most important hours on sale and during which many purchase decisions are made, Metacritic is inflating the value of professional opinions and removing what has been for many people an important factor in researching a game and deciding whether or not to make a purchase. Time will tell if the decision is met with a sigh and a shrug, or whether it will have lasting consequences for the website.

I don’t think it’s fair to accuse Metacritic of “censoring” opinion. Because this decision applies to positive as well as negative reviews, that case is impossible to make. But what it will do is make professionals’ voices louder, as in the absence of amateur opinions theirs will be the only ones available. To me, that seems anti-consumer. While it’s true that some reviews can be off-topic, with players taking out their frustrations on a game for reasons I may not agree with, review bombs are a legitimate form of protest, and one of the few ways people can band together to express their opinions. Occasionally they may even prompt a response from game publishers and developers, as we saw in the case of Battlefront II in 2018. Review-bombing wasn’t the only tactic used by irate gamers, but it was a factor. If we’d only been left with critic reviews at that time, we wouldn’t have known the extent of the game’s microtransaction and lootbox issues – in that sense, the torrent of negative reviews saved many people from buying a game they would not have enjoyed, and contributed to a wider backlash that ultimately forced Electronic Arts to scale back the in-game monetisation. The scale of that backlash may even lead to legislative reform to tackle in-game gambling – an issue I covered recently.

Metacritic has built a reputation as a neutral space that collates opinion rather than steps in to provide its own. Many people find that valuable – far more so than the opinions of a lone reviewer or one publication. It isn’t wholly unique, as there are other websites which aim to do something similar, but as one of the largest such sites on the web, many people rely on Metacritic for an unvarnished opinion of the latest titles. Taking steps away from that may seem justified, but in the long run will only undermine the site’s unique selling point. If too many people become dissatisfied and decamp to another site that offers what Metacritic used to, the site will disappear like MySpace did as Facebook rose to prominence. In fact, Metacritic would do well to learn from failed websites like MySpace – the lesson is that in the digital world, things can happen quickly. A fall can be just as fast as a rise, and when you’re dependent on crowds, you better keep the crowd satisfied, because there’s a whole web full of up-and-comers and smaller sites who will poach your users if you don’t treat them properly.

An example of a game whose Metascore and user score are slightly different.

From the moment Metacritic opened itself to amateur reviews, review bombs and other practices its owners may disapprove of were inevitable. They lost the opportunity to be an active participant and an arbiter of content when they positioned themselves as a neutral space offering as close to objectivity as it’s possible to get. It’s too late to change now; Metacritic can no longer insert itself into the discussion without losing the very thing that draws people to it in the first place. Sacrificing its unique selling point may solve the problem of review bombs – but it risks everything the site has tried to build in the process.

People have the right to an opinion, and to express that opinion somewhere for others to see. Metacritic doesn’t have to be that space; it’s a private company and it can do what it wants with its own slice of the worldwide web. But having appeared for a long time to be that public forum, and having made a name for itself and attracted millions of users on that basis, it will be impossible for the site to step away from that role without drowning in criticism. It’s absolutely true that not all reviews are equal or equally relevant, but it has to be up to readers to decide for themselves what they think. If a game has glowing critic reviews and negative user reviews, instead of just looking at the number out of ten, taking a few minutes to read some of those reviews on both sides of the debate will be at the very least informative. And that’s where we stand – reading reviews is just as important as writing them. By taking one group of reviews away – even for a short time – Metacritic is saying to its readers that it doesn’t trust them to form their own opinions. It feels they’re too stupid or too lazy to properly understand what’s being said. It ranks professionals’ opinions higher than everyone else’s, and will push them on its readers as much as possible. I don’t think either of those things are wise.

While the move to delay reviews may seem minor, in some ways it really isn’t. Not only does it block amateur reviewers who want to make their voices heard, it does a disservice to Metacritic’s audience – the readers who rely on the site being independent and neutral. It’s also elitist at a time when the public’s tolerance for elitism is at an all-time low. And finally, it undermines what Metacritic says it wants to be and how it positions itself as a somewhat unique offering on the web.

Is it censorship to limit reviews? No. Does that mean it’s a good idea? Definitely not.

All titles mentioned above are the copyright of their respective companies, developers, publishers, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 10

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order and for other iterations of the Star Wars franchise.

This section was a long one, even by my standards, so I hope you’ve got a drink at the ready as we could be here for a little while! Last time we left Cal and the gang on Kashyyyk, having determined that the next destination was Dathomir. Cal had defeated the Ninth Sister, befriended a shyyyo bird I named Buckbeak, and after listening to another recording of Master Cordova, had made it back to the Mantis. Upon loading into the game, Cal was standing outside the ship and got a couple of lines of dialogue from Cere and Greez, mostly just discussing the situation on Kashyyyk. At the galaxy map I was all ready to set course for Dathomir when Greez suggested we backtrack to Zeffo – he thought there might be some loot worth getting in the wreckage of the crashed ship. Despite wanting to get on with the story, the return to Bogano last time proved very fruitful so I decided to go along with it.

The view from the cockpit of the Mantis as Cal leaves Kashyyyk behind.

The flight to Zeffo was uneventful, and after landing at the usual spot, Cal spoke to Cere and Greez again. It turned out that Cere had once been a Jedi seeker – using her skills to locate Force-sensitives for the Jedi Order. Teaching Trilla what she knew led to the latter becoming a particularly successful Jedi-hunter. Cal headed in what I hoped was the direction of the Venator’s wreckage. At one point I got turned around in the ice caves, and it took a little while to find my way out. Another duo of bounty hunters beset Cal near the entrance to the first tomb, and this was another tough fight.

Taking on a bounty droid on Zeffo.

I didn’t go back into the tomb; I’m not even sure if the tombs were still accessible, but even if they were there’s no point. Eventually Cal made it to the wreckage of the Venator-class ship, and to be fair there was a lot we hadn’t explored here. Last time Cal basically looked over about 10% of the ship en route to the Imperial excavation site, and after escaping Trilla and the tomb was captured by the bounty hunters, precluding a return to the crashed ship. This time, I ignored the route that led to the dig site and proceeded deeper into the wrecked ship. The ship is sitting in a large body of water, and now able to dive below the surface, Cal found a hidden chest. An ice slide then led further into the ship, seemingly through one of its engines. The ship still had some power – during the slide Cal had to avoid some dangerous-looking electrical columns and vents.

Sliding into the Venator wreck.

Inside the wreck, Cal spoke briefly to BD-1 about his earlier life. As a Jedi padawan he lived aboard a Venator-class ship with Master Tapal; demolishing them as a scrapyard worker on Bracca was hard for him. There were several Force echoes amongst the wreckage, telling the story of a Jedi Master and her apprentice who were attacked and killed during Order 66. Cal eventually found their remains.

Exploring the wreckage.

Also in the wreck were a number of troopers, including a Purge trooper. Once again, I have no idea how the troopers got to be in the parts of the level where they were. For Cal to get there took a lot of climbing, swimming, swinging, and using Force powers, so it kind of makes no sense that Stormtroopers would be able to be in these hidden areas in my opinion. There was another bounty hunter to fight in the wreck too, and I’m increasingly convinced that the bounty hunter attacks are not scripted and their locations are random. As usual I found the bounty hunter fight difficult, but was eventually able to prevail.

Cal defeats the bounty hunter.

The reward for half an hour’s worth of exploration was meagre – a few customisation options, which were mostly lightsaber parts, and a single new stim for BD-1. Additional stim-packs are useful, there’s no denying that. But Zeffo is a large level and the Venator wreck took time to navigate; I was hoping for something more, I suppose. After collecting the stim-pack upgrade there was also the matter of making a safe return to the Mantis which was all the way on the other side of the level.

BD-1 receives another stim-pack. He can now carry six.

While exiting the Venator wreck I spotted a smaller area off to the side of the main crash site that I also explored. Inside was a holo-recording of a Clone Trooper commander, and another bounty hunter to fight. These guys definitely have it out for Cal! This section was thankfully smaller and took less time to explore, but also contained nothing of value. A couple of Force echoes added to the story of the Jedi Master and padawan, but that was it. I headed back to the Mantis via the ice caves as I remembered that there was a cable-car in there.

The recording of the Clone Trooper.

Aside from one annoying puzzle which involved moving a box, wall-running, and jumping to cross a gap, the Venator wreck was an easy enough level. And it was a nice change of scenery from Jedi: Fallen Order’s previous levels, as well as being somewhat reminiscent of Rey’s exploration of the wrecked Star Destroyer on Jakku in The Force Awakens. After backtracking through the ice caves and fending off a few more Stormtroopers, Cal made it back to the Mantis. Cere piped up, suggesting another diversion back to Bogano, but as I’m fairly confident I got everything worth having last time I decided to ignore her and go to Dathomir this time. I was itching to continue the story – even if I wasn’t excited at the prospect of battling those Night Brothers again!

The Mantis lands on Dathomir.

After landing, Cal spoke to Greez and Cere. Greez was frightened of Dathomir and insisted on staying aboard the ship, but Cere was standing just outside. Greez told Cal to go easy on Cere following the revelation about Trilla, and in this conversation dropped a nice little easter egg about a “castle on Takodana” that makes great cocktails – a reference to Maz Kanata from the sequel trilogy. Outside the ship I spotted a rock formation that I hadn’t seen last time – it looked like it could be a shortcut into the level but there was no way to climb it. Before heading off to get back to the crumbling bridge that thwarted Cal’s first attempt to explore Dathomir, Cere wanted to chat. She basically warned Cal to be careful, and in an optional conversation they spoke about Cal healing his connection to the Force. Despite their differences, Cere appears in this moment to care for Cal and act as his mentor.

Cere and Cal speak outside the Mantis.

The path through Dathomir to the bridge was familiar to me after having spent time here earlier in the game. After that debacle, I was half-hoping that the double-bladed lightsaber upgrade Cal acquired on that trip would prove itself useful at some point. Unfortunately it didn’t; aside from a single special move that Cal could learn (throwing the double-bladed weapon around him in a wide circle) it seems to make no difference, and Cal could have stuck with using the single-bladed variant. That first visit to Dathomir was thus a complete waste of time, and detracts from what has otherwise been a decent story. The wanderer Cal met last time is still standing on the bridge in the same spot, and it’s as if no time has passed at all. As I said previously, I’m happy with a linear game that requires me to take a specific path. Jedi: Fallen Order is clearly this kind of game. But with that being the case, the game should not have presented itself as one with optional routes – pretending to offer player choice where none exists is clearly an attempt to mimic more open titles (like the older Knights of the Old Republic games as well as modern open-world ones) but without the substance to back it up. Instead of Dathomir feeling like an intimidating place to visit at this point in the game, it ended up feeling like yet another backtrack, and the first part of the level’s layout was very familiar as I’d spent a lot of time scouting it out looking for a way across the bridge.

Remember this meditation spot?

I had unlocked a couple of shortcuts on my first visit to Dathomir, and it only took a few minutes to get back to the bridge. The wanderer was still there, but as we’d exhausted the conversation options last time, he had nothing left to say to Cal. Double-jumping across the gap that halted his progress last time led to Cal being confronted by three Night Brother archers, and after taking them out a cut-scene triggered which saw another Night Brother attack a wooden platform on the bridge, sending it and Cal crashing down. This next sliding section has to be the worst in the game so far, and seems to have a major glitch or bug. A short slide after the cut-scene ends with Cal needing to double-jump across a gap to continue sliding, but for some reason this jump proved impossible. No matter how many times I tried, aiming Cal was impossible. He’d end up leaping off to one side, and the rare time he didn’t the double-jump wasn’t enough to clear the gap. At one point Cal even got stuck on a branch above the slide, unable to move or progress further.

Unable to clear the gap despite double-jumping.
Stuck in the scenery above the slide.

This slide was way harder than it needed to be. And the double-jump feature is to blame – for some reason, what was happening was that Cal would jump up from the slide and immediately double-jump, despite the fact that I was only pressing the button once. This meant he lacked the momentum to clear the gap in the slide, and pressing the button a second time did nothing as the game believed he had already double-jumped. I tried switching over to the keyboard and mouse input, but the same issue occurred. I quit the game and re-loaded my save file, but the issue persisted. I was eventually able to clear the gap and continue down the slide, but it took over thirty attempts. Luckily, as I’d seen while stuck in the scenery, there was a meditation spot near the bottom of the slide. After checkpointing, I was tempted to take a break after all the fuss with that stupid slide, but I decided to press on as I was curious to see more of the story and we hadn’t actually done anything of consequence on Dathomir yet. Around the next corner and through a gap in the wall, the Night Sister who confronted Cal last time was back.

The Night Sister.

The Night Sister reminds me of Visas Marr from Knights of the Old Republic II, something about the hooded robes and mysterious Force abilities, I think. But that’s incidental. She is furious at Cal, as she believes it was the Jedi who attacked her people (as I think we covered last time, I think this was something included in the Clone Wars television series, but I haven’t seen it). She said she wants to exact revenge for the attack, and used her Force-magic to raise a number of zombified Night Sisters to attack Cal.

A Night Sister zombie.

These Night Sister zombies weren’t hard to defeat one-on-one, but as is often the case with zombies in video games – and in the wider genre of zombie fiction – en masse they were much harder opponents. The Night Sister is able to raise several at a time, and over the next section of the level Cal would be beset by multiple groups of these non-sentient enemies. Despite the fact that the game’s databank describes them as “mummified”, they absolutely behave like typical fast-moving zombies, so that’s what I’m calling them.

A closer look at a zombie.

This section of the game, as Cal tackled the lower levels of Dathomir, felt once again like the game was being padded out. Nothing in this area contributed to the story; there were no major puzzles and only one boss fight. Cal’s journey across the game has had several of these moments – detours which neither added to his personal story nor the overall story of the game. The entire objective of this section – which probably took a good hour to complete – was to get back to the section of the bridge where Cal fell and thus access the tomb. While it was at least a new, unexplored area and one that didn’t involve a lot of backtracking, it wasn’t particularly interesting, and the enemy types thrown at Cal were the same two Night Brothers – the melee and archer variants – and the zombified Night Sisters.

The lower levels of Dathomir.

I mentioned a boss fight, and this was a big one. Earlier, Cal had spotted a large creature flying around, and after progressing as far as possible through the lower levels, eventually ended up facing a room that was very clearly a “boss fight arena”. It even had a meditation spot directly preceding it! On the far wall was a dead Night Brother and what looked like a section Cal would be able to climb. While investigating, the winged monster Cal had spotted earlier arrived – this must be its nest. The fight was difficult as the monster had a number of moves at its disposal, including unblockable attacks and a screech that could temporarily stop Cal from moving. It could also fly quickly from one side of the arena to the other, and its size meant its attacks had a broad range, making them hard to dodge.

The large monster during the boss battle.

The creature – which I thought resembled a giant owl – was hard to take down. Eventually, when its health bar was around three-quarters depleted, it fled the area and Cal thought he’d won. He’s clearly not a gamer, because if he was he’d know that the monster was sure to be back! The Night Brother that Cal had begun to examine before being interrupted turned out to have special gloves that made it easier to climb walls – but only walls with a certain pattern, of course. Cal was thus able to climb out of the arena and on to the next part of the level. I found these gloves worked very well, but at several points there were glitches where Cal was able to use them to climb invisible walls. One time this led to getting stuck in the scenery and I had to again quit the game and re-load my save.

Climbing on thin air.

The monster did eventually come back, and in a scripted sequence grabbed Cal and took off flying through the air. This section saw Cal and the monster fight in the air, with Cal having to jump onto its back several times – these moments required split-second timing and perfect accuracy, neither of which are my speciality, so this section took multiple tries! Eventually the monster and Cal crashed back to the ground, and the monster was finally dead. As an aside, I often find myself feeling sorry for creatures like this in games – it was just minding its own business when Cal showed up, after all. It’s for this reason that I was never interested in games like Monster Hunter World – I just don’t want to harass and kill monsters for no reason!

Cal diving toward the winged monster.

With the boss defeated, this section didn’t have much more to offer. Cal had to make his way back up to the surface, and some Night Brothers stood in the way, as did a long, winding, and complicated route. There were a couple of Force echoes which seemed to imply that the wanderer had crash-landed here in a ship and was taken prisoner by the Night Brothers. There were also a couple of customisation options in chests.

A Night Brother.

At one point Cal entered what was described as the Night Brothers’ village. This section contained another slide – thankfully an easier one than the one that led here from the surface – and a number of enemies to battle. Presumably being a Night Brother is more fun than it first appears if the way around their village is by slide. Cal was finally making his way up, back toward the surface, when he had a very ominous conversation with Cere on the radio. Apparently Greez, who has locked himself aboard the Mantis, insisted he’s seen something or someone snooping around the ship. This wasn’t an optional conversation; it triggered automatically as Cal made his way through the level. I was sure that this would lead to consequences later! In a chest in this area I unlocked another paint job for the Mantis. Despite enjoying its yellow design, I chose to apply this mostly-black variant just for a change of pace.

The Mantis in its new colour scheme.

The climb up from the Night Brother village overlooked the Mantis, as you can see from the screenshot above. But this was still a long way from where Cal needed to be, and I was beginning to get frustrated with this incredibly long detour. Fortunately, however, Cal did eventually make it back around the level, unlocking a shortcut back down to the lower level (as if I’m going back there on purpose) in the process.

Cal during the climb back to the bridge.

Back at the bridge, the wanderer was gone and the three Night Brother archers had respawned. Defeating them was not particularly difficult, but one of them fired an unblockable shot that, because of where I was standing in that moment, knocked Cal off the bridge and back onto the glitchy slide. Well there was no way I was going through all that again, and after failing to jump back up to the bridge, I re-loaded the game for the third time in this session. Luckily there was a checkpoint in the area just before the bridge – but I’d loaded in here three times now, and the same three Night Brothers appeared each time as the game always loads the same enemies in the same areas. I wondered to myself how many darn times I’d have to complete this one fight! This time I made it across the bridge without falling and to my surprise there were no enemies in the area. It was a straight shot from here to the entrance to the tomb.

Finally made it to the tomb entrance.

There were two paths available, one which led directly to the tomb and one off to the side. Off to the side was only a chest, and after picking up another customisation piece I headed into the tomb. To my surprise, there was nothing in here. In a large room, Cal walked to the back where there was a wall or door that contained carvings – these looked like the Zeffo script we’d seen elsewhere. But as Cal “interacted” with the wall, nothing seemed to happen.

Cal and BD-1 examine the Zeffo tomb.

An audio log from Master Cordova provided a little more information – the Night Sisters allowed him to access the tomb, which he described as hidden and secluded, but he felt it was a dark place. Checking the holomap confirmed that this door was blocked, and with nothing else to see inside the room I turned to leave. There was a meditation spot right by the blocked doorway – strangely I hadn’t seen it on the way in. I decided to make use of it before heading outside to see what I’d missed, though Cal didn’t have any points to use. However, exiting the meditation spot didn’t bring me back to the tomb – it was another flashback of Cal in his youth!

This is what I saw immediately after exiting the meditation menu.

I absolutely love the way this was done. Jedi: Fallen Order has used one of its most basic features – the checkpoint-save – to pull a complete surprise on players. As Cal knelt down to meditate I had no inkling of what was about to transpire! When I got over the initial shock, however, it seemed obvious that in a place of darkness, Cal was going to see a very dark vision – could this be the day of Order 66? Unlike previous flashbacks, where Cal was in a bland grey training room, he first appeared in a cabin aboard a ship, and curiously I could see what looked like a Jedi holocron (just like the one we’re chasing) on one of the beds.

Is this object in Cal’s cabin a holocron?

Where previous flashbacks had been fairly short, designed to show Cal a new skill (or rather, to re-learn an old one), this section was long. It also contained the first difficult puzzle since arriving on Dathomir – in the training room Cal had to use all of his skills from wall-running to double-jumping to get from the ground to Master Tapal’s location in a room high above. And my goodness was this just the dumbest puzzle! It wasn’t bad per se, it was just not at all obvious where to go at one point. Cal had to jump from a floating platform and hang onto part of the wall of the room, but the wall was grey and the hand-hold was also grey, meaning it wasn’t obvious where to jump or what to aim for when Cal reached that point. The jumps between platforms and especially at the wall-running section were also right on the limit of Cal’s abilities, meaning each jump had to be timed perfectly to avoid Cal falling to the floor and having to repeat the whole obstacle course. On the plus side, I got a taste of what it must be like to be a Jedi padawan… suffice to say I would’ve failed padawan school.

The training room.

After eventually completing this obstacle course, Cal arrived in the upper room where Master Tapal was waiting. Here it was revealed that they’ve been on or in orbit of Bracca for some time – presumably why Cal went there during or after Order 66. Bracca had been secured – presumably from forces loyal to General Grievous and the separatists – and the ship was getting ready to move to another destination. However, the Clone Trooper in the room received new orders, and we heard the familiar line from Revenge of the Sith: “Execute Order 66”.

The Clone Trooper and Master Tapal.

Despite being momentarily overwhelmed by sensing the deaths of many Jedi through the Force, Master Tapal was able to defeat the lone trooper. He encouraged a frightened Cal to make his way to the escape pods, promising to rendezvous there after taking care of business. The next section of the game saw Cal make that journey, and he had to fight Clones who had been his friend moments earlier.

Cal with Master Tapal.

The Clones were no harder to defeat than Stormtroopers; despite being young in this sequence, Cal was armed with a lightsaber (blue this time) and just as capable of standing up against the troopers as he has been in the rest of the game. Making it through the ship was thus not an issue from a gameplay point of view – in fact I expected Cal’s youth, and the lack of BD-1 to carry stims – to make it harder than it was.

A Clone Trooper firing at Cal.

A particularly cool sequence saw Master Tapal take out a whole squadron of Clones in a corridor below Cal, who was using the ship’s Jefferies tubes to avoid detection en route to the escape pods. Escaping the ship, while it posed no real challenge from a gameplay perspective, was one of the most tense and exciting in the game so far. It really felt as though Cal had mere moments to get away from the ship and the violent Clones, and his own shock at was happening came through in the animation and voice performance perfectly. At one point Cal had to climb through a turbolift shaft and lost his lightsaber – this explains why he uses Master Tapal’s saber instead of his own.

Cal loses his lightsaber.

Upon reaching the escape pods, we saw Cal witness his Master’s death. A squadron of troopers blasted away at Master Tapal, and though Cal was able to open the escape pod and help him inside, it was too late and he died in Cal’s arms. His last words to Cal were to wait for a signal from the Jedi Council – despite everything that transpired, Master Tapal still had hope that some Jedi would survive and be able to help Cal. The escape pod launched, and Master Tapal had his revenge as the ship exploded – this is perhaps why we see an exploding Venator-class ship on the game’s title screen.

Master Tapal’s final moments.

The escape pod was presumably bound for Bracca, or else ended up there shortly after, as we know the ship was in that system. How Cal came to hide out, where he landed, and other questions are unanswered, but perhaps we’ll learn more later in the game. However, none of that really matters – this moment is the heart of Cal’s backstory. Order 66 led to the death of his Master, and he feels a great sense of guilt. Not only survivor’s guilt, but that he couldn’t do anything to save him, that he wasn’t quick enough or skilled enough. As the flashback ended, a new vision began. In a dark, shadowy arena, Master Tapal confronted a fully-grown Cal, saying that it was his fault he died, and that he was weak and a traitor. Cal duelled the vision of Tapal, and unfortunately this serious moment was somewhat spoilt by a silly visual glitch – Master Tapal’s head seemed to twist unnaturally.

The glitch affecting Master Tapal.

The duel between them was short; I expected a boss battle but it was really just a couple of blows. As Cal struck his Master with his lightsaber a cut-scene triggered. Cal plunged his blade into Tapal, who says that his blood is on Cal’s hands, as it always had been. This is a representation of Cal’s feelings of guilt, amplified by the dark side of the Force – or at least that’s how I interpreted this vision.

Killing Master Tapal in a dark vision.

Snapping out of the vision, Cal realised in the real world that he’d been holding his lightsaber tightly – and crushed the crystal inside in his hands. The weapon was now broken; regular button-pressing wouldn’t activate it. With no way into the tomb, and now unarmed and unable to defend himself, a dejected Cal left the tomb. The wanderer was waiting outside, and revealed himself to be a former Jedi. Just as I was wondering how I’d be able to fight him with no weapon, the Night Sister appeared.

The wanderer revealed.

The wanderer – whose real name is Taron Malicos – seemed to be armed with two lightsabers. Either that or he has a very ornate belt buckle! I wondered if Cal would be able to steal one or might even be given one, but it turns out that years on Dathomir have turned Malicos to the dark side. He even controls at least one faction of Night Brothers. He attempted to recruit Cal into whatever cult he has going on, which angered the Night Sister as she believed all Jedi need to die as punishment for the attack on her coven. After a brief conversation, the Night Sister raised another group of undead, and the race was on for Cal to make it back to the Mantis!

The Night Sister uses her magic.

I didn’t see what happened to Malicos in all the confusion. He may have escaped – and it seems like, from a story point of view at least, Cal will still have to deal with him somehow. My immediate concern, however, was that Cal was unarmed and now being pursued by the largest group of zombies seen so far. These zombies can jump, meaning crossing the bridge provided no safety. More zombies appeared as Cal raced back through the level, barking at Greez and Cere to prepare the Mantis for takeoff. The ramp I spotted before was a shortcut – and I was able to utilise it to return to the Mantis with the zombies in hot pursuit!

The escape from Dathomir.

Cal made it back to the ship in one piece, and though a number of zombies tried to climb aboard, Greez was able to take off and flee the planet. Cere and Cal sat down for a heartfelt conversation, as Cal revealed his broken lightsaber to her. Cal was sure he could have saved Master Tapal – all the guilt he’s felt for years came spilling out. Cere responded by telling Cal that she cut herself off from the Force because in order to escape the Empire she gave in to the dark side. The pull of the dark side is something every Jedi will have to deal with, she says. Learning about the holocron snapped her out of her rage and anger at the Empire and at herself – providing her with hope that there could be a brighter future.

A dejected and defeated Cal aboard the Mantis.

What will happen next is unclear. The Mantis flew to a snowy location that I initially thought may be Zeffo, but now I’m sure is not, and after landing Cere told Cal it was time to build himself a new lightsaber. She offered him her own, and he took it. This planet may be some kind of Jedi training ground – Cere was a former Jedi seeker, after all. After landing on the snowbound planet, I checkpointed my progress and stepped away from the game.

The Mantis lands on the snowy world.

So this was a very long session, with some quite frustrating points but a great story. Jedi: Fallen Order has taken Cal – and me along with him – on a rollercoaster ride so far. Conquering his fears and guilt seem to be the key to entering the tomb – but first Cal will need to rebuild his broken weapon. Hopefully the Zeffo Astrium will be worthwhile when he finally gets it. I’m assuming that won’t be our final visit to Dathomir. Not only does Cal need to access the tomb, but both the Night Sister and Malicos need to be confronted to conclude that section of the story satisfactorily.

Join me next time and we’ll see what happens next – and where we are!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 9

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order and for other iterations of the Star Wars franchise. There is also a spoiler for Game of Thrones Season 8.

Welcome back to Jedi: Fallen Order. After avoiding the Second Sister’s forces on Zeffo, and escaping imprisonment by a gang of gambling-obsessed bounty hunters, Cal and the gang got a lead on the location of Wookie chieftain Tarfful. I was all set to head back to Kashyyyk when Cere suggested a return to Bogano in search of hidden caches of supplies. At the end of the last part of this playthrough, we had just landed on Bogano, so that’s where we’ll pick up now.

Cal and the Stinger Mantis at the landing zone. The spire in the background is the vault we’re trying to access.

I haven’t exactly been wild about Jedi: Fallen Order’s style of sending me back-and-forth between the same levels. Returning to a previously-visited level is fine for completionists who have to unlock every last item, but generally speaking I’m here for the story. However, the chance to acquire some new loot was enticing enough to convince me to backtrack, and I’m very glad I did. After landing, Cal spoke with both Greez and Cere – these were basically continuations of the chats he had with them last time. Cere expressed her regret at not telling Cal about Trilla and her past with the Empire sooner. Greez had a line that I found interesting: Cere is the one “paying the bills” for their expedition; he’s literally just a hired pilot, though they have become friends. This raised a question for me that may be wholly irrelevant, but I can’t help wonder where Cere got the funds for all this star-hopping. Though the economy of the Star Wars galaxy has always been suitably ambiguous, Cere must be reasonably wealthy to be able to afford to keep hiring Greez and the Mantis. Yet as an ex-Jedi and fugitive from the Empire, where did she get her money?

Cal and Greez chat near the Mantis.

At the landing site there was a ramp that led down into a small chamber. Inside was a little fox-like creature; Cal rescued it and it will now have a home aboard the Mantis. Also in this area was another sphere-and-socket puzzle, which upon completion opened up an area containing a chest. We’d found one of these chests during our first visit to Zeffo, and inside was an upgrade for BD-1, allowing him to carry one more stim (health pack). This alone made the trip worthwhile, and after thinking I wasn’t going to spend much time here in my rush to get to Kashyyyk, I was suitably buoyed by gaining an extra stim to revisit more of Bogano in the hopes of finding more loot!

BD-1 acquires an extra stim-pack.

Outside of this area were a few more of the fox-creatures, but the hostile enemies that we encountered on Bogano the first time all seemed to have vanished. I used the holomap to try to scout out unexplored areas and places where previously-blocked paths were now accessible. In what had presumably been Master Cordova’s camp – where Cal met BD-1 for the first time – was a surprise, though! A large droid was waiting for Cal, and seemed to speak with a human voice as if being controlled remotely. After defeating it, it turned out to be affiliated with the bounty hunter collective that Cal escaped last time. This felt like a bad sign: was Cal being hunted by two groups now?

The bounty droid.

After collecting a couple of lightsaber components, Cal faced off against another large monster. We fought one of these after exiting the vault on Bogano the first time, and more recently in the bounty hunter’s arena. It was a tough fight, but Cal received a great reward – another new poncho. This one is my favourite: it’s pink! Unless he later finds one covered in sequins or rhinestones I doubt I’ll be changing outfits for the rest of the game. Cal looks like a pretty princess.

Cal’s pretty new outfit.

There were a couple of other things to see on Bogano; at one point Cal and Cere spoke on the radio about her time as Master Cordova’s apprentice. They enjoyed playing holo-chess together, which was a cute little story adding to Cere’s background. There was one final unexplored area left, and to my great surprise when I got there I found another chest with a stim upgrade. This means BD-1 can now carry five stims as opposed to the two he was equipped with at the start of the game. This obviously helps a lot, as a couple of times Cal has run out of stims during particularly difficult sections. After retrieving this second stim I was content that I’d picked up as many of the supplies as I was going to find, so back at the Mantis I set course for Kashyyyk.

Cal and the gang on the bridge of the Stinger Mantis.

I wasn’t sure what to expect on Kashyyyk. Mari – the resistance fighter Cal befriended last time – had said the Empire’s counter-attack led to them taking back control of the facility we attacked last time. It always felt like the resistance was fighting that kind of engagement; expecting them to keep control of an Imperial facility didn’t seem feasible. However, their situation appears grim. With Saw Gerrera having retreated away from Kashyyyk, it wasn’t clear who would still be there, or even where the Mantis would be able to land. As it turned out, the Mantis was able to land at the same Imperial landing pad as last time – though given the Empire is now in full control of this area, I’m not exactly sure how or why that was possible other than “because it’s a game”. As I said before about Zeffo, given that we’re going to be taking a different route this time and exploring a different area away from the Imperial base, I’d have preferred to see the Mantis pick a new landing zone. Splitting Kashyyyk and Zeffo into two wholly separate levels for the two visits Cal had to make to each would have gone some way to making these sections feel less repetitive and less like backtracking.

The fox-creature Cal found on Bogano now lives aboard the Mantis!

There were no enemies to fight at the landing pad, and though both Cere and Greez were stood outside the ship, neither had anything to say. Presumably we’d used up their dialogue on the jaunt to Bogano. There was evidence of a battle on the landing pad, as Cal sensed a Force echo from a discarded resistance fighter’s helmet. Trilla had been here in search of Cal, and had killed the resistance fighter while looking for him. Cal felt very guilty at unleashing the Jedi-hunters on these resistance fighters; while they would have had a hard time holding out against the Empire, they were no match for Trilla and her Purge troopers.

The dead resistance soldier’s helmet.

Also at the landing pad were Mirienna and Choyyssyk – Mirienna was the woman from Zeffo who Cal met; her husband had been killed by the Empire. Choyyssk was a Wookie who Cal freed from the prison; he was the one who set up the meeting with Tarfful, the chieftain we’re here to meet. Tarfful wasn’t here, though, he was at a rendezvous point in Kashyyyk’s Shadowlands. After a brief chat in which Mirienna revealed she too is leaving the planet, Cal wished them well and headed out. I was excited at the prospect of heading into the Shadowlands. I mentioned this area on our last visit to Kashyyyk as I’d played through it in Knights of the Old Republic. Compared to that game, the presentation of Kashyyyk in Jedi: Fallen Order was quite different; less like a massive forest with kilometres-tall trees and more like a dense jungle. However, all that was about to change!

Cal with Mirienna and Choyyssyk at the landing zone.

A cable-car took Cal to the Imperial facility’s rooftop, where last time we’d defeated the AT-ST and listened to Saw Gerrera’s speech. From here, the only way forward was to take an elevator into the facility and find a way out into the forest from there. I had a bad feeling about the elevator – last time Cal rode one the doors opened to reveal Trilla! And this time was almost as bad: Cal arrived in the Imperial facility only be confronted by two bounty hunters. This was one of the hardest fights so far in Jedi: Fallen Order for me. Both bounty hunters had a variety of weapons and stun-gadgets at their disposal, including flashbang grenades which turned the screen white, blinding Cal temporarily. However, after focusing on one opponent at a time (and using a couple of stim-packs) Cal was able to defeat one of them, before a well-timed use of Force push sent the second falling to his death. Thank goodness for enemies who choose to fight on ledges and platforms!

The two bounty hunters.

I can’t tell if the bounty hunters are always in this location, or whether their appearances are somewhat random. However, one thing is clear – having encountered the droid on Bogano and now these two, the bounty hunter guild is hunting Cal. Surprisingly this wasn’t mentioned at all; I wondered whether Cal might’ve told Greez what had happened, but he never did. After this fight there were several Stormtroopers and a Purge trooper to defeat, before BD-1 was able to take down a forcefield allowing Cal to exit the base and head into the forest.

