Star Wars Jedi: Survivor – A Review

Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor. Minor spoilers may also be present for parts of the Star Wars franchise.

It’s been a while since I shared my first impressions of Jedi: Survivor here on the website. I’ve since returned to the game, despite its performance issues, and beaten the main story, so I’m now in a position where I can put metaphorical pen to paper and share my full thoughts with you. Sorry that it took so long!

For some context, I adored Jedi: Fallen Order. I documented my first playthrough of that game here on the website back in 2020, and I was thrilled to see Lucasfilm and Electronic Arts recognising the strength of feeling in the Star Wars fan community for a linear single-player game. Jedi: Fallen Order had a high budget, but it proved definitively – as if any such proof were really needed – that single-player games can still be profitable, and that players still long for those kinds of experiences. Moreover, at a time when both The Rise of Skywalker and The Mandalorian had been disappointing, Jedi: Fallen Order came along and showed me that I hadn’t entirely fallen out of love with Star Wars.

I definitely felt optimistic about Jedi: Survivor.

I was genuinely thrilled at the prospect of a sequel to one of my favourite Star Wars games of all-time, and to see what would come next for Cal Kestis and the crew of the Stinger Mantis – and that was how I felt in the weeks leading up to the launch of Jedi: Survivor. If things went well, I believed that it might’ve been in contention for my “game of the year” award come December.

But things did not go well.

The Jedi: Survivor story is an all-too-familiar one: Electronic Arts forced the game to be released too early, despite knowing that there were serious technical issues. The game is a “release now, fix later” title, replete with bugs, performance issues, and other such problems. Although these issues afflicted the game and harmed players’ enjoyment across all platforms, as is often the case it seems that the PC version of the game was in the worst shape. Unfortunately, as I don’t own a PlayStation 5 or Xbox Series console, PC was where I played Jedi: Survivor.

One of many bugs that I encountered. Nightsister Merrin crouching in an out-of-bounds area.

I actually thought I’d been smart. Having read the reviews of the game when it launched and having seen performance reports from players and professional critics, I shelved my plans to buy Jedi: Survivor. I waited a couple of months and kept my eye on the game as patches were rolled out, and mistakenly believed that six patches later, things would have improved. Spurred on by having inadvertently come across a couple of story spoilers, I picked up the game at the end of June.

Unfortunately, however, the performance issues hadn’t been fixed – and in spite of another patch having been rolled out since then, those issues are still present on PC at time of writing. I described Jedi: Survivor as a “release now, fix later” game… but the fix still hasn’t been made, and the game remains in a poor state even five months after its troubled launch. In fact, having returned to the game to grab a few screenshots, I felt that its performance was worse in September than it had been in June and July.

A levitating Stormtrooper.

The blame for this lies with Electronic Arts, and the company has transformed what should have been a guaranteed hit into a game surrounded by controversy thanks to pathetically poor decision-making at the highest levels. Developers Respawn Entertainment were placed in an impossible position, and while I have no doubt that talented, passionate folks did their absolute best to get Jedi: Survivor as ready for launch as possible, they were screwed over by EA. It’s a tale as old as time in the games industry: a greedy publisher shits all over the hard work of talented developers, then seeks to blame them for the game’s poor condition and lower-than-expected sales.

My first few hours with Jedi: Survivor were spent messing about with settings rather than actually playing the game. Every time I thought I’d improved things, the stuttering and frame-drops would inevitably return – and they were far from the only problems. I encountered dozens of bugs across my playthrough, with Cal and other characters getting stuck in the environment or clipping through solid objects, as well as items not rendering properly or even disappearing. These issues didn’t just affect gameplay, but were also prevalent during cut-scenes – something I hadn’t seen in a supposedly “complete” game in a very long time.

And I have no doubt that Jedi: Survivor’s performance problems have tainted my view of the game as a whole.

Clipping through and getting stuck in the environment was a recurring problem throughout Jedi: Survivor.

When I sit down to play a game like Jedi: Survivor, it’s because I want to be immersed in a story. I want the game to transport me to a galaxy far, far away, and lose myself for a few hours in the life of a Jedi Knight on the run from the Empire. The occasional bug or glitch would be tolerable, but when a game is in such shockingly poor shape, dogged by performance issues, stuttering, broken animations, and bugs galore… it rips the immersion away. I struggled to really get into Jedi: Survivor and its story, and even its better moments were spoiled or diminished by the unacceptable state that it was released in.

