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.

Lego Star Wars: The Skywalker Saga – first impressions

Spoiler Warning: There are minor spoilers ahead for Lego Star Wars: The Skywalker Saga and the nine mainline Star Wars films.

I had a lot of fun in the days when I owned an Xbox 360 with Lego Star Wars: The Complete Saga. That game brought a lot of lightheartedness to the Star Wars franchise, and was also a surprisingly complex game, with many characters to unlock and collectables to find. Going back and replaying levels didn’t feel like a chore, making it a great game to play solo or co-operatively. I had high hopes when a new Lego Star Wars title was announced, and it’s finally here after several lengthy delays!

I’m not even going to attempt a thorough playthrough in time to write a review; it will take a long time to go through the game and truly experience all that it has to offer. But for now I thought it would be worth sharing my first impressions! I’ve spent just over six hours with the game over the past couple of days, and I’ve jumped into two of the game’s stories/campaigns. I feel that’s long enough to get a feel for how the game plays – as well as to spot any major flaws or problems!

Promo art/banner for Lego Star Wars: The Skywalker Saga.

Lego Star Wars: The Skywalker Saga is split up into nine parts – one for each of the nine mainline films of the Skywalker Saga. On booting up the game for the first time, only three are available: The Phantom Menace, A New Hope, and The Force Awakens. Completing these unlocks the next part of that particular trilogy, and so on. It’s a neat way to organise it, and I liked that I was able to choose which trilogy I wanted to get started with. If the campaign had been entirely linear, with players having to unlock each film one by one, it would probably have been less enjoyable – and likewise, if all nine campaigns were unlocked from the start there’d be less to accomplish. All in all, this approach feels like it strikes the right balance.

I chose to start with The Phantom Menace – it’s my least-favourite film (well, tied with The Rise of Skywalker), but it’s often been my starting point when I go back to re-watch the mainline Star Wars films. As a film with a child-friendly atmosphere, it’s also one that I felt could translate well to the world of Lego! After spending a bit of time progressing through The Phantom Menace I hopped out of that campaign and loaded up A New Hope. It took me a second to figure out how to change campaigns on the fly, but it’s something the game allows you to do.

Qui-Gon Jinn with Obi-Wan Kenobi and Jar Jar Binks.

As someone who hasn’t played a Lego game in years, I wasn’t sure what to expect. I was pleasantly surprised to note that, despite major visual improvements, the feel of playing a Lego game is still present. There’s a cartoon silliness that doesn’t merely begin and end with the game’s visual style, it permeates many different aspects of the gameplay as well – and that less-than-serious take has been a hallmark of Lego Star Wars games (and Lego games in general) going back to the very first iteration. All of that is still present in The Skywalker Saga.

Half the fun of Lego games has always been in roaming around the environment, looking for things to destroy, studs to collect, and hidden collectables. I have no idea how many different things are hidden across the game – but in the few hours I’ve spent with it so far I’ve found dozens, and I’ve barely scratched the surface! What I love about these hidden collectables is that it isn’t just a case of wandering around until you find an obscure part of the map that’s off the beaten track; in order to find or unlock many of them you have to solve a puzzle, run through an optional extra assignment, and things like that. Not all of these puzzles are easy, either, despite the game being aimed at kids!

C-3PO and R2D2 on Tatooine.

The Skywalker Saga would absolutely be the perfect first Star Wars game for a younger fan. Of the Star Wars games released in recent years, it’s by far the easiest to get started with – and it’s also the most complete in terms of telling the classic story of the films. Some scenes and sequences are skipped over during the story, but so far I’ve found both of the stories that I’ve played to be surprisingly deep; there’s certainly more than enough context provided by the game that even someone unfamiliar with the films could follow the story.

One thing that surprised me at least a little was the diversity of environments on display in The Skywalker Saga. The Star Wars galaxy is huge, canonically speaking, and we’ve seen a huge variety of different locales and biomes on display in the films and TV shows. But because The Skywalker Saga is a Lego game and has a cartoon feel, I wasn’t sure how well some of that would translate. It was great to see that the different interior and exterior environments all look and feel distinct from one another; that’s something that really captures the sense of scale present in Star Wars.

Promotional screenshot showing an Ewok and AT-ST on Endor.