The way out of the Imperial base.

After exiting the base, Kashyyyk finally started to take on a similar feel to how I remembered it from Knights of the Old Republic in the early 2000s. At points, Jedi: Fallen Order’s Kashyyyk Shadowlands felt like a visually-improved version of the level from the older game, and I absolutely adored the nostalgia trip of exploring this dangerous forest floor. Gone were most of the jungle elements that Cal saw on the route to the Imperial base last time, replaced with a dense forest. I have no doubt Kashyyyk’s wroshyr trees are based on California’s giant redwoods, and while I’ve never seen those for myself I’ve seen photos and at least one documentary! A short distance from the base were several Stormtroopers armed with rocket launchers in a treehouse-platform, and credit to the game’s designers here because the platform looked just like the ones seen in Revenge of the Sith. Yoda was in such a treehouse when Order 66 occurred.

The treehouse.

From here a zipline led deeper into the forest, and there were a variety of animal and plant(!) enemies to battle. Tarfful sure picked an out-of-the-way location for a meeting! But that makes sense as he wouldn’t have wanted to get any closer to the Imperial base than necessary. There was a Force echo in this area which showed Saw and Mari arguing – believing Kashyyyk lost, Saw has withdrawn as we already knew. But Mari insisted on staying behind to help the Wookies in their resistance to the Empire. I’m still hopeful Saw will reappear in the game, as Cal’s story with him doesn’t feel complete. This section contained several giant venus fly trap-like plants, which are more than big enough to eat Cal! Luckily there’s a couple of seconds between stepping on one and it snapping shut, which is enough time in most cases to jump off before having a problem.

A jaw plant.

After battling a few more troopers, Cal was able to advance deeper into the forest. Another Force echo saw Cal learn about the resistance’s retreat from the Imperial base; at one point they were overrun and a number of soldiers were killed. After climbing through a cave, Cal dropped down into a body of water called Origin Lake, and was getting closer to Tarfful – whose rendezvous location was marked on the holomap.

Cal learns the fate of many of the resistance soldiers.

There was another Purge trooper to battle in this area as well as the standard troopers and monsters, and Cal had some swimming to do to get out of the lake. Climbing up eventually led to a couple of vines, and after swinging across like a fabulously pink Tarzan, Cal made it to the meeting with Tarfful. For some reason Choyyssyk was there too, having apparently raced there from the landing pad. Having a companion during this section of the game could have been interesting, and it could have been fun for Choyyssyk and Cal to journey through Kashyyyk together. The meeting itself was a complete let-down, as Tarfful basically says that he once told Master Cordova to climb a large tree – the Origin Tree. And that was it. No big reveal or useful information, and the conversation with Tarfful and Mari was over in a couple of minutes. At least there was a reason for Cal to head to his next objective, though; you’ll recall my complaining several times at the game dumping objectives and map markers on Cal with no explanation given!

Tarfful and Mari at the rendezvous.

I was really expecting something more substantial from Tarfful, especially after all the buildup to meeting him. Even if he’d still given Cal the same basic information and quest, the conversation at the meeting could have been so much more than it was. It wasn’t even a cut-scene, as Cal stood there stoically while Mari translated Tarfful’s Wookie growls. Mari gave Cal a breather – the device used by Qui-Gon and Obi-Wan in The Phantom Menace – to allow him to breathe underwater, as the way in to the Origin Tree will require a lot of swimming. As an aside, Electronic Arts, who published Jedi: Fallen Order, have an online store/game launcher called Origin. Is it just a coincidence that the Origin Tree and Origin Lake share its name? Probably. An optional extra chat with Mari revealed that before taking up arms against the Empire she was a cartographer, making maps of backwater planets. Little moments like this go a long way to humanising characters and making them feel like real people. While I expect we’ve seen the last of Mari, this moment was sweet and it showed how the rise of the Empire affected people across the galaxy.

Getting the breather from Mari.

After the anticlimactic rendezvous, Cal set off in search of the tree. Equipped with the breather, he can now dive underwater and seemingly spend as long under the surface as he likes. Swimming is something many games struggle to get right, and unfortunately some of the same issues that have plagued other titles are present in Jedi: Fallen Order. I’ve already spoken several times about the game’s relatively clunky controls, and in a three-dimensional underwater environment, Cal controls like a drunk hippopotamus. It was very difficult to get him to navigate even the widest of caves and openings, and the fact that Kashyyyk’s murky water doesn’t allow for great visibility when swimming made these sections of the game frustrating to play at points. However, there were several chests underwater which contained various lightsaber parts, which was nice. And for the second time while playing Jedi: Fallen Order I got a Super Mario 64 flashback – opening the chests while underwater felt so much like it does in that game to me!

An underwater chest. Note the limited visibility.

Surprisingly – and thankfully, given how tricky it was – the swimming sections contained no underwater monsters or aggressive piranha-like fish to fight off or escape from, and after uncovering a couple of chests, Cal made his way to the next area of the level, which was presumably the base of the Origin Tree (though nothing appeared in-game to confirm this). There were Stormtroopers in the area as well as plenty of monsters; the large spiders being perhaps the most difficult to fight as they could immobilise Cal with their webs (think what happened to Frodo in Lord of the Rings!)

Caught in a spider’s web.

The ascent was slow-going in places, and I debated taking a break. But there were no meditation spots in the vicinity, and I wasn’t keen to have to start all over again from the bottom. By the way, how many games in recent years have this kind of old-school “checkpoint” system instead of letting players save their progress on the fly? Though I’ve never played the Dark Souls series, I think this is something those games brought back as a way to increase the difficulty, and it’s something Jedi: Fallen Order mimics. It definitely has the desired effect, and while the ability to freely save would be nice, I can’t criticise the game for sticking to this model. Cal did eventually make it to the point the holomap was sending him to.

Approaching the objective marker.

This turned into an ambush, however, as the Ninth Sister – another Inquisitor who we briefly saw on Bracca – appeared in her ship! I thought she was going to jump down and duel with Cal, but she remained aboard and started blasting at him, triggering a long sliding sequence as he escaped. This was particularly annoying, as the sliding sections have difficult controls and require perfectly-timed button presses and perfect aiming to complete jumps and avoid Cal falling to his death. This was even worse than the ice slide on Zeffo and took many attempts to get right. At one point Cal was propelled through the air by several well-placed bouncy plant-things (I know that’s a horrible description, sorry) in a sequence that reminded me of the barrel-cannons from the Donkey Kong Country games. The Ninth Sister’s ship was eventually taken down by one of Kashyyyk’s huge animals, though it seemed clear that wouldn’t be the end of her.

Sliding to escape the Ninth Sister.

Luckily there was a meditation spot shortly after the sliding section, which I took advantage of. I opted to improve Cal’s Force push ability; it will now affect groups of enemies, provided they’re standing close enough to one another. This has the potential to be very useful, as I’ve found Force push to be one of my most frequently-used powers during combat. As Cal had slid back down to the forest floor, it seemed as though he’d have to climb back up the Origin Tree to find whatever he was looking for up there, but it wasn’t long after he began the climb that he had a flashback to his time training under Master Tapal. This time Cal was able to learn the “Jedi flip” that he needed to get across that bridge on Dathomir, and after the flashback was over, Cal states that he’s finally re-learned the skills Master Tapal had taught him; he’s “back to where he was” before Order 66 and the rise of the Empire brought his Jedi training – and the whole Jedi Order – to an abrupt end. As previously mentioned, the Jedi flip is basically a double jump, allowing Cal to cross wider gaps and stay in the air longer.

Learning to double jump in a flashback.

Re-learning these skills means that Cal unlocks more upgrades when meditating, but of course having just used the only two skill points he had on the Force push upgrade, the next meditation spot was only used to checkpoint my progress climbing up the Origin Tree. A Force echo showed Cal that Master Cordova had been this way – so at least we were on the right track! There was also a Clone Wars/prequel era ship that had crashed partway up the tree, prompting Cal to talk about how the war on Kashyyyk never truly ended, and how the last few years have been rough for the planet and its people.

Cal on his way up the Origin Tree.

The creature that had taken out the Ninth Sister’s ship was back. I hadn’t really seen it clearly earlier, but it turned out to be a large bird with strangely translucent wings – a shyyyo bird. The fight against the ship had injured it, and Cal found it laying down partway up the tree feeling sorry for itself. Like something from an old fable, Cal was able to remove a piece of debris from its wing and heal it with a stim-pack, becoming fast friends with the creature in the process.

Healing the shyyyo bird.

The bird was grateful for Cal’s help, and flew away from the area where it had been resting. There was another chest in this area that unlocked a different colour scheme for the Mantis, but I like its yellow “space banana” hue so I didn’t apply the new one this time. The shyyyo bird was waiting for Cal, and in the most wholesome and adorable cut-scene it let him climb on its back and flew him higher up the Origin Tree. This scene was reminiscent of the final sequence in the film version of Harry Potter and the Prisoner of Azkaban, where Harry soars through the sky on Buckbeak the hippogriff!

Flying high on the shyyyo bird.

I was in love with the shyyyo bird – and very worried that it was going to be shot out of the sky like Rhaegal the dragon had been near the end of Game of Thrones’ final season! As you may remember I’m easily swayed by cute animals in films and games, and despite its gigantic size, the shyyyo bird definitely qualifies. After the cut-scene Cal dismounted, and the shyyyo bird left. This area was fairly small and contained the remains of Master Cordova’s camp, as well as a workbench. I took this opportunity to customise Cal’s lightsaber once again – you know I like to play with the various customisation options, and we’d unlocked half a dozen or more lightsaber options since the last time I was at a workbench.

The shyyyo bird coming in for landing.

Thanks to the shyyyo bird, Cal was exactly where he needed to be. Just beyond the area with the workbench, BD-1 played the next recording from Master Cordova. When he passed this way he was able to acquire a Zeffo Astrium – the macguffin Cal is chasing that he hopes is the key to accessing the vault on Bogano.

Master Cordova found a Zeffo Astrium here.

Unfortunately the Zeffo Astrium that was here is long gone – Master Cordova will have taken it with him, but who knows where it ended up. However, he gives Cal his next destination – Dathomir contains another Astrium, but this one is trapped in a tomb that Master Cordova described as being “dark”. Surely this means the dark side of the Force, though what exactly Cal will find when he heads back is unclear. Master Cordova had tried to find the Astrium on Dathomir without success; Cal must now accomplish what a seasoned Jedi Master could not. A tough task indeed.

Cal learns where he must go next.

Immediately beyond the area where the recording played was a meditation spot. Then the shyyyo bird returned to fly Cal back down the tree. However, after landing the Ninth Sister’s ship was back and shot the poor bird! It looked like the end for the shyyyo – which was pretty devastating – and then the Ninth Sister herself jumped down for a duel with Cal. And she’s a big lass.

The Ninth Sister. She’s chunky.

Apparently the Second Sister (Trilla) considers Cal to be “important”, though the Ninth Sister can’t figure out why. She’s content to just cut Cal down, and after a brief conversation in which Cal tells her she will no longer be able to terrorise Kashyyyk, the combatants draw their lightsabers – the Ninth Sister’s has a handguard like Trilla’s – and engage in a difficult duel. While the fight against the Ninth Sister was hard, I actually found the battle against the bounty hunters earlier to be trickier. The Ninth Sister has a few tricks up her sleeve, but nothing as bad as paralysing weapons or flashbangs.

Preparing to duel.

The fight went on for a little while, as Cal had to frequently dodge and parry the Ninth Sister’s powerful attacks. At several points the game would jump into a quick-time event, where mashing the X or B button was required to stop one of the Ninth Sister’s strikes. However, after persevering and striking at her whenever possible, Cal gained the upper hand and ground down her health bar.

One of the quick-time events.

Eventually Cal was able to damage the Ninth Sister’s helmet and – in true Star Wars style – eventually cut off the hand she used to hold her weapon. Despite this she tried to continue the fight, but a final strike from Cal sent her over the edge of the platform. Did she fall to her death? Unclear. Cal definitely believes that this was the end of her, but without seeing a dead body I’m not 100% convinced! Star Wars villains have a tendency to pop back up, and I wouldn’t be shocked if the Ninth Sister makes a return.

The Ninth Sister loses her hand.

Regardless, the Ninth Sister’s demise ended the duel, and Cal stood for a moment in shocked silence at having beaten a full-fledged Inquisitor. While wounded, the Ninth Sister told him something interesting – she used to be a Jedi! Like Cere, she was captured and tortured by the Empire, and while Cal still hasn’t fully forgiven Cere for not telling him everything about Trilla and the mission, he now has a better understanding of what she must’ve been through. Despite the way it was presented, I must admit I find this a little ominous; if the Ninth Sister and Trilla were both converted, and we know that Cere used the dark side too in that moment, is she really someone Cal can trust? The shyyyo bird – Buckbeak, as I’m calling it – survived the Ninth Sister’s attack and returned to fly Cal back down the tree.

Buckbeak is alive!

After disembarking and bidding farewell to Buckbeak, Cal headed back to the Imperial base, which wasn’t too far from where he’d been dropped off. The troopers had all respawned, but it wasn’t too hard to cut through them and make my way back into the base.

Force push sent this rocket trooper falling to his death.

I was worried that the bounty hunters would have respawned too, but aside from a lone Purge trooper, there were only regular Stormtroopers to worry about as Cal made his way back to the Mantis. En route Cal found the body of a Wookie near an empty tank, and a Force echo over his or her corpse led Cal to realise that the tanks of brown liquid were a toxic byproduct of the Empire’s refinery on Kashyyyk – this would have been great to know on our first visit to Kashyyyk as it would have explained why Cal instantly died if he touched the liquid. But never mind, at least now we know! It wasn’t too difficult to get back to the cable-car, and from there it was a short ride back to the Mantis.

Cal boards the Mantis.

Despite the fact that the Empire is in full control of this area, neither Greez nor Cere seem particularly bothered or on alert. The Mantis is sat on an Imperial landing pad – presumably illegally – and after what happened on Zeffo I have to assume that the Empire knows Cal is using the vessel. Could they be ignoring it on purpose to track it? That’s one possibility. Greez and Cere were sitting down to eat lunch, and Cal joined them to explain what had happened. Neither seemed especially impressed at his defeating the Ninth Sister, but he informed them of their new destination – Dathomir.

Lunchtime aboard the Mantis… despite being in hostile territory!

Cere apologised again for the business with Trilla, but Cal tells her – in a rather standoffish manner – that it’s okay. After his duel with the Ninth Sister he has a better understanding of what it must’ve been like, and was impressed that she didn’t end up joining the Inquisitors even if she sacrificed Trilla. Though there’s still tension between the two of them, they have at least arrived at an understanding, or at least that’s the way it seems for now. When the lunchtime conversation was over, I used the Mantis’ meditation spot to checkpoint my progress before taking a break.

Cal has a well-deserved drink back aboard the Mantis.

So this part of the game was pretty good. The Tarfful scene, which had a lot of buildup, was kind of a miss for me, but I absolutely adored soaring high above Kashyyyk on Buckbeak the shyyyo bird, and returning to a massively-upgraded version of the Shadowlands that I remembered from Knights of the Old Republic was a nostalgic treat. Cal accomplished his mission and seems to have possibly defeated the Ninth Sister to boot, which if true is great news. The Mantis has a new destination – albeit a planet we’ve already visited – so it’s next stop Dathomir! Come back next time when we’ll confront the darkness in search of a Zeffo Astrium.

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Is Star Trek: Lower Decks even getting an international release next month?

ViacomCBS surprised me at the beginning of the month by announcing that Star Trek: Lower Decks will premiere on the 6th of August. Since then we’ve also had a trailer for the new series, and if you read the piece I wrote looking at the the trailer, you’ll know I think it looks like a show with great potential. In fact it isn’t unfair to say that Lower Decks is the series I’m most looking forward to at the moment.

In the 1990s, during Star Trek’s “golden age” when The Next Generation, Deep Space Nine, and Voyager were carrying the flag for the franchise, it didn’t really matter that here in the UK and in other countries, episodes and seasons of the various Star Trek shows would be broadcast months or even years after they debuted on American television. The web was in its infancy, and with most people not online, spoilers were hard to come by. Online fan communities, social media groups, YouTube channels, and even websites like this one didn’t exist. There were fan clubs, of course, as there always had been, but we weren’t as connected as we are today. Because of all that, Star Trek could get away with splitting up its releases.

In 2020 that just isn’t acceptable any more to huge numbers of fans. It was absolutely awful for Disney to release The Mandalorian in the USA months ahead of the international rollout of Disney+. And what was the consequence of that decision? The show became the most heavily-pirated of 2019 across most of the world, in the areas where Disney+ wasn’t available. Refusing to delay the series – one of the new platform’s flagships – cost the company money and reputational damage in the long run.

The Mandalorian was heavily pirated in regions where Disney+ wasn’t available.

It felt as though Disney didn’t care about Star Wars’ international fans – a fanbase that numbers in at least the tens of millions – by denying them access to the first ever live-action Star Wars television series. And it feels as though ViacomCBS similarly places no value on Star Trek’s international fans too, as Lower Decks currently has no international premiere scheduled.

This is completely stupid.

As I’ve said before, Star Trek’s international fanbase must be at least equal in size, if not larger, than the number of American fans. Yet ViacomCBS consistently shows us how little we matter. The official Star Trek online shop offers a large number of items, but most of them will only ship to addresses in North America. In the run-up to Star Trek: Picard’s launch late last year I wanted to get a t-shirt of the show’s poster. Did Star Trek offer one to international fans? Of course not. I did eventually track one down – from an unlicensed printer here in the UK – as you may recall if you read my review of Picard’s premiere. But that’s beside the point – why is ViacomCBS gating off its merchandise? It’s free advertising; in fact it isn’t even free, fans like me are literally willing to pay money to wear a shirt or buy a poster advertising Star Trek. Why wouldn’t any company want to take advantage of that?

ViacomCBS has even gone so far as to block YouTube videos and parts of its website to international fans. Not shipping merchandise overseas may seem like an oversight – though that’s still a piss-poor excuse – but actively blocking the Picard trailer outside the US when it first premiered was a conscious choice. Why would ViacomCBS shoot itself in the foot so many times when it comes to marketing its shows internationally? Do they want international fans to give up on Star Trek? It’s bad enough that in order to watch both Discovery and Picard we need to subscribe to two different platforms, but some of these decisions are just blatantly disrespectful.

This screen greeted many Star Trek fans who wanted to watch the Picard trailer on the official CBS and Amazon Prime YouTube channels.

Then there’s Short Treks. Though the episodes are now finally available internationally as a blu-ray set, why were they never broadcast or made available to stream? The whole point of Short Treks was to keep the Star Trek brand alive in the minds of fans and the wider audience in between seasons of the main shows. In that sense, it’s half-story, half-advertising. Yet the episodes didn’t make their way here. That’s despite the fact that two episodes of Short Treks in particular were very important: Runaway introduced a character who would have a big role toward the end of Discovery’s second season, but most egregiously Children of Mars was a prologue leading into the events of Picard. For some inexplicable reason it wasn’t shown outside of the US before Picard premiered. If you read my review of it you’ll know I was underwhelmed, but this was our first look at the Star Trek universe in the 24th Century in eighteen years. Many fans, myself included, were incredibly excited to see Star Trek move beyond Nemesis, yet ViacomCBS didn’t care enough to make the story available here.

In the weeks leading up to Children of Mars, I was continually checking in with Star Trek and various unofficial sources to find out where and how I’d be able to watch. But ViacomCBS didn’t even bother to say that the episode wouldn’t be available internationally. Even on the day Remembrance (Picard’s premiere) was made available to stream, I was still half-hoping that Children of Mars would be too. But it wasn’t.

Children of Mars was supposed to be a prologue to Picard… yet it was never shown to international fans.

ViacomCBS are going out of their way to create another division in the Star Trek fan community: between fans in North America who can watch everything, buy all the merchandise, etc. and fans in the rest of the world who can’t. At least until now the main episodes of the shows were available, but it seems like Lower Decks may not be. Just looking at this from a business perspective, how is that any way to make a successful and profitable entertainment product? And as fans, being made to feel like we’re unimportant and that Star Trek isn’t interested in us is not going to end well – it risks building up resentment and upsetting people.

Lower Decks premieres in seventeen days’ time, but fans outside North America still don’t know how, when, or where we’ll be able to see it. The series should have never been announced without its international broadcast rights secured, and if it’s the case the negotiations are still going on behind the scenes with companies like Netflix, this needs to be concluded ASAP! Some fans may need to reactivate lapsed subscriptions – or pick up a wholly new subscription, as I did in 2017 for Discovery. For people on lower incomes in particular, knowing which platform to subscribe to to see the show is very important. And I don’t give any credence to the idea that ViacomCBS is somehow saving the international broadcast details to reveal at a later date – like this week’s upcoming panel at Comic-Con@Home. Leaving it to the last minute on purpose would be idiotic.

Star Trek’s logo for Comic-Con@Home.

If it’s the case that, for whatever reason, the series isn’t going to be broadcast internationally in August, fans have a right to know. As it is, many of us are holding our breath waiting for news, and the very least ViacomCBS could do is disappoint us now and get it out of the way instead of stringing us along providing no news.

The trailer for Lower Decks looked like so much fun, and I really believe that the show could be a success, both in North America and internationally. But in order to be a success it needs to be available for fans and a wider audience to watch, and so far that doesn’t seem to be happening. I think it would be a huge mistake to delay the international release too, as all of the momentum and excitement behind it will dissipate before people in the rest of the world get a chance to tune in.

ViacomCBS: please sort this out. Whether it’s going to be Netflix, Amazon, another streaming service, or a regular broadcast television channel, pick someone to be the international broadcaster, sign the papers, and get the word out before you lose the opportunity to show off Lower Decks to legions of potential new Star Trek fans. Your international fanbase is here waiting too, but we’re beginning to run out of patience.

The Star Trek franchise – including Star Trek: Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 8

Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order as well as for other iterations of the Star Wars franchise.

Welcome back to the next part of Jedi: Fallen Order. The previous section of the game was absolutely wild as Cal returned to Zeffo. Exploring an Imperial base, a crashed Republic ship from the Clone Wars/prequel era, and an excavation site culminated in a duel against the Second Sister – and a shocking revelation about her past with Cere! That moment might be my favourite in the story so far, providing a great twist and raising the stakes dramatically. When we left Cal he’d escaped the Second Sister – who had seemed to be on the cusp of defeating him – and made it to the second Zeffo tomb.

The entrance to the tomb.

Before we go inside, I just wanted to update you on one point from last time. I mentioned the game’s title screen depicts a damaged starship – having looked at it a little more closely I’m wondering whether it’s a Venator-class ship, like the crashed one on Zeffo. If so, it may be a representation of that very ship! Perhaps there’s more to the crashed ship than we know so far. On his approach to the tomb – which looks to be a whole building constructed inside a large cavern – Cal gets another “bad feeling”. His last one was building up to the fight against Trilla, so this can’t be anything good! At this point it felt like Cal’s real objective was to escape; exploring the tomb was incidental as he tried to make his way back to the Stinger Mantis. After all, if Trilla knew he was on Zeffo, she might know about Greez, Cere, and the ship too.

The tomb.

Cal made an attempt to radio the Mantis, but instead of Greez or Cere it was Trilla who replied! She explained that Cere is an expert at hacking comms, and she learned the skill from her. I liked this exchange, as not only did it set up Trilla taunting Cal during his exploration of the tomb, but it had a believable explanation as to why she could do so, as well as giving some background as to why Cere was able to hack Imperial communications so easily earlier in the game. This section of the game, similarly to the first tomb, will involve a lot of platforming and puzzles, and the way in was no exception, as Cal had to jump, run on walls, and swing on vines to make his way inside.

Swinging on a vine near the way in.

Squeezing through a narrow gap led Cal to a room where a couple of Stormtroopers had triggered a Tomb Guardian – the laser-wielding mechanical golems left behind by the Zeffo. The troopers were easy prey for the automaton, but here’s where I began to have an issue with the level’s layout and how it related to the story. Jedi: Fallen Order has a great story – one of the better Star Wars offerings in recent years – yet it’s too often undermined by sacrificing logic and consistency for the sake of giving the player more enemies to fight. This tomb, for example, has multiple areas that are blocked off behind walls that Cal needs to break with the Force, or small platforms that need to be accessed via complicated jumps and climbs, yet the whole place is crawling with Stormtroopers. How did they get there? In some areas, perhaps it makes sense that they came in via a dropship, as indeed we’ll see. But other areas are wholly inaccessible. This room could only be accessed by the narrow passage, yet it had two Stormtroopers inside, for example. Of course Jedi: Fallen Order is a game, and games need enemies to battle a lot of the time. But I’d rather see that done in a way that made a bit more sense.

Cal approaches the Tomb Guardian.

Beyond the Tomb Guardian was a large room. Similar to the previous tomb, this one had a divot in the floor – one of those huge metal spheres lay broken a few metres away. Great… another one of these puzzles! The previous tomb had been at least slightly annoying with its “put the sphere in the hole” puzzles, and I wasn’t exactly thrilled at the prospect of repeating that all over again. However, there was no intact sphere at ground level to interact with, so I kept exploring. At this point I encountered another visual bug, as Cal climbed on a pile of debris in the middle of the room and seemed to levitate in mid-air, his feet nowhere near what he should have been walking on.

Cal appears to levitate.

A room off to one side of this large circular chamber prompted an audio recording from Master Cordova – apparently the tomb has some areas that can be magnetised, which he says may be part of an ancient ritual. This was interesting, and of course will be important for puzzle-solving later. However, this room also contained something which had no explanation at all – an ongoing theme in Jedi: Fallen Order. A staircase is blocked by some vines or tree roots, and Cal’s lightsaber and Force powers have no effect on them. As a concept that’s fine – it means Cal will need to figure out a way to destroy or get around them. But… why was there no explanation at all of what these vines were? Even if something had popped up in the databank to read that would have been enough, yet there was nothing. An arbitrary video game barrier/puzzle piece dumped in Cal’s path with no explanation. There have been too many points where the game has not offered any explanation for what’s going on, these roots or vines are just the latest example. Cal is a Jedi armed with a lightsaber – weapons which can cut through almost anything. I feel these vines needed some kind of explanation – even a single line of dialogue – to explain why they’re lightsaber-proof.

Cal after defeating the vines.

The vines (as I’ll stick to calling them) can only be destroyed by fire, as it turns out. And luckily this tomb has a neverending supply of what are described as candles but which I’d probably say were closer in appearance to old-fashioned oil lamps. Activating a switch in this room caused three of these to shoot across the room – propelled by the magnets in the wall – and set the vines ablaze. The unlocked pathway led up a staircase to the upper level, and there was a meditation spot (but Cal didn’t have any skill points to use). A doorway led into a hallway that contained an inactive Tomb Guardian – I’m used to these things waking up when they spot Cal, so I’m not sure why this one didn’t; it just stood there silently. Another doorway led to the upper level of the main circular chamber, where a number of Stormtroopers were present. These were easily taken care of.

A Scout trooper commander falls to his death after Cal used Force push.

Trilla came back on the radio, telling Cal that her men found an “artefact” of interest in the tomb. They recovered it for her to study, but Cal tells her he doesn’t need it in a conversation that got uncomfortably close to Cal telling her the nature of his mission with BD-1! Trilla knows how to push his buttons, that’s for sure. A few moments later she was back on the radio, threatening Cal with sending more soldiers into the tomb. At this point it began to feel as though Cal was trapped – or walking into a trap. However, with the way behind him shut (and presumably under heavy guard) the only way to escape was to continue to go forward. After climbing up and defeating a couple of larger monsters, there seemed to be two routes – one across a bridge where a squad of troopers stood, and one that seemed to go into a smaller room. As someone who likes to explore as much of a level as possible (as well as grab more customisation items) I chose to explore the small room – but this led to a series of pathways that took me deeper into the level; I saw the bridge in the distance when I’d gone a fair way beyond it!

The bridge I accidentally bypassed.

The next area of the level was a large chamber. Switches activated another of the magnets that Master Cordova talked about; these platforms would have to be moved forward and back a few times to allow Cal to cross over to the next part of the level. Several troopers – including a Purge trooper – were present in this area. Shortly after Cal arrived, an Imperial dropship appeared. At first I thought it was going to be a boss to fight, like the AT-STs had been, but it only dropped off some troopers before departing.

The dropship in the large cavern.

One part of the magnet-platform puzzle was very annoying, as it required pressing a switch then immediately sprinting to grab hold of the platform before it moved. Split-second button presses aren’t exactly my area of expertise, but to make matters worse, both buttons that needed to be pressed on the controller were the thumbsticks! The right thumbstick is used as an “interact” button for things like switches, and the left thumbstick needs to be clicked before Cal will sprint. Needless to say, this puzzle took several attempts. The level’s lone flame trooper was present in this area, but easily defeated. Cal pressed on into the tomb, when Trilla came back on the radio. She said Cal was too late – she’d taken the important artefact to her ship and was leaving. At this point I was worried that the level had been secretly timed and I’d have to do it all over again! Luckily that wasn’t the case, and I have to assume that no matter how fast Cal might’ve raced through the tomb, this conversation would always play out the same way.

Climbing around this section of the tomb.

After a lot more platforming and a few more enemies, Cal made it to the room indicated on the holomap. A meditation spot was here, which I took advantage of as Cal had lost some health. There were a couple of options to choose from for levelling up, and I put Cal’s lone skill point into an upgrade to his Force regeneration – granting him faster recovery of Force points while in combat. Like a bad smell, Trilla was back again – this time claiming to have lured Cal to the central burial chamber to “dispose” of him. There were a number of troopers on a platform up ahead, but it didn’t seem like an impossibly hard fight. However, partway through the battle the dropship from earlier showed up and started blasting!

The dropship gave Imperial ground troops reinforcements before activating its weapons.

The battle transitioned from gameplay to a cut-scene perfectly smoothly once again. The dropship’s firing had caused the chains holding up this platform to break, sending Cal and the troopers falling into the pit below! Cal dropped his lightsaber and seemed to be reaching out with the Force to grab hold of it when he heard Master Jaro Tapal’s voice. In the flashback that followed, we saw a young Cal learning to use the Force to pull his training lightsaber toward him, with Master Tapal’s encouragement. Drawing on this memory, Cal re-learned Force pull, and was able to retrieve his lightsaber.

Master Tapal teaching Cal in a flashback.

Cal found himself hanging from the platform in the tomb, and using Force pull on one of the candles was able to destroy some of those indestructible vines to clear a path out of the burial chamber. Trilla immediately learned of Cal’s survival, and said she had a backup plan in case the trap failed to kill him. But as we’ll see on the way out, the backup plan basically consisted of sending a few more troopers into the tomb. The only way out was back the way I’d come, as was the case in the first tomb. Jedi: Fallen Order has a lot of backtracking and repeating areas, and while some of these sections bring in different opponents or new puzzles, sometimes it can feel repetitive, and as I mentioned last time, as if the game’s runtime is being artificially padded out.

The only way to damage these vines is with fire… for some reason.

Upon escaping the burial chamber and returning to the large main part of the cavern, Cal was confronted with a fairly large group of enemies. In typical video game fashion they stood in a line down a wide corridor, and while I don’t hate that as a concept – though it’s hardly original or particularly immersive – what was annoying is that at the back, behind a cadre of Stormtroopers and probe droids, was a Tomb Guardian just standing there. Elsewhere in the tomb, the Tomb Guardians had fought Stormtroopers, yet this one seemed to be allied with them waiting for Cal. It would have made way more sense to make the mini-boss at the head of this group a Purge trooper instead of a Tomb Guardian. The whole effect kind of ruined my suspension of disbelief for a moment, and made the whole thing feel very much like any old video game instead of the immersive Star Wars story I wanted to enjoy.

The Imperial force with a Tomb Guardian at the rear makes no sense… they should be fighting each other.

From a gameplay point of view this section was fine; the wide hallway had a couple of bottomless pits that Cal could send troopers tumbling into with his new Force pull ability, which was kind of fun. After defeating the various enemies, Cal was back in the main circular room, and in another random objective given to him with no explanation, was tasked with “raising the spire” of the tomb. Once again I’m left asking how Cal knew he needed to do that, where he got the information from, and all of the questions we’ve already covered when one of these seemingly-important parts of the story is unceremoniously plopped on Cal with no explanation. A line or two of dialogue – or even just an entry in the game’s databank – would have made this so much better. This puzzle was particularly annoying. Cal needed to move a chain – using Force pull – into a socket. That part should be simple, but for some reason when Cal was holding the chain, the camera became locked at a weird low angle, making it impossible to see where to go. I thought this was a bug unique to this area, but this chain-to-socket puzzle would be repeated later and the camera was locked then too.

This camera angle made the puzzle frustrating, and there was no need for it.

It took a little while to figure out what to do next. The objective was to move one of the candles in the wall over to a chain which has vines wrapped around it – this will cause the chain to break and the sphere in the ceiling to fall. The sphere can then be moved into the socket on the ground floor. But the tomb is wet and there are torrents of water gushing from the ceiling – the candles are extinguished if they touch it. I spent ages messing about in a side room getting a candle through a small gap only to find that route was a dead end that only led to a Force echo! Eventually I figured out the solution – there was a magnet switch on one side of the room, and the casings of the candles are metal, meaning they’re attracted to it. It was a simple case of activate magnet, Force push a candle into the magnetised area, retrieve it, and then send it into the vines with Force push. Once again, Jedi: Fallen Order’s clunky controls let me down, and it took several attempts to launch the candle into the right place on the chain, but eventually I managed and the sphere fell to the floor. After Force pulling it into the socket, a room opened up.

Using the magnet-wall to move the candle during the puzzle section.

Entering the room which had risen up from the floor led to BD-1 to display a recording from Master Cordova. He talks about something called a “Zeffo Astrium” which Cal describes a a key. This object will allow a Force user to “perceive the mysteries of the vault”… whatever that may mean! Whatever it does exactly, this Astrium seems like the key to gaining the holocron stored in the vault on Bogano – perhaps it will allow Cal to see something else in that large empty room. This small room was also the way out of the tomb – the spire that needed to be raised.