But that’s enough about bugs for now, because there are other issues with the game that we need to talk about.

I have two major gripes with Jedi: Survivor aside from the bugs. One is mechanical; a choice that was made in terms of the way the game was designed and its levels were crafted. And the second is with parts of the story itself, as well as with the way in which certain new and returning characters were handled. We’ll look at each of these points in turn.

Optimising game files and compiling shaders appears to make fuck all difference.

Firstly, an open world (or semi-open world) did not suit Jedi: Survivor. The game’s story was hamstrung by this decision, and crafting a couple of open stages that actually felt condensed and small really damaged that sense of immersion that I was talking about. On the main planet of Koboh, the village of Rambler’s Reach was a few dozen metres away from the base of a massive gang of pirate-raiders and also a few dozen metres away from two Imperial outposts. Hardly the out-of-sight hiding place that it was presented as in-game.

One day we’ll have to talk more about the open-world trend, and how it simply isn’t the right choice for every game. Jedi: Survivor, to me, stands as perhaps one of the best recent examples of that. The design of both Koboh and Jedha was hampered by this attempt to move in an open-world direction, and the game would have benefitted from tighter, more curated levels, as well as areas of the map that had more distance between them. By all means, have raiders and Imperials on Koboh if that’s necessary for the story – but why not have Cal travel to the other side of the planet in a cut-scene before encountering them? The design of those parts of the map could have been similar, but breaking them off from the Rambler’s Reach hub would have improved the game from a narrative and immersion standpoint.

The saloon in Rambler’s Reach.

I also felt that the move to broader, more expansive levels should have been accompanied by more cosmetic items and loot. It became frustrating to explore a whole area, climbing onto hidden ledges, wading through rivers, and so on only to find… absolutely fuck all. There are more cosmetics in Jedi: Survivor than there were in Jedi: Fallen Order – and that’s great. I had fun customising Cal and unlocking some of these options. But this was something that felt unbalanced.

I’d explore a whole section of the map, kill dozens of enemies, and find nothing. No in-game currency, no cosmetics, no chest with an item… just nothing at all. And to me, that reinforces what we were talking about with Jedi: Survivor’s open-world style: it just doesn’t fit the game. It didn’t fit the story and it didn’t fit the amount of content that had been created, either. A good game strikes a balance, making exploration feel fun and worthwhile. There were moments of that in Jedi: Survivor, but they were too few and far between.

Battling battle droids.

Jedi: Survivor bills itself as a “souls-like” game; i.e. a “difficult-for-the-sake-of-it” title. But to its credit, the game offers an easier mode to play on – something I took full advantage of. However, even on the easiest difficulty there were some particularly finicky and challenging moments. While I found the game’s combat to be okay, there were some moments where Jedi: Survivor required frame-perfect button presses that I found near-impossible. Because I suffer from arthritis that affects my hands and fingers, some rapid button combos are nigh-on impossible for me to perform. At several points in the game, I was almost entirely locked out from progressing because I couldn’t complete a particularly intensive button combo.

On one occasion it took me almost forty tries to navigate just a single section of the map on Jedha – a particularly convoluted wall-run, jump, and swing combination that my hands and fingers just couldn’t manage. The game offered no help with these things, no accessibility options, and no way to skip ahead to bypass these moments. This is poor, and while I will give Jedi: Survivor some well-earned praise for offering a story mode, more accessibility features need to be present, and developers need to be aware that easier combat isn’t the only thing that players are looking for. Many games offer the option to skip ahead if players can’t make it past a certain puzzle or area of the map; these things are not that difficult to implement.

Cal on Jedha.

Stories are incredibly subjective. What works for you might not work for me, and vice versa, so everything I’m going to say about Jedi: Survivor’s narrative choices have to be taken in that way. Nothing about this is “objective” at all!

Where I’d felt gripped by Jedi: Fallen Order’s story, Jedi: Survivor came up short. Cal felt listless, rushing from place to place at the behest of the plot but not in a particularly understandable way, and there were moments of sheer randomness in the story – particularly at the beginning – that really detracted from the adventure.