Speaking of diversity, there’s more than one type of level in The Skywalker Saga! In addition to levels which characters must traverse on foot, there are ship-based sections where players can pilot a variety of different ships from the Star Wars galaxy. I can’t remember if this is something that has been present in prior Lego Star Wars games, but it was neat to see it here. Being able to hop into everything from starfighters to submarines adds a heck of a lot to the experience, making it feel deeper and richer. Programming and developing different modes of gameplay is no mean feat, and even though we all might have our preferences when it comes to the kinds of levels we prefer, I’d say that The Skywalker Saga is significantly better for including these different styles of gameplay.

The Skywalker Saga is being pitched by publisher Warner Bros. as the definitive Lego Star Wars experience. It brings more characters to the table than ever before, as well as more levels based on all nine of the mainline Star Wars films. It’s hard to argue that – at least in 2022 – this really is as good as it gets for a fan of Lego Star Wars!

Promotional screenshot showing prequel-era Republic starships.

There are new elements that are clearly designed to modernise the familiar formula. The fact that it’s possible to level up your characters and give them gameplay upgrades is a nod to the way that this aspect that originated with role-playing games has become omnipresent in video games today. But none of that feels intrusive, and while it’s certainly possible to spend a lot of time chasing down enough studs or Kyber bricks to unlock the next upgrade, it’s also possible to have fun playing the game without paying too much attention to that side of it. I wouldn’t call these things entirely “optional,” but they’re inoffensive for players who aren’t interested or who just want to have fun playing the game.

Getting to grips with the gameplay felt easy enough. There are a few different moves and attacks that player characters can perform, and the nature of these will depend on whether the character is a Jedi, a gunslinger-type, a droid, and so on. There are ranged shots, melee attacks, jumps, and it’s possible to perform combos. Sometimes these combos will be required (enemies can block certain attacks) meaning it isn’t always possible to race through a level mindlessly hitting the X button!

Promotional screenshot showing Boba Fett.

I didn’t encounter a single bug, glitch, or graphical issue with The Skywalker Saga through my six hours of gameplay, and considering the state of some recent highly-anticipated games I think that’s pretty good! I played on PC, but the game is also available on Xbox One, Xbox Series S/X, PlayStation 4, PlayStation 5, and Nintendo Switch.

The Switch version in particular holds a lot of appeal! Being able to play the game on the go is something I’m sure a lot of fans will appreciate, but it also just feels like a good fit in general for Nintendo’s family-friendly machine. I’m glad that The Skywalker Saga was able to get a Switch release; even more so that it was released on Switch at the same time as on every other platform.

Qui-Gon Jinn using the Force to lift a Lego object.

So I guess that’s it. Lego Star Wars: The Skywalker Saga has been a lot of fun so far, and I can’t wait to jump back in and play some more! I’ll be curious to see how the Lego treatment works for The Rise of Skywalker; that film is tied with The Phantom Menace for being my least-favourite in the saga. The Phantom Menance managed to be fun, so I feel reasonably optimistic that, despite not enjoying the film, I’ll at least have fun with its gameplay adaptation!

I’d happily recommend The Skywalker Saga to anyone who enjoys either the Star Wars franchise or this style of kid-friendly gameplay. You won’t get a massive Elden Ring-style challenge out of it, and in terms of multiplayer you’re limited to playing with a single friend only (and I hear it works far better locally than online). But with those caveats, Lego Star Wars: The Skywalker Saga is something I think a lot of players will be able to find enjoyment in. For kids, especially younger kids looking to get started with perhaps their first big Star Wars game, I think it’s a no-brainer.

So far, Lego Star Wars: The Skywalker Saga has been great. For me personally, while I had fun with Lego Star Wars: The Complete Saga during the Xbox 360 era, I don’t feel the same nostalgic pull to these games as some younger folks who grew up playing them as kids might. But even so, I’m having a lot of fun and I’m happy to recommend the game to anyone still on the fence.

Lego Star Wars: The Skywalker Saga is out now for PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, and Xbox Series S/X. Lego Star Wars: The Skywalker Saga is the copyright of Traveller’s Tales, Warner Bros. Interactive Entertainment, and/or the Walt Disney Company. The Star Wars franchise is the copyright of Lucasfilm and the Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.