Master Cordova’s latest recording.

Once back outside, Trilla told Cal that she wanted him to raise the spire, claiming it was all part of her plan. I thought her plan had been to trap Cal in the tomb and kill him, but there we go. Unable to contact Cere and Greez on the radio, Cal urgently said he needed to head back to the Stinger Mantis. Presumably the artefact Trilla pilfered from the tomb is this Astrium, but that wasn’t confirmed at any point. This section led back into the Imperial base, and on the way BD-1 received another upgrade, this time allowing him to hack into probe droids. Not sure how useful this will be in combat, unless there’s a particularly large group of enemies, but it may have other uses. I also took this opportunity at the workbench to change Cal’s lightsaber from its orange colour to green for no other reason than I fancied a change.

BD-1 receiving the upgrade.

Aside from the Scomp Link and the ability to climb zip-lines, BD-1’s upgrades appear to be optional. This workbench was along the main route back to the Mantis, but I think it would be possible to walk past it without getting the upgrade at this point. Perhaps that means it won’t be essential to the story. Back inside the Imperial base, and most of the troopers had respawned. Cal was able to defeat them, though, and backtracking through this area was uneventful.

Cal stands over a defeated Stormtrooper showing off his green lightsaber.

I’m not sure if you remember from our last excursion to Zeffo, or from earlier this time as I kind of blitzed through it to get to the story, but the way to access this part of the level from the Stinger Mantis involved one of those Super Mario 64 ice slides. Climbing back up that was a no-go, but there was an alternate path by jumping on rocky outcrops that overlooked the ice slide. It was a hop, skip, and a jump back to one of the shortcuts that led to the village.

Climbing the platforms next to the ice slide.

After jumping across the final gap near the top of the ice slide, I spotted the doorway leading to the shortcut. There might be a few more troopers en route, but other than that it seemed as though Cal was home free… until he was beset by a new enemy, someone named Atticus Rex. This vaguely Boba Fett-like character had a jetpack and a variety of weapons at his disposal. Regardless, Cal was doing well hacking away at him and using Force powers to wear his health down.

Atticus Rex firing at Cal.

I liked this moment, as the appearance of a new enemy from nowhere was a surprise. Jedi: Fallen Order has handled surprises very well, and as this is my first playthrough, I was expecting an uneventful backtrack through the level to see what was happening on the Mantis. This fight came out of nowhere and I like that! Despite Cal seeming to have the upper hand, the fight ended in a scripted moment where Atticus Rex used a gadget to render Cal unconscious…

The “reawaken” screen displayed after the fight.

Having only died a handful of times so far in Jedi: Fallen Order (not to brag, I’m playing on easy mode after all) I couldn’t remember if the screen displayed on Cal’s death said “reawaken” or something similar. However, after seeing it for a moment, it was clear that a cut-scene was playing. Cal woke up in a prison cell, unarmed, and missing BD-1.

Cal awakens in the bounty hunter prison.

It turns out Atticus Rex was a bounty hunter, and because of Greez’s gambling, the bounty hunter guild came to know about Cal. Earlier in the game during one of the flights between worlds, Cere reprimanded Greez for his gambling, and this moment is a consequence of what Greez did. I like this as a story point, and as we’ll see later, it has the potential to bring Cal and Greez closer together. But as a gameplay section, this prison was a complete dud. Rescuing BD-1 was easy, he was in another nearby cell. After that, Cal ascended to an upper level on an elevator, where he found himself in an arena. The chief bounty hunter or head of the guild pitted Cal against a variety of the game’s monsters while a crowd of spectators looked on and – presumably – bet whether Cal would win or lose. Almost all of the monsters encountered so far were present in the arena, and after defeating several waves, Atticus Rex returned for round 2. Rex was relatively easy to defeat, but before Cal could do anything else – like break out of the arena and take on the other bounty hunters, the Stinger Mantis arrived and rescued him. The whole section took about five minutes to complete from waking up in the cell to defeating the final boss, and as a result it just felt like something completely tacked-on.

The chief bounty hunter addresses Cal and the spectators.

I know I’ve complained about Jedi: Fallen Order reusing levels and sending Cal back through areas multiple times. And I stand by those criticisms, as they often feel like unnecessary padding. However, this new section managed to feel like unnecessary padding too – unless Cal’s escape and killing of Rex leads to some as yet unknown consequence, this sub-plot with the bounty hunters just didn’t do much of anything. It was a minor interruption to the story – and actually if anything it got in the way of Cal learning what happened to the Mantis on Zeffo and how Greez and Cere were able to escape the Empire. Overall, I feel it was kind of a waste of time, and particularly a waste of development resources put into such a short and unnecessary section of the game. I’m also not sure why Atticus Rex was given a name – he never spoke, and aside from his presence in two short fights appears to be dead and no longer a part of the story. It’s possible he might make a comeback later, but it doesn’t seem like it right now.

Cal escapes aboard the Mantis.

The one good thing to come out of this is that Cal and Greez got some genuine development in their relationship. We saw last time Cal thank Greez for his safe piloting, and this time it’s Greez who speaks up, expressing his regret that his gambling addiction put Cal in danger. Seeing the characters develop is a key part of any story, and this section – while bland and uninspired – did at least have a positive effect on Cal and Greez’s relationship.

Cal and Greez’s heartfelt conversation.

Speaking of interpersonal relationships, once safely aboard the Mantis, Cal jumped on Cere, telling her what happened with Trilla and asking her if Trilla’s accusations are true. Before they could really get stuck into what happened between Trilla and Cere, they were interrupted by the resistance fighters from Kashyyyk. Tarfful, the chief Cal needed to meet, has been located, but Saw Gerrera left the planet following an Imperial counter-attack. I’d hoped to get more time with Saw, but it may be that the first time on Kashyyyk was his only appearance; we’ll have to wait and see. With Tarfful found and no further information to go on, Cal plans to head to Kashyyyk.

The call from Kashyyyk.

When opening the galaxy map, however, Cere piped up and suggested that Master Cordova may have hidden supplies on Bogano, and says it could be worth a trip back there to take a look. This was presented as an option rather than something mandatory; Cal could have chosen to go straight to Kashyyyk. However, the thought of more loot – and perhaps more customisation options – was enough to entice me and I opted to to to Bogano. The Mantis dropped out of hyperspace and landed back in the same place as last time. Before ending this section of the playthrough, I used the Mantis’ meditation spot to use the skill points Cal had acquired – this time spending two skill points to further increase his maximum health.

Back on Bogano to search for hidden supplies.

So that’s all for this time. The tomb was partly interesting, partly frustrating. I liked that Trilla was able to hack Cal’s radio and be present throughout the exploration of the tomb, as it elevated the tension during that section of the game. From a story perspective, we’ve learned that we need to acquire a certain artefact – the Astrium – which may or may not be in the hands of Trilla. Perhaps the excursion to Kashyyyk will reveal a path to finding another one. Either way, it seems as though this artefact may be essential to gaining the holocron in the vault.

Next time we’ll take a second look at Bogano to see if we can find anything of use, and probably head to Kashyyyk too. So swing by then for the next part of the adventure!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 7

Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order and for other iterations of the Star Wars franchise.

Oh my goodness! This section of Jedi: Fallen Order was tense, dramatic, and incredibly exciting. I’m having a great time with the game so far, and aside from getting to drive an AT-AT last time – which is now one of my all-time favourite experiences in any Star Wars video game – this might be the best section of the game so far. From a story perspective it was a wild ride! Last time we defeated an Imperial force – including another AT-ST – on Kashyyyk and freed a number of Wookies from slavery. However, the tribal leader Cal and Cere wanted to meet was nowhere to be found – though one of his friends promised to get in touch when they located him – and after Cere picked up an Imperial transmission regarding Project Auger, Cal and the gang were about to return to Zeffo.

Cal and Saw Gererra’s resistance fighters were victorious last time.

I haven’t talked about this before (because I hadn’t really noticed) but the game’s title screen depicts a ship that seems to be destroyed or severely damaged. I can’t tell exactly, but this looks to be some kind of Star Destroyer or similar Imperial craft. It clearly isn’t the Stinger Mantis, but I’m not 100% sure what it is. While I doubt it’s some kind of massive spoiler, I’m sure the title screen is depicting an image related to the game’s story.

The title screen shows a damaged or destroyed ship.

Before setting off I took a moment to look around the Stinger Mantis. There are a couple of doors which don’t open, as well as a ladder that looks like it leads to a second deck below the main one, and I’m curious if we’ll ever get to explore those other rooms and areas. I know I bring up Knights of the Old Republic a lot in these playthrough posts, but in that game the player’s ship – the Ebon Hawk – was able to be fully explored.

Two sealed doors aboard the Mantis.

The galaxy map offered Dathomir and Bogano as destinations, but I can’t see any point going to either of those at the moment. While the option still technically exists, Jedi: Fallen Order feels like it’s corralling me down a specific path. I don’t mind games with a linear story, but it seems as though Jedi: Fallen Order is trying to give itself the appearance of allowing more freedom of choice than it really has – in addition to the travel options we’ve seen a couple of optional conversations and a couple of conversations where dialogue choices pop up, yet none of these things really feel like they make a difference. The journey from Kashyyyk back to Zeffo was smooth; with the Empire on Cal’s tail I keep expecting the Stinger Mantis to come under attack, yet nothing transpired. The ship landed in the same spot as before, though this time Greez and Cere were standing around outside on the landing pad.

In its yellow colour scheme, the Stinger Mantis kind of looks like a giant space banana.

The defeated AT-ST was still on the landing pad – though not in the same place as before, but that’s probably just how the game works – so I assumed no one else had been here since the Mantis’ last visit. It isn’t very clear how much time has passed in-game – Cal was rescued from Bracca, and aside from getting some rest on the Mantis while en route to Bogano that first time, he hasn’t taken a break. That would seem to suggest the action has mostly taken place over one day, unless Cal spends hours at a time meditating at the meditation spots. It doesn’t really matter, I suppose. During a conversation with Cere on the landing pad, another dialogue option popped up. As mentioned, these don’t really do much as there’s no in-game reputation system nor relationships with characters to build up.

The dialogue options.

Last time I said that the return to Zeffo could be disappointing if there was a lot of backtracking and retreading old ground, and when I saw the Mantis approach the same landing zone I thought that seemed like a bad sign. Unfortunately I was right – in order to get to the new Imperial excavation site, Cal has to follow the same paths as on his first visit. Having previously opened up a couple of shortcuts some of this wasn’t so bad, but with most of the enemies (troopers and monsters) appearing in identical spots to last time, it feels like this back-and-forth planet-hopping that Jedi: Fallen Order has us engaged in is, at least in part, a way to pad the game’s runtime. I don’t think it would have been too difficult to break up Zeffo into two or more smaller levels – most of the same assets could be reused, but in such a way as each visit would feel unique and different, with the Mantis landing at different locations each time.

Taking a previously-unlocked shortcut.

While battling troopers en route to Cal’s destination, I encountered two more glitches. The first one was fairly minor – as a trooper climbed up onto a ledge he seemed for a few seconds to be standing on thin air on the wrong side of the ledge:

The floating trooper.

The second one was worse, however. Cal was engaged in a fight when all of a sudden the trooper disappeared through the floor, before shooting up a couple of seconds later way above Cal’s head in a weird kind of “rubber-band” effect. As I mentioned previously, Jedi: Fallen Order is less polished than I expected; even if these issues couldn’t be fixed before release, there have been months in which to release a patch.

The flying trooper.

Being back in the abandoned village, Cal was able to use Force push on that drawbridge we saw last time – the one with the red “aura” that I thought could be interacted with. Deploying the bridge provided an alternate (and slightly less time-consuming) route through the level. After retreading more old ground, including an ice slide, Cal had arrived at the spot on the map that he’d been pointed towards – a large Zeffo monument. This was an area we passed by last time, but armed with his new Force push, Cal was able to get inside.

The way in to the monument.

At several points in Jedi: Fallen Order so far, I’ve felt that an extra line or two of dialogue explaining what was happening would have gone a long way to filling in some gaps. The story is great – but at several points now, Cal seems to be doing things for no reason other than “game says so”. Inside the monument, the objective was declared complete and the holomap updated with a new location to reach – yet none of this was even mentioned. Was there supposed to be some dialogue here that didn’t trigger because of another bug? Why is Cal suddenly supposed to make his way to a crash site? The crash site wasn’t on the map until now – did Cal even know it existed five minutes ago? It wouldn’t have even needed a cut-scene, literally a couple of lines of dialogue could have played during gameplay explaining what was going on. As it is, Cal found a workbench to upgrade BD-1 further – this had slightly more explanation, as Cal at least acknowledged he’d found a part he could install in BD-1. Obviously BD-1’s new upgrade will come in handy momentarily, which is why Cal was pushed to go to this location – yet with no acknowledgement or explanation it feels so arbitrary and not like a natural moment in the story.

BD-1’s repaired scomp link was almost immediately put to use.

I had expected that entering this area would have marked the beginning of taking a wholly new path through Zeffo, yet after climbing a short way up and defeating a handful of troopers, Cal was back outside. A zip-line took him back to the same area as before, but at least there was a meditation spot; Cal had a skill point to spend, and I chose to allocate it to increasing his maximum Force points – allowing for more uses of Force powers while in combat. With BD-1’s Scomp Link repaired, the way in to the Imperial base that was sealed on our last visit to Zeffo was accessible. It wasn’t too far from the meditation spot, so Cal and BD-1 hot-footed it there and were able to enter the base with ease.

Cal deflects a blaster bolt inside the Imperial base.

After taking out a small group of troopers in the area immediately inside, I stopped to look around. There was an elevator that didn’t work – presumably another shortcut to unlock for later – a room that BD-1 could open with his new skill, and a staircase leading outside to an area that looked like it could be climbed. The room contained a Force echo – something about a lost artefact from the Imperial excavation – and another meditation spot, which I took advantage of to checkpoint my progress. Jedi: Fallen Order has really captured the aesthetic of Star Wars’ original trilogy perfectly, and though it’s a minor detail, I loved the look of the computer screens in this part of the Imperial base. They just seem so “Star Wars”, with their clunky ’70s design and retro-future graphics.

The screens inside the Imperial base.

After leaving this area, the only way to go was to climb up on a series of ledges. Cal worked his way up to the landing pad where we saw the Project Auger ship take off the last time we were on Zeffo, and after making it to the top, one of the large ice monsters we defeated in the caves was on the platform battling a group of troopers. Rather than jump in the middle and battle two kinds of enemy I left them to it and climbed around the outside. At one point there was another visual glitch, as Cal’s body clipped through a hanging hose or cable. After climbing onto the landing platform, there was only one way to go and that was back into the base. Immediately inside the door was another group of troopers, including a couple of the more difficult variants, but they were soon taken care of.

Ice Monster vs. Scout trooper – with Cal as a spectator!

This part of the base contained a few other troopers, and there were a couple of platforming sections and sections where Cal needed to use both of his Force powers (push and slow) in order to make it through. None of it was particularly challenging or noteworthy, until we encountered another Purge trooper! These are the specialist anti-Jedi troopers that are new to me and haven’t appeared in any other Star Wars games or films, but they didn’t debut in Jedi: Fallen Order; apparently they made their first appearance in a comic book series. The Purge trooper was a difficult mini-boss, but a well-timed use of Force push sent him falling to his demise from the bridge where he fought Cal.

The Purge trooper is defeated.

The area beyond the Purge trooper was uneventful and a door led Cal back outside. A short ice slide (these keep bringing up happy memories of Super Mario 64!) led to another meditation spot, and then we arrived at the crashed ship that had been unceremoniously dumped onto the holomap earlier. It was a Venator-class ship – the kind used by the Republic in the prequel films. The sight of the crashed ship, and seeing how massive in scale it is, was comparable to seeing Rey in the Star Destroyer on Jakku in The Force Awakens, and whether intentional or not, I liked that little tie between two different parts of the franchise. These ships are massive, and exploring it will take some time. A couple of monsters near the ship were easily dispatched, and then there was a sweet moment between Cal and Greez as Cal spotted a smaller crashed vessel. He told Greez he appreciated his piloting and how he always got him safely to the surface, and it was a very wholesome conversation between the two of them. Greez has been a little standoffish at times, and seeing the characters get closer together over the course of the story is great. Hopefully this doesn’t mean something horrible is about to happen to Greez!

Cal speaks to Greez on the radio.

Other than the monsters, the main enemies Cal encountered at the crashed starship were probe droids. These floating robots debuted in The Empire Strikes Back, where one was used to find the Rebel base on Hoth, and we also saw one briefly at the beginning of the game. They made the same noise that they did in the films, and I appreciated that! I speculated early on that the probe droid may have been how the Imperial Jedi-hunters were able to find Cal so quickly after his one brief moment of Force use, and I think that seeing them here and having Cal comment about being “watched” may not 100% confirm that theory – but it certainly lends it more credibility.

A probe droid near the crashed starship.

The probe droids are particularly annoying enemies. They fire standard blaster bolts at Cal, which can be reflected back, but when they become damaged they go into a kind of self-destruct mode and chase after Cal in a kamikaze attack. These proved difficult to outrun and dodge, and several exploding probe droids wounded Cal in this section.

Fighting probe droids in the wreckage.

Inside the wreckage, Cal found a Force echo. This one felt very ominous, as it seemed to show a Clone trooper who was aboard the ship being killed by someone with a lightsaber. This could, of course, be something that happened during Order 66 or even earlier, particularly as a Clone trooper was mentioned, but it could also mean there’s a Sith or other Force-using opponent somewhere. Whether they’re still in the wreckage – which has presumably been here for years – is unknown. Cal made his way down a couple of zip-lines, and at the bottom BD-1 received another upgrade – this time allowing him to climb up zip-lines, opening up different areas and allowing for backtracking. This area contained two of the K2SO-type droids, which I find to be among Jedi: Fallen Order’s most difficult enemies. Taking on two at once was a challenge; Cal ended up needing to use a stim-pack.

The defeated droids.

Another Purge trooper was at the excavation site, and this fight was another tough one. These troopers are great at blocking and dodging, and often have unblockable attacks. These mean an instant button-press is required to dodge, and that can be difficult for me to get right! Occasionally, Jedi: Fallen Order shows what I guess I’d call a “finishing move” when Cal defeats an opponent. These stylised death-blows often involve acrobatic jumps or throws, killing an opponent in style – like something you might see in an old-school fighting game! I was finally able to capture one of these using the game’s photo mode, and I think it looks pretty darn cool!

Cal defeats the Purge trooper.

This next section involved a fair amount of platforming as Cal had to jump, climb, swim, and run along the cavern walls to get further and further into the dig site. There were no troopers along the way, which was very eerie! On the way here in the cable-car, Cal said to BD-1 that he had a bad feeling about what he was going to find here, and the music in this area was perfect. It was incredibly tense and ramped up the apprehension. After arriving at a meditation spot, I wasn’t sure where to go next. There was a zip-line, but Cal couldn’t reach it, and there was a locked door. Eventually I found an elevator, and after stepping inside it began to descend. When it reached its destination the doors hissed open only to reveal… the Second Sister!

The Second Sister on Zeffo.

I knew Cal had a bad feeling about this second leg of his journey on Zeffo, but the fact that it was the Second Sister herself – the game’s biggest villain – was a surprise! I was expecting some kind of tomb-related enemy or perhaps to learn who wielded the lightsaber aboard the crashed ship. The Second Sister knew Cal’s full name, but more importantly she knew about Master Cordova. Cal ignited his lightsaber.

Cal and the Second Sister about to duel.

The Second Sister had been unbeatable – by design – in Cal’s first encounter with her back on Bracca, and the reason I was so surprised to see her on Zeffo at this point in the story is that she’s the game’s main villain, or at least the most significant villain so far. Defeating and/or killing her only partway into the story didn’t feel right; this had to be setting up something else! This was the toughest boss fight in Jedi: Fallen Order so far, way worse than the Tomb Guardians, Purge troopers, or even the AT-STs. The Second Sister is a powerful Force user – I assume some kind of Sith apprentice too – and wields a red lightsaber. She can perform many unblockable attacks as well as use Force powers – including the ability to leap great distances and sprint at Cal.

No, that isn’t a bug. She can jump that high!

The duel was long, and every time Cal seemed to get the upper hand or reduce the Second Sister’s health, she’d come at him with a new attack or dodge the next one, making it hard to land more than a couple of blows on her at a time. Her health meter at the top of the screen was slowly ticking down with each strike, but by the time it was hovering around the halfway point, Cal had already used two of his three available stim-packs! I was getting nervous – this was difficult! When the Second Sister had lost a little over half of her health, she grabbed Cal using the Force in what looked like a Vader-style Force choke, before throwing him across the arena.

The Second Sister uses the Force against Cal.

The transition from the duel to this scripted moment was seamless; a perfect blend of gameplay and an inevitable moment, and it seemed for a second as though she was simply using a new Force power that would make the fight more difficult! However, as Cal crashed through the side of the arena, a cut-scene triggered. The Second Sister approached, lightsaber in hand, and it seemed as though Cal was doomed! But in an instant, BD-1 saved the day by activating a forcefield between the two combatants. This undoubtedly saved Cal’s life!

BD-1 puts up the forcefield.

With Cal safe behind the forcefield, the Second Sister opted to try to sway him and break his resolve through talking. And she had a lot to say. She’s looking for the list of names of Force-sensitive children that Master Cordova hid on Bogano. It didn’t seem possible she could know about it, until she revealed something truly shocking – she used to be Cere’s padawan! When Cere was captured by the Empire, she betrayed her padawan so she could escape, choosing to save herself instead of Trilla – the Second Sister’s real name. She removed her helmet revealing a young woman who couldn’t be much older than Cal.

Trilla – the Second Sister.

Star Wars has had some great unmasking moments over the years! Seeing Darth Vader as a scarred, broken man in Return of the Jedi was an amazing moment, and the reveal of Kylo Ren as a young man in The Force Awakens was pretty good too. I liked this moment with Trilla, as it fits a pattern that goes through other Star Wars titles. As I’ve said before, these moments make Jedi: Fallen Order really feel like I’m taking part in an actual Star Wars adventure.

Trilla talks to Cal through the forcefield.

Unable to get past the forcefield, Trilla had a warning for Cal – beware of Cere. Not only did she choose to save herself, betraying Trilla, but she used the dark side of the Force. Though Cal seemed dismissive at first, I’m sure these accusations will stick in his mind and we’ll eventually see him confront Cere with what he knows. I’m positive she knows who the Second Sister really is – but if she doesn’t that could be a shocking revelation for her. This scene, where Trilla accused Cere of being a dark side user, reminded me of the revelation in Knights of the Old Republic II that Kreia is similarly a dark sider. Both characters have taken on similar roles – mentor figures to the protagonist – and both seem to have a dark secret. Though Trilla may not be the most reliable bearer of information, the game wouldn’t bring up something this significant only for it to turn out to be a lie. Right?

Trilla and Cal end their conversation.

After escaping the situation, Cal was clearly very shaken. I was surprised that he didn’t immediately radio Cere and Greez – but perhaps he needs time to process what Trilla told him. Is it true about Cere? Was Trilla really her apprentice? She can’t be telling the whole unvarnished truth – there are two sides to every story, and I think we deserve to here Cere’s side. After all, if nothing else she did save Cal’s life on Bracca. Cal paused to thank BD-1 for saving his life with the forcefield, and this was a touching moment.

The path toward the tomb.

Escaping Trilla has led Cal to the entry to a new tomb, and there was a meditation spot nearby which I used to restore Cal to full health and replenish BD-1’s supply of stims. Though the forcefield stopped her temporarily, Trilla is still on Zeffo, and if her mission is to kill Cal I feel like we haven’t seen the last of her. There must be another way into the tomb, after all. After checkpointing my progress, I decided to step away and save the exploration of the tomb for next time.

The way in to the tomb.

Wow. What a wild ride it was this time! At first I was disappointed to be covering so much ground from earlier in the game – and I still feel this aspect of the game could have been handled better. But when the second mission to Zeffo got going it really got going! The crashed starship was a sight to behold, we’ve uncovered several mysterious story threads, upgraded BD-1, and then of course, the climax of this part of the story was the duel with the Second Sister.

Learning her identity was an amazing reveal, up there with Star Wars’ best. And if what she said is true, that Cere is a dark side user, then that sets up a potentially very interesting and exciting conflict later in the game. At the very least, Cere has some explaining to do! Something about the way Trilla presented herself, particularly the twinge of sympathy at learning what she’d been through – being betrayed by her Master and captured by the Empire – leads me to wonder if she has a path to redemption and a return to the light side. Whether it happens or not, the fact that the possibility seems to exist is enticing. And I absolutely love that the Second Sister wasn’t another standard evil-for-the-sake-of-it enemy. She has a story – a betrayal, a kidnapping, and a fall to darkness. All of this makes her infinitely more interesting than a lot of villains, and I hope we get to explore more of this fascinating character before the game is over.

Sorry that this part took a couple of days to write up! I hope you’ll stop by next time to see Cal investigate the second Zeffo tomb.

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 6

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order and for other iterations of the Star Wars franchise.

We’re making good progress in Jedi: Fallen Order after a couple of longer gaming sessions this week. Last time, we left Cal and the gang on Zeffo, about to depart and head to the Wookie homeworld Kashyyyk in search of a chieftain who was friends with Jedi Master Eno Cordova.

Cal in the cockpit of the Stinger Mantis before takeoff.

Before we battled the AT-ST last time, Cere had informed Cal on the radio that the Empire had identified him as the Jedi who escaped them on Bracca. I was half-expecting the departure from Zeffo to trigger some kind of attack on Cal, perhaps involving the Second Sister (the Imperial Jedi-hunter who attacked Cal and who seemed to get to Bracca impossibly fast at the beginning of the game). That’s why I ended the last part of the playthrough before leaving the planet! However, no such attack transpired, and the Stinger Mantis was able to depart Zeffo with no issues.

Kashyyyk had been added to the map.

The crew chatted a little en route to Kashyyyk, but nothing particularly important came up. It was nice to see the surface of Zeffo receding from the Mantis’ cockpit, as well as seeing the jump to hyperspace. Being free to move around during takeoff is one of my favourite things about these sequences. The hyperspace flight was very short – and I’m not sure if that’s just because it’s a game and people don’t want to sit through long flight sequences, or if hyperspace flights in general are short. However, in other Star Wars media – including most of the films – hyperspace wasn’t presented as allowing for near-instantaneous travel, so I assume it’s the former. The Mantis emerged from hyperspace and was immediately surrounded by Imperial Star Destroyers!

The Stinger Mantis with three Star Destroyers over Kashyyyk.

Cere calmly explained that the Mantis is “transmitting Imperial codes”, and they were able to enter Kashyyyk’s atmosphere with no trouble – though at least one Stormtrooper seemed to look at the ship as it flew in. As I guessed last time, the Empire is on Kashyyyk at least in part to capture and enslave Wookies – we saw this in Solo: A Star Wars Story and also in Knights of the Old Republic. However, there is resistance to this attack, and while the Mantis looked for a landing spot, a group of resistance fighters came under attack by AT-AT walkers. Cal believed he could sabotage one, as he worked with AT-ATs on Bracca, so with Greez bringing the ship in low, Cal jumped out to take on the AT-ATs.

Cal arrives on Kashyyyk.

After confirming both he and BD-1 survived the fall intact, Cal set out swimming after the AT-ATs which weren’t too far ahead. They were moving fairly slowly, so catching up to them wasn’t too difficult. One of the AT-ATs was covered in vines, meaning Cal was able to climb up the legs. For the first time, I really got a sense of the scale of an AT-AT. For the most part, we’ve seen these giant machines included in large-scale battle sequences, even in their debut in The Empire Strikes Back. This was the first time I can remember getting up close to an AT-AT on foot, and it really did feel massive and intimidating for Cal to take on by himself with no support. Credit to the way the AT-ATs were designed and included in Jedi: Fallen Order; this section really gave them a sense of scale that I hadn’t experienced before.

The AT-ATs are huge.

Climbing the vines was fun, and after making his way around the outside of the AT-AT, Cal got to the roof. A scripted sequence saw a ship swoop down and kill a Stormtrooper (it may have been the Mantis but it was so fast I didn’t see) and from there, Cal was able to make it inside via a hatch. After dispatching a handful of Stormtroopers, Cal and BD-1 made it to the AT-AT’s cabin (the “head” at the front) and in a moment of slapstick comedy, took out the two pilots by bashing their heads together!

Cal and BD-1 sneak up on the AT-AT pilots.

This next section is one of my favourites – not just in Jedi: Fallen Order but in any Star Wars game I’ve ever played. Cal took control of the AT-AT and got to pilot it, using it to attack Imperial forces. The first target was the other AT-AT targeting the resistance fighters, and after that came crashing down in a fireball, Cal turned his attention to ground troops and Imperial turrets. This was so much fun! I’m not sure if this is the first ever Star Wars game to let players pilot an AT-AT, but it’s the first time I can remember having the opportunity to do so. Not only that, but the camera stayed in the cockpit and didn’t switch to a less-personal view outside the vehicle. The AT-AT’s cockpit felt small and cramped, and despite being elevated high above the battlefield, it felt like a vulnerable position when the blaster bolts started firing!

AT-AT vs. AT-AT: Cal and BD-1 score a direct hit!

Marching the AT-AT from the lake through the wilds of Kashyyyk was amazing, and despite taking a number of hits, the vehicle held up. Group after group of Imperial troopers fell, and before long we saw a familiar face: Rogue One’s Saw Gerrera, the leader of a group of resistance fighters. I’m using the term “resistance fighters” as opposed to “Rebels”, by the way, because in-universe the Rebel Alliance was formed much closer to the events of A New Hope. While there was resistance to the Empire at this time, it was mostly smaller-scale, like Saw’s band of fighters that we’re about to meet.

Meeting Rogue One star Saw Gerrera.

Actor Forest Whitaker reprised his role from the film, which must have been a strain on Jedi: Fallen Order’s budget! His presence and performance were amazing, though. Regular readers will know I’m a big fan of Rogue One, and having this tie-in to one of the best Star Wars films was absolutely amazing to see. Saw’s band of rebels were attacking an Imperial facility and landing pad, and he asked Cal to lend a hand. This meant more blasting away at ground troops, and I even took the opportunity to destroy a couple of docked TIE Fighters – I was worried if I didn’t they’d take off and attack the AT-AT!

Blowing up a ship on the Imperial landing pad.

Eventually a large ship took off from the landing pad, and a boss fight commenced. The AT-AT had both regular blasters and some kind of heavier explosive-based cannon at its disposal, and after pounding away at the ship for a while, Cal was victorious. However, the ship crashed into the AT-AT, bringing it crashing down in front of the landing pad. After a cut-scene Cal was fine, and he and BD-1 escaped the wrecked vehicle. Cal said to BD-1 he was “never doing that again” – but I hope he’s wrong because that section of the game was outstanding!

Cal and BD-1 survived the crash.

After a dressing-down from Saw for wrecking the AT-AT – the resistance group could have found a use for such a vehicle – the Mantis landed at the Imperial facility with it now being under resistance control. Saw and Cere had a short chat, explaining who Cal was and what their objective was on Kashyyyk. Bad news – Tarfful, the Wookie chief Cal is looking for, is in hiding as the leader of another resistance band. But someone may know where he is – there are a group of imprisoned Wookies who Saw plans to rescue, and one of them knows Tarfful. With the Mantis here, I took this opportunity to go back aboard and use the meditation spot. Cal had several options this time while levelling-up, and I chose to make stims (the health packs BD-1 can dish out) more potent, meaning each stim will recover more health. I also had Cal change back into his blue-and-white outfit from earlier, as well as giving BD-1 a similar blue-and-white paint job that made him look like a cute R2-D2 wannabe. I do love customisation options!

One of the resistance fighters by the Stinger Mantis.

At the landing pad, Cal stopped to briefly talk to a woman who mentioned leaving Zeffo. This was the villager whose partner had been killed during the Imperial attack on the village – Cal sensed echoes of his life and death through the Force while exploring that world. He was able to give her the news of his death, which only stiffened her resolve to fight harder against the Empire. In an area beyond the landing pad, BD-1 received an upgrade at a workbench. Unlike on Dathomir, where Cal found a workbench and silently upgraded his lightsaber, a line of dialogue preceded this, giving it a little more explanation. BD-1 can now “overload” certain types of circuits, which can do things like turn machinery off and on as well as open doors and activate lifts. It will come in handy, as we’ll soon see!

BD-1 on the workbench.

After upgrading BD-1, Cal was immediately attacked by a giant spider-creature in Jedi: Fallen Order’s first jump-scare. And I have to confess, it did make me jump! The creature came out of nowhere, and it had an unblockable attack that required some serious button-mashing to escape from in a quick-time event. Cal was able to defeat it, however, and I then took advantage of the presence of a workbench to make some changes to Cal’s lightsaber. We’d picked up a few different lightsaber pieces on Dathomir and particularly on Zeffo, meaning many more customisation options were now available. I don’t think these have any impact on gameplay; they aren’t upgrades, just changes to modify the appearance of the weapon.

The modified lightsaber.

I kept the orange blade colour, because I think it looks fantastic, but I changed almost everything about the hilt, including giving it a new copper colour that I think looks pretty neat in close-up shots. During normal gameplay it’s pretty hard to see the hilt – Cal’s holding it and it takes up only a small part of the screen. Leaving this area and making my way along a clearly-defined path led Cal back to Saw, who is planning his attack on the Imperial facility. Saw is aware of Cal’s status as a Jedi, and the two split up, with Cal being entrusted his own mission to rescue the Wookies while Saw leads the main assault. A little bit of platforming and jumping through the wilds of Kashyyyk led Cal to the Imperial prison.

Saw and Cal discuss their plan.

Kaskyyyk, by the way, looks very different to how I expected. In Knights of the Old Republic the planet was densely forested and very dark – the wroshyr trees were several kilometres tall, with the Wookies living in treehouses in the upper branches. The forest floor was almost devoid of sunlight and was very dangerous. Here, the planet is presented more like a dense jungle – something akin to Vietnam or the Amazon rainforest rather than the tall-treed planet I remembered. While this isn’t a bad thing, I thought it worth mentioning.

The landscape of Kashyyyk.