A customised Cal.

In Jedi: Fallen Order, Cal was being hunted by the Imperial Inquisition after he used his Force powers, but was rescued by Cere. She already had a mission of her own: to open the holocron. Cal slotted into that story perfectly, and at every stage it felt like it unfolded naturally as Cal visited different worlds to unlock the holocron’s mysteries.

Jedi: Survivor begins with Cal falling into a hole that leads to a random cave – entirely by accident. It just so happened that Greez built his Cantina on top of some ancient Jedi ruins, and Cal stumbled into those ruins completely by mistake. That mistake kicked off a convoluted plot about a planet lost in an impenetrable nebula, a fallen Jedi who’d been sealed in a bacta tank for hundreds of years, and an Imperial spy who was so obvious that he might as well have had the words “secret bad guy” tattooed across his forehead.

Yup.

I admit that the performance issues and bugs in Jedi: Survivor made it harder to fully get into the story, as did the open-world mechanics described above. And those two things have undoubtedly impacted the way I view certain character decisions and the game’s narrative path. But even keeping that in mind, and doing my best to separate my thoughts about the state of the game and its design choices from its narrative… I still find it to be a weaker and less engaging story than its predecessor.

Any Star Wars story set during the reign of the Empire has a tightrope to walk – and for me, Jedi: Survivor created narrative issues for itself as a result of a couple of key decisions. Bringing back Master Eno Cordova for what was, unfortunately, an underwhelming and unimpressive role seriously challenges the idea of Cal as the game’s protagonist and leading figure in any kind of Jedi restoration. Cere had appointed herself as a kind of librarian or preserver of Jedi knowledge, but Cordova – a Jedi Master, lest we forget – should have been in a strong position to play a leading role in the preservation and restoration of the Jedi Order.

Master Cordova’s role was unimpressive.

Instead, Cordova’s role was a disappointment. He hand-waved away Cal’s destruction of the holocron that he’d gone to such extreme lengths to protect in the first game, then just stood around doing fuck all. He didn’t help, he didn’t offer guidance, he didn’t do… well, anything. And then he died remarkably easily at the climax of the game’s “twist” – a twist so thoroughly telegraphed that it might as well have been lit up in neon. Ever since the “no, I am your father” moment back in 1980, Star Wars has been obsessed with putting these kinds of twists into its stories. As I said once, recapturing that magic moment isn’t gonna happen, and Jedi: Survivor was made worse by trying to pull off something like this – and doing it so unsuccessfully.

When the dust settled, I also felt that Bode’s reason for his betrayal of Cal was paper-thin and didn’t make a lot of sense. Did Bode really plan to take his child to an uninhabited, uncharted planet and stay there – completely alone? What were they gonna eat? Without access to technology, what were they gonna do? Sure, they’d be “safe” from the Empire, and Bode would be wiped off the Empire’s list, but there doesn’t seem to have been any real planning on his part for the long-term.

Bode didn’t make for a particularly compelling villain.

In a “linear, story-driven” game – tags that Jedi: Survivor’s publishers love to draw attention to – the story is more important, in many ways, than the gameplay. Jedi: Survivor’s third-person exploration, parkour, and lightsaber combat could be fantastic… but if they’re let down by a poor story or one that feels convoluted, there’s no salvaging the game. And while I wouldn’t say anything in Jedi: Survivor was as bad, narratively speaking, as something like The Rise of Skywalker… that’s an incredibly low bar.

There were some genuinely tense, thrilling, or otherwise fun moments scattered throughout the story, as well as callbacks to the first game and references to other parts of the Star Wars franchise that I appreciated. So it wasn’t a total narrative collapse or anything like that; Cal’s story, while built on weak foundations, was still worth following to its conclusion. Even though I saw Bode’s betrayal coming from a mile away, Cal’s raw emotional reaction to it definitely hit the notes it was aiming for. While Master Cordova’s death felt like a waste, Cere’s demise at the hands of Darth Vader not only took her story full-circle after the events of Jedi: Fallen Order, but it was a heartbreaking moment that was handled well.

Cere was hunted down by Darth Vader.