Knights of the Old Republic was released in 2003, before Revenge of the Sith brought the mainline films to the Wookie homeworld for the first time – perhaps this explains the difference, as the version of Kashyyyk seen here is much closer to that seen in the final prequel film. After killing a few Stormtroopers, Cal made it inside the Imperial base. A black R2-D2-type droid was the first to spot him, but ran away as soon as he entered. A few more troopers were easy prey for the double-bladed lightsaber, and there was a meditation spot inside at which I was able to further upgrade Cal’s maximum health.

This droid looks like someone slapped black paint all over R2-D2!

In the next hallway was a new type of enemy never seen before: a Purge trooper. Presumably related to the Jedi purge, this trooper was a mini-boss and was quite hard to take down. He was armed with a melee weapon, and was very skilled at parrying and dodging Cal’s attacks. He seemed to know who to expect, and I think these Purge troopers may be related to the Inquisitors we know to be pursuing Cal. However, after defeating him no entry was added about Purge troopers to the game’s databank.

The defeated Purge trooper.

There was another new type of enemy here, too. Flame troopers – Stormtroopers armed with flamethrowers, whose weapons can’t be blocked or parried, were a pain to defeat, especially in groups!

A closer look at a Flame trooper.

This Imperial base was large, and there were several indoor and outdoor sections – packed with different troopers – to navigate en route to the prison. Most of these sections were fairly straightforward, but one was rather annoying, and as I’ve said at a couple of other points in Jedi: Fallen Order now, an extra line or two of dialogue would have gone a long way to fixing it. Close to the part of the base where the Wookies are held, Cal comes across a large pit filled with what looks like dirty water or sewage. There’s no indication that stepping in this liquid will be a problem, yet it’s instant death for Cal. A single line saying something like “better watch out for that toxic waste” would have solved this problem, and I don’t really know why no mention was made of this. To make matters worse, I encountered a glitch in this area. Cal has narrow pipes to walk across to get over the toxic liquid, but on one of these pipes, Cal couldn’t find his feet. And no, this isn’t a feature of the game – other pipes and narrow walkways saw Cal find his balance, but this one behaved like it was normal ground, meaning any movement in any direction led him to fall straight into the liquid. I was eventually able to jump across this section, but it was a pain and bugs like that should really have been patched by now – we’re well over six months past the game’s launch.

The glitched pipe. Note how Cal’s feel are clipping through the pipe, and how he isn’t facing the right direction.

Cal finally made it to the prison, but before he could free the trapped Wookies, a K2SO-type droid attacked him. This boss fight may have been the hardest so far, as the droid grabbed Cal and would bash him on the ground as well as attacking with its long arms. However, this was another great little reference to Rogue One, so it’s hard to be mad! I was able to prevail against the security droid – though it took at least one stim to survive the fight – and then Cal headed back to the prison console to release the captives.

Battling the security droid in the prison.

So far, Jedi: Fallen Order has looked absolutely fantastic. I’m running it on its highest settings on my PC – albeit on a mid-range graphics card in an older machine. But here on Kashyyyk, we got a pretty major fail as far as the game’s aesthetic is concerned – the Wookies. They look horrible! Hair has long been a challenge for game designers (Cal’s hair isn’t the best part of his appearance, for example) and Wookies are covered head-to-toe in hair, so perhaps that was always going to be difficult to get right. But the chosen effect simply doesn’t work on them; the Wookies end up looking like they’re covered in brown string or rope, and while I admire the effort to try to animate some kind of hair, it would have been better to use a flat texture because they ended up looking truly awful. It’s a shame, too, because we’re on the Wookie homeworld and they’re such an iconic race in Star Wars. But when I think back to how older games handled it – Knights of the Old Republic, for example – I really feel that Jedi: Fallen Order didn’t make the right call here. Maybe after trying to get it right but seeing the end result, someone should have stepped in and made the decision to try something else.

A closer look at the raggedy string-like texture used for the Wookies.

While sneaking around the prison, Cal came upon another Purge trooper chatting to a Stormtrooper. The Purge trooper was itching for a fight with Cal, but as the two of them were standing by a ledge, it was too tempting to use Force push to send them tumbling over – so that’s exactly what I did! The base has a couple of unexplored areas that are blocked off behind locked doors, but otherwise, we did what we came to do and Cal then had to make it to the roof to reunite with Saw. On the roof, however, a huge battle was raging. After taking down some troopers, an AT-ST was dropped in by ship, resulting in Cal’s second one-on-one with these smaller walkers! Unlike the last fight on Zeffo, this one was much harder. There was nowhere to pin the AT-ST this time (on Zeffo I pinned it against the Mantis and hacked at it until it died) so it took a lot of jumping and dodging and a couple of stims to survive the fight and bring it crashing down!

The AT-ST arrives… cue a boss fight!

Defeating the AT-ST led to a cut-scene in which Saw gave a rallying speech to the resistance fighters and freed Wookies. He offered Cal the opportunity to join his resistance group, saying they could use a Jedi to help in their fight against the Empire. However, Cal declined as he has the mission with Cere to complete – but I don’t think this will be the last we see of Saw! One of the freed Wookies does, as promised, know who Tarfful is, but doesn’t know where he is. I loved that Cal said he didn’t understand the Wookie language here – Han Solo was fluent, of course, but it always seemed like a tricky language for outsiders to learn! I thought we’d be heading off elsewhere on Kashyyyk to find him, but Cere has been on the radio to inform Cal that the Empire is doing something with Project Auger back on Zeffo – so our next destination is backwards to the planet we just left.

Cal and Saw part ways on the rooftop of the Imperial base.

There was a shortcut back to the Mantis from the Imperial base, so Cal headed back to see what Cere had to say. For the first time, Jedi: Fallen Order gave me two dialogue options when speaking with Cere – though there’s no reputation or karma system, and I don’t think it made any substantial difference on the story. Cal informs Cere and Greez that they rescued a Wookie who’s now with the resistance. This Wookie and his resistance friends will hopefully be able to track down Tarfful, but for now the gang is heading back to Zeffo.

Back at the Mantis.

While Kashyyyk definitely wasn’t a waste of time, I’m not sure how I feel about hopping back-and-forth between levels! We’ll clearly have to come back to Kashyyyk sooner or later – whether that’s immediately after Zeffo or later in the game. And we’ve already seen the Dathomir mission be a total bust, meaning we’ll have to go there for a second time at some point too. As long as the story remains engrossing and fun, perhaps it won’t matter. But backtracking in a game doesn’t always feel great, and a lot will depend on where we go on Zeffo. If we land at the same point and take the same route through the abandoned village and the caves, that might feel like Jedi: Fallen Order is trying to pad itself out. If we go somewhere new and different, or if we find a transformed area with more enemies to fight, perhaps it won’t seem so bad.

I ended the playthrough here, before departing Kashyyyk, and we’ll save the return to Zeffo for next time – I wonder what will happen with Project Auger?

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 5

Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order, and for other iterations of the Star Wars franchise.

Welcome back to the adventures of Cal Kestis in Star Wars Jedi: Fallen Order. Last time, after being unable to progress on the planet of Dathomir having been thwarted by a metre-wide gap in a bridge, Cal and the gang flew away and ended up on the Zeffo homeworld. After exploring the landing zone and a village the Empire forcibly evicted, we left Cal at a meditation spot near a dark and mysterious cave.

Cal at the entrance to the cave.

Before I started playing properly, I decided to have a bit of a look at Jedi: Fallen Order’s photo mode. By opening this mode the game pauses, and I have free movement of the camera to set up and take screenshots. This has potential advantages over just taking screenshots during regular gameplay, as many different aspects can be controlled – extra lighting, changing angles, changing what’s in or out of focus, etc. I’ve played games that had photo modes before – albeit not many – but this was my first real time messing around with the options and settings. While it may be useful at certain points in Cal’s adventure, I don’t see myself using it for every screenshot, as it’s rather fiddly to use. That’s no criticism of Jedi: Fallen Order, I think that’s just the nature of this kind of free-camera photo mode.

Testing out photo mode on this unfortunate Stormtrooper.

After my photo mode experiment, Cal headed into the cave to see what was inside. The darkness meant he had to once again use his lightsaber as a torch, and after finding a crate with another customisation option or lightsaber part (I forget which, we picked up several of each this time) Cal eventually managed to jump, climb, and tiptoe around the cave to find a switch that illuminated it. Exiting the cave – which was fairly small – led to a path overlooking the village we passed through last time. Here I felt there was some influence of the Himalayas on the design of Zeffo. The long flags, the mountaintops, and the ancient village seemed to give it a Tibetan or Bhutanese feel.

Overlooking the village.

A lone Scout trooper on the path – who ignored Cal while I spent ages lining up the perfect screenshot – was no match for the double-bladed lightsaber. After defeating the trooper, I encountered a glitch. A mountain goat-creature charged at Cal, but fell partway through the path before it could reach him. At first I thought this was something scripted – perhaps a patch of quicksand to be avoided – but it was actually not intentional. The mountain goat remained stuck, and Cal was easily able to kill it as it had a hard time fighting back.

The mountain goat-creature stuck in the terrain.

There have been a few bugs in Jedi: Fallen Order so far, and I’ve documented them as they’ve cropped up. The only really significant one was the camera getting stuck in that narrow hallway on Dathomir, the others – like this one – have really been quite minor. But minor issues can stack up in a game, and Jedi: Fallen Order is certainly not as polished as I might’ve expected it to be. Further along this mountain pathway, and after jumping across a couple of obstacles, Cal stumbled upon a group of oblivious Stormtroopers.

Cal was able to get very close to these troopers.

I suspect that if I cranked up the difficulty to one of the higher settings, Cal might’ve been spotted by the troopers sooner – it seems like that’s how the game should work anyway! The troopers put up a fight, but Cal got the better of them in the end and was able to progress further along the path. This section featured several rotating platforms that Cal had to use the Force on in order to jump on them, making this section of the game – and indeed Zeffo in general, as we’ll see later – much more akin to a 3D platformer than a standard action game. I mentioned in one of the earlier parts that the game is clearly inspired by titles like Tomb Raider, and I think this hits that point home.

One of many rotating platforms.

Beyond the platforms were more mountain pathways (without the Force, how can the Stormtroopers get from place to place? Hmm…) and after a short walk, Cal stopped to look at a statue carved into a nearby mountain. This is supposedly a representation of a Zeffo – though I would’ve said it looked at least somewhat similar to the Prothean character from Mass Effect 3, particularly in terms of the shape of the head. Cal noted that the statue must indicate that he’s going the right way – and in a game which has occasionally been unclear about which way to go, confirmation I was on the right track was nice.

The Zeffo statue.

After a little more jumping and climbing, Cal battled a handful of Stormtroopers and a couple of monsters before sliding down an icy path to the next part of the level. The sliding feature seemed really fun and innovative when we first saw it on Bracca, but it’ll be used several more times on Zeffo (as well as at least once on Bogano) and as fun as it was that first time, it isn’t my favourite element of the game. Variety is good, but as we’ll see more acutely later, some aspects of Jedi: Fallen Order’s controls can feel very clunky and ham-fisted – pushing a stick a fraction of a centimetre should send Cal a short distance or make a minor adjustment, but both Cal and the camera swing around wildly, making aiming during some of these sliding sections difficult. Several of the sliding sections end with a sheer drop, requiring a perfectly-angled jump to hit the next path or to grab a vine, and with the clunky, inaccurate controls it’s too easy to mess up and see Cal fall to his death multiple times in the same place.

One of the icy slides.

Beyond the ice slide, and past a few more hapless Stormtroopers, Cal witnesses an Imperial ship departing a facility. I liked the design here, it was reminiscent of the base used by Galen Erso in Rogue One. The Star Wars franchise has always been good at keeping a similar aesthetic across its titles, and this base could easily have been lifted from that film. Cal also passed a wall that had the same glowing red aura as the bridge we had to bypass in the last part of the playthrough – I was certain by this point that Cal was en route to a place where he could learn a new Force power!

An Imperial ship departs the base on Zeffo.

Over the radio, Cere tells Cal that the ship is carrying “artefacts” bound for the Imperial capital of Coruscant. There’s a very ominous line in this conversation about the Emperor potentially being involved, though whether we’ll actually see old Palpatine appear in person isn’t clear! The level so far has been a fairly linear path, sending Cal more or less in one direction – culminating in the scene where the ship departs. On this ledge is a doorway that presumably leads into the Imperial base, but it’s sealed and there’s no way in. After backtracking and getting a little lost, I ended up pulling up the in-game holomap to find where to go.

There’s no way in!

However, I have to confess that I don’t find the holomap particularly easy to use. It’s necessary, given Jedi: Fallen Order’s large levels, to find some way to represent areas at different elevations, but the holomap is clunky and awkward to use, and its all-blue appearance doesn’t make finding things any easier. I also found out later on that opening the holomap doesn’t pause the game, meaning Cal can be attacked while checking the map.

The in-game holomap.

Map issues aside, the next section of the level was quite fun. There was some more platforming to do, including balancing on a narrow ledge, and a variety of different Stormtroopers have now popped up. In addition to the standard blaster-wielding troopers, there are rocket troopers, who are unsurprisingly armed with bazookas, and heavy troopers, who carry a minigun with a small shield. The minigun blasts come at Cal very fast, but luckily only in short bursts. I found it was possible to deflect or block most of them most of the time. The rocket troopers were harder to avoid, however, as not only can their shots not be blocked or deflected, but they explode on impact, and even if they don’t hit Cal directly if they’re close enough they can still hurt him.

The two new trooper types.

After the platforming came another short ice slide, and beyond that was a dark hallway. Inside, Cal found a computer console and played a recorded message from a Stormtrooper. Something called “Project Auger” was mentioned – I’m sure this won’t be the last time we hear about this secret Imperial mission! The story of Jedi: Fallen Order has been great so far, and Project Auger fits in perfectly with what Star Wars fans expect from the Empire. Moments like this make it feel like I’m taking part in a real mission in that galaxy far, far away.

Listening to the Stormtrooper.

Whatever Project Auger is – for now we still have no idea – it’s bigger than just this one site on Zeffo. If I were to speculate I’d say it’s something connected with tracking down Force-sensitive people, since that’s Cere and Cal’s overarching quest right now. But the trooper mentioned looking for data and artefacts – not people – so perhaps what they’re looking for are ancient relics connected to the Force? Something like a holocron, perhaps? I’m sure we’ll come to know more later, but I like to guess! Theorising is all part of the fun! After listening to the trooper, Cal headed back outside to an area where large platforms were rapidly moving in and out of the moutainside. Cal needed to use the Force to slow the platforms down one by one in order to make it across, but this was a relatively straightforward puzzle.

Use the Force, Cal!

A meditation spot beyond the platforms made for a nice spot to rest and checkpoint my progress, but I wasn’t ready to stop playing. Cere jumps on the radio again to inform Cal his presence has been noticed by the Imperials – and to be fair he has cut down at least a couple of dozen by this point, so that’s to be expected. A dropship appeared in the area beyond the meditation spot, and a number of troopers jumped out. This fight was tricky, as there were a variety of troopers including two of the stronger Scout trooper commanders, but Cal was eventually able to prevail – and I’m kind of proud of taking on such a big fight without dying once!

The vanquished Scout trooper commanders.

Another icy slide after defeating the group of troopers led Cal to an underground area with a few monsters to defeat. Beyond that, we finally found what we came to Zeffo for: an ancient tomb. A storm swirling around the tomb hindered the Empire’s communications, but there were no troopers in sight, just a handful of monsters and a meditation spot. In fact, we wouldn’t see any more Imperials for a long time! The storm raged, swirling in circles around a single point. Cal was able to use his Force power to slow the storm and cross safely into its eye – an area containing a giant metallic ball.

Approaching the eye of the storm.

BD-1 scanned some more ancient Zeffo symbols, then Cal stepped on a switch – revealing that the whole platform, ball and all, was a large elevator. The descent into the tomb was slow, but there was plenty to see on the way down, as well as another recording from Master Cordova to listen to. I stand by what I said earlier, though. Despite what Cere said about BD-1 being an “encrypted” droid, I bet a black market hacker could get Cordova’s logs out without needing to visit all of these places to see the recordings! The large ball/sphere in the centre of the elevator platform had the same red aura that we’ve seen several times on Zeffo, indicating it may be possible to interact with it in future.

Ancient Zeffo symbols on the elevator.

The tomb was huge! I think it’s fair to treat the tomb and the surface of Zeffo as two different levels, despite them being connected. There was a whole new aesthetic for the tomb, different obstacles, and fewer enemies. Where the surface of Zeffo had some platforming elements and a lot of monsters and troopers to fight, the tomb is a maze of passageways with several puzzles and only a couple of mini-bosses. We could take a break here and split this into two parts, but as I played it all in one sitting I think I’m going to stick with writing up one play session at a time. So refill your drink if you need to, and let’s crack on!

Entering the tomb.

After the elevator touched down, there were two paths. One was a dead-end, but the other had a weird exploding plant thing, which Cal and BD-1 agreed looked disgusting, and a narrow passageway to squeeze through. This led into the first hallway of the tomb. The lighting in this section deserves a lot of credit. We’ve seen pitch-black areas several times in Jedi: Fallen Order, and for short sections that can work well and provide mystery and a sense of danger. But as mentioned, the tomb we’ve entered is so large that despite it seeming logical to make it fully dark, I feel that would have made it far too difficult – some of the puzzles were tricky enough as it is! Instead of total darkness, Jedi: Fallen Order has turned the brightness down a little, giving everything a slightly washed-out blue-grey hue that I think did a good job conveying that this is a dark area but without being too dark to be enjoyable to play through. Things like this can seem minor – who cares about lighting in a game compared to the story, right? But they go a long way to making a level fun to play, and for me, Jedi: Fallen Order did this perfectly.

Shortly after entering the tomb, with another of the weird plant-things.

After a short section of jumping between platforms, Cal ended up going down another icy slide into a large room. There was one of those large metallic spheres that we saw on the elevator, and several switches on the sides of the room. Activating a switch caused a jet of air to shoot out of the wall. If the ball was in the way of the jet, it would roll around the outside of the circular room. The objective was to get the sphere into a clearly-marked cavity in the centre of the room (think like a ball-and-socket and you’re on the right track). The only way to do this was to activate the right air jets in the right order, but there weren’t many and this wasn’t particularly difficult. Cal acquired the second of three “Force Essences” for his trouble – getting the third would give him more Force points, which would mean he’d be able to use more Force powers in combat.

Puzzle complete!

Leaving the circular room behind, Cal headed to a hallway which opened out into a large chamber. Opening another switch caused a jet of air to roll another sphere into a divot, which in turn caused platforms to rise from the floor. Climbing these led Cal into another hallway, and by this point I was getting excited! The holomap seemed to indicate that Cal was perhaps one or two rooms away from the objective, so I thought it would be a hop, skip, and a jump to the end of the level. But that didn’t quite turn out to be the case! Below the raised platforms I could see a statue that resembled the Zeffo carving we saw on the surface, only smaller. It felt like a trap, and I was right! As Cal got closer the golem sprung to life, shooting a laser from its chest and trying to stomp him! After dodging and wildly swinging the double-bladed lightsaber (which still looks awesome in its orange hue, by the way) Cal was victorious.

Cal vs. the tomb guardian.

We’ve been seeing objects with a red glow or aura since last time, and I was sure Cal would eventually be able to interact with them somehow. Finally, in this next area, Cal re-learned the necessary skill: the trusty old Force push that every Jedi should know! After coming upon a wall blocking his path, Cal drew upon an old memory to re-learn the skill.

About to learn the Force push ability.

This took the form of what appeared at first to be a Force echo, but after appearing to get hit by a rock while using his ability to sense what had happened, Cal ended up having a full-on flashback to his time training under Jedi Master Jaro Tapal. We’ve seen one prior glimpse of this training – and I still think more effort could have gone into the training room used for these flashbacks, as it’s awfully bland. The training session consists of Cal using the Force to push a ball into a target, under Master Tapal’s watchful eye.

Master Tapal training Cal in a flashback.

The flashback jogged Cal’s memory, and he’s now able to use the Force to push objects – even breaking weak walls or damaged doors in some places. And of course he can now push those spheres around too! Force pushing the wall caused it to break, finally opening up the chamber that the map has been pointing us toward this whole time. The chamber beyond contained a single tomb guardian (the golem things I mentioned earlier) who was difficult to defeat, but not impossible.

A closer look at a tomb guardian, courtesy of the game’s databank.

This chamber is the heart of the tomb, and it’s what Master Cordova wanted whoever came after him to find. BD-1 displays a recording of Cordova talking a little about the Zeffo and the tomb. However, from our point of view the key thing we needed to know was where to go next in this scavenger hunt/wild goose chase that Master Cordova has set up. He looked at the detail in one of the stone carvings and surmised it to be representing a wroshyr tree from the planet Kashyyyk – that’s right, Cal is headed to Chewbacca’s homeworld!

Master Cordova with the tree carving.

One thing that’s fantastic in any game is when optional cosmetic customisation options are reflected in cut-scenes. While a lot of games get this right – even going back to the early 2000s, where Knights of the Old Republic would show off the player character – some games to this day still have pre-recorded cut-scenes that show the player character sans any customisation. Jedi: Fallen Order shows Cal and BD-1 in whatever outfit and paint job is chosen for them, and the Stinger Mantis is equally represented in its takeoffs and landings, and I really appreciate the little extra effort it takes to make that happen.

Cal – in his appropriate attire – listens to Master Cordova’s recording.

You know those games where upon completing the mission or the level you’re taken to the next one straight away, maybe with a cut-scene in between? Or those other games where completing a long and complicated dungeon or level unlocks a shortcut back to the entrance to make it easy to get on with the story? Yeah… Jedi: Fallen Order is neither of those games. After listening to the recording in the tomb (and making sure the giant Zeffo sarcophagus wasn’t, in fact, another golem waiting to attack) Cal must make his way back to the Stinger Mantis from here.

I really thought this was going to wake up and be a boss to fight!

Puzzles in games can be great fun. And in a tomb like this, ancient puzzles that are well-designed can make getting to the objective a challenge to enjoy and take pride in overcoming. But the driving force in a game like Jedi: Fallen Order is its story, and having acquired a new destination for Cal and the gang, I was keen to get on with it and get back to the ship. I didn’t want to spend more time in a tomb that I’d already completed, and if I’d been designing this level I’d have moved all of the next puzzles to before the Cordova recording, and provided an immediate pathway out – I think that would have made it more enjoyable.

Moving these balls was hard work.

Perhaps this is just sour grapes on my part, though! After using a meditation spot outside of the room with the sarcophagus, it took me about twenty minutes to figure out how to get two more of the large metal spheres and move them into the right spots on the ground to open a pathway out – if you recall, the way in was down an icy slide, and Cal can’t climb up those.

One of the balls in flight.

This puzzle was annoying in part because, as mentioned, the story on Zeffo (for now, at least) has concluded, meaning the only objective was to get back to the ship and continue the plot. It was also frustrating, though, because of how Cal’s new Force push ability works. In order to get the spheres into the right place (after locating them) Cal had to use Force push as the spheres are too large to do anything else with. However, while Force push is great on things like walls or for pushing enemies, when it comes to fine control and aiming, Jedi: Fallen Order’s clunky controls became a problem for me. The spheres were very difficult to aim and manoeuvre, and while the game allows a little leeway in getting them into place there isn’t a lot of room for error. This whole section felt like trying to play a bad game of mini-golf or something, and I found the puzzle to be more annoying than fun overall. While searching for spheres I found the third Force Essence and increased Cal’s Force points, which was a bonus.

The sphere on the elevator.

After I did eventually get the balls placed correctly, it was a fairly smooth route backtracking through the upper levels of the tomb to get back to the elevator. After resetting the elevator and riding it back up, Cere jumps on the radio. She and Cal agree to go to Kashyyyk to speak to a Wookie chief who was a friend of Master Cordova. The elevator emerges back at the entry to the tomb, which is now crawling with Stormtroopers – has Cal led them there? And if he has, will they learn the secrets of the Zeffo too? It’s hard to see how the Empire can learn very much without BD-1 and the recordings from Master Cordova, but it’s possible that they’re looking for something else in the ruins, something connected to this Project Auger. It’s also possible that they’re hunting Cal!

The exit to the tomb with a squad of Stormtroopers!

After defeating the troopers, I was expecting to go back through the level and perhaps take advantage of one or two points where Cal could use his Force push ability to create shortcuts. There were also the shortcuts from the village to the hangar that we found last time. However, I’m not entirely sure whether I took a wrong turn or if this is the way the game sent me, because Cal ended up riding an Imperial cable-car thing into an ice cave where an excavation is taking place. There was another meditation spot here, and at one of these (I forget which) Cal was able to level up and learn a new skill.

The ice cave.

This ice cave featured a very annoying ice slide. Most of the others have been fairly straightforward, even the one where Stormtroopers were shooting at Cal! But this one had a jump, a U-turn, and then a second jump that required perfect aiming to hit an updraft and a perfectly-timed button press to avoid Cal falling to his death and having to replay the whole slide over again. It took several attempts to complete, and all the while I was reminded of the snowy mountain level in Super Mario 64. Only the ice slide there was more fun.

Welcome to Jedi: Fallen Order… apparently.

In addition to a couple of Stormtroopers, the ice cave had a large monster to fight; another mini-boss. Though each of its attacks did a fair amount of damage, Cal was able to defeat it, and even severed one of its limbs with his lightsaber in the process. I’d seen Cal’s lightsaber bisect monsters before but this was the first time I’d seen it specifically take off a limb. Though it may be fairly gruesome, I felt overall it added to the immersion, as we know lightsabers should be able to do that, and we’ve seen it in the Star Wars films. I understand why they chose not to let this happen to human opponents, though!

Don’t worry, he’s ‘armless!

While riding the next cable-car out of the ice cave, Cere tells Cal over the radio that the Empire has identified him as being the Jedi they encountered on Bracca. I felt sure this would mean the Second Sister – the Imperial Inquisitor who tried to kill Cal at the start of the game – would make an appearance, so I hot-footed it back to the Mantis. A shortcut opened up, finally allowing Cal to emerge from the caves near to the landing zone. However, there was a pretty big obstacle between Cal an the ship: an AT-ST walker!

The AT-ST.

The walker was attacking the Mantis, and I was reminded of the episode in The Mandalorian where the protagonist and his mercenary ally must similarly take on an AT-ST to defend a group of villagers. With the usual caveat that I’m playing the game on its easiest difficulty, I found the fight wasn’t as tricky as I expected. The AT-ST could shoot and also drop explosive charges, all of which had to be dodged as they cause major injuries to Cal. But I was able to basically pin the AT-ST against the Mantis, and after dodging the explosives, hammer away at it with the various attacks Cal has learned. Repeating this a few times brought the walker crashing down. I thought that was it, but its pilot then got up and started blasting at Cal! Luckily he was easier to defeat than his machine had been.

The vanquished AT-ST and pilot.

With the AT-ST being the final boss of the level, it didn’t seem as if we’d get to face off against the Inquisitor. Cal boarded the Mantis and a cut-scene triggered as he talked to Cere and Greez about what he’d discovered in the tomb. Going to Kashyyyk was what both Cal and Cere wanted, but Greez was nervous, telling them the area is crawling with Imperials who have been trying to suppress the Wookies. Though I think the film is set a little later in the timeline than this, we saw in Solo: A Star Wars Story that Wookies would be taken by the Empire for slave labour – I wonder if we’ll see some aspect of that when we get to Kashyyyk.

Explaining to the others what happened, and where to go next.

After the cut-scene, there was nothing left but to head to Kashyyyk. Cal’s Force push ability still won’t help him jump that small gap on Dathomir that he can’t get over, so Kashyyyk is the only destination we have right now. I retired to the Mantis’ rear cabin to use the meditation spot, and that’s where this section of the playthrough finally ended.

Cal hanging out on the Mantis.

This was a long session, so thanks for sticking with me all the way to the end. We basically completed two levels here – the surface of Zeffo and the tomb. However, I think we’ll be coming back this way in future, even if only to access that Imperial base and see what’s going on inside. The Zeffo are beginning to remind me somewhat of Knights of the Old Republic’s Rakatan Empire – both are ancient, supposedly-vanished races that were powerful millennia ago. Are we going to encounter some surviving Zeffo? I wonder.

I had a great time in this section of the playthrough, despite the frustrating puzzle section in the tomb. Jedi: Fallen Order has an engrossing story, and that goes a long way to covering up any minor imperfections in its gameplay, at least in my opinion. It’s always going to be more enjoyable for me to play a game with occasionally frustrating gameplay and a great story than vice-versa!

So that’s it, join Cal and I next time for our excursion to Kashyyyk. This is a world I visited in Knights of the Old Republic, so I have some idea of what to expect! I wonder if it’ll match my expectations?

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 4

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order, as well as for other iterations of the Star Wars franchise.

Welcome back to Jedi: Fallen Order! Last time, I came up against my first difficult fight in the game, and it took a couple of attempts to get past some of Dathomir’s Night Brothers. This session didn’t start particularly smoothly, as there was apparently a connection problem with Steam that took a while to resolve. Jedi: Fallen Order is a single-player title of course, but I’m never sure whether playing while Steam is in “offline mode” means things like screenshots are disabled. I waited until whatever problem Steam was having was fixed before playing.

The Steam error message. What a great way to start!

When Steam worked and we’d made it through the various loading screens and updates for Steam and Origin, Cal was back at the meditation spot where we left him on Dathomir. The Night Brothers in the area immediately beyond had respawned too, but were easily dispatched – I might finally be getting the hang of the game’s combat!

The Night Brothers by the save point respawned.

Past the locked door were a series of corridors and rooms – including the corridor where the camera got stuck last time. This go around Cal made it through alright, and having only used one stim-pack to regenerate his health too! In a rather out-of-place space-age crate amidst the rocks and ruins, BD-1 found a customisation option for the Stinger Mantis, giving it a shiny new metallic silver paint job. Though I liked its previous yellow colour, I decided to mix things up and try out the new one for now.

The Mantis’ new look.

Jedi: Fallen Order’s third-person camera has been okay, despite the issue last time. I generally like third-person cameras in games, and especially in an action/adventure title like this it works well. It would make exploring and some of the more complicated jumps more difficult if it were a first-person title – not to mention the combat. The camera can also be used to peek around doorways; spotting enemies before they have a chance to see Cal gives him an advantage. And there were plenty of enemies in these ruins!

Spotting an enemy in the room beyond using the camera.

The hallways eventually led to an open area, where a stone bridge is crumbling. The back side of the locked door from earlier was here, and unlocking it created a shortcut back to the meditation spot where this section of the playthrough began. Cal was able to jump across a gap in the bridge, where a mysterious “wanderer” greeted him. Dressed in old, dark robes, this character gave off a distinctly creepy vibe – I’m about 98% sure Cal will have to fight him sooner or later! He reminded me somewhat of Kreia, the mysterious Force-sensitive old lady who mentors the Jedi Exile in Knights of the Old Republic II. The wanderer talked in very vague terms about visiting Dathomir to study extinct cultures, but not much of what he said was helpful in the short term.

Cal listening to the wanderer.

However, one thing the wander explained was very interesting. He told Cal that others have tried to discover the secrets of the ruin – the one beyond the bridge that Cal is trying to reach – but that something inside it corrupted them. Could this be a hint at something connected with the dark side of the Force? It sounds intriguing… and dangerous! It’s also implied that there may only be one Night Sister, as the wanderer speaks of her in the singular. He then ends the conversation by telling Cal in no uncertain terms to “avoid the ruin”. Cal says he can’t do that… but actually he can, and has no choice in the matter for now.

Cal and the wanderer.

At this point Cal hit the wall… literally. The bridge on which the wanderer is standing is broken, and Cal cannot jump from one section to the next; every time he tried he fell. There was a path below the bridge heading back the way we’d come. After several failed jumps I headed in that direction to see if there was something there to help Cal progress, and found something incredibly exciting! At a random workbench tucked away to the side of the passage, Cal was able to upgrade his lightsaber to be double-bladed – like Darth Maul’s famous lightsaber from The Phantom Menace! Obviously I liked this; the upgrade may very well come in handy! But I didn’t like that Cal worked on the blade in silence, and I especially disliked that no explanation was given as to why he was able to perform the upgrade here.

Upgrading Cal’s lightsaber near the bridge.

A couple of lines of dialogue would have massively improved this moment – having Cal say something like “look BD-1, a new lightsaber macguffin, I bet I could upgrade mine to be double-bladed” would have been all that was necessary to explain what was happening. The databank did lodge an entry about the upgrade, but nothing to explain why it was able to be done, how it could be done here, or what Cal found to be able to make the upgrade. It felt like one of those situations where we were very close to having a great moment in the game, but one element was missing and the result was that it just kind of fizzled out.

The double-bladed lightsaber.

The lightsaber can be switched back to its single-bladed form at any time with a single button press, and I like having both options as it feels like it adds more variety to the game. Whether the lightsaber options are purely aesthetic or whether, as the game suggests, the different blades will be useful in different situations is unclear right now. After going through the tunnel beyond the lightsaber workbench and dispatching a handful of the poisonous spider-creatures, Cal ended up back at the meditation point where we began this playthrough. I debated saving, but doing so would allow all of the Night Brothers to respawn and I wasn’t keen to fight them all over again. However, there was nothing here that would help Cal across the gap in the bridge. Exploring the ruins further yielded nothing either, and I must’ve spent fifteen or twenty minutes trying various methods of crossing the gap or finding a way around, at which point I did choose to rest, though Cal had no skill points to use.

Back at the meditation spot.

Climbing on the wall by the wanderer didn’t work. There was a tiny hole at the bottom of the gap that I thought Cal could have squeezed through, but that did nothing. There were no vines on the wall to climb, and nothing else to hold on to. I mentioned last time that some elements of Jedi: Fallen Order feel less cinematic and very “video-gamey”, and this moment is absolutely one of them. The rough rock that’s supporting the next section of the bridge could be easily climbed – there are a number of potential footholds and handholds, and from its base the rock face can only be four or five metres high. A Jedi – even a trainee Jedi – should be easily able to climb this short, cragged rock face, yet Jedi: Fallen Order makes no such allowance. I eventually relented and headed to the internet in search of a strategy guide. I was careful to avoid spoilers for the rest of Dathomir, but it turns out that this is as far as Cal can go until he unlocks a “Jedi flip” ability much later in the game!