The weakest part of the story of Jedi: Fallen Order was one that I hoped its sequel might address. The Haxion Brood storyline – in which Greez and Cal were pursued by a gaggle of unimpressive bounty hunters – was left unresolved by the time the credits rolled on the first game, and I had hoped to see a resolution in Jedi: Survivor. There was a bounty hunter side-story in the game, with several different bounty hunters to defeat that served as kind of mini-bosses. The ending of this questline was neat, but here’s my gripe: it didn’t resolve the Haxion Brood storyline!

As of the end of the game, Cal and Greez are still wanted by the bounty hunters, and the faction’s leader, who we met in the first game and who seemed like the kind of arrogant dick that it would be so satisfying to kill, wasn’t even mentioned this time. Again, this storyline just feels half-baked, and I had hoped that Respawn might’ve taken that feedback on board after the way the bounty hunter story just fizzled out in the first game.

Bounty hunter Caij Vanda offered what amounted to side-missions.

I liked that there were more cosmetic options in Jedi: Survivor, and I had fun playing with Cal’s appearance, BD-1’s appearance, and Cal’s lightsaber. I wasn’t wild about the way these cosmetics were unlocked, however, as I felt the game was particularly stingy with its currencies and lootable containers. That being said, I was able to unlock most of the items that I had my eye on, and by the time I was halfway through the campaign (or thereabouts) I’d got Cal, BD-1, and Cal’s weapons looking the way I wanted them to.

The expansion of lightsaber styles from Jedi: Fallen Order was nice – but these felt a little restrictive. I loved the way the crossguard lightsaber looked, but the incredibly slow and cumbersome fighting style that accompanied it basically rendered it non-viable for me. It would have been nice if there were options to mix and match fighting stances with cosmetics – in my case allowing Cal to use a crossguard lightsaber in a different way, but this could also open up double-bladed and dual-wielding stances to other styles of play.

Cal with a crossguard lightsaber.

Jedi: Survivor retains the Dark Souls-inspired “checkpoint” save system, instead of allowing players to freely save. This is a particularly irritating trend that many “souls-like” games (or should that be “souls-wannabes?”) implement, and it just feels annoying and outdated in 2023. Having to re-do chunks of a level because of the lack of a proper save system is just silly, it doesn’t increase the difficulty nor add anything to a game, and with Jedi: Survivor’s meditation spots not exactly being ubiquitous, I felt this choice got in the way of the fun.

One thing I did appreciate was that Cal’s Force powers carried over from Jedi: Fallen Order. Given the way in which that game weaved Cal’s connection to the Force into its narrative, it would have felt strange if he’d begun the sequel having to re-learn those same skills, and I will give credit to the writers for keeping Cal’s growth going instead of going for the typical video game sequel “reset” of his powers.

Customising BD-1.

I expected better from Jedi: Survivor, at the end of the day. The follow-up to one of my favourite games of the last few years was a title that I genuinely expected to compete for the coveted “game of the year” title come December, but instead it’s going to go down as one of the biggest disappointments of 2023 for me personally. The unacceptably poor state that Jedi: Survivor was in at launch – and remains in more than five months later – is a big part of that. But even if those performance issues and bugs had been kept to a minimum, the game itself feels like a poor relation to its illustrious predecessor.

Narratively, Jedi: Survivor built a weak, convoluted, and random story that split up the first game’s crew and saw Cal team up with an incredibly obvious turncoat. And mechanically, the game was forced into an open-world mould that simply didn’t suit it. It was hard enough to get invested in the story because of the poor shape that the game was in, but every time I got close, either the bland open-world formula would trip it up or I’d find myself annoyed by a story that was so much weaker than that of the first game.

Improperly rendered low-res textures.

So that was my experience with Jedi: Survivor. It’s hard to recommend it right now, given the performance issues and bugs that remain present. Electronic Arts and Respawn Entertainment have massively slowed the rollout of patches and fixes since the game launched, and I fear that Jedi: Survivor is being quietly abandoned and may never reach the level of basic playability and mechanical competence that should have been present at launch. This is already a huge disappointment and should be enough to put off all but the most ardent Star Wars fans.

Your mileage may vary when it comes to the game’s story, though, and my take is clearly not shared by all players. I’ve seen plenty of comments hailing the story as one of the best that the Star Wars franchise has to offer, and while that’s certainly not my opinion, it’s worth keeping in mind that these things are subjective. As I said earlier, I have no doubt that my overall impressions of Jedi: Survivor have been coloured by its bugs and performance issues.