There’s simply no way across this gap until Cal learns a skill much later in the game.

This Jedi flip sounds like it’s basically a double-jump, and will allow Cal to cross the gap with ease. As cool as it was to come to Dathomir and get the double-bladed lightsaber, I’m disappointed with this outcome. Why would Jedi: Fallen Order give me a choice of destinations if one is basically blocked to Cal until he levels up? Despite the amount of time we’ve spent on Dathomir so far, we haven’t actually done anything of consequence yet; if I had to guess based on the size of the previous planet (Bogano) I would say Cal has maybe explored a third of what Dathomir has available, and aside from the monsters and the Night Brothers, all Cal has done is speak very briefly to one Night Sister and this wanderer.

Screenshot of the IGN wiki guide for Dathomir.

I’m playing Jedi: Fallen Order for the first time, and until this moment I hadn’t picked up a guide or searched online for any walkthrough as I wanted to experience what the game had to offer for myself. After completing Cal’s quest on Bogano, it felt as though I had a free choice of destination – two planets were available, one of which said it was the main quest and one – Dathomir – that felt like a side-quest. I’m just a little confused why the game would do this, and why it wasn’t made more obvious that we’d gone as far as possible into Dathomir. Cal makes an offhand remark that he “can’t jump that far” when failing the jump for the first time. But that’s it. There was nothing to say that I should go back to the ship or that this was all I could do on Dathomir for now – but it is, and after reading online that I’d done all I could I doubled back and returned to the Stinger Mantis. The enemies had all respawned, but sprinting and bashing the dodge button repeatedly meant the return journey was fast and Cal took no damage.

Back at the Mantis.

Back aboard the ship I went straight to the galaxy map and selected the Zeffo homeworld – confusingly also named Zeffo. The ship took off from Dathomir as smoothly as before, and within moments we were landing on a stormy planet.

Landing on Zeffo.

It wasn’t a perfect landing – despite what Greez tried to claim – and the storm appears to be interfering with communications aboard the Mantis. I always like this kind of setup, as having no way to communicate with the ship ramps up the tension. The storm on Zeffo provides a good excuse for why communication may be difficult. Cere promises to stay aboard and work on getting them working, leaving Cal to explore the landing zone.

Greez Dritus piloting the Stinger Mantis en route to Zeffo.

There were several things to explore in the immediate area. Near the ship was a large open hangar – it had one crate inside that contained a lightsaber part. Further away from the ship there were two routes, one that led up a hill and one into a larger hangar. Inside the hangar was a locked door and another crate – this one contained a new poncho for Cal, which I promptly equipped. He seemed to approve!

Cal’s new poncho.

With the door in the hangar locked, and nowhere else to explore in the immediate area around the Mantis, Cal headed up the hill and across a damaged bridge, where two animals were chewing on the dead body of a Stormtrooper. That’s right – the Empire made it to Zeffo first! If only we hadn’t wasted all that time going to Dathomir… just kidding, I know that isn’t how it works. After killing the creatures (they were no challenge, like the other monsters seen so far) Cere had managed to restore communications. Cal informed her of his discovery and the Empire’s presence.

Cal standing over the dead Stormtrooper.

Beyond the trooper’s body were two paths – I took one that went off to the right, into a pitch-black cave. Holding the block button means Cal uses his lightsaber as a flashlight, illuminating a small area around him. Aside from a Force echo, the only thing of note in the cave was a crate that contained a stim-pack upgrade: BD-1 can now carry three stims instead of two, giving Cal one more chance to heal in between meditation spots. I knew sooner or later we’d be able to upgrade this, and I’m so glad I came this way or I might’ve missed out! BD-1 did the most adorable little dance when being given the upgrade, and honestly he’s my favourite Star Wars droid right now. Sorry BB-8. You’re cute too, but you’re not as cute as BD-1. If anything happens to BD-1 I’m giving Jedi: Fallen Order 0/10 for traumatising me.

BD-1 receiving his first upgrade in the dark cave.

Exiting the cave meant doubling back to the fork in the road, and after a couple of jumps and ramps up, Cal was on top of the hangars near the Mantis. Going down placed him behind the locked door in the hangar bay; unlocking it provides a shortcut which may come in handy later. There were a couple of monsters along the way, but no Stormtroopers yet… I was sure they couldn’t be far away, though!

The hangar door – a shortcut to and from the Stinger Mantis.

Immediately beyond the door and we got our first group of Stormtroopers. All of them were using blasters, which meant it was relatively easy to hang back and deflect their shots back at them. The Stormtroopers talk during combat, both shouting aggressively at Cal and bantering with each other – but Jedi: Fallen Order doesn’t seem to have recorded many lines of combat dialogue for the Stormtroopers, and they very quickly begin to repeat themselves. Perhaps we should excuse that since they’re clones(!) but as with the lightsaber upgrade that had no explanation, a few extra lines would have been nice and would have avoided the sense of repetitiveness, especially as we got further into Zeffo and encountered more troopers.

Putting the double-bladed lightsaber to good use!

The path leads away from the hangar towards a village crawling with Stormtroopers. In addition to the regular troopers carrying blasters, there are also Scout troopers armed with melee weapons – we’d fought a couple on the train on Bracca back in Part 1 of the playthrough. In small numbers neither type of trooper is particularly bothersome, but a larger group, consisting of both ranged and melee opponents is harder to overcome. Regardless, Cal made it through several scraps in the village unscathed.

Battling Scout troopers in the village.

We got our first mini-boss on the far side of the village – a Scout trooper commander, designated by his orange shoulder pad. This guy uses a melee weapon like the regular Scout troopers, but is more skilled and harder to take down. Eventually Cal was able to prevail, however! There were several Force echoes in the village, which combined with the one we found in the dark cave to tell a story of a family forced from their homes by the Empire. An eviction notice was seen pinned to a doorway in the village, too. Are these people the Empire expelled Zeffo? Or are they another race that has settled the ruins of the Zeffo homeworld? I understood from what Master Eno Cordova said that the Zeffo are extinct, so I assume these people were settlers – but that remains unconfirmed right now! Hopefully we will learn what became of these people.

The Imperial eviction notice.

The Scout trooper commander was guarding a drawbridge. The bridge seemed to have a red glow or aura to it, similar to how some objects have a blue glow indicating Cal can use his Force powers to slow them down. However, this is presumably linked to another skill Cal doesn’t yet have, as there was no way to move the bridge. At several points during Cal’s time in the village I heard the distinctive whine of TIE Fighter engines, but unfortunately I didn’t look up in time to see them (and when I waited none flew overhead).

The bridge wouldn’t budge!

There was another route near the bridge which took Cal into what looked like one of the huts in the village. However, this building was cut into the rock behind, and contained a passageway that was another shortcut back to the abandoned hangar near the Mantis – perhaps this shortcut will come in handy as well! More importantly, though, the passageway contained a meditation spot, and I was able to get two new powers/lightsaber moves for Cal, as well as rest and make sure the game had checkpointed. I was tempted to call it a day, but we’d only just got to Zeffo and I wanted to see what was beyond the bridge, so after using the meditation spot and unlocking the shortcut I headed back outside.

Cal prepares to meditate on Zeffo.

The outfit Cal wears under his poncho has been the same since we left Bracca, and I didn’t think it was something that could be customised. But in a storage box here, BD-1 found Cal a different colour for his outfit – there are only five options, but it’s another nice little element of customisation. This one is a brown/khaki tone, and I equipped it to replace the blue/grey outfit he’s worn since the beginning of the game.

Cal’s new threads. Lookin’ good!

The troopers had all respawned due to using the meditation spot (a feature I can’t decide if I like or not) and despite taking Cal on a different path I still had to fight several of them. There was another way across the gap that the bridge should have allowed Cal to cross, by climbing and jumping across a couple of roofs, and on the other side a couple of troopers were no match for Cal’s lightsaber.

About to surprise two Stormtroopers!

This area was fairly small, and aside from a locked storage crate that BD-1 can’t access yet – he still needs repairing, apparently – there wasn’t much to see. I was able to get all the way around to see the bridge from the other side, though. If we have to come back this way later, hopefully Cal will be able to move the bridge somehow and use it to get back to the Stinger Mantis, as I don’t think jumping back the way he came is possible.

The other side of the drawbridge. I wonder what damaged it?

After heading up a ramp, Cal came upon another dark cave and another meditation spot. I decided to take this opportunity to have a break, and save exploring the cave for next time.

Cal uses his lightsaber to see into the mysterious cave.

So Dathomir was a bust! What a waste of time. As cool as it is to get the double-bladed lightsaber, it’s patently obvious that the upgraded weapon can’t be necessary to complete Zeffo, or the game would have made acquiring it mandatory instead of hiding it. I don’t really like that Dathomir was made available to visit but not possible to complete – that’s poor game design, in my opinion. At no point while playing should I need to pause the game and open a guide because the game hasn’t made clear where to go or what to do, yet on Dathomir when Cal couldn’t make that jump I was stumped. It wasn’t in any way clear that this was an absolute barrier to progress, and I wasted time on that world that I could have spent advancing the story on Zeffo further. Not to mention that when Cal finally makes it back to Dathomir later, we’ll have all the same monsters and enemies to fight.

That aside, I think I’m getting better at Jedi: Fallen Order. The battles this time went much more smoothly, and fights I might’ve lost when I first started playing were easily won. Story-wise, aside from the Dathomir dead end not even being acknowledged by any of the characters, I think Jedi: Fallen Order is doing a solid job. I’m curious to see what we’ll uncover on Zeffo and what the Imperials are doing here. It seems unlikely they’re here for the same reason as Cal – unless they saw Master Cordova’s message somehow.

Swing by next time and maybe we’ll find out!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A look at the first trailer for Star Trek: Lower Decks

Spoiler Warning: Spoilers will be present for the Star Trek: Lower Decks trailer, as well as for other iterations of the Star Trek franchise, including the most recent seasons of Picard and Discovery.

It was announced only a few days ago that Star Trek will be having a big presence at this summer’s big Comic-Con@Home event – the event will not only replace Comic-Con in the USA this year, but from ViacomCBS’ perspective, also fill a role usually served by Star Trek Las Vegas, the big Star Trek convention at which Star Trek: Picard was announced and other big announcements have been made. It was a huge surprise, then, when the trailer for Lower Decks was published on YouTube, as I felt certain they’d be saving that for Comic-Con@Home, which is taking place in only a few days’ time.

In case you haven’t seen it, I’ve embedded the trailer below. When you’ve seen it, I’ll take you through my thoughts on what’s included – or you can skip the full trailer and just read what I have to say!

Have you watched it yet? This is your last chance to avoid spoilers if you want to see it first! Okay, let’s go through what we just saw!

My first reaction was side-splitting laughter for pretty much the entire trailer! Lower Decks looks like so much fun, a perfect blend of Star Trek with comedy series like The Simpsons or co-creator Mike McMahan’s last project Rick & Morty. Both of those animated shows have clearly influenced Lower Decks, and if the series as a whole can succeed as well as the trailer did then I think we’re in for a fun time.

The aesthetic of Star Trek’s 24th Century was present throughout. I talked about this before, but the design of the USS Cerritos is clearly influenced by the Enterprise-D from The Next Generation. It manages to look like a less-important version of that ship, and although there’s been some criticism of its split-level design (which I think gives it a USS Reliant or Nebula-class vibe personally) it really does succeed for me as being a well-designed vessel.

A different angle of the USS Cerritos.

The shuttlecraft Yosemite was also seen in the trailer, and sported a design similar to shuttles from The Next Generation’s era. We’d seen a Discovery-era shuttle in the Short Treks episode Children of Mars, which was a prologue to Picard released in January. That design is fine, but I said at the time that it would have made more sense to use a familiar design from The Next Generation than reuse one from Discovery. Aesthetic and design choices are very subjective, and while I like both designs, it’s nice to see something closer to that seen in the 24th Century here. I also liked its “blast shield” – I’m sure that’ll come in handy for something!

We got our first look at most of the crew in action for the first time. It seems that at least two of them – I think Ensigns Mariner and Tendi – are new to Starfleet, probably having just graduated from the Academy. This may be their first posting aboard a starship. The disappointment they experience – seen plastered across their faces – when being assigned dirty, minor roles aboard the ship is clearly going to be a big part Lower Decks’ comedy and where much of the humour is going to come from.

Ensign Tendi arrives aboard the USS Cerritos.

Ensign Boimler seems to be the Starfleet “fanboy” we heard mentioned during the initial pitch for the series. He’s caught by Ensign Mariner recording a pretend “captain’s log” in what looked like a closet aboard the Cerritos. These two characters seem to have an incredibly fun dynamic, playing off each other’s strengths and weaknesses to make a fun duo. There also looks to be a personality clash – Boimler seems anxious and by-the-book, whereas Mariner seems much more laid-back and outgoing. As the two human main characters, putting them together and making them the focus was perhaps inevitable, but I hope we’ll see more of the other two ensigns as well; they didn’t feature as prominently in the trailer.

Despite Lower Decks’ premise of featuring unimportant crew members on an unimportant ship – “rarely going where no one has gone before”, as the show’s tagline hilariously puts it – they do seem to have some adventures. At one point, Ensign Rutherford was seen fighting Borg in what I assume was the holodeck or a training room. Rutherford may be an ex-Borg himself, or he could be a human who’s been augmented in similar fashion to Discovery’s Lieutenant Detmer (the helm officer).

Lieutenant Shaxs and Ensign Rutherford.

We saw several glimpses of the Klingons in the trailer, including one who seemed to be serving in Starfleet. Taking a look at Federation-Klingon relations after the end of the Dominion War is potentially interesting, though I’m unsure how much detail we’re going to get. It did seem as though the USS Cerritos may be headed to Qo’nos or a Klingon colony though, as there was another scene set at an outdoor area emblazoned with Klingon insignia. It was suggested in Voyager’s finale that the Klingons may have moved away from their alliance with the Federation by the early 25th Century; they’ve also been major antagonists in Discovery, so I wonder if Lower Decks plans to go down that route.

There were a race of purple-skinned aliens with ridged heads that I didn’t recognise. It’s possible they’ve been seen in another iteration of the franchise and I’m just not remembering them, but they may very well be brand new in Lower Decks. A planet or moon seemed to be breaking up near their homeworld – this could be one of the USS Cerritos’ second contact missions.

What’s happening to this planet or moon?

At least one story is going to feature some kind of battle or combat situation, as we saw the USS Cerritos’ bridge crew and the ensigns teamed up together, fighting an unseen opponent. Action is great and all, but it’s definitely going to be nice to see some of the slower, less exciting side of serving in Starfleet. It looks like we’ll get a mix of both!

The USS Cerritos is described at one point as “falling apart”, which I think adds to the sense that this is an unimportant vessel in the fleet. It also opens up possibilities for both drama and comedy as parts of the ship break down and/or need to be repaired. In the aftermath of the Dominion War – Lower Decks is taking place approximately five years after the conflict ended – it makes sense that Starfleet may not be back at full capacity, and some ships may have been in service longer than they otherwise should be.

Ensigns Mariner and Boimler look like a fun duo.

The animation style seems to borrow at least some elements from Rick & Morty – which makes sense, as some of the team behind Lower Decks worked on that show. I’m thinking of the characters’ mouths and the way they speak in particular, as well as the design of one of the large aliens or alien-plants seen trying to eat Ensign Boimler in one sequence. This doesn’t have to be a bad thing; Rick & Morty is popular with many people, and it’s not unfair to suggest that Lower Decks is aiming itself squarely at Rick & Morty’s audience, at least in part. Any new show has the potential to bring in new fans to the wider Star Trek franchise – something it will need in order to survive into the future.

I’m a little surprised by the choice of uniforms. They’re neither the kind seen beginning in First Contact and used for the back half of Deep Space Nine, nor are they the style that debuted in Picard earlier this year, used in the show’s flashback sequences. The combadges are different too – they’re a simple silver Starfleet emblem similar to those used in Discovery. Of course Star Trek is no stranger to changing things up – The Next Generation and Deep Space Nine both went through two styles of uniform, and Deep Space Nine went through two styles of combadge too. I like the uniforms overall, and they fit well with the bright colour palette that the show is using. The choice of combadge is perhaps not one I’d have opted for – but it may have been designed to stand out better against the uniforms.

A closer look at the uniform and combadge designs.

I’m very worried that there’s still no international release date! ViacomCBS is cutting this very close – with the show set to air in three-and-a-half weeks, fans outside the United States need to know how and where we’re going to be able to watch it. This should have been taken care of ages ago and announced along with the show’s US premiere date. In the 1980s and 1990s it was commonplace for release dates to vary wildly from country to country, but you can’t get away with that in 2020. If Lower Decks premieres in the USA and there’s no international release, people will just pirate the show. It often seems as though ViacomCBS places very little value on Star Trek’s international fans, despite the fact that the number of Trekkies outside of the US has to be at least equal in size, if not larger, than its American fanbase. This continues to be disappointing, and it’s a mistake that a major corporation should not be making if they want to remain successful.

Other than that, my biggest concern right now is that Lower Decks will fall victim to something I’ve termed “The Simpsons Movie phenomenon”. At least here in the UK, 2007’s The Simpsons Movie put literally every single one of its good jokes, one-liners, and even visual gags in its trailers and television ads. The film was heavily marketed, meaning I’d seen the trailers a dozen times or more by the time I got to watch it, and because I’d already seen practically all of the funny moments from the entire film I came away seriously underwhelmed. If, however, Lower Decks can keep me entertained even half as much as it did with this trailer, it’ll be a great show.

Star Trek: Lower Decks will debut on CBS All Access on the 6th of August in the United States. There are no details yet of its international release. The Star Trek franchise – including Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 3

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order and for other iterations of the Star Wars franchise.

Welcome back to Jedi: Fallen Order! If you missed the previous instalment of this playthrough, you can find it by clicking or tapping here. Last time, Cal and the gang left the planet of Bogano bound for the mysterious, dark world of Dathomir. I was hoping I’d made a good choice opting to head to that planet, but I ended up losing my first fight in Jedi: Fallen Order so far! Let’s go through how we got to that point.

Cal, with the Stinger Mantis in the background, shortly after landing on Dathomir.

After arriving on Dathomir, Cal was ready to disembark the Stinger Mantis and set out in search of the Zeffo – the race that Jedi Master Eno Cordova tasked him with learning more about. The route from the Mantis’ landing spot into the first area of the level was well-indicated, and I like the deserted, alien feel of Dathomir with its red-tinged stone and rock. Red often makes a good choice for an otherworldly terrain colour. After moving along the path a short way, a section of it collapsed and Cal had to jump and climb along some conveniently-placed vines to access the first area, which contained a patrolling monster. I really thought this was going to be a young Rancor monster (a larger one tried to kill Luke Skywalker during his mission to Jabba the Hutt’s palace in Return of the Jedi) as it looked very similar to the young Rancors seen in the Knights of the Old Republic games. As Cal is still quite low-level, I decided to sneak around at first, seeing what else the area had to offer.

Sneaking past the monster near the Dathomir landing point.

The patrolling monster was easy to avoid, and Cal climbed up to a higher elevation, where several smaller monsters were easily dispatched – though these spider-creatures dissolve in a pool of acid when killed, injuring Cal unless he leaps out of the way in time. Taking on one or two at a time is no real challenge, but here I began to see why a number of reviewers said Jedi: Fallen Order isn’t a walk in the park! One or two of these monsters pose no threat, but on Dathomir there’s a long way to go from the Stinger Mantis to the first save point – save points/meditation spots are where Cal can rest and heal – and each fight against one or two of them adds up, knocking a few points from Cal’s heath, then a few more, then a few more – leading to consequences we’ll see in a moment! BD-1 can heal Cal if asked, but this can only be done twice in between save points (though I suspect that can be upgraded down the line).

If Dathomir is deserted, who lit this fire?

After taking out several groups of these monsters, I came to a somewhat confusing point. A narrow gap in a doorway, window, or crack in the ruins of Dathomir clearly opened out into a room just beyond, and by moving the camera I could see something in that room to interact with. Yet despite Cal previously being able to climb through tight spots, there was no way in to this obvious room. I even tried smashing my way in with Cal’s lightsaber! There was nothing to interact with to allow Cal access to the room; he just ignored it and acted as thought nothing was there. Perhaps it’s possible to gain access via another route, or to come back here later when Cal has learned some new skill or other, but it was very odd.

The inaccessible room.

Beyond the inaccessible room was a bridge; BD-1 scanned an artefact which led to an ominous reference to the Night Brothers – remember last time I asked if there were Night Brothers to go with the Night Sisters? There are! An entry in the databank says that the Night Brothers were second-class citizens in a female-dominated society that once flourished on Dathomir. Count Dooku apparently was responsible for the destruction of the Night Sisters after they tried to assassinate him – something which might have been included in The Clone Wars animated series as I know Dooku was a character there. I haven’t watched The Clone Wars so I can’t be sure, though. After cutting a rope which provides a shortcut to and from the lower part of the level, Cal proceeded across the bridge.

Cal and BD-1 rushing across the bridge.

A cut-scene triggered after crossing the bridge, with cute little BD-1 scanning some markings on the rocks that Cal identified as being evidence of the Zeffo. However, before they’re able to do anything with the markings, a hooded figure materialises out of thin air. Waving her arms and using green “magic”, she summons two shirtless men. Cal tries to talk her down – though telling her he “can’t leave” Dathomir is not what I’d have said in that situation – but the woman disappears and her minions attack. This was Cal’s first encounter with a Night Sister – not so extinct after all!

A Night Sister emerges.

Weakened from battling a number of those spider-creatures en route, Cal didn’t do very well against these two assailants, the Night Brothers. Taking one down felt like a good accomplishment, but the second was able to kill Cal fairly quickly thereafter. I’m still getting used to Jedi: Fallen Order’s combat; evidently I need to work on blocking and parrying, as well as dodging attacks! Getting better at those key skills will help as we progress through the game. Cal respawned at the Stinger Mantis. Being already back at the ship, and with no other meditation spots on Dathomir that I’d seen so far, I took Cal aboard and used the one in the rear cabin. I had two unused skill points; one had been awarded for defeating the first Night Brother, though I’m not sure how long I’d been sitting on the second! I chose to increase Cal’s maximum Force points, which will allow him to use his Force abilities more often and/or for longer. The second point was invested in Cal’s blocking ability, which should reduce the damage he takes from attacks while blocking. A solid use of two points, if I do say so myself.

A Night Brother, as seen in the game’s databank.

Now I had to progress back through the level to get back to the fight, and using the meditation spot meant that Dathomir’s monsters and enemies had all respawned. Luckily Cal had unlocked that shortcut earlier, allowing several of the smaller spider-creatures to be bypassed. I also stopped to take on the monster I misidentified as a Rancor; it is in fact a different kind of creature unique to Dathomir according to its entry in Jedi: Fallen Order’s databank. It also wasn’t nearly as difficult to fight as it looked!

Defeating the monster near the beginning of Dathomir.

I wasn’t sure if I’d need to sit through the cut-scene again after crossing the bridge, but fortunately Jedi: Fallen Order is better-designed than games of the past had been! The two Night Brothers were both back to full health, but after jumping and dodging and a fair amount of hopeful lightsaber swinging they both went down, leaving Cal – to my surprise – still with a fairly full health meter. After swinging, Tarzan-style, across a couple of vines, we finally found Dathomir’s first meditation spot/save point. Cal had been awarded another skill point during the second fight against the Night Brothers, but there was only one option on the skill tree this time, some kind of dash-attack.

The meditation spot.

Immediately after the meditation spot Cal came under attack from another group of Night Brothers, including one who was using a ranged weapon – some kind of blaster in the form of a longbow. Having practiced on Stormtroopers during the escape from Bracca at the beginning of the game, it was relatively easy to bounce the shots back to the archer – though this was made more complicated by a second Night Brother attacking from close range. A second archer was similarly defeated, as was another Night Brother in the next hallway. Cal then came upon a locked door. As with the inaccessible room from earlier, there must be a way in; whether this is something we’ll find as we explore or whether it’s an area we’ll have to come back to later isn’t clear.

The locked door.

I’ve encountered a couple of graphical glitches since arriving on Dathomir. The first one came right at the beginning of the level, while Cal was climbing the vines near the Stinger Mantis. His hands, arms, and part of his head appeared to clip through the ledge he was supposed to be holding on to:

A minor graphical issue.

This wasn’t a big deal, and though I spotted it I wasn’t particularly put out by it. Evidently what’s happened is the game has designated the “edge” of the ledge incorrectly, slightly too far inside the actual texture of the rock. No biggie, and I might not have brought it up but for something that happened later. After defeating the Night Brothers and archers, Cal entered another narrow hallway and was attacked by another single Night Brother. But the camera swung wildly as Cal dodged an attack, and it was impossible to see what was going on:

The camera at this point made it hard to see where Cal and his opponent were.

I couldn’t get the camera unstuck and back into a normal position during the fight, nor could I find a way out of the hallway. I’m not blaming the camera movement for Cal’s defeat in this fight; I was already low on health and hadn’t used BD-1’s stim-pack to replenish it. But it definitely didn’t help, and while it’s the first time there’s been a problem like this I did want to bring it up because this is all part of the gameplay experience for me.

Even though we haven’t got very far into Dathomir or actually done very much, I had to get on with something else so I took a break – we’ll pick up from the save point next time and press on further into the ruins of Dathomir. Hopefully those last two points don’t feel too much like nitpicks; I just want to be as comprehensive as possible in a playthrough like this. I’m not an especially competent gamer these days, and it often takes me several tries to beat a difficult level or hard boss. As mentioned in Part 1 of this series, I am playing Jedi: Fallen Order on its easiest difficulty setting. I do this as my health is poor, meaning things like button-mashing and millisecond-perfect hits are things I’m just not capable of for the most part. The first fight against the two Night Brothers definitely caught me off-guard – the fact I was able to easily beat them on my second try is, I think, evidence of that! Hopefully the next phase of exploring Dathomir will go smoothly!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 2

Spoiler Warning: There will be spoilers ahead for Jedi: Fallen Order and for other iterations of the Star Wars franchise.

Welcome back to my playthrough of Jedi: Fallen Order! If you missed the first part of this series you can find it by clicking or tapping here. Last time, we left Cal on the planet of Bogano. He’d just met the droid BD-1 and was making his way toward a mysterious vault.

Cal on Bogano.

I’m sure it’s just me, as I’m less used to modern video games with their broader, more open levels, but at points during Cal’s adventure on Bogano I found it hard to know where to go. The scenery is very pretty – but it’s also all rather samey, with white chalk or limestone cliffs and green vegetation. Although there are some identifying features on Bogano – such as an elevator platform – it wasn’t always clear where Cal had been and where Jedi: Fallen Order wanted me to take him next. The level consists of a number of similar pathways and open spaces at different heights; it was very easy (for me, at least) to overlook a pathway that was lower down that Cal had to jump down to.

The scenery of Bogano.

One thing is undeniable, though, and that is that Bogano is a beautiful setting. A lot of care and attention has gone into both locations Cal has visited so far, and even on my PC – which is no longer a cutting-edge machine (if it ever was!) – the environments look spectacular. Though I may have said something similar a decade ago, in 2020 we’re getting very close to photorealism in many aspects of games. I recently took a look at a tech demo that exemplified this. There were moments in earlier cut-scenes, particularly when looking at starships, characters in helmets, or aliens, that could have been scenes from a television show or film. And while my PC doesn’t have that fanciest of new, next-gen technologies – ray-tracing – the lighting on Bogano looked fantastic, as I think this next screenshot demonstrates.

The sun’s rays.

Last time, we left Cal before he’d made his way to the mysterious vault. I wasn’t sure if this quest would take a long time, and after loading my save file (a suitably quick process) there were still some things for Cal to do first. After exploring a cavern and killing a few monsters, we arrived at a dead end. With no obvious way out or any way to go back, the only thing at the end of the cavern was a glowing spot to interact with. Tapping on this led Cal to draw on a memory from his past, during his time as a Jedi padawan under Master Jaro Tapal – someone we learned last time died during Order 66.

Cal by the emblem of the Jedi Order during a flashback.

This flashback sequence shows Master Tapal teaching Cal how to use the Force to run along walls – something Cal remembers how to do and is able to use to escape the dead-end cavern. The wall-running ability opened up new pathways on Bogano, and Cal is able to further explore the cavern, using his ability to sense the past to note that a Jedi had once passed this way. I liked the use of the flashback as a concept, but the Jedi training room that Master Tapal and young Cal were in was incredibly generic; I’d have liked to see more decoration to make it appear even vaguely Jedi-esque. As it is, the grey tones didn’t really seem to fit with anything we’d really seen in the prequel era (when this scene was set). It was a very bland video game tutorial room that could have been from almost any other action-adventure title. It was nice to see Master Tapal again though, and I’m sure we’ll get more flashbacks to this character as the game progresses, not least because his death had a huge impact on Cal. He may have even died saving him – but we’ll have to wait and see if I’m right about that!

Cal’s Jedi Master is seen during the flashback.

Returning to the main section of Bogano, Cal is able to use his remembered wall-running technique to cross to a previously-inaccessible area and approach the mysterious vault that Cere had tasked him with exploring. BD-1 and Cal race each other to the vault, and to reemphasise what I said last time, the little droid is absolutely adorable. The entry to the vault had a couple of optional things for BD-1 to scan, adding entries to read from one of the in-game menus. Other than that, all that was here was the sealed door to the vault, which Cal is able to open with ease thanks to the Force.

While a curious BD-1 looks on, Cal opens the vault door.

The mysterious vault seemed like it would take longer and/or be more difficult to reach; I was expecting Cal not to be able to enter and to have to backtrack or go elsewhere to find a way in. But the door opened at the first opportunity, and Cal was able to squeeze through a narrow passageway into the vault. The vault is a large open room with a wet floor. There isn’t much to say about it, really, other than it looked sufficiently ancient as to be believable! In the middle of the room is a single circular object, and after Cal looks around for a moment, BD-1 rushes over and beeps at it excitedly. Walking over to BD-1 triggers a cut-scene. Jedi: Fallen Order has perhaps the smoothest transitions between gameplay and cut-scenes that I’ve seen, and it makes the whole experience much more cinematic; it feels like playing – and taking part in – a Star Wars film. BD-1 projects a hologram…

The cut-scene in the vault.

BD-1, incidentally, has been given a paint job thanks to having the game’s deluxe edition. I don’t recall why I paid extra for this version, it may have been because it was on sale. Normally I wouldn’t reward a company for cutting content from a game and selling it back, and while Jedi: Fallen Order has hardly gone overboard with its cosmetic extras, they should really be accessible in the base game or unlockable via gameplay as everything else is.

The deluxe edition of Jedi: Fallen Order allows BD-1 to get an optional coat of paint.

The hologram is stored withing BD-1 – not in the vault itself – and is a recording of another Jedi Master. Master Eno Cordova had explored Bogano years prior, and earlier Cere had explained that the planet isn’t present on any star charts; it’s a hidden world. Master Cordova had what he described as a “vision of doom” – presumably foreshadowing Order 66 and the rise of the Empire – and has chosen to hide something of value within the vault. While I like this setup, the fact that the holo-recordings are stored within BD-1 and not the vault itself raises a question immediately, one which admittedly may be explained further into the game. But if all the information Master Cordova has is stored in BD-1, who displays holo-recordings when Cal takes him to specific locations, would it not be possible to simply hack the droid and get the information out? Rather than darting about from planet to planet to get to the right spot for BD-1 to display all of the recordings, if I were Cal the first thing I’d do is shut down BD-1 and take him to a black market droid hacker!

Jedi Master Eno Cordova, whose plan seems like it could be undone with a visit to the Star Wars equivalent of PC World.

Master Cordova has acquired a list of force-sensitive children and squirreled it away in the vault. His plan, now taken up by Cere, is to use train these children as Jedi and use them to stand up to the Empire. Jedi: Fallen Order is set fourteen years before A New Hope, five years after Revenge of the Sith and Order 66. If Master Cordova put this phase of his plan into effect not too long before that, or if he updated the list, it stands to reason these children would still be out there and might be anywhere from ages 5-15 by now. While traditional Jedi teachings – according the prequel films – meant that a child of 9 was considered “too old” to train, Luke Skywalker and Rey both began their Jedi training as young adults and thus Cordova’s plan seems to have mertit.

Cal listens to Master Cordova.

The next part, however, is very “video-gamey”. Cordova insists that in order to gain access to the list of names – which may or may not be stored in BD-1, that wasn’t clear – is to “follow his path”. He tells Cal to go to the homeworld of a race called the Zeffo, who built the vault on Bogano. He’s to learn something there that will allow him to gain access to the vault. Nothing in games can ever be straightforward, eh? After Master Cordova sends Cal on his merry way, Cal chats to BD-1, saying that they have something in common as they’re both alone. It was a sweet moment. The only way forward from here is back out of the vault, and after sliding down the hill he climbed up to get in, Cal faces off against some kind of larger monster. This creature was able to perform unblockable attacks, meaning the fight took a lot of jumping and dodging. I couldn’t tell whether this monster was one of the ones recently seen in The Mandalorian or just vaguely similar.

Battling a large monster outside of the vault.

En route back to the ship – a route which, as mentioned, was easily-overlooked due to the level’s layout – BD-1 stops by a wall painting and another holo-recording from Master Cordova plays. He thinks the Zeffo may have visited the planet of Dathomir – a name that sounded vaguely familiar to me, not sure why – and suggests to Cal that he visit there, despite it being a “dark” place. I’m thrilled that Jedi: Fallen Order – like Knights of the Old Republic before it – gave me a choice of destinations. In a game that’s otherwise fairly linear, some elements of choice are great – as are the customisation options and the game’s skill tree for levelling-up Cal. Incidentally, I invested my first upgrade for Cal into extra health, as it’s something I feel almost always comes in handy in these kind of games!

The skill tree used for levelling-up.

After stopping to inspect the holo-recording, Cal must backtrack through earlier parts of the level to return to the ship – which I forgot to tell you last time is called the Stinger Mantis, or just the Mantis for short. I’m not sure where I’ve heard the name Dathomir, or whether it’s just because the -mir suffix has a Lord of the Rings sound to it, but it really does feel familiar. I wonder what Cal will find there?

The holo-recording which tells Cal about the planet Dathomir.