I have no plans to return to Jedi: Survivor right now, and having stepped back into the game to capture a few screenshots for this piece, I’ll probably be uninstalling it. If a huge patch is released, or the game receives significant DLC that could add to its story, I might consider going around again. But unfortunately I must report that Jedi: Survivor was not the fun and engaging Star Wars adventure that I wanted it to be.

Star Wars Jedi: Survivor is out now for PC, PlayStation 5, and Xbox Series S/X. Jedi: Survivor is the copyright of Electronic Arts, Lucasfilm Games, and Respawn Entertainment. The Star Wars franchise is the copyright of Lucasfilm and The Walt Disney Company. Some promo artwork and images used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

My Jedi: Survivor wishlist

Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order.

In 2020, I played through Star Wars Jedi: Fallen Order – and I had an amazing time with the game! It’s one of my favourite single-player experiences of the past few years… and one of the better Star Wars stories, too! Rumours of a sequel were confirmed a while ago, and Star Wars Jedi: Survivor is set to launch in a few weeks’ time following a short delay. This time, I’m going to talk about a few things that I’d like to see from the upcoming title.

Jedi: Fallen Order was great – but it wasn’t entirely without flaws. I have no doubt that EA and Respawn Entertainment – the publisher and developer of Jedi: Fallen Order respectively – will have listened to fans and critics on at least some of the points that were raised. Although I wouldn’t say any of these things were horribly damaging, the sequel is an opportunity to take on board feedback, tone down things that didn’t work so well, and generally hone and refine the experience.

Promo art for Jedi: Survivor.

So this list will fall into two parts: things from Jedi: Fallen Order that I’d like to see changed, and new additions that I’d like the game to include. As I always say: this is just the subjective opinion of one person! I feel hopeful that Jedi: Survivor will be a fun ride whether or not any of these wishes are included when the game is released. If I suggest a change you’d hate, or exclude something that you think should be blindingly obvious, well, just keep in mind that all of this is just one person’s take. There’s plenty of room in the Star Wars fan community for different points of view.

It also goes without saying that I have no connection to Electronic Arts, Respawn, Disney, or Lucasfilm! These ideas are mine and mine alone, and I’m not trying to claim that anything listed below can, will, or must be part of Jedi: Survivor. This is a wishlist from a fan that’s been written up for fun – and should be taken in that spirit!

With all of that out of the way, let’s jump into the list.

Part 1:
Changes from Jedi: Fallen Order
Cal Kestis in Jedi: Fallen Order.

As great as Jedi: Fallen Order was, it wasn’t an entirely flawless experience from my point of view. I covered a few of these points in less detail when I reached the end of my playthrough back in 2020, and having recently replayed the game I’ve found a couple of other issues that are worth discussing.

Although I’d still say I had a wonderful time with Jedi: Fallen Order, there’s always room for improvement! The benefit of several years’ worth of advancements in game design, as well as a new console generation releasing since Jedi: Fallen Order was launched, should mean that there’s scope to make improvements to the way Jedi: Survivor plays.

Change #1:
A better in-game map.

Jedi: Fallen Order’s holomap.

I found Jedi: Fallen Order’s holo-map clunky, unwieldy, and difficult to use. I appreciate that it’s “lore-accurate,” very closely resembling projections that we’ve seen droids like R2D2 make elsewhere in the Star Wars franchise, but its design really got in the way of its utility – at least for me. The all-blue look, the 3D design, and large, expansive levels all came together to make the map hard to use, with it being difficult to pinpoint one’s location. The ability to set waypoints on the map would be useful, even if they didn’t appear outside of the map during regular gameplay, and a general overhaul to bring the map in line with maps used in other titles would be incredibly helpful.

Because of Jedi: Fallen Order’s large-scale levels, having a good map is incredibly useful, especially on a first playthrough. By the time I came back to Jedi: Fallen Order, a few well-trodden areas of some levels were familiar to me – but even then, it would still have been helpful if the map was easier to use.

Change #2:
Fewer sliding sections.

Wheeeee!

During the scripted opening level of Jedi: Fallen Order there was an incredibly tense and exciting sliding section, as Cal and Prauf found themselves caught on a wet and slippery piece of a junked starship as it fell apart. But this mechanic was repeated too many times in Jedi: Fallen Order, with several long, boring sliding sections that added nothing at all to the game.

I’m sure sliding will be back in some form in Jedi: Survivor, and that could be okay as sliding is a fairly common 3D platforming mechanic. As noted, sliding sections can be fun – if they’re done right and if there’s a narrative reason for their inclusion. But I hope the new game tones this down, doesn’t make sliding a mandatory part of every level, and in a more general sense, uses this particular trope of 3D platform-adventure games far more sparingly. I don’t want to feel like I’m playing a 3D platformer from the 1990s when I sit down to enjoy Jedi: Survivor!

Change #3:
No more backtracking.

I lost count of the number of times I had to backtrack through levels…

A trope of many adventure games, going all the way back to the very beginnings of the genre in the ’80s, is that when the end of a level is reached, there’s an easy shortcut to the exit or overworld that doesn’t force a player to backtrack. In Jedi: Fallen Order, this unwritten rule of gaming was ignored for the most part – and that’s something I’d like the sequel to address.

Having crawled through a dungeon, solved puzzles, beaten enemies, and defeated the boss, it can be quite frustrating to have to then spend a significant amount of time running the whole route in reverse, going back through now-empty areas, past already-solved puzzles, with nothing to do and no objective except “get back to the ship.” These sections felt like unnecessary fluff; padding that may have been intended to make Jedi: Fallen Order’s relatively short twenty-hour runtime last a little longer.

Change #4:
No more revisiting past levels.

BD-1 looking at several holographic planets.

In the same vein, Jedi: Fallen Order saw Cal return to the same levels multiple times over the course of his quest – with only a couple of smaller levels just being played through once. There’s scope to re-visit the same planet, if that’s necessary narratively, without revisiting the exact same part of the planet – and I think that’s where Jedi: Fallen Order tripped up.

I’d rather have eight smaller levels that I only play through one time apiece than four bigger levels cleaved in two that I have to return to later on in the game. This would allow for much more diversity in terms of level design, too, as only Kashyyyk’s two sections really managed to feel distinct from one another in Jedi: Fallen Order. I don’t want to see Jedi: Survivor go open-world, either, but I think it should be possible to do what many games have done since the inception of the medium and play through different levels or areas without returning to the same ones.

Change #5:
No false choices.

The Stinger Mantis on Dathomir.

Jedi: Fallen Order was a linear game without many places where the path before Cal seemed to branch. But at one point early on in the game, Jedi: Fallen Order seemed to give the illusion of choice – whether to visit the planet of Dathomir or Zeffo. But there’s no way to progress beyond the opening area of Dathomir until Cal has levelled up and learned a new skill – a skill which can’t be learned until other levels have been beaten. There’s no way to describe this as anything other than a totally false choice.

There was a technical reason for offering players the opportunity to visit Dathomir, as that planet was the only place in the game where players could get a double-bladed lightsaber. But this option could have been moved or relocated to Bogano or Zeffo – it wasn’t, if I’m remembering correctly, something that had to be on Dathomir for some narrative reason. The game’s story also worked better and made more narrative sense if Cal went to Zeffo first, then to Dathomir later. In short, it wasn’t a great idea to offer this false choice – and I hope there won’t be others like it in Jedi: Survivor.

Change #6:
Ditch the checkpoints.

Cal at a checkpoint.

Checkpoints in older games came about as a result of limitations in hardware and programming. In the very olden days you’d have to write down a passcode on a piece of paper to be able to get back to the same area or level, but as games moved to 3D in the ’90s, checkpoints became the go-to way to save progress. By the turn of the millennium, though, this too had become outdated! It became possible for players to freely save their progress, and as a result there was no longer any need for fixed checkpoints.

Unfortunately, however, some recent games – particularly those inspired by the Dark Souls series – have brought back checkpoints… and I’m not wild about that. Checkpoints can mean players end up having to replay whole chunks of levels – and checkpoints in Jedi: Fallen Order were not exactly ubiquitous. In short, there’s no real reason why a free save system can’t be implemented in a game like Jedi: Survivor – so I’d like to see it happen!