Upon returning to the Mantis, Cal tells Cere and Greez what he discovered in the vault and what BD-1 showed him on their return journey. He correctly susses out that BD-1 was the “someone” Cere wanted him to meet on Bogano (something which I had kind of already guessed!) They briefly discuss the situation – Cere knew Master Cordova, as she had once been his apprentice. She is also vaguely familiar with the planet of Dathomir, and says it was once home to a group referred to as the Night Sisters. The Imperial Jedi-hunter pursuing Cal is called the Second Sister, so I’m wondering if those two things are related. Were there Night Brothers, too? The information Master Cordova has stored in the vault is assumed to be in the form of a Jedi holocron – we just saw a Sith holocron in The Rise of Skywalker a few months ago, and apparently the Jedi use them too. Cere has one aboard the Mantis, and she shows it to Cal – it plays a short recording of Obi-Wan Kenobi, which was a nice little tie to the mainline films.

Cal inspects Cere’s Jedi holocron.

After spending a little time looking around the Mantis – its interior is fairly small – I headed to the map near the bridge. There were two planets available to visit, and as mentioned, it was a free choice as to which one to pick. The Zeffo homeworld was displaying an icon telling me that was Cal’s main objective, whereas Dathomir had no indicators of any kind. I chose to go to Dathomir; whether this was a good call or not isn’t clear yet! There were a couple of reasons why I made this decision, though.

BD-1 displays the map.

Firstly, I’m still not sure why but the name Dathomir is familiar. I’m curious to see if I find out why when Cal gets there! Secondly, if the game is pointing me to the Zeffo homeworld, that’s the main quest line, and if there are side-missions to explore I’d like to see those too. Jedi: Fallen Order is too much fun to skip missions! Finally, sometimes in games, quests or missions become unavailable after a certain point in the main story, and I would hate to miss out on Dathomir because I went to the Zeffo homeworld first. If the Zeffo homeworld is where Cal needs to go to advance the main story, it seems certain that area will still be available after the mission to Dathomir, but it may not be the case the other way around. I could look it up, but I don’t want to inadvertently spoil anything major for myself, as I’m playing Jedi: Fallen Order for the first time. After choosing to go to Dathomir, the Mantis takes off, and this whole sequence, transitioning from being on the surface of Bogano to being aboard the Mantis to heading into space was seamless!

Jumping to hyperspace en route to Dathomir.

I’m used to loading screens and cut-scenes breaking up a story, yet while the Mantis was taking off and headed to orbit, Cal was free to walk around the cabin and even head to the bridge to see the planet’s atmosphere give way to space. I think that might be the closest any Star Wars fan can get right now to being a passenger on board a vessel in a galaxy far, far away – except, perhaps, for the new ride at Walt Disney World’s Galaxy’s Edge, aka Star Wars land. The visual effect of the jump to hyperspace could have been lifted from any of the Star Wars films, and it was a really fun, slightly nostalgic moment to play through. Before the Mantis landed on Dathomir, Cal was still able to freely move around the ship. I took this opportunity to visit the rear cabin and upgrade his lightsaber again; I had acquired a couple of lightsaber components on Bogano.

Customising Cal’s lightsaber aboard the Mantis.

The journey to Dathomir was very short, taking only as much time as for a few lines of dialogue, and after taking a seat for landing on the Mantis’ bridge, a short cut-scene plays showing the ship approaching a red, Mars-looking planet. Immediately upon landing the area outside the ship is ready to be explored – there’s no transition between the Mantis and the two planets it’s visited so far, which makes the whole experience a touch more immersive. It was here I decided to leave Cal, and save the exploration of Dathomir for next time.

Cal, about to depart the Stinger Mantis for the mysterious – yet oddly familar – world of Dathomir.

I’m still having a great time with Jedi: Fallen Order. I’m about two hours in now according to Steam – though a few minutes of that was taken up with patching the game and connecting to Origin when I first installed it. Dathomir sounds dangerous and potentially interesting, and I’m also excited to learn more about Cere, Jedi Masters Jaro Tapal and Eno Cordova, and Cal himself. The Zeffo sound interesting too, and perhaps we’ll find out something about them here on Dathomir. But you’ll have to come back next time for that!

I’m experimenting with adding more screenshots this time, as this is supposed to be a playthrough. Hopefully this format is working; it may evolve further as I spend more time on these write-ups!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Can we PLEASE stop calling things we don’t like “objectively” bad?

Quite possibly my biggest pet peeve when reading or listening to reviews and critical opinion is when a critic asserts that a film, video game, or television series that they personally dislike is “objectively bad”. This is something I’ve seen both amateurs and professionals do, and it absolutely needs to stop. It’s the single fastest way a commentator can invalidate their own argument and credentials, and it’s got to a point where it’s been proclaimed so often that any time I see or hear the phrase “objectively bad”, I stop reading or listening. Any critic making such a statement has lost my respect and lost the argument.

To briefly define the terms, “objective” refers to something definite and factual, whereas “subjective” refers to an opinion or personal taste. Specifically, the word “objective” – and its adverb “objectively” – should be used to describe only those things which are not influenced by one’s own opinion or personal taste.

The creative arts – including cinema, television, and gaming – are by their very nature subjective. Storytelling and narrative decision-making in particular are incredibly subjective, perhaps being second only to individual musical taste. Every single aspect of a film, television series, or game – from its narrative to its aesthetic to its editing – is 100% subjective, and anyone who tries to claim otherwise doesn’t understand the meaning of these terms. There are certainly established ways of doing things, but refusing to follow these routes is not only not “objectively bad”, it’s the only way there can ever be innovation. Even in a title which is universally panned, there is still a huge amount of subjectivity – this is why some poorly-received films go on to be cult classics, and why there’s a market for re-releases of B-movies like Return of the Killer Tomatoes.

George Clooney starred in this film early in his career. I’m not making that up.

Even on the more technical side of filmmaking, an aspect one person may find annoying – like incredibly fast-paced editing – is someone else’s idea of a stroke of brilliance. Setting aside those few video games that are released with so many glitches that they’re unplayable, the same is true there too. I remember reading a novel a few years ago called Cold Mountain – since made into a film – which had a really annoying writing style. There were no speech marks used to indicate dialogue, and the author appeared to be aware of precisely zero synonyms for the word “said”, using it over and over again for almost every line where a character spoke. I found these things to be incredibly dumb and gimmicky, yet when I spoke to a friend who’d recommended me the book, she thought it was masterful; a postmodern way to write.

While I’m sure people have been misusing “objectively” for years, where it came to prominence for me was in the discourse surrounding the 2017 film Star Wars Episode VIII: The Last Jedi. Many Star Wars fans disliked the film for a number of reasons, and while I personally enjoyed it, by and large I can understand the criticisms many folks had. Some decisions taken by Rian Johnson and others at Lucasfilm seem to have been almost designed to be controversial – and anything like that will always result in split opinions. But nothing in The Last Jedi was “objectively bad”, as many critics claimed. Whether someone liked or hated things like Luke Skywalker’s characterisation, the Admiral Holdo and Poe confrontation, the side-mission to Canto Bight, Snoke’s fate, or the hyperspace ramming manoeuvre, none of them can be said to be “objectively bad” storytelling decisions. Even if a significant part of the film’s audience felt some or all of those points failed, that’s still a subjective opinion on the part of those individuals. Picking on a single narrative element in a story – such as the way Luke’s character was handled – and deeming it “objectively bad” not only is incorrect, but it undermines one’s own argument and makes having a rational conversation on the topic impossible.

Even the most controversial parts of The Last Jedi were not “objectively bad”.

I don’t want to turn this essay into a critique or defence of The Last Jedi, because it’s hardly the only title in recent years that has seen “objective” bandied about and used incorrectly by critics. While I liked The Last Jedi overall, that isn’t the reason for my saying it can’t be called “objectively bad”. There are titles I personally didn’t like, even projects I felt completely failed, that I would make the same case for. Game of Thrones’ eighth season was not “objectively bad”. Nor was The Last of Us Part II, despite my saying recently that 3/10 seemed like a fair score for that game. Not even The Rise of Skywalker, which had myriad problems with its story as well as its pacing, could be described as being “objectively bad”. I greatly dislike or had serious issue with all three of these titles, but I could never say that about them because there simply is no such thing as an “objectively bad” narrative. They all have major issues and failings in my opinion – an opinion shared by many other people in some cases, but a subjective opinion nevertheless.

What a critic is trying to do by clumsily using the word “objective” is to shut down dissenting opinions. By asserting that their belief is “objective” and thus purely factual, they’re saying that no other opinions on the topic can exist, and that anyone who tries to make a counter-argument is automatically wrong with any points they make being invalid. This isn’t how criticism and discourse are meant to work. Setting aside the fact that the word is being used incorrectly, the implication is that the person making such an assertion is closed-minded. It’s a consequence in part of social media bubbles and YouTube channels feeding the same opinions to people repeatedly.

YouTube critics aren’t the only ones who make this mistake, but it’s something I hear frequently on that platform.

In the aftermath of The Last Jedi, this was taken to extremes by some of the film’s detractors. While some of these people would begin a discussion by saying something generic like “I respect your opinion”, often what would come next is plenty of evidence to the contrary. It wasn’t good enough for them that most folks they spoke to didn’t like the film, they wanted everyone to hate it just as passionately as they did, and any contrary opinion was taken as a personal attack. The reality is that there will always be a range of opinions on practically any film, game, or television series, and trying to convince oneself that everyone needs to share the same opinion will not lead anywhere positive.

The conversation around The Last Jedi became so aggressive, unpleasant, and toxic that I stopped engaging with the film’s critics. It was clear to me that most of them weren’t interested in a conversation nor in hearing any other opinion besides a differently-worded version of their own. Some of these folks seemed to be tying their whole identity to being anti-Disney or anti-Star Wars, and any difference of opinion was perceived as a challenge to their newfound sense of self. That appears to be at least part of the reason why we started to see the phrase “objectively bad” crop up more and more often in relation to that film.

Luke Skywalker’s characterisation in The Last Jedi may have been controversial and disappointing to some fans, but nothing about it was “objectively bad” – or “objectively” anything at all.

Calling something “objectively bad” – or indeed “objectively” anything else – has a finality to it. It seeks to shut down the debate and block off any chance of someone offering a different opinion. But it simply isn’t correct, and by taking even small steps to broaden one’s understanding of a work of fiction, it’s easily possible to see that there are a range of opinions. Some critical works may even cause a rethink, reframing the discussion or bringing up a point others have failed to mention. Even if these don’t cause anyone to change their mind, they are at the very least evidence that a title is not “objectively bad”.

In most of the titles mentioned above, there were choices made by the creators and storytellers that I wouldn’t have made. These choices made the stories less enjoyable – or completely unenjoyable – for many people. Whether we’re talking about cinema, television, or video games, stories can be poorly-written, and indeed the whole point of media criticism is to point that out. But even the most well-read academic or the most prolific storyteller is simply expressing their own opinion when they make such a point. If you’ve ever taken a creative writing class or subjected your fan-fiction to internet critique, you’ll know that. Criticism is an expression of one’s own thoughts and opinions on a subject. By the very nature of the medium, criticism is subjective, not objective.

I did not enjoy The Last of Us Part II, and criticised some of its storytelling choices. But I would never be so arrogant as to say my opinion is a fact and that the game is “objectively bad”.

Some people may be misusing a term that they don’t understand, in which case further education is needed. But unfortunately, many critics who are fully aware of the difference between subjective and objective use the wrong word on purpose. Occasionally it may be little more than hyperbole, but even then this kind of exaggeration does nothing to elevate the discussion around entertainment and media. Often it’s a cynical attempt to shut down debate; to attempt to discredit dissenting opinions by stating one’s own as cold, hard fact. I find this incredibly offputting, and the inclusion of the phrase “objectively bad” – unless clearly sarcastic or meant as a joke – is enough for me to click off and read or listen to something else.

There are some aspects of life which can be black-and-white, and where it makes sense to describe something in such clear-cut terms. But entertainment isn’t one of them, and never can be. Its very nature means that there will invariably be a range of opinions, and if we haven’t found any differing points of view, that in itself is a great argument to get out of whatever social media bubble we find ourselves in and seek them out. At the very least, let’s endeavour to stop calling films, games, and television shows we don’t like “objectively bad”. They aren’t – we just didn’t like them.

All properties mentioned above are the copyright of their respective studio, publisher, distributor, broadcaster, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Part 1

Spoiler Warning: There will be spoilers ahead for Star Wars Jedi: Fallen Order and for other Star Wars titles, including the films.

Star Wars Jedi: Fallen Order was released in November last year, the first single-player, story-focused Star Wars game on a major platform since 2010’s The Force Unleashed II. While 2018’s much-criticised Battlefront II actually had a creditable single-player campaign, that game was primarily a multiplayer title, so Jedi: Fallen Order is a rare gem in the current Star Wars lineup. Many Star Wars fans had been asking for a title like this for years, and criticism of Electronic Arts’ handling of the brand they’re licensing from Disney had been building in part due to the lack of single-player titles.

This article is going to be the first in a series charting my playthrough of Jedi: Fallen Order in close to real-time – by which I mean that I’ll write up each section of the game or each play session as I go, rather than offer a review of the whole game at the end. From my point of view, writing this way is a bit of an experiment; a blend between my usual reviews and YouTube-inspired gameplay videos. If it doesn’t work, I guess I won’t keep it up! But if this style proves popular with my readers – and enjoyable to write – perhaps I’ll look at writing up other games in a similar format. At this point I don’t know how many articles will be in this series, nor how long it will take me to complete Jedi: Fallen Order.

Jedi: Fallen Order protagonist Cal Kestis.

I had to postpone playing this game as my computer hadn’t been working right. PC, if you recall, is my main gaming platform these days. I picked up Jedi: Fallen Order on sale a few weeks ago, snapping up a 30% discount. But of course this year’s Steam Summer Sale offered a bigger 50% discount! Sigh.

The Steam version of Jedi: Fallen Order requires a connection to EA’s Origin system, which is a bit of a pain. The initial start-up of the game takes some time: connecting to Steam, updating Steam, updating Jedi: Fallen Order, connecting to Origin, updating Origin, patching Jedi: Fallen Order within Origin… does anyone else miss the days of jamming a cartridge into a SNES and the game just starting? I know I do! But me showing my age aside, when Jedi: Fallen Order booted up, I encountered a simple, easy-to-navigate menu with a few different video and audio settings. Interestingly, Jedi: Fallen Order strongly recommends the use of a control pad, not keyboard and mouse, even when playing on PC. That’s fine for me as a gamepad is my preferred way to play action-adventure titles, but I thought it worth noting. I also adjusted a few of the settings – making sure in-game subtitles were on, as well as increasing the size of in-game text and subtitles. I wasn’t sure at first if doing so would result in comically huge text, but I’m glad I chose to make the text bigger as it would have been harder to read otherwise.

Unlike many games which commence with a long opening cut-scene, Jedi: Fallen Order dropped me right into the story mere seconds after it began. A very short scene introduces protagonist Cal Kestis, who is living on the planet of Bracca. Bracca is a strangely atmospheric place, and Cal lives and works in a ship-breaking yard. Whether the entire planet is just used for this purpose (Star Wars loves its monothematic planets, after all) is unclear. Nevertheless, the rain-soaked planet covered in decaying, broken starships feels like the perfect place for someone to disappear to if they wanted to remain anonymous!

The ship-breaking yard on Bracca.

The first level of the game took Cal and I through the junkyard, learning the basics of the game’s running, jumping, and climbing mechanics, as well as showing off the setting. There were a few neat lines of dialogue between non-player characters as Cal darted about the junkyard, but mostly this part of the game’s opening act was combat-free and straightforward.

I don’t guarantee it’ll be combat-free at all difficulty levels though (but that’s probably something I should Google). I usually opt to play games on their easiest difficulty setting. As many of you know if you’re regular readers, my health is complicated. Some of my issues can make gaming at a high difficulty too hard for me, especially in games which need fast reflexes and quick reactions. I’m happy to play a turn-based game like Civilization VI at a higher difficulty level for the strategic challenge, but generally speaking I come to a story-focused game like Jedi: Fallen Order to – surprisingly enough – enjoy the story. Cranking up the difficulty would have made for a more frustrating and less enjoyable experience, and that’s the last thing I want. Some reviewers made note of the game’s difficulty upon release, with it even being compared to the Dark Souls series. I haven’t played those games – on purpose, because again that sounds like an impossibly frustrating experience for me! But I was a little put off by the perceived high difficulty – until learning that a “Story Mode” exists, which turns everything down and makes the game easier to play. That’s the mode I chose to play on, and everything in this write-up will be based on that.

Jedi: Fallen Order drew comparisons to the Dark Souls series upon release.

As Cal and his friend Prauf reach their destination, they encounter a rusted Jedi starfighter – it looked to be the design Obi-Wan or Anakin used during the prequel films. Prauf says very pointedly that he doesn’t believe all Jedi could be traitors, referring to Order 66 which saw the Jedi rounded up and killed. I liked the way the game took this short sequence to establish Prauf as someone at least slightly sympathetic to the Jedi before everything else happened – it made his later actions more understandable and sympathetic.

After an accident which sees Cal and Prauf fall – in a fairly neat sliding section which required Cal to slide from side-to-side and dodge obstacles – Prauf is left hanging on the edge of the broken ship. It seemed obvious that Cal would have to use the Force to save him, and I was right – Prauf falls and Cal uses the Force to slow him down, saving his life. Prauf immediately realises what’s happened, and after a short cut-scene in which Cal flies a small craft to safety – which could have made for a fun sequence to play through instead – the two are safely on the ground and headed home.

After a short conversation on the train, Cal falls asleep. When he wakes up, Prauf is missing. And I’m sure some people will say this was obvious as a dream sequence, but I sure as heck didn’t realise it! Cal walks along the train looking for Prauf, when he comes across a locked door. After a few attempts to enter, I turned Cal around to go back the way he’d come, only for the train to vanish – replaced with a Death Star-esque corridor! I was stunned; the transition from one environment to the next was absolutely seamless, and the whole effect was very surreal. I’m sure this worked better because they’re both small, narrow corridors. But even so it was fantastic to play through and a genuine surprise.

This moment was a perfectly-executed shock that made me jump!

After briefly exploring the corridor, and following an R2D2-type droid, Cal sees his former Jedi Master in the dream, and is alerted to the fact that all is not well. As he awakens, the train jolts to a halt. I loved this sequence, it was by far my favourite part of this introductory section of the game. The fact that it wasn’t obviously a dream made the Imperial/Death Star corridor appearing from nowhere a real shock, and seeing Cal’s Jedi Master was great – he’s a character I hope we get to know more about as the game goes on.

The editing and pacing of some recent Star Wars projects has been poor. And this next part of Jedi: Fallen Order unfortunately didn’t do a great job of conveying the passage of time. We saw Cal and Prauf escape the broken ship in the junkyard mere moments ago, and the scene on the train seems to be taking place immediately afterwards. At most, an hour or so has passed. Yet in that time the Empire has been alerted to Cal’s Force use (somehow) and not only dispatched Stormtroopers to intercept his train, but top-of-the-line Jedi hunters as well.

A Stormtrooper on Cal’s train.

In Star Wars, travel between planets hasn’t always been consistent. But in most cases it isn’t instantaneous, as the scenes on the Millennium Falcon in A New Hope conveyed perfectly. Is it the case that the Inquisitors/Sisters happened to be on Bracca already? Maybe – if that’s what happened perhaps it’ll be confirmed later and seal this minor plot hole. But as it is, taking the sequence on its own it seemed as though the Imperials got to Cal almost impossibly fast.

A group of junkyard workers from the train are lined up by the Sisters and Stormtroopers, and the Second Sister promises to execute them all if the Jedi they’re hunting doesn’t step forward. Prauf steps forward and beings to speak about the injustices the Empire has forced on the people of Bracca – only to be cut down in short order by the Second Sister. Prauf fills a role that vaguely reminded me of a character from Knights of the Old Republic called Trask Ulgo – a character who is similarly killed saving the protagonist during that game’s opening mission. While I’m sure this wasn’t intentional, having consistent threads running through the franchise is always a neat thing!

RIP Prauf.

Speculation time! I wonder if we’ll learn that the Empire is using some kind of scanner or sensor that’s able to detect Force powers. While the junkyard wasn’t deserted, it wasn’t exactly crowded either, and it seemed as though Prauf was the only one who knew about Cal’s one very brief moment of Force use. There certainly weren’t any obvious witnesses, so for me this definitely raises the question of how the Empire came to know about Cal – and how they were able to know so soon after what he did. At the very beginning of the game, an Imperial Probe Droid (the kind seen in The Empire Strikes Back) flitted across the screen. Could these droids be scanning for Force-users?

After Cal attempts to engage the Second Sister in a lightsaber duel, he ends up falling onto a moving train, and this marks Jedi: Fallen Order’s first proper gameplay sequence. Cal is armed with a lightsaber, and makes short work of the various Stormtroopers in his path. The game did a great job introducing me to the various combat moves at Cal’s disposal. There’s the standard attack, there’s blocking and parrying, and of course Cal can use his lightsaber to bounce blaster shots back at the Stormtroopers. All of these are intuitive and fun to perform, and within moments I was chopping and blasting my way through the train full of Stormtroopers.

Uncharted 2, anyone?

Some kind of ship attacks the train, but before Cal can be killed or injured another ship takes it down – the woman aboard offers to help, but Cal can’t jump to her ship from the moving train. Eventually, after an exciting and occasionally tense sequence, Cal is face-to-face with the Second Sister in another duel. This time I got to fight, and while the Second Sister is clearly invincible in this duel – as I assume she’s a key part of the plot later on – it was so much fun to block and dodge and swing Cal’s lightsaber at her!

The ship from earlier returns, and Cal is rescued by the woman and her pilot: the two are named Cere Junda and Greez Dritus. The Second Sister attempts to bring down their ship, but the two of them manage to shake her off and escape Bracca, jumping to hyperspace. Cal is suspicious of his rescuers, initially thinking they may be trying to cash in on an outstanding Imperial bounty for ex-Jedi.

The Second Sister on Bracca.

The journey from Bracca to Cal’s next destination takes some time – re-emphasising my point about pacing earlier – and he’s able to rest a little aboard the ship. I enjoyed the introduction to Cere, who describes herself as an ex-Jedi attempting to put the Jedi Order back together. How exactly one becomes an ex-Jedi, and whether she will be able to use the Force (it doesn’t seem so) or train Cal is unclear, but I like her character.

Cal is revealed to have a special Force sensitivity which means he can touch an item and sometimes is able to sense part of its history – in the example from the cut-scene, he touches an instrument and is able to play a tune on it. I’m sure this power will come in handy later in the game for uncovering some mystery or other, and establishing its existence at this early stage was great – it’ll avoid feeling like a deus ex machina later. And as a Force power that we haven’t seen before, I liked it. It’s suitably magical and mysterious in a way that fits with what we’d expect the Force to be able to do. It’s not overpowered, it’s not even something that could be weaponised, and is thus a neat feature of the game that – so far at least – seems to work well.

Cal and Cere talk after escaping Bracca.

The ship travels to the planet of Bogano, where Cere has been working on rebuilding the Jedi Order. There’s a mysterious vault which requires the Force to access, which is why she’s brought Cal along.

Cere leaves Cal to it when they reach Bogano, telling him to make his way to the vault. Apparently there’s someone else on Bogano who Cal needs to talk to; who this mysterious character is, as well as what’s in the vault isn’t clear at this stage. In a sequence reminiscent of a Tomb Raider game, Cal begins to explore the area surrounding the vault on Bogano.

This area is a fairly typical early-game stage, with some aggressive but easily-defeated monster opponents. This series of articles will probably reference Knights of the Old Republic more than once or twice, because those two games on the original Xbox were among my favourites! But here on Bogano, I got a distinct Dantooine vibe. That planet was playable in both Knights of the Old Republic games and was a similar sunlight, grassy world with monsters to fight.

Cal after arriving on Bogano.

During the exploration of the ruins/abandoned residence on Bogano, Cal encounters a droid. This cute little animal-esque droid is called BD-1, and will join Cal for the rest of the game. If you’re a regular, you’ll know I’m a sucker for cute critters, and BD-1 definitely falls into that category! His (or her) introduction, where Cal patches up a damaged foot, was absolutely adorable, and I’m already in love with BD-1.

Exploring Bogano will lead to several interesting discoveries, including a workbench where Cal can modify his lightsaber. Judging from the number of greyed-out options, there are plenty of customisation elements to uncover! Having got the special or deluxe version of Jedi: Fallen Order I had a couple of different options already, including a really cool orange tone for Cal’s lightsaber. In Knights of the Old Republic II, the orange coloured blade was really hard to get, so having it right off the bat here feels great, and I like that there are a range of aesthetic options. BD-1 also found Cal a different-coloured poncho to wear – and I love that the game refers to Cal’s outfit as a poncho in all the various menus and in-game text!

BD-1 and Cal meet.

After Tomb-Raidering my way across the first part of Bogano, killing a few monsters, changing up Cal’s lightsaber, and dressing him in a shiny new poncho, I was ready to take a break.

Jedi: Fallen Order has started incredibly strongly. The story that’s been set up is interesting and gripping, and I really want to find out what’s in the vault, as well as who the Second Sister is. Cere tantalisingly mentioned she knew Cal’s former Jedi Master, and I hope we’ll see some exploration of that relationship too.

Both Bracca and Bogano are interesting planets to have visited, and as far as I can tell, both are unique to Jedi: Fallen Order. In a franchise that can overplay the nostalgia card, changing things up and doing something different is always appreciated. While both settings felt unmistakably “Star Wars”, they are also different to anything seen in the main films, and I think that’s great.

Come back next time and we’ll explore some more of Bogano – maybe we’ll even get into that mysterious vault!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Which of the two current-gen consoles has been better this time around?

With the Xbox Series X and PlayStation 5 set to launch in just a few months, I thought it would be interesting to look back on the current offerings from Microsoft and Sony and see which was better – subjectively speaking, of course. This has been the second console generation with what I called a “two-plus-one” set of home consoles: Xbox and PlayStation fishing in the same pond, and Nintendo doing its own thing off to one side. This began last generation, when Nintendo stopped competing directly with Xbox and PlayStation and began to reposition itself as a family-friendly, casual-gamer brand. As Nintendo’s consoles have been different, gimmicky, and have a focus on unusual and unique ways to play, I’m setting them aside and just looking a Xbox and PlayStation in this article.

Sorry, Wii U. We’re just looking at Xbox and Playstation this time!

Although exact sales numbers have been hard to come by, PlayStation has been by far the biggest seller this generation. The various PlayStation 4 versions – including the PlayStation 4 Pro – have easily outsold the Xbox One by two-to-one or more, and it isn’t unfair to say they’ve been absolutely dominant. The previous cycle – where the Xbox 360 faced down the PlayStation 3 – couldn’t have been more different. Xbox was dominant then, and it just goes to show how quickly things can change in a fast-moving industry, not to mention how a poor launch can scupper a console’s chances.

The Xbox One’s launch in 2013 could hardly have gone worse for Microsoft. The biggest problem was the always-online nature of the console, which was incredibly controversial and offputting for many gamers. It wasn’t simply a case of always needing to be connected to the internet – which for many people even today is difficult in many regions – but that basic things like lending a game to a friend was incredibly complicated. The initial suggestion was that the Xbox One would need to register every game a player used, and it was unclear at first if two people who each had a separate Xbox account on a single shared console would need two separate copies of the game in order to play. Microsoft talked about a system where players could nominate someone from their friend list to share the disc with, but this raised the spectre of Xbox gamers being unable to trade in old games. The whole thing was a horrible mess, and Sony made a funny video in response, pretending to show in detail how game-sharing would work on PlayStation 4: one person hands the disc to another, and that was the end of the video.

Sony was easily able to capitalise on the Xbox One’s poor decisions prior to launch.

As an aside, most of the big games companies have been looking for ways undermine game trade-ins for a long time. When a shop like Game in the UK or Gamestop in the US buys and then re-sells a title, none of that money goes back to games companies, and they have long felt that the practice cuts into their sales and profits. With physical game shops almost certainly on the way out as gaming moves to an all-digital future, they won’t have that problem any more. For people on low incomes, including younger people, being able to buy games more cheaply second-hand can be a lifeline, and even if most of us are okay with the switch to digital games, a lot of people are going to lose out. But we’ve drifted off-topic!

The Xbox One was initially bundled with the now-abandoned Kinect device, and those first Xbox One consoles required Kinect to be connected at all times. Not only did this have the effect of raising the price of the Xbox One – $499 in the US or £429 in the UK – but there were also pretty serious privacy concerns, especially from some parents’ groups. The Kinect had a front-facing camera, and some people were uncomfortable at the idea of an always-connected, always-online camera in their living room 24/7.

The price issue was huge, though. By tying itself to Kinect – and refusing to release a no-Kinect option – the Xbox One’s price was inflated. The PlayStation 4 was able to come in a hundred dollars cheaper and massively undercut Microsoft – in a similar way to what the Xbox 360 did to the PlayStation 3 in the previous generation. The PlayStation 4 was initially priced at $399 in the US and £349 in the UK; a pretty substantial saving.

Xbox One launched with a mandatory Kinect accessory (above) which made it much more expensive.

Microsoft did later backtrack on some of the internet requirements, but even at launch the Xbox One still required a one-time internet connection in order to complete its setup procedure. It was a climbdown from the always-online requirement, but Microsoft still managed to force internet connectivity in there somehow!

I’ve been lucky this generation to have played on both the Xbox One and the PlayStation 4. I even bought an Xbox One at launch – despite the issues mentioned above. However, I didn’t have a particularly good time with the machine. While I did have a few games- including at least one exclusive, Ryse: Son of Rome – the console ended up getting used more for watching DVDs and streaming. And I guess that sums up Xbox this generation in a way, as Microsoft aimed to make the console less of a gaming powerhouse and more of an all-in-one multimedia centre.

The lack of decent exclusives has harmed Xbox immeasurably this generation. A number of PlayStation 4 exclusives are regarded among the best games of the last few years: titles like God of War, Uncharted 4, Marvel’s Spider-Man, Horizon Zero Dawn, The Last Guardian, Bloodborne, and even remasters like The Last of Us, Shadow of the Colossus, and Uncharted 1-3. Xbox simply has very little in response to these outstanding games. The few Xbox exclusives that there have been this generation – and there haven’t been many memorable ones – were average at best. Titles like Sea of Thieves and even the venerable Halo series didn’t come close to accomplishing for the system what Sony’s lineup did for the PlayStation 4.

PlayStation 4 has outsold Xbox One massively.

Before this console generation kicked off in 2013, I’d only played a handful of games on any PlayStation system. Throughout the life of PlayStation as a brand, I’d always had a different console. When the first PlayStation debuted I had a Nintendo 64. When the PlayStation 2 was out in the early 2000s I had a Sega Dreamcast and then an original Xbox. And in the PlayStation 3 days I was an Xbox 360 and Wii owner. It was only when I really wanted to play The Last of Us in 2013 that I treated myself to a PlayStation 3 – the first console in the PlayStation family that I ever owned. I only played a handful of PlayStation 3 games, though, because the current generation of consoles launched a few months later.

Nowadays my primary gaming platform is PC, and that’s been the case for a while actually. Digital distribution via platforms like Steam and the Epic Games Store is just so convenient, and while it’s possible to buy console games as a download too, I like having a powerful, customisable machine that isn’t just useful for gaming. But a couple of years ago I picked up a PlayStation 4, hoping to play some of its tantalising lineup of exclusives. While in terms of the way the consoles work and the graphics put out the PlayStation 4 and Xbox One are almost inseparable, in terms of gaming experiences I enjoyed what PlayStation had to offer way more. I no longer own my Xbox One, having given it away several years ago.

Though I’m not a VR gamer, it’s worth adding that PlayStation tried very hard to make virtual reality mainstream this generation. The PlayStation 4’s VR kit is by far the most successful VR platform at the moment, and has helped take what was a niche idea much further than anyone thought possible.

Both in terms of my personal experience with these two consoles, as well as in terms of objective sales data, the PlayStation 4 has been by far the better and more successful offering this generation. And as I mentioned a few days ago, with Xbox looking set to repeat some key mistakes this time around, especially in terms of exclusive games, I don’t see that changing when the next generation of consoles launch either.

The Xbox brand is the copyright of Microsoft, and the PlayStation brand is the copyright of Sony. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Some characters it could be fun to see in Star Trek: Strange New Worlds

Spoiler Warning: There will be spoilers ahead for the Star Trek franchise, including the most recent seasons of Discovery and Picard.

Excitement for a series led by Anson Mount as Captain Christopher Pike had been sky-high since the second season of Discovery was on the air early last year. The series was finally announced a few weeks ago, and if you somehow didn’t know, it’s going to be called Star Trek: Strange New Worlds. I took a look at a few ideas for the upcoming series shortly after it was announced, but today I wanted to get specific. We’re going to be looking at some characters from past iterations of Star Trek that it could be fun to see return in some way.

Probably not the title card for Strange New Worlds!

Some of the characters on this list could join the main cast – though with three of its main roles taken up with re-cast characters, I feel sure that the creators of the show will want to put in some brand new ones of their own too. Others would make great secondary or recurring characters – if Strange New Worlds is to have a large secondary cast like Deep Space Nine had. And of course, some characters would be interesting to see just as one-offs.

This article shouldn’t be interpreted as me having some kind of “insider information”; I don’t, and quite frankly I doubt anyone else in the blogosphere or on social media does, so you should always take any such claim with a grain of salt! This is pure speculation, as well as a bit of fun.

Number 1: Alternate reality Pike and Spock

In 2013’s Star Trek Into Darkness, the alternate reality version of Captain Pike (played by Bruce Greenwood) was killed. However, by setting any potential crossover before this event, such as shortly after the events of 2009’s Star Trek, for example, it would be possible for the prime timeline and alternate reality versions of the characters to cross over… somehow.

We know from 2009’s Star Trek that travel to the alternate reality was possible by traversing a black hole, so perhaps something like that could happen. It would definitely be expensive to bring in Bruce Greenwood and Zachary Quinto – as film stars they command a higher salary – but if contracts could be negotiated, and a suitably engaging story written, I think it could be fun to see the two versions of the characters team up.