Bonus:
Current-gen only.
Wish: Granted!

A PlayStation 5 console and DualSense control pad.

I would have put this on my wishlist, but we already know from Jedi: Survivor’s developer that the game will be current-gen only. That’s fantastic news, as it means the game won’t need to be constrained by being compatible with the Xbox One and PlayStation 4 – consoles that will be ten years old in just a few months’ time. This is a model that many more modern titles ought to adopt! Now that we’re well over two years into the current generation of consoles, it’s getting silly that so many games are still limited by decade-old hardware requirements.

There are still issues for some folks in terms of acquiring a current-gen machine, and I get that. That’s the fault of Sony and Microsoft for not producing enough consoles to meet demand. But if the games industry is to evolve and improve, at some point older machines from the previous generation will have to be left behind. Jedi: Survivor is one of a handful of titles on the horizon that will do just that – and I hope we’ll see some visual and mechanical improvements as a result.

Part 2:
Additions and New Features
Is this Jedi: Survivor’s main villain?

So those are a handful of things from Jedi: Fallen Order that I’d like the sequel to change or just remove outright. Up next, we’ll talk about a handful of additional features that I think it could be fun to include.

For this section, I’ll try to stick to things that seem plausible based on the kind of game Jedi: Survivor will be. I’m not going to suggest that Jedi: Survivor should be transformed into a role-playing game or an on-rails shooter! Instead, these are a few additional features and gameplay mechanics that I think could work well in this kind of linear, narrative-heavy, action-adventure title.

Addition #1:
A vehicle or two to pilot.

It probably won’t be a Star Tours Starspeeder 3000…

One of my absolute favourite parts of Jedi: Fallen Order – and indeed of any Star Wars game that I’ve ever played – was when Cal took control of an AT-AT walker. Everything about that sequence was perfect: it was just the right length, the movement and shooting felt fluid and fun, and the walker felt unwieldy in exactly the way I’d have expected when I first saw them in The Empire Strikes Back decades earlier. This sequence was also a one-off, which made it all the more special.

I don’t think we need a second AT-AT in Jedi: Survivor – though that’s certainly a possibility! And I’m not suggesting that Cal should take control of the Stinger Mantis, with every journey between worlds turned into a mandatory spaceflight section. But if Jedi: Survivor could introduce a vehicle or two, similar to Jedi: Fallen Order’s AT-AT sequence, I think that could be incredible. Maybe Cal could take the controls of a starfighter for one mission, drive a landspeeder to reach an objective, or even do something as bold as hijack a star destroyer! Any of these vessels and vehicles could be a ton of fun to play with.

Addition #2:
Carry over progress from Jedi: Fallen Order.

A maxed-out skill tree.

A big part of the story of Jedi: Fallen Order, and particularly the way in which narrative and gameplay intersected, involved Cal learning or re-learning a handful of Force skills. BD-1 also learned new skills along the way – and these skills became essential for completing puzzles and progressing through levels. With that in mind, I really hope that Jedi: Survivor won’t reset Cal.

Many sequels do something like this – where the player character, who may have been at a high level and mastered all of their skills by the end of the last game, appears to have lost all of those same skills at the start of the new game. In many cases it works fine, or at least passes by inoffensively enough. But because Jedi: Fallen Order did such a great job of weaving these gameplay mechanics into its story, it would be profoundly odd if Cal started Jedi: Survivor unable to use his basic Force powers like push and pull, or if BD-1 was likewise limited and unable to slice droids or climb ziplines.

Addition #3:
Carry over at least some cosmetics from Jedi: Fallen Order.

A customised lightsaber.

This would really require some kind of integration between Jedi: Fallen Order save files and Jedi: Survivor – but it’s doable, as many other games have proven. In brief, it would be nice if players could retain their customised lightsabers from Jedi: Fallen Order, or at least if the cosmetic options that had been unlocked in the first game could be unlocked by default in the sequel.

We don’t know at this stage how other cosmetics will work, but many players – myself included – found a particular appearance for “our” version of Cal that came to define our playthroughs, so again it would be nice if this could be carried over somehow.

Addition #4:
More cosmetic options.

It would be great to get more costumes and other cosmetics.