The kind of story I’m thinking of would follow a similar theme to the classic Mirror, Mirror or Discovery’s first season – the Enterprise, or just Pike and Spock, accidentally cross over to the alternate reality and have to work out how to get back – enlisting their alternate reality counterparts for help.

Number 2: James T. Kirk

In the alternate timeline mentioned above, we saw how Kirk and Spock met at Starfleet Academy. However, in the prime timeline we’ve never seen their first meeting. It could be interesting to see a young Ensign or Lieutenant Kirk meet Spock for the first time, and there are many ways this could be included.

However, the way I think it would work best would be in the series finale. And I know, thinking about the finale of a series that hasn’t even premiered yet is very premature! But hear me out because I like this concept. After what will hopefully be a number of successful seasons of Strange New Worlds, Captain Pike gets promoted and will be leaving the ship. The final moments of the finale could see Captain Kirk coming aboard the Enterprise for the first time – and this could be a great moment to use the CGI seen in films like Rogue One to have the character look like a young William Shatner. Shatner himself could even do Kirk’s voice.

That’s one concept that I really think could be cool. But we could also see a young Kirk as a guest star, perhaps as someone who is a junior officer aboard another ship that the Enterprise works with. We know that Kirk served on a ship called the USS Farragut before becoming captain of the Enterprise, and that name-drop could be a great reference to The Original Series.

Number 3: T’Pol

Aside from one brief reference in Discovery, there hasn’t been much acknowledgement of Enterprise in modern Star Trek, despite the fact that the events of that show are canon in both the alternate reality and Discovery. With Strange New Worlds taking place over a century after Enterprise, most of the human characters will probably no longer be around – though there was a hint in the alternate reality of an “Admiral Archer”. However, Vulcans are very long-lived, and it’s quite possible that T’Pol would still be alive and active in this era.

As the first Vulcan to work extensively with humans and Starfleet, T’Pol could offer invaluable advice to Spock as he joins the crew of the Enterprise. Or she could be a senior figure within the Federation – perhaps at Starfleet, working on research, or even taking on a role similar to Spock’s in The Next Generation era, working as a diplomat.

If T’Pol were a senior diplomat or ambassador, she could join the crew of the Enterprise on a mission of first contact – and this could be a great story to show off first contact between the Federation and one of Star Trek’s established races, like the Cardassians. A story like this would tie all three of Star Trek’s main eras together: the 22nd Century, represented by T’Pol, the 23rd Century, represented by Pike, Spock, Number One, and the Enterprise crew, and the 24th Century, represented by a race like the Cardassians that we got to know in that era.

Number 4: Commodore Decker

William Windom played the role of Commodore Matt Decker in one of the best episodes of The Original Series: The Doomsday Machine. Decker is a broken man in that story, having witnessed the loss of his entire crew. He becomes consumed by revenge and tries to take down the planet-killer himself. But in Strange New Worlds, we could see Decker before that catastrophe, as the level-headed senior officer we know he was.

He could retain the rank of Commodore, perhaps serving as the senior officer for the region of space that the Enterprise is assigned to – making him, in effect, Pike’s boss! Or, as Strange New Worlds is taking place a decade or so earlier, we could see Decker as a captain or even a first officer, making a one-off appearance or even becoming a recurring character.

It would be great to put Decker in a story that pays homage to – and foreshadows – his later role in The Doomsday Machine, but it can’t be something too obvious and overt. So no return of the planet-killer please!

Number 5: Sarek

James Frain put in a creditable performance as Sarek across Discovery’s first two seasons. With that show now leaving the 23rd Century behind, it would be possible to keep Sarek as a recurring character in Strange New Worlds.

We know from Spock’s comments in The Original Series and The Next Generation that he and his father don’t get along particularly well. Yet in Discovery they seemed to be doing okay together – perhaps Strange New Worlds could explore how the relationship between father and son soured and why, as of The Original Series, Sarek and Spock were maintaining a cool, logical distance from one another.

It would also be a way to keep Discovery in the minds of the audience. Strange New Worlds is but one part of an expanding Star Trek franchise, and convincing fans of one show to hop over and try others is arguably the key challenge for the team behind Star Trek. With the franchise split up into different eras and timelines, finding ways to get some consistency is important and recurring characters have the potential to be an important link between shows.

Number 6: Benjamin Sisko

Wait. Stop. Don’t skip ahead! I know this one seems a little “out there”, but bear with me because it could be amazing. I wrote a few weeks ago that Strange New Worlds could potentially encounter the Bajorans, making first contact with them decades before the Cardassian occupation of their world. That alone could be a fascinating story, especially because we know Bajor in that era was very different: a strict, caste-based society.

In What You Leave Behind, the finale of Deep Space Nine, Benjamin Sisko is saved by the Prophets – the noncorporeal aliens who live in the Bajoran wormhole – and disappears from normal spacetime, going to stay with them. He promises to return, and because of the Prophets’ non-linear view of time, he could return anywhere, at any time.

That means he could return from the domain of the Prophets years before he left – such as during the era when Captain Pike commanded the Enterprise! I know this is a bit out of left-field, but Star Trek has shown with Discovery’s second season that bringing characters back and telling stories that tie into much older iterations of the franchise isn’t something it’s frightened of trying. Heck, that’s how we came to have Captain Pike and Strange New Worlds in the first place! With a brief recap of Deep Space Nine, like the recap we saw in the Discovery Season 2 episode If Memory Serves, Sisko could be introduced to the audience and his presence explained.

I’ve long felt that seeing Sisko’s return could make for a fascinating story, and while it would make more sense in many ways to bring him back in Star Trek: Picard or another 24th or 25th Century series, it’s a story that could be made to fit in Strange New Worlds too.

Number 7: Shran

As I mentioned when talking about T’Pol, Enterprise has very few ties to the rest of the Star Trek franchise at the moment. We don’t know exactly how long Andorians live, but Shran was alive at the end of Enterprise, and as a father to a young child, can’t have been especially old by Andorian standards. It’s at least possible that he’s still alive as of the era of Strange New Worlds, though he would be well over 100 by this point.

Similar to T’Pol, we could see Shran taking on an elder statesman kind of role, and we’d perhaps learn that he had been instrumental in convincing the Andorians to ally with humanity and the Vulcans, making him an important founding father of the Federation.

I could see Shran in this kind of role, and perhaps a story that included him could see him bringing a wayward group of secessionist or renegade Andorians to heel. He could even be teamed up with T’Pol in some kind of big diplomatic mission which the crew of the Enterprise are roped into.

Number 8: A character played by a cast member from The Original Series

George Takei appeared in Season 2 of The Terror in 2019.

A few weeks ago I wrote an article looking at comments by William Shatner that he’d love to reprise his most famous role and play Captain Kirk again. I doubt that will happen – not least because Kirk died in Star Trek Generations – but it got me thinking about the potential for Shatner, or another main cast member from The Original Series, to play a new role in Star Trek.

At time of writing, Walter Koenig, Nichelle Nichols, William Shatner, and George Takei are still alive and thus could potentially return to the franchise in some way. Takei played a role in a horror series called The Terror in 2019, so he’s still active as an actor. And Walter Koenig has recently produced a Star Trek fan film called Star Trek Renegades. Koenig and Takei also played roles in the Star Trek fan series Star Trek New Voyages in the mid-2000s.

All four are in their eighties – Shatner will be 90 next birthday. Sir Patrick Stewart, who is himself almost 80, has shown that older actors can still put in exceptional performances, so it isn’t impossible to think that any of these actors could make a return to the franchise that made them household names. With time marching ever onward, there won’t be many more opportunities. It would require a story that was really crafted to make such a role prominent and wholesome, but I think it could be done – and based on what Shatner had to say only a few weeks ago, at least one of them would be willing to do it.

Number 9: Dr Boyce

This character only appeared in The Cage (and in reused footage in The Menagerie) and was the Enterprise’s doctor during Pike’s tenure in command. While it could be possible to bring in a different ship’s doctor (such as Dr Nambue, who was the USS Shenzhou’s doctor in Discovery’s premiere) I think Dr Boyce is a prime candidate for re-casting.

Strange New Worlds has promised to be a series in the mould of classic Star Trek shows of the past, and if that’s the case a chief medical officer will be essential. Dr Boyce seemed to have a good relationship with Captain Pike in The Cage; the relationship between Dr McCoy and Captain Kirk was foreshadowed here. This could be a great way to give Pike a McCoy-esque older figure to lean on for advice and to serve as the show’s moral compass.

Dr Boyce – and indeed most of the characters from The Cage – are practically blank slates, so while his surname and approximate age would be constraints, the rest of the character could be up to the new show’s creators to explore and expand.

Number 10: José Tyler

Speaking of The Cage, one character it introduced who hasn’t been since since is the young Lieutenant Tyler. Given the first name José in the novelisation of the episode, Tyler is similar to Dr Boyce in being an almost-blank slate for the new show.

However, one thing that is interesting with this character is that he shares a surname with Ash Tyler – the character introduced in Discovery. While Discovery’s version of Tyler is actually a Klingon named Voq, there’s the potential for Strange New Worlds to explore that relationship. Are they brothers? Cousins? What would José make of the revelation that Ash is a Klingon? How would he react to that? There’s a lot of potential for interesting stories, and it would be a way to include Ash Tyler and potentially the Section 31 organisation that he now leads.

If the currently-untitled Section 31 series retains a 23rd Century setting – and isn’t following Discovery into the far future – then Ash Tyler looks almost certain to be a part of that show. Tying it to Strange New Worlds would keep the two 23rd Century shows together, and there’d be great potential for crossovers.

Number 11: Ash Tyler

At the end of Discovery Season 2, Ash Tyler was appointed head of Section 31. The diminished, arguably decimated organisation – in the wake of what happened with the Control AI – will have to be carefully managed, and in addition we really need to see it disappearing and going underground – so that by the time of Deep Space Nine it’s truly in the shadows. But that seems like something to see happen in the upcoming Section 31 series!

If Tyler is included in the Section 31 show, having him appear in Strange New Worlds would be a crossover, tying the two shows together as already mentioned. Something like that makes a lot of sense, and as a character we know Captain Pike knows quite well from his time in the captain’s chair of the USS Discovery, there could be a continuation of that somewhat frosty relationship.

Characters from Discovery seem far more likely than any others to crop up in Strange New Worlds, and though the main crew have left this time period, Tyler and others who remain could be interesting to see return.

Number 12: The prime timeline version of Captain Lorca

I mentioned this when I looked at some story ideas for Strange New Worlds a few weeks ago, but just to recap: the version of Captain Gabriel Lorca that we got to know in Discovery’s first season was in fact from the Mirror Universe. He was killed there while attempting to seize power, so he obviously won’t be coming back. But the prime timeline version of the character still exists – most likely trapped in the Mirror Universe.

While it was suggested in Discovery that Lorca would have been killed shortly after the accident which sent him to the Mirror Universe, that was purely speculation, and as he was known to be a fairly rough character, it’s at least possible he would have survived – even if he ended up incarcerated.

If it were demonstrated to Captain Pike that Lorca is alive, surely he’d want to launch a mission to rescue him! This would make for a great two-part story, and after Lorca has been retrieved he could even go on to be a recurring character in later episodes and seasons of Strange New Worlds.

Number 13: Dr Richard Daystrom

In The Original Series Season 2 episode The Ultimate Computer, Dr Daystrom is the computer scientist who has developed an AI capable of running an entire starship. We’ve seen the Daystrom Institute – which was named in his honour – appear prominently in Star Trek: Picard, so bringing the man himself into Strange New Worlds would be a neat little connection – one of those threads running through the franchise.

While I don’t expect Strange New Worlds to spend much time dealing with the fallout from Discovery’s second season storyline, we could find out that Dr Daystrom was one of the scientists who had worked on the Control AI. His new work on shipboard computers – which will culminate in the M-5 computer seen in The Original Series – could even be a result of seeing how Control went wrong.

Dr Daystrom was a great character in The Original Series. In the 1960s, seeing a black man as a senior scientist was something genuinely different and pioneering, and actor William Marshall played the role expertly. I would love to see a role for him in some way in Strange New Worlds.

Number 14: Arex

This one is a complete long-shot, but we’ve never seen Arex – or indeed any Edosian characters – outside of The Animated Series. The Edosians were a race which had three legs and three arms, and Arex was an Edosian officer who served on the USS Enterprise when it was under Kirk’s command. James Doohan – better known as Scotty – provided the character’s voice. While animating a “tripedal” character was easy, it was prohibitively expensive to try to recreate Arex when Star Trek returned to live-action in the late 1970s, and his character was never mentioned.

Interestingly, Nepenthe – the seventh episode of Star Trek: Picard – mentioned the Kzinti, who were a race only ever seen in The Animated Series. As I wrote when I picked out a couple of episodes from The Animated Series as part of my Ten Great Episodes articles, the show is considered a full part of the Star Trek canon, which means Arex is too.

Today’s special effects – both physical and digital – are much better than they were in the 1970s, and having a character like Arex in a live-action show no longer faces the obstacles it once did.

Number 15: Samuel T. Cogley

First encountered by Captain Kirk in The Original Series first season episode Court Martial, the old-fashioned lawyer – based on famous American lawyer Clarence Darrow – is a fascinating character, and one who has seen homage paid to him in the show Futurama. Cogley was based at Starbase 11, where he successfully defended Kirk against an accusation of murder in his court-martial.

Court Martial was the first of a number of Star Trek episodes across multiple series which showed that the franchise can do courtroom drama incredibly well. While I hope Captain Pike won’t need Cogley’s services, someone might – and the result could be another great piece of drama.

Number 16: Colonel Worf

As we saw with returning characters in Deep Space Nine, Klingons are almost as long-lived as Vulcans. Colonel Worf – played by Michael Dorn – was intended to be the grandfather of the Worf we’re most familiar with from The Next Generation and Deep Space Nine. The character played a role in Star Trek VI: The Undiscovered Country, where he served as the defence attorney for Captain Kirk and Dr McCoy during their rigged trial on Qo’nos.

Discovery’s first season brought back the concept of Klingon Great Houses – and the House of Mogh, to which the more familiar Worf belonged, was certainly among them as of the mid-24th Century. Colonel Worf could have played a role in the Klingon-Federation war, and even if he isn’t the head of his house in this era, he could still have a role in a Klingon-focused episode.

While Michael Dorn wouldn’t be suitable for the role of a much younger Colonel Worf, he could perhaps play his father – our Worf’s great-grandfather. Are you confused yet?

Number 17: Montgomery “Scotty” Scott

There’s a case to be made for practically all of The Original Series main cast having roles in Strange New Worlds. But one character who could be included in some capacity is Scotty. He could be an assistant engineer under Pike’s command – such a long record of service aboard the Enterprise could explain why he was so knowledgeable about the ship and its systems by the time Kirk took over.

The Enterprise needs a chief engineer if Strange New Worlds is to have a similar setup to Star Trek shows of the past. While I wouldn’t necessarily place Scotty in that role, he could certainly be working in engineering in some capacity while Pike was in command. Even if he wasn’t a main character, Scotty could be there in a recurring role; a nice little nod to returning fans, but without doing anything quite as dramatic as has been done with Spock.

Number 18: John Gill

The Original Series had a number of episodes with premises that modern Star Trek almost certainly wouldn’t touch. One of these was Patterns of Force, an episode in which John Gill – a Federation historian and anthropologist – introduces Nazism to a developing planet. At the time Patterns of Force premiered, the prevailing theory that John Gill was said to have been inspired by was that Nazi Germany was a very efficient state – a claim challenged by more recent historical analysis.

While I don’t want to see Gill arguing in favour of Nazism in Strange New Worlds, we could see him engaged in other historical or anthropological research – he was, at the time, one of the Federation’s leading experts in those fields. Pike and the Enterprise could even convey him to Ekos – the planet he’d become führer of.

Number 19: Cadet Sidhu

Cadet Sidhu appeared in the Short Treks episode Ask Not, where she was subjected to an intense test by Captain Pike. After passing the test, she was assigned to a role in engineering aboard the Enterprise.

Ask Not was partly a vehicle for Anson Mount to reprise his popular role as Pike. But almost any story could have been written for that purpose – bringing in a new cadet and assigning her to the Enterprise feels like a deliberate character introduction, and we could certainly see Sidhu return.

Number 20: Admiral Anderson

If you read my write-up of Discovery’s premiere, you’ll know I felt Admiral Anderson’s main scene – in which he makes a charged racial comment to Michael Burnham – was one of the story’s weakest points. However, I’d like to give the character a second chance – not because I like him, but because I think there’s great potential to have an Admiral who’s kind of a jerk.

That character archetype – the self-centred, egotistical power-abuser – is one which practically all of can relate to having had a boss, manager, or teacher like that at some point in our lives. If Anderson had been handled better – and Discovery’s premiere as a whole had been a better story – we could have got that from him then. As it is, maybe we could have another chance.

While Anderson’s ship was destroyed, many escape pods evacuated beforehand so I’d say there’s a better than average chance Anderson was among the survivors. Every Star Trek show has used admirals to great effect in a select number of episodes, and Strange New Worlds will need a senior flag officer at some point in its run. Why not Anderson?

So that’s it. A few characters from past iterations of Star Trek who could – but most likely won’t – appear in Strange New Worlds. There are others, of course, including some I would probably never expect! Star Trek: Picard caught me off-guard by bringing back Seven of Nine and Hugh, two characters I would never have thought the producers of the show would seek to include. Some of the team who worked on Picard are also taking senior roles behind the scenes of Strange New Worlds, which I honestly just think is great. Picard did a great job of walking the line between being something new and bringing back characters and story elements from Star Trek’s past – something I hope Strange New Worlds will do too.

On the whole, I’d say some of Discovery’s characters – like Ash Tyler – are probably more likely than some of the others mentioned on the list to make a return in the new series. But as with Seven of Nine and Hugh in Picard, the producers sometimes like to be unpredictable, and we could see any one of a hundred or more characters make some kind of return – or have no returning characters at all!

Star Trek: Strange New Worlds is currently in early production and will premiere on CBS All Access in the United States in the future. Plans for international distribution have not yet been announced. The Star Trek franchise – including Strange New Worlds and all other properties mentioned above – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Why fan petitions don’t work

There are plenty of projects in recent years that I took issue with. When passions run high, it’s natural to want to find an outlet for whatever anger or frustration we might have about a film, game, or television series. Just in the last few weeks I’ve looked at three big titles that I felt didn’t work for one reason or another – Game of Thrones Season 8, The Rise of Skywalker, and The Last of Us Part II.

All of these titles, and many more besides, have something in common: fans have set up online petitions to erase, edit, or rewrite them to fit what they think should have happened. Some of these petitions can get tens or even hundreds of thousands of signatures on websites like change.org – but what’s the point? Even if a petition got a million signatures, does anyone seriously think that Disney and Lucasfilm are going to say “oh okay then, I guess we’d better remake The Rise of Skywalker”?

The Last of Us Part II is the latest in a long line of titles to receive a petition demanding changes or cancellation.

Fan petitions can be a legitimate way to protest a decision in an entertainment product that you don’t like, and in that sense they arguably serve a purpose. I can understand the desire to make one’s voice heard – my website, after all, serves a similar purpose for me. Did anyone at Lucasfilm or Disney read my tear-down of The Rise of Skywalker? Doubtful. Even if they did, would it make one iota of difference? Absolutely not. But that doesn’t stop me writing. I’ve always loved to write, and I run this website just for fun.

As long as we remember to treat fan petitions in the same way as we might treat a YouTube comment or scathing Twitter post – i.e. by not expecting anything to come of it – perhaps it’s a harmless phenomenon. I think it’s comparable in that respect to review-bombing (the practice of leaving large numbers of negative reviews on sites like Metacritic and Rotten Tomatoes). As fans and members of the audience, we want to make our voices heard, especially when we feel a title has been disappointing. And similarly to review-bombing, seeing that hundreds or thousands of people share your opinion can be a good feeling. The desire to complain is as old as humanity itself; one of the oldest extant examples of writing is a complaint about poor-quality copper from ancient Sumeria! So it shouldn’t be a surprise that people in 2020 are using the internet to make their voices heard and to take complaints directly to those behind the shows, games, or films that they feel didn’t succeed.

The issue can be that some people take petitions very seriously. They consider their opinion to be the only one that’s acceptable and valid, and will attack anyone who disagrees, often viciously and offensively. In the aftermath of 2017’s The Last Jedi this happened a lot – many of the film’s detractors insisted it was “objectively bad”, as if that were the only opinion and the end of the discussion. The Last Jedi was not objectively bad – they just didn’t like it. In their subjective opinion. Nor can The Rise of Skywalker or The Last of Us Part II be said to be “objectively” bad. Storytelling is always going to be subjective, and there will be a range of opinions from the overwhelmingly positive to the horribly negative depending on the individual.

Lucasfilm and Disney aren’t remaking The Last Jedi.

Some of this comes with age – as you get older, you meet more people and get to see firsthand a variety of opinions on every topic. Getting out of a bubble is important – if you only ever talk to like-minded people and never try to get an opposing viewpoint or broaden your understanding of a topic, you’ll never have a chance to grow. This doesn’t just apply to entertainment, but to everything else in life too. Social media platforms like Facebook, YouTube, Twitter, and the like can amplify these bubbles – creating groups and networks where only one side of an argument is discussed and where only one opinion is acceptable. Often, at least in the context of entertainment, this is a negative, critical opinion, but not always.

Companies care about their bottom line. In practically every franchise, hardcore fans are a tiny fraction of the overall audience, and as such, companies can flat-out say that they don’t care what you think. At the end of the day, if their product is making money and has been successful, the opinion of a tiny number of people who disliked it or who felt its narrative choices were wrong does not matter to them in the slightest. And often, what you’ll find is that controversy can be turned into a selling point. A fan petition gets more people to hear about the title in question, and some of them will go on to pick it up to see what all the fuss is about – resulting in more sales, not fewer.

William Shatner once told Star Trek fans to “get a life!” Luckily this was a joke, but it illustrates how entertainment companies can view their franchises’ biggest fans.

I don’t sign petitions on entertainment topics as a rule. I have, very occasionally, lent my name to petitions on other issues when I felt strongly about something, but never on an entertainment subject. Before I founded the website I would usually just keep my opinions to myself or perhaps discuss things with friends, but of course nowadays I have this outlet! However, I don’t want to say you shouldn’t sign a petition if you feel you want to and that it warrants your time and attention. Just don’t expect a response, and especially don’t expect your petition to accomplish its goal of having that episode or film you hate struck from canon.

There are some very specific cases where fan feedback in a more general sense has led to changes. The one that springs to mind is Mass Effect 3 in 2012. After releasing to huge controversy for its pick-a-colour ending, EA and Bioware released a free piece of downloadable content – the Extended Cut – which provided some more dialogue, expanded some cut-scenes, gave more explanation to some story points, and generally padded the ending a little. This wasn’t in response to a single petition – though there was a popular one at the time – but rather it was a response to broader feedback from reviewers and fans that was practically universal. The changes they made through the Extended Cut didn’t fundamentally change the game – or even really address the basic issues people were complaining about – but at least fans felt that their feedback had accomplished something.

The Extended Cut of Mass Effect 3 was initially offered as free DLC and is an example of feedback resulting in a response.

Overall, though, one success story does not count as proof of concept. Fan petitions are ignored by big companies, and often mocked online as people ask: “do those whiny fans really think their petition is going to make a difference?”

Partly the reason why is that a petition is just a collection of names – in online petitions, often patently fake names like “Deez Nuts” or “Anony Mouse”. It takes almost no effort to lend one’s name – fake or real – to such a petition; most participants must merely write two words and then click or tap off the petition. When I see critical comments on social media, while many of them can suffer from poor spelling and grammar and be silly, nitpicky, or even rude, at least the individual writing the comment has made a basic attempt to string more than two words together to make their point or express their dislike. In that sense, fan petitions rank even lower than social media comments or short posts on Twitter. If they take so little effort, it makes sense why they’re so easily dismissed, and why it takes an exceptional case of negative feedback – which may or may not include petitions – to convince any big company to make even minor concessions, such as in the case of Mass Effect 3.

I’m not in the business of telling people what to do. And if you want to create a petition or sign a petition calling on a company to change or cancel a film, series, game, or episode, that’s your call. Nor am I saying that petitions in general are a bad idea – in the sphere of politics and when dealing with other issues out there in the real world, a well-constructed petition on a specific issue can be effective. They just tend not to be when it comes to entertainment companies. At the end of the day, most people don’t take things like Star Wars or Star Trek as seriously as we do.

A photo I took at Star Trek: The Experience in the UK. Most viewers aren’t super-fans and don’t attend events or attractions like this.
Photo Credit: Trekking with Dennis

The desire to express how one feels about something is natural and a fundamental part of the human condition. But there are better ways to go about it than signing a fan petition that will invariably fail to accomplish anything. Letter-writing may be a lost art, but I think many people will find that actually writing out their thoughts and opinions will not only be cathartic but can also be an enjoyable experience. Whether they choose to write directly to the company in question or do what I do and publish reviews and criticism in a publicly-accessible forum is a personal choice – some folks on the more introverted side of the spectrum may find the former is preferable, for example. I’d recommend giving it a try, in any case. Not least because I love stumbling across new blogs and critics to read!

In the days of the internet and social media, it’s easier than ever for fans to critique their favourite franchises, and storytelling decisions in particular. It’s also easier than ever to get sucked into social media bubbles where everyone is expressing differently-worded forms of the same opinion, and to make the mistake of thinking that opinion is objective truth or the only valid position to take. From the point of view of companies, while some feedback can be valuable, and while they undoubtedly take notice of the rare cases of overwhelming backlash online, if at the end of the day their film, game, or series is popular and profitable, they don’t really care. And they care even less about fan petitions. Sorry.

All films, games, and television series mentioned above are the copyright of their respective studio, distributor, network, developer, publisher, broadcaster, and/or corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Video game prices set to rise

As I hinted at last time, video game prices may be going up when the next generation of home consoles launch later this year. Currently, brand-new video games cost $59.99 in the USA and £49.99-£54.99 in the UK, but this could rise significantly – potentially hitting $69.99 in the US, with a comparable rise in the UK to £59.99-£64.99. If prices go up in one market, it seems a sure thing they’ll rise elsewhere as well, so we mustn’t be fooled into thinking this is a US-only issue.

It’s felt for a while as though games companies were playing a long game of “chicken” when it comes to being the first to announce a price hike. No company wanted the criticism that would inevitably come with going first, but 2K Games could wait no longer and announced that the price for the Xbox Series X and PlayStation 5 versions of their basketball game NBA 2K21 would be $69.99 in the United States. Now that the proverbial dam has a crack, I expect the whole thing to come crashing down as other major publishers follow suit. While at time of writing only NBA 2K21 is priced this way, it really feels like an inevitability that many other next-gen titles will join it.

NBA 2K21 is the first game to announce a significant price hike for next-generation consoles. More will surely follow.

Video game prices have been static for years. Prices rose when the PlayStation 3 and Xbox 360 were launched, but since then there hasn’t been any change – at least not to the price of the basic version of games. In 2005-06, downloadable content and in-game microtransactions were rare – DLC primarily consisted of large-scale expansion packs, and microtransactions, where they existed at all, were mostly just in massively-multiplayer online games. The gaming landscape has changed significantly since, and many games today – even those that retail for the full-price of $59.99 or £54.99 – still have in-game marketplaces, in-game currencies, microtransactions, single-use items for purchase, lootboxes, and myriad other ways to vacuum up cash from players. Many of these systems debuted in mobile games and free-to-play titles, but they have become commonplace in full-priced games too. So while it’s true that the surface price for video games hasn’t changed in almost 15 years, in order to get a complete game it often costs far more than that initial offering.

Some games take this to extremes. I’ve written before about Civilization VI, a turn-based strategy game for PC that I greatly enjoy. The base game costs £49.99 when not on sale, but in order to buy the complete game including all of its DLC packs – some of which consist of only a single new faction and a small number of missions – costs a whopping £144.91 if you were to buy it on PC without any discounts. And that’s not even the worst example: Europa Universalis IV, another strategy title, would cost over £300 to purchase the full game plus all of its DLC. This issue isn’t unique to strategy games either: Assassin’s Creed Odyssey costs over £95 to buy its “Ultimate” edition, Shadow of the Tomb Raider costs over £80 for its “Definitive” edition, and the “Ultimate” edition of FIFA 21 can currently be pre-ordered for the limited-time special offer price of £89.99. So it’s definitely the case that the “basic” price of video games may have been static, but buying a complete game has cost well over $59.99 or £54.99 for years.

Strategy game Europa Universalis IV costs over £300 including all of its DLC packs.

If you looked at my article about this year’s Steam Summer Sale you’ll recall that I said sales like that make PC gaming much more affordable. And that is true – aside from Animal Crossing: New Horizons and The Last of Us Part II, I haven’t paid full-price for a video game in a long time. It’s only on rare occasions, where a title is an immediate must-buy for me, that I’m willing to consider paying full price. But on consoles in particular, where sales like those on PC are less frequent and less generous, many people are stuck paying full price or close to it for most games they purchase. A £10 increase on a £54.99 title represents a price hike of 18%; a $10 rise on a $59.99 title is similar at over 16%.

If it were a black-and-white choice between paying a higher price for a complete experience versus having to buy DLC and navigate various editions, I think many gamers would be okay with the price rise. It would streamline the buying process, it would mean any game purchased would be complete without needing to buy expensive add-ons down the line, and it would be generally seen as an improvement. But no one is seriously entertaining the possibility of that being the case. The basic price of games will rise, and if we’re incredibly lucky, the prices of DLC packs and special editions will just stay the same. Those things won’t disappear because prices go up. In fact, what seems more likely to happen is that some games will hike up the prices of DLC and in-game content as well.

Gaming looks set to become a more expensive hobby going into 2021.

I’m not unsympathetic to companies who put up their prices after keeping them the same for well over a decade. But video gaming as a hobby has been growing steadily for years, and with it, the profits of games companies have grown too. While the new console generation may seem like good cover for a price hike and even a good excuse, there’s no actual reason for it. Developing a game for the Xbox Series X and PlayStation 5 doesn’t cost substantially more than developing a game for the Xbox One and PlayStation 4, and when games already bring in money by the bucketload it’s hard to justify a price hike.

After the financial crash of 2007-08, it took a long time for the economy to recover. In the UK, it’s only in the last couple of years or so that austerity policies had begun to be relaxed. The coronavirus pandemic has had a massive impact on the economy all over the world, and some economists are suggesting the longer-term effects will make 2008 look like a walk in the park. Even if that’s an exaggeration, many people are not in a good financial situation at the moment, which makes it an even worse time for an arbitrary and unnecessary price rise.

However, all that being said, if the big companies of the games industry go ahead with plans to raise prices on next-generation titles, there really isn’t much we can do about it. Some have suggested boycotting games using that price, but very few online-organised gamer boycotts have ever accomplished anything. If 2K Games uses this pricing model for its other titles and other big companies follow suit, practically all new games released for the Xbox Series X and PlayStation 5 will be in that $69.99 and £64.99 price bracket. People who bought new consoles will have no choice but to buy games at that price if they want to have anything to play, and with sports games like NBA 2K21 in particular being exclusive licensed titles, it isn’t possible to shop around or go elsewhere. If you want a licensed basketball game with your favourite team and players on your new console, it’s NBA 2K21 or nothing. We need only take a cursory glance at history to see how any company that has a monopoly can get away with charging whatever it wants for that product.

The PlayStation 5 will see higher prices for games than the current-gen PlayStation 4.

As the games industry marches ever closer to an all-digital future, that extra £10 or $10 per title will all go straight back to the company. Physical game shops – like Game here in the UK or Gamestop in North America – have been on incredibly shaky ground for years; if the coronavirus pandemic and months of closure hasn’t killed them off they won’t last much longer. With no need to share the extra money their games bring in with shops – as well as needing to produce an ever-decreasing number of physical copies of games anyway – companies look set to enjoy a significant increase in profits on a per-unit basis. If games were profitable at $59.99 or £54.99, they’re now raking in potentially 16-18% more revenue – and that’s all pure profit.

It’s true that a significant amount of money earned by big games companies is re-invested in making new games, and we shouldn’t ignore that as it potentially means bigger budgets for some titles – hopefully leading to better and more polished experiences. But a lot of that money goes to shareholders and investors, as well as to highly-paid CEOs and managers. Raising prices for consumers at a time of international crisis to reward a tiny number of shareholders, investors, and corporate leaders is pretty unfair.

At the end of the day, across-the-board price hikes are going to happen. 2K may have gone first, but sooner or later others will follow. Maybe the backlash – though it seems fairly muted right now – will be offputting in 2020 given all the issues in the global economy, meaning some companies hold off. But even if they wait until 2021 or 2022, the days where games cost $59.99 or £54.99 are numbered.

All titles mentioned above are the copyright of their respective studio and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Lootboxes, gambling, and regulating video games

This column touches on the sensitive topic of gambling addiction and may be uncomfortable for some readers.

A few days ago, the British House of Lords (the upper chamber of the UK Parliament; roughly equivalent to the US Senate) asked the British government to urgently intervene and regulate lootboxes. The House of Lords Gambling Committee, which is responsible for advising on gambling legislation in the UK, has recommended that lootboxes – in-game mechanics which dish out random rewards in exchange for money – be regulated under the Gambling Act.

I touched on this topic while writing a column on video game addiction a few weeks ago. Not every case where an individual has developed gaming disorder is related to lootboxes and randomised rewards, but the two are more closely tied together than many people realise. For example, I’ve heard anecdotally from some gamers who had been treated for gambling addiction in the past, for whom games had become an escape. The introduction of lootboxes made some games inaccessible to those people, as the lootboxes were triggering the same feelings that they used to get from gambling.

The UK House of Lords.

Some journalists and critics have long argued against lootboxes for this very reason. For several years, the issue didn’t receive much attention. But in the aftermath of the controversy surrounding Star Wars Battlefront II in 2018, lootboxes hit the mainstream media in a big way. Efforts to bring in regulation kicked off in jurisdictions from Hawaii to Belgium and beyond, and it’s around this time that the UK government began to investigate the practice, culminating in the House of Lords Gambling Committee making this recommendation.