A game like Jedi: Survivor isn’t going to come with a character creator – nor does it need one! But Jedi: Fallen Order was pretty basic in terms of its cosmetic options, so it would be great to see more outfits and more variety in the sequel. Cal could be given hair and facial hair options, for example, in addition to different types of outfit.

Jedi: Fallen Order included jumpsuits and ponchos, and there were quite a few different colours of each. Naturally, as soon as I found a pink poncho, Cal wore nothing else for the rest of the game! But this is an area ripe for expansion, and it would be great to see customisation options for pants, tops, jackets, shoes, and more. Some of these could be unlockable via exploration, and others could be found at in-game vendors, perhaps.

Addition #5:
A story that doesn’t rely too heavily on the minutiae of Star Wars lore.

Promo screenshot of Cal and Merrin.

Some franchises can feel difficult to keep up with, and Star Wars is definitely one of them. I felt hopeful a few years ago, with the erasure of the old Expanded Universe, that the wider franchise might become more accessible… but a decade of films, television shows, animated kids’ shows, books, comics, games, and more has led to the same feeling of an overcomplicated franchise beginning to arise.

With that in mind, it can be a fine line to walk between creating a story that fits in with all of that lore and is still accessible to newcomers and a more casual audience. The inclusion of references and even characters from elsewhere in the franchise is totally okay – and expected, at least to an extent. But an over-reliance on minuscule details that most people won’t understand or know anything about can trip up a story.

Addition #6:
Wrap up the bounty hunter story from the first game.

This side-story focused on Greez.

One of the odd things about Jedi: Fallen Order was its bounty hunter side-story. This storyline arrived in pretty spectacular fashion, with Cal being defeated and captured by bounty hunters. But it felt rushed, with the escape from the bounty hunters’ prison taking only a few minutes, and it was definitely incomplete. I don’t think there was a single mention of the bounty hunters after that episode, even as they’d occasionally show up as random enemies for the rest of the game.

There’s scope to do a lot more with this storyline. Heck, it could even become the sequel’s main story! But at the very least, I think we need to get some closure on this, somehow, by the time the credits roll. It could take the form of a single mission, multiple missions, or even just cut-scenes and dialogue… but one way or another, by the time the game ends this storyline should be wrapped up.

Addition #7:
A story that doesn’t feel tacked-on.

Case in point.

Jedi: Fallen Order’s main storyline ended quite conclusively. The holocron was retrieved and then destroyed – and there was nothing left for Cal, Cere, and Merrin to do. There are plenty of opportunities for them to have another adventure, but any sequel story has to be careful – because it’s all too easy to wind up feeling unnecessary.

This is perhaps the most important point that we’ve talked about today. A story that brings back these characters needs to serve a purpose, and if it comes across as feeling like nothing more than a corporate-mandated sequel, that will be very disappointing. Star Wars hasn’t always gotten this right, with prequels and sequels telling unnecessary, tacked-on stories even in big-budget productions. So whatever this story is, and whatever Cal does next, I sincerely hope it’s going to feel worthwhile.

So that’s it!
Hang on, Cal!

That’s my Jedi: Survivor wishlist! I’m not sure when I’ll be able to play the game – money is tight at the moment, and with some hefty increases to some of my bills coming in April, I doubt I could really justify buying a brand-new, full-price game on release day – even if it’s one I’m as excited to play as Jedi: Survivor. But you never know, and I’ll certainly try to make space for it in the budget! I’d love to be able to play the game this year, at any rate.

I hope this was a bit of fun, and an excuse to look ahead to one of the most-anticipated single-player titles of the year.

After some disappointing entries in Star Wars’ cinematic canon, Jedi: Fallen Order felt like a breath of fresh air. As Star Wars continues to struggle, in my view at least, by doubling-down on legacy characters and stories of decreasing importance, I’m hopeful that Jedi: Survivor will see Cal, Cere, Merrin, and Greez continue to chart their own path. There are plenty of reasons to be excited for the game – and I can hardly wait to jump in!

Star Wars Jedi: Survivor will be released on the 28th of April 2023 on PC, PlayStation 5, and Xbox Series S/X. Star Wars Jedi: Survivor is the copyright of Electronic Arts and Respawn Entertainment. The Star Wars franchise is the copyright of The Walt Disney Company and Lucasfilm. Some promotional art and screenshots used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.