I mentioned Belgium, and the small European nation is one of only a handful where lootboxes are strictly regulated. Several EA Sports titles – most prominently the FIFA series of football games – were impacted by this, and had to make changes in order to remain on sale in Belgium, cutting out their paid-for lootboxes. With no disrespect meant to Belgium, a small country with a small population doesn’t really effect a big company’s bottom line in a major way. While EA and others protested the decision, they were able to absorb and essentially ignore its impact, and continue to sell lootboxes in other juriscictions. What is needed is an international approach.

A bigger country like the UK will be far more noticeable, if indeed strict regulation of the practice is brought in. But even so, if it’s profitable to sell these in-game items elsewhere and games can be easily adapted to strip them out for the UK market, companies will almost certainly continue to sell lootboxes in other countries for as long as they can.

Belgium was one of the first countries in the world to take a hard line on lootboxes.
Photo Credit: fdecomite on Flickr via Wikimedia Commons

Much of the controversy and argument surrounding lootboxes is whether they should technically qualify as “gambling”. What is the definition of the word? Is the fact that we’re dealing with digital items relevant? If the items can’t be re-sold, do they have any “real-world value”? All of these questions and more are part of the discussion, and there are arguments on both sides. However, in a lot of cases, in-game items obtained via lootboxes can indeed be re-sold, either through a game’s own in-game marketplace or through third-party websites often termed the “grey market”. This does vary depending on the game, but it’s not right to say that the practice of re-selling in-game items doesn’t exist anywhere.

The basic way lootboxes operate is like this: players either purchase a lootbox directly, with their local currency via a credit or debit card, or they must first purchase some form of in-game currency which is pegged to their local currency at a set rate. The lootbox then randomly decides what item is contained within by a complicated algorithm. Some of the rarest and most valuable in-game items can have incredibly small chances to be obtained – in some cases far below 1%. Many items come in sets, with players who aim to complete a set having to purchase tens or even hundreds of lootboxes to unlock everything. Furthermore, many items are only available for a limited period of time, with the clear intention of driving lootbox sales before the time is up.

The legal loophole here, as mentioned above, is that because the items are deemed to have no “real-world value” – because they’re simply in-game items – the process of spending money to gain a random item isn’t “technically gambling”. What the House of Lords Gambling Committee is saying is that this loophole can be closed – today, in theory – without making any major changes to the law. They have essentially said that lootboxes can be regulated in the same manner as other “games of chance”, and because they look and feel like gambling, and trigger the same feelings in players, they should be treated as such.

Lootboxes should be categorised alongside other “games of chance”, according to the House of Lords Gambling Committee.

It’s worth pointing out that the work of the House of Lords Gambling Committee wasn’t focused solely on lootboxes and was in fact a broader report looking at the state of gambling in the UK as a whole. Another issue related to video games that was touched on was the issue of gambling in e-sports. This really does seem like a case where big games companies want to have their cake and eat it too. On the one hand they’ll argue to players and governments that nothing they do is even close to gambling. On the other hand they’ll get in bed with gambling websites and betting shops, bragging to them about how much money e-sports gambling can bring in. Surely they can’t have it both ways!

Because video gaming always has been a child-friendly hobby, with many games deliberately aimed at under-18s and/or being rated by the industry’s own ratings body as being suitable for children, this report focuses in part on children. Children having access to games with in-game lootboxes has been a problem in some way or other for years – every few weeks another case will hit the news where a child spent an insane sum of money on something like FIFA Ultimate Team or even Overwatch. Many of these games are designed to present lootboxes in a visually appealing way, often with any mention of money in small print or hidden behind the wall of in-game currencies, further detaching players from how much they’re spending. In a world where more and more transactions take place digitally, and where money is little more than numbers on a screen, it can be very easy to overspend, even for adults.

Some of the games industry’s defenders will say that it’s the responsibility of parents and caregivers to supervise children and ensure they don’t overspend or have issues with lootboxes. But this in itself is a tacit admission that such games and such in-game marketplaces are unsuitable for children. How can a game possibly be rated for ages 3+ or 7+ if a significant part of it is not suitable for children? Think about it like this – if a film received a U rating (suitable for all audiences) but contained a ten-minute graphic sex scene, I think most people would agree that even if the other hour-and-a-half of the film was 100% child-friendly, the fact that one significant part of it is not should mean the film as a whole is considered unsuitable and should receive an appropriate rating. In short, if your game requires constant parental supervision due to the potential for children to gamble with their parents’ credit cards, the game as a whole is not suitable for children.

Are games with lootboxes really suitable for ages 3+?

The games industry and their self-regulatory body PEGI disagrees. While they have recently relented and agreed to put warning labels on general microtransactions, the fundamental point that in-game gambling is not suitable for kids is something they haven’t been able to address. And this is part of a broader point – self-regulation in the games industry doesn’t work, as indeed it doesn’t work in any other industry. The reason laws exist regulating, for example, tobacco sales is because the tobacco industry proved unwilling and unable to self-regulate and work to keep cigarettes away from children. Video games are in a similar position, and when an industry is unregulated – as games essentially are – sooner or later governments have to step in.

After much debate, PEGI did eventually agree to warn gamers of microtransactions – not even lootboxes specifically – by affixing a warning label to titles that contain them. However, this was still too much for some games companies, who began to evade even this tiny step toward regulation. By releasing a game without lootboxes, then implementing them later via a patch or update, not only could games bypass the PEGI rules during their crucial first days and weeks on sale, but reviews – which typically mention in-game lootboxes and other microtransactions – would completely omit them. It was sneaky and duplicitous, and proof that some games companies are willing to go to comical lengths to avoid even the smallest amount of regulation and criticism.

PEGI’s “in-game purchases” warning label.

As more and more games are purchased digitally, warning labels on boxes are far less important anyway. Fewer people than ever even see the warnings, and while technically PEGI age ratings are legally enforceable – though they only have been in the UK since 2012 – in practice it’s very uncommon for anyone to be prosecuted for selling a game to someone under the PEGI-recommended age, at least here in the UK. And again, to reemphasise the point, as gaming as a whole moves ever-closer to an all-digital future, where games are bought from home via the internet, there’s no one to prosecute for selling a game to someone underage anyway.

Because of the failure of self-regulation, and the insistence of big games companies on pushing further and further toward in-game economies based on gambling, regulation has seemed an inevitability for some time. Star Wars Battlefront II may have been the proverbial straw that broke the camel’s back, but if that game hadn’t come along, sooner or later another title would’ve and we’d be in the same situation. Those of us who follow video gaming more closely have known for a long time that lootboxes are gambling. They behave like gambling, even the games they’re in treat them like gambling, and it was only a matter of time before governments did too.

While I for one welcome this tentative step to regulating lootboxes – if indeed the UK government goes ahead and implements the recommendation – what is really needed is comprehensive regulation of video games in general. An independent body – not PEGI, which is merely an arm of big games companies – needs to have the authority to regulate games properly. And if games companies attempt to get around restrictions – such as by cutting out lootboxes and implementing them post-release via an update – they need to be punished. This needs to be the first step toward proper regulation of games companies and the games industry, to ensure that when lootboxes are regulated out of existence they can’t simply start up an equally harmful practice.

2018’s Star Wars Battlefront II brought the issue of lootboxes to a head.

Lootboxes are more than a mere annoyance. People have seen their lives ruined, with debts incurred to the tune of thousands or even tens of thousands of pounds. Video game companies like to brag to investors about so-called “whales” – an industry term for the small percentage of players who spend a lot of money on in-game purchases. This derogatory, dehumanising term exposes what they really think of their players: not even human beings any more, we’re animals to be exploited. They won’t stop trying to wring every last penny out of their players until they are forced to – which is why I hope that this recommendation is implemented swiftly and in full, putting a stop to companies preying on vulnerable people.

To paraphrase something I said when discussing video game addiction, it isn’t enough to say “well I don’t have a problem with gambling, so it must be fine”. That is a blinkered and selfish way to look at the topic. For many people, including many children and parents, lootboxes are a real menace, and often the consequences are seen far too late when money has already been lost. If you personally don’t buy lootboxes – as I don’t myself – then that’s great. Good for you. But the practice is harmful to many gamers, and there can be no denying that the implementation of lootboxes makes many games worse. In order to make lootboxes appealing, in-game content which could be acquired through normal gameplay – as games of the past offered – has to be cut and hidden behind a paywall and randomised rewards. These are designed to look exciting and to give players a feeling comparable to playing a slot machine or a game in a casino. Winning may feel good – but it often costs a lot of money to buy enough lootboxes in order to “win”. The only real winners are the games companies themselves.

Lootboxes make games less enjoyable.

Because in many cases in-game items can be resold – if not within the game itself then almost certainly via the online “grey market” – the last technical defence of lootboxes falls away. There is something of “real-world value” contained within each lootbox; if there wasn’t, no one would be buying them. The practice is gambling, it’s just taken time for governments to catch up to the reality of the situation. That’s understandable in a way – technology moves fast, after all – but it’s a great argument for setting up proper, independent regulation of video games to ensure that this is the last time they’re able to get away with something like this.

With video games being more profitable than ever – and with prices for games set to rise next generation (check back for my thoughts on that in the coming days) – there’s no excuse for lootboxes. They aren’t necessary to help make games more cost-efficient. Gaming as a hobby continues to grow, and with that growth companies can sell more and more copies of games and bring in ever-increasing amounts of cash. Lootboxes are nothing more than exploitative in-game gambling, and it’s high time we got rid of them permanently.

It took a long time to get here. It’s a story of failed self-regulation, corporate greed, and attempts to suppress valid criticism. I truly hope that now a major investigation has taken place, regulation will follow.

The House of Lords Gambling Committee report referenced in this article may be found by following this link (warning: leads to an external site): House of Lords Gambling Committee. Header image courtesy of the user Tristan Surtel on Wikimedia Commons. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

First impressions of Star Trek: Bridge Crew… three years late

The official trailer for Star Trek: Bridge Crew.

The Star Trek franchise seems to have drawn the short straw when it comes to successful video game adaptations, especially when compared to Star Wars. I can think of several good Star Trek games – my personal favourite is the Doom-esque Star Trek: Generations adaptation, which even today is one of my all-time favourite games – but I think I’m almost the only person who bought a copy. Even websites specialising in so-called abandonware don’t seem to know about that one! Other decent Star Trek games – such as Deep Space Nine: The Fallen, the Elite Force titles, and the Armada games – all performed adequately, but none really made a huge impression or hooked in new fans.

The 2010s offered very little by way of new Star Trek games. There was, of course, Star Trek Online – but as someone who generally dislikes massively-multiplayer titles I didn’t have a particularly good time with it. I’m glad it was a success and I hope it brought in some new fans, but that style of game simply isn’t my cup of tea. The only other game I’d played in the last few years was the bug-riddled mess that was 2013’s Star Trek. I persevered as long as I could with that title, but a few hours in I got to a point where a glitch prevented me from advancing any further.

Star Trek: Voyager – Elite Force is one of the better Star Trek games.

The only other significant title released in the last few years was Star Trek: Bridge Crew – not to be confused with an earlier title, Star Trek: Bridge Commander. Released in 2017, Bridge Crew was a VR-only title, and as I don’t game in VR I never bothered to check in with it again. But apparently I should’ve, because a few months after it was released Bridge Crew got an update allowing for non-VR gameplay, something I only noticed when the title cropped up among my recommended titles during the ongoing Steam Summer Sale. Well I was dumbfounded! How could I have missed this? It was an immediate buy, as Bridge Crew must be one of only a handful of Star Trek games post-1990 that I haven’t played for myself!

I’m sure I’ve talked about this before, but aren’t modern games a chore to get running? After opening Steam and then selecting Bridge Crew, the game wanted to install a patch. Then it had to connect to Ubisoft’s Uplay service, which also required a separate patch, and just getting the game to open took several minutes. Not a problem unique to Bridge Crew by any means, but always bothersome!

Recognise this planet?

I think that the game’s opening sequence is different because I also bought The Next Generation DLC, but it was really quite cool to sit through a fairly accurate recreation of The Next Generation’s title sequence. The graphics, while not exactly cutting-edge elsewhere in Bridge Crew, did a great job bringing to life some of the planets and other space phenomena that should be familiar to any fan of The Next Generation, and I appreciated the effort that must’ve gone into it.

My first thought upon seeing that Bridge Crew had a non-VR mode – aside from “I must buy this game immediately” – was wondering how well it would port from VR to non-VR. As I’ve said on a number of occasions, my ability and desire to sit down and play games has waned a lot over the last decade or so, and I’ve heard bad things about some VR titles not playing at all well without a VR headset and controller.

The basic gameplay screen – as seen in the tutorial mission.

Bridge Crew is, as far I can tell, the first game I’ve played that started life in VR. I wasn’t sure what to expect, and the controls certainly take a little bit of getting used to. I played with an Xbox One control pad, as I do for most games, but I believe mouse and keyboard is an option on PC as well.

In order to better explain the control scheme, we need to talk about what Bridge Crew is and what it isn’t. Your character can occupy one of four bridge stations: the engineering station, the helm, the tactical station, and the captain’s chair. Regardless of which you choose, your character is static; they sit (or stand) at their console and don’t move from their position. This isn’t a criticism at all, it’s part of how the game was designed. Each of the control pad’s two analogue sticks move one of your character’s hands, and the triggers are used to select an option on the console or to perform an action. For example, at the engineering station it’s possible to allocate the ship’s power to different systems, at the helm to plot a course and engage engines, and at tactical to pick a target and fire weapons.

This control scheme obviously works better in VR, where a player might be holding two motion-sensitive controllers and could look and move more quickly to select the various options. There’s probably also a greater degree of fine control over certain options – like acceleration and deceleration when in the helmsman position. However, after a bit of practice and more than a few cock-ups I think I’m getting the hang of it.

Customising your character also serves as a basic introduction to the game’s controls.

The game is also designed to be played with friends. Each of the four roles can be occupied by another player, which should – in theory, at least – speed things up when engaging in the game’s various missions. It is possible to play without anyone else – as Billy-no-mates here can attest – but as with VR, the game has really been designed to work best when four players are working together in co-op.

There’s something undeniably cool for a Trekkie to sit in the captain’s chair of a starship – even it it’s just virtually. And I was surprised at the level of detail involved in using some of the game’s systems, all of which are lifted from Star Trek films and television shows. Courses must be plotted and laid in, then the ship manoeuvred by the helmsman to align with the course. Power must be distributed between systems like shields and engines by the engineer, and in battle, the tactical officer must choose targets and fire weapons. Performing each of these tasks – while fairly simplistic in line with the game’s control scheme – actually feels like working on a starship.

The helm aboard the USS Enterprise from The Original Series.

Perhaps it’s because many of the actions are mundane – like moving a dial or slider to adjust power or change the ship’s trajectory – that the feeling of “realism” exists in Bridge Crew. There are three starships that the game recreates: one based on the Kelvin-timeline films (which is the game’s main setting), as well as the USS Enterprise from The Original Series, and The Next Generation’s Enterprise-D. Gameplay is similar on each vessel, but the different aesthetics are great, and both Enterprises are faithfully recreated. The gameplay itself may get repetitive over time, but at the moment I’m still having lots of fun with it.

I have encountered one glitch – a visual bug where, for some reason, much of the bridge disappeared. This happened when the ship sustained heavy damage; I haven’t played far enough into the game and its various missions to know whether this will be a reoccurring problem or not, but I thought it worth mentioning here.

A graphical glitch I encountered while playing Star Trek: Bridge Crew.

I’m going to spend some more time with Bridge Crew over the upcoming days and weeks. I absolutely adore its faithful recreation of the bridge of the Enterprise-D from the DLC, and sitting in the captain’s chair on that bridge is a longstanding fantasy of mine! I’ve been lucky to sit in a recreation of The Original Series’ bridge twice – the first time in 1996, when Star Trek: The Exhibition came to the UK, and for a second time two decades later in 2016 at another event with the same title in Blackpool, also in the UK. Despite the same name, these two events were completely different. I’ve never been able to take Captain Picard’s seat on the bridge of the Enterprise-D, though, and with The Next Generation being my introduction to the franchise, and the series that first hooked me in, I’ve always wanted to have that experience. Bridge Crew got me as close to that as I’m likely to get any time soon, so for that alone I really appreciate what it has to offer.

Commanding the Enterprise-D from the captain’s chair has long been a fantasy of mine!

It’s a shame I missed Bridge Crew first time around. But it’s nice to have a new Star Trek game to get stuck into. I’m always hopeful that the franchise will produce a fun game, and while Bridge Crew has its limitations, and is really designed to be played in a specific way, it still seems like a lot of fun right now.

When I’ve spent some more time with the game I’ll check back in, but I wanted to say something about it while it’s still on sale – 50% off on the Steam version on PC – in case anyone else who missed out wanted a chance to pick it up.

Star Trek: Bridge Crew is available now on PC and PlayStation 4. Star Trek: Bridge Crew is the copyright of Red Storm Entertainment and Ubisoft. The Star Trek franchise is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Some great Mario Kart racetracks (that would be perfect for Mario Kart 9)

I was very fortunate in mid-2013 to attend a press event for the Wii U game Mario Kart 8. Well before the full game would launch in 2014 I got a brief opportunity to get my hands on the latest edition of Nintendo’s genre-defining kart racer, which scored me pretty significant bragging rights at the company I was working with at the time! The game blew me away with its improved visuals while retaining the exact same feel of playing a Mario Kart game that had been present in every iteration since Super Mario Kart on the SNES. Super Mario Kart, by the way, is one of two racing games I owned back in the SNES days – the other being Nigel Mansell’s World Championship Racing. I wonder if anyone besides me (and presumably Nigel Mansell) remembers that one!

So I’ve been a Mario Kart fan since the series debuted, and in that time I think I’ve played every iteration of the series. I didn’t own a GameCube in the early 2000s, but I played Mario Kart: Double Dash with friends when I was at university. I think that’s the only title in the series that I didn’t own at one point.

Box art for Mario Kart Wii.

Nintendo usually releases one Mario Kart game per console, and with Mario Kart 8 Deluxe on the Switch at the moment – where it’s been one of the console’s best-sellers since it launched – perhaps there won’t be a Mario Kart 9 any time soon. But Mario Kart 8 Deluxe is really just a port of the Wii U game; it isn’t a title unique to the Switch. That provides us a tentative glimmer of hope that Mario Kart 9 may still be coming sometime soon!

Recent Mario Kart games have recreated tracks from older entries, changing and upscaling them to fit the new game’s theme. With that in mind, here are some of my favourite racetracks from past games that would be amazing to see return whenever Mario Kart 9 comes around.

Number 1: Kalimari Desert (Mario Kart 64)

Mario Kart 64 might just be my favourite game in the series. It had an amazing set of tracks, including the definitive version of Rainbow Road. But we’ll come to that in a moment! Kalimari Desert is a western-themed track, and while its skewed oval shape is pretty basic, it features a train constantly going around on its own railroad – which can be used as a shortcut if you’re willing to take a chance!

I like the aesthetic of the American west. The desert, the mesas, the cacti; it’s all here in Kalimari Desert. The track has been recreated twice already: in Mario Kart 7 on the Nintendo 3DS, and again in Mario Kart Tour.

Number 2: Vanilla Lake 2 (Super Mario Kart)

The Mario Kart series has some great snow or ice themed tracks. The first tracks to have this kind of wintry theme were the two Vanilla Lake tracks in Super Mario Kart. Vanilla Lake 2 isn’t an easy track in its original incarnation, with lots of obstacles and no clear racing line. It’s easy to fall into the large central lake with its jagged and uneven edge, and because of its basic square shape, Vanilla Lake 2 can be deceptively simple to new players.

The track was recreated once, but hasn’t been used since Mario Kart: Super Circuit on the Game Boy Advance.

Number 3: Wuhu Island Loop/Wuhu Loop (Mario Kart 7)

Beginning in Mario Kart 7, a handful of tracks were longer than others, and instead of racing three laps, players race from a start line to a finish line. For the purposes of the game, tracks like Wuhu Island Loop are still split into three sections – the sections replacing laps. Mario Kart 7 is a game I had a ton of fun with, and Wuhu Island Loop is one of its better offerings.

When I worked in a large office in the early 2010s, several colleagues and I would sometimes get together and use the 3DS’ wireless networking function to play Mario Kart 7 during breaks and downtime. It really was a blast!

Number 4: DK’s Snowboard Cross/DK Summit (Mario Kart Wii)

Another snow-themed track here, but this one is based on a winter sports resort. Toward the end of the track is a really fun section based on a snowboard half-pipe, complete with snowboarding characters and patches of deep snow to avoid! It’s brilliantly done, and while it isn’t the easiest track it’s a ton of fun.

DK’s Snowboard Cross (a.k.a. DK Summit in North America; Nintendo seem to love arbitrarily changing names!) has only been seen in Mario Kart Wii, which I think makes it overdue for a return!

Number 5: Rainbow Road (Mario Kart 64)

As I mentioned above, Mario Kart 64 truly has the definitive version of Rainbow Road. Everything about the track is perfect: its complicated layout, the clever placement of obstacles, and the starry, atmospheric background featuring characters from the Mario series lit up as neon signs. The music that accompanies the track is phenomenal too, making the whole experience strangely nostalgic.

Rainbow Road has been recently recreated for Mario Kart 8, but for some reason Nintendo cut it short and players only get to enjoy one lap instead of three. The original Nintendo 64 version remains the best, and I’d love to see it return in its true form!

Number 6: Animal Crossing (Mario Kart 8 DLC/Mario Kart 8 Deluxe)

With Animal Crossing: New Horizons performing so well and becoming one of the Switch’s top-selling titles, I have no doubt that Nintendo will reference it in some way if there is to be a Mario Kart 9 this generation. However, the Animal Crossing track featured on Mario Kart 8 (originally as DLC on the Wii U) was based on Animal Crossing: New Leaf. It’s a very sweet track that really captures the essence of the sleepy Animal Crossing village perfectly.

Like the Animal Crossing village it’s based on, the track has four seasonal variations and looks different in each. It’s random which one will be chosen every time a player selects the course, which adds another small element of fun!

Number 7: Mushroom Bridge (Mario Kart: Double Dash)

Having not been a GameCube owner (I had an Xbox instead in those days) I’m less familiar with Mario Kart: Double Dash than other entries in the series. However, one track I loved to play with friends was Mushroom Bridge. Toad’s Turnpike on the Nintendo 64 introduced traffic as moving obstacles to race around, and Mushroom Bridge is in a similar vein.

Because the other vehicles on the track are moving, it can be difficult to predict where they’re going, adding an element of complexity to the race. And it’s great fun to sabotage an opponent, sending them careening into traffic!

Number 8: Toad Harbour (Mario Kart 8)

At the press event I mentioned at the beginning of the article, Toad Harbour was the track I got to play for myself. I believe there was one other track available, as well as one battle course – but I can’t remember what those were! Toad Harbour was a great choice to show off the Wii U’s greatly-improved graphics – the course is bright and sunlit, and there’s plenty of detail in its San Francisco-esque scenery.

If Mario Kart 9 opts to drop the anti-gravity racing that premiered in Mario Kart 8, Toad Harbour could be a great choice to adapt as its one anti-gravity section is optional.

Number 9: Bowser Castle 3 (Super Mario Kart)

Super Mario Kart had some very fun and interesting tracks, despite the limitations of the SNES. Bowser Castle 3 (which I always thought was called Bowser‘s Castle 3, with an -s) snakes around like a normal racetrack for the most part, but then there comes a point with the track splitting in two. The jumps lead to a number of smaller islands in the lava, and there are several possible routes across, adding an extra element to what was already a fun track.

The music for Super Mario Kart’s Bowser Castle tracks was also great! The track hasn’t been seen since Mario Kart: Super Circuit, so it’s a great candidate to bring back.

Number 10: Lakeside Park (Mario Kart: Super Circuit)

Lakeside Park is a pretty clever track. The first lap is normal, set in a jungle beside a lake. The intimidating-looking volcanoes seem like just a part of the background… until lap 2, when the sky goes dark and the volcanoes erupt! Chunks of lava then rain down the track, peppering it with additional obstacles.

Considering this was a Game Boy Advance title, there are some pretty clever things going on in Lakeside Park. The track would make a wonderful addition to Mario Kart 9.

Number 11: Peach Beach (Mario Kart: Double Dash)

When my friends and I used to play Peach Beach, we rather immaturely called it the “cock-and-balls” track… because c’mon, what else could that giant rock formation possibly look like? It’s even vaguely flesh-coloured. I’ve known many animators and developers having once worked in the games industry, and I guarantee that was done on purpose.

But we’re off-topic! Peach Beach is a fun track with some interesting obstacles and different terrains to get stuck into, and although it reappeared on the Wii I’d love to see it back again.

Number 12: Shroom Ridge (Mario Kart DS)

Another track featuring traffic, similar to Mushroom Bridge above, Shroom Ridge was one of my favourites from Mario Kart DS. Weaving in and out of oncoming traffic is difficult to master, so I think this track would be perfect for a more challenging grand prix.

It’s also one of the few Mario Kart DS tracks that hasn’t been seen since that game debuted in 2005, making it due for a comeback!

Number 13: Maple Treeway (Mario Kart Wii)

Maple Treeway is a beautifully atmospheric track with an autumnal setting. It has a fantastic musical accompaniment too, and a couple of more challenging parts. There’s nothing too tricky, however, and I just adore the setting, the music, and the whole layout of the track. It’s easily one of my favourites from Mario Kart Wii.

Mario Kart 7 brought back Maple Treeway on the 3DS, but I’d still like to see it return one more time – upscaled in full HD!

Number 14: DK’s Jungle Parkway (Mario Kart 64)

DK’s Jungle Parkway was a clever track when it debuted on the Nintendo 64 – straying off its fairly narrow track onto the grass verge would result in being hit with objects from the jungle background, further slowing you down! This feature meant it was a challenge to avoid oversteering and understeering to stay on the track – and meant it could be a lot of fun to push an opponent off!

DK’s Jungle Parkway reappeared on the Wii, but that version made a couple of changes (the objects no longer hit you when not on the track, and the big jump across the river forces you to go straight instead of taking a chance and cutting the corner) which I feel took away its uniqueness. I’d love to see it back with those features included!

Number 15: Daisy Circuit (Mario Kart Wii)

A nice, straightforward track that takes players through a town at sunrise (or sunset), Daisy Circuit is a sweet little track set to another great piece of music. There are no major obstacles to speak of, though there are two sections in the middle where a fountain and statue must be circumnavigated. It’s a nice, easy track that someone brand-new to Mario Kart could pick up and have fun with.

Daisy Circuit hasn’t been reused since it was first seen in Mario Kart Wii, which is a great reason to bring it back for Mario Kart 9!

Number 16: Shy Guy Bazaar (Mario Kart 7)

The Mario Kart series has a few recurring settings for its tracks, so it’s great when we get something genuinely different. Shy Guy Bazaar has a definite Arabian theme – almost like something from Aladdin – which is a great spin on the typical desert-themed tracks of other Mario Kart titles.

There are some unique obstacles, and the track has some narrow and wide sections, allowing for varied race strategies. It was one of my favourites from Mario Kart 7 – but I always felt it was underappreciated!

Number 17: Wild Woods (Mario Kart 8 DLC/Mario Kart 8 Deluxe)

Another track that was initially available as DLC on the Wii U, Wild Woods is a ton of fun. As I mentioned above, many Mario Kart tracks follow one of a limited number of themes; Wild Woods is something altogether different with its “deep, dark woods” setting – which is reminiscent of some old levels from the Donkey Kong Country series.

Tracks from Mario Kart 8 seem like they’d be well-suited to be brought into Mario Kart 9, and I’d love to see Wild Woods back.

Number 18: Mushroom Gorge (Mario Kart Wii)

Mushroom Gorge is a gorge-ous track. See what I did there? With both an outside section and a section in a cave, there was already a lot of fun to be had, but Mushroom Gorge also introduces giant mushrooms to bounce on – getting the speed and angle right for your bounce is incredibly important, lest you fall into a bottomless pit and have to be rescued!

The track did make a reappearance on the 3DS, but its fun and unique bouncy gameplay would be great to bring back for Mario Kart 9 too.

Number 19: Choco Mountain (Mario Kart 64)

Choco Mountain in Mario Kart 64, as well as the earlier Choco Island tracks in Super Mario Kart, always seemed to be ignored by players in favour of other tracks. I’m not sure if it’s because of the fairly bland all-brown colour scheme, but that’s one possibility. It’s a shame, because Choco Mountain in particular is a clever track with some difficult sections and unpredictable obstacles.

Choco Mountain was seen in Mario Kart DS as well, but I think it’s a candidate to get an HD makeover for Mario Kart 9!

Number 20: Sunshine Airport (Mario Kart 8)

One of the tracks used to market Mario Kart 8, Sunshine Airport has a lot to offer. Mario Kart 7 had introduced gliding, allowing players to soar through the air, and Sunshine Airport takes that theme and runs with it. The airport setting has some unique obstacles, and as somewhere completely different to race around, it’s lots of fun.

I particularly like the aircraft that sometimes pass you while racing, even though I’m always worried that they’re going to crash into me!

So that’s it. A handful of Mario Kart tracks from past entries in the series that I feel would be great to see given an overhaul and an update for Mario Kart 9. This article shouldn’t be interpreted as me having any “insider information” from Nintendo that a new game is in the works! Just to be clear: I have no idea if Mario Kart 9 is in development, or if it will be released on the Switch. It’s possible that Nintendo may not release another entry in this fantastic series until they launch their next console – whenever that could be! However, I think there is reason to be hopeful of a new Mario Kart title. As I mentioned, Mario Kart 8 Deluxe is just a port of the Wii U game, and aside from collating the main game and its two DLC packs, doesn’t really offer anything substantially new. Secondly, Nintendo has seemed more open to changing things up this generation, particularly where sequels to its most successful titles are concerned: The Legend of Zelda: Breath of the Wild is getting a direct sequel, for example.

As long as Dry Bones – the best character in the whole Mario Kart series – is playable in Mario Kart 9, I’ll be satisfied with whichever tracks Nintendo decides to bring back!

The Mario Kart series – including all games mentioned above, as well as all individual racetracks, characters, and other properties – is the copyright of Nintendo. Screenshots courtesy of the Super Mario Wiki. They are used under the principle of Fair Dealing. For further information, see my copyright policy. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Lower Decks arriving before Discovery Season 3!

Spoiler Warning: There are spoilers present for Star Trek: Discovery Season 2.

I’ve been eagerly awaiting what I believed was an imminent announcement of the release date for Star Trek: Discovery’s third season. Season 2 concluded well over a year ago, in mid-April 2019, and while Star Trek: Picard took up what had been Discovery’s early-year broadcast window in 2020, I still thought we’d have seen the show in late spring or early summer. Even with the disruption caused by the coronavirus pandemic, I thought that Discovery should have been well on the way to finishing its post-production work by the time Picard Season 1 was drawing to a close. I was surprised to see no mention of Discovery aside from a very brief “coming soon” placeholder image when Picard concluded, but I still thought we’d see the show around the midpoint of the year.

It took me by surprise, then, when it was announced that Star Trek: Lower Decks is going to premiere on the 6th of August – in just five weeks’ time. Don’t get me wrong, I’m excited for Lower Decks and I was still hoping to see it this year, but I always thought that the plan for 2020 had been to release Picard in the early part of the year, then follow that up with Discovery Season 3, before dropping Lower Decks in the autumn. So it’s a little bit of a surprise that Lower Decks is going first!

The main characters of Star Trek: Lower Decks.
L-R: Ensigns Tendi, Rutherford, Mariner, and Boimler.

Evidently what must’ve happened is that Lower Decks is ready to be broadcast while work is still continuing in some areas on Discovery Season 3. If you follow Star Trek and Trekkies on social media, you may have heard over the last few weeks that some of Discovery’s post-production crew have said they’ve finished their work, but it seems there’s still more to do! Partly this is due to coronavirus impacting schedules and forcing many folks to work from home. But partly it seems that Discovery’s third season wasn’t as ready-to-go as I’d expected. I didn’t think we’d go from Picard’s first-season finale straight into Discovery Season 3, but I did think we’d see a release date announced.

As excited as I am for Lower Decks, I’m at least slightly disappointed with what feels like a delay to Discovery’s third season. With the ship and crew having left the 23rd Century behind in the finale of Season 2, I’ve been eagerly – and somewhat anxiously, I admit – waiting to see what kind of future they arrive in. I recently took an in-depth look at the Season 3 trailer – and you can see what I thought by clicking or tapping here.

We got a little more information about Lower Decks in the announcement, including a first look at the ship the show is set on: the California-class USS Cerritos. Named for a city in the Los Angeles area, the Cerritos is a pretty cool design in my opinion. With obvious visual elements of The Next Generation’s Galaxy-class, the ship has a familiar “Star Trek-y” design that’s instantly recognisable as part of the franchise.

The USS Cerritos.

It definitely feels as though care has been taken with this design, and that it was designed by someone with an appreciation for the Star Trek franchise as a whole. By being a smaller starship than, for example, a Galaxy-class ship, I think it also does a good job of conveying that this is a minor ship; not a flagship by any means, the Cerritos is of lower importance among the fleet. The saucer-plus-nacelles design is reminiscent of ships like the Miranda-class and Nebula-class; the former being best-known as the design used for the USS Reliant in Star Trek II: The Wrath of Khan.

I guess for now we’ll have to put Discovery on the back burner and start getting excited for Lower Decks! Star Trek can do animation very well, but this will be the franchise’s first fully-animated series in 45 years, as well as the first attempt to make a comedy series. The team behind the show – including Mike McMahan – have a good track record at producing successful shows just like Lower Decks, so there’s reason to be hopeful.

Unfortunately, as of right now ViacomCBS hasn’t announced who has the international broadcast rights to Lower Decks. Netflix has Star Trek: Discovery and Amazon Prime Video has Star Trek: Picard, so it could be the case that either of those companies snaps up Lower Decks as well. Hopefully an announcement will come soon, so we can get the show within 24 hours of its US premiere, as has been the case for the other two series since Star Trek returned to television.

So all that’s really left to say is this: roll on the 6th of August and the premiere of Star Trek: Lower Decks! Let’s hope for a successful first season.

Star Trek: Lower Decks will premiere on CBS All Access in the United States on the 6th of August 2020. International broadcasts have not yet been confirmed. The Star Trek franchise – including Lower Decks and all other properties mentioned above – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.