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Under the Radar: Blaster Master Zero 2
‘Under the Radar’ is a series dedicated to the unknown titles that many players might have missed. These can range from games that no one’s ever heard of to known titles that haven’t seemed to gain any traction for one reason or another. The aim isn’t to pour over the title in a critical fashion, it’s to celebrate the qualities that make it unique and fun to play.
Alright. Inti Creates. Let’s just sit down and have a chat for a second. Just a quick chat.
You’ve got to stop. This has gone on for long enough. You’ve released too many good games back-to-back. Dragon Marked for Death? Bloodstained: Curse of the Moon? Even Mighty Gunvolt Burst? And then you have the nerve to only charge around ten bucks?!? You’re starting to make the other developers look bad.
In all seriousness, Blaster Master Zero 2 continues the trend of quality titles that Inti Creates has been putting out the past few years. It’s a game that was announced and released on the same day during an Indie Showcase. I expected to see a lot more about the game, however it seems to me like it’s not being discussed as much as it should be. Luckily, that’s what I’m here for.
If you’ve never heard of the Blaster Master series, it’s basically a combination of a side scrolling Metroidvania and a top-down shooter. The majority of the game is spent piloting a multi-purpose tank in a side scrolling environment that has you looking for powerups and blasting mutants. You can then hop out of your vehicle to enter doors that lead to the game’s top down sections, which provide a nice change of pace.
The Blaster Master Zero series tells the story of a boy named Jason who pilots his tank named Sophia. He is joined by an alien girl named Eve and a frog with strange powers named Fred. Blaster Master Zero 2 picks up right where the first game left off and finds the crew in outer space searching for Eve’s home planet in order to find a cure for an illness she was struck with. The story isn’t the main focus here, but what’s there is definitely entertaining. The cast of characters met along the way stand out particularly well due to their interesting and unique designs.
“Blaster Master” Revisited
The game is mechanically sound and the controls are tight and precise, however that’s really not what this article is about. The first Blaster Master Zero was the same way, with both the side scrolling and overhead segments providing interesting and varied gameplay. What makes Blaster Master Zero 2 so special is simple: it’s provided the blueprint to the perfect sequel.
Sequels are a tricky business. It’s challenging to strike the balance between innovating upon the previous titles while retaining what made them great in the first place. This goes for any form of media in general, including books, movies, and even tabletop games. Part of the challenge is pleasing the fans, as their criticisms need to be addressed while also holding on to the original creative vision. Inti Creates has clearly understood this with Blaster Master Zero 2 and manages to deliver an experience not unlike its predecessor while improving nearly everything about the concept.
The first thing I noticed, that was a massive change from the original game, was the level layout. The first title was essentially a run-of-the-mill metroidvania by design. Levels were connected by doors and could be traveled between at the player’s leisure. It worked well enough, but the backtracking often affected the game’s pacing in a negative way. Zero 2 splits the levels up into separate planets that are accessed from an overworld. Larger planets make up the non-linear stages whereas smaller planets serve as more contained challenges that often reap rewards in the form of upgrades.
This kind of level layout creates a much more evenly paced experience that moves along at twice the speed of the original. Rarely did I ever feel stuck during my time with the game, yet the larger stages still felt like they should. While some on the smaller planets are required in order to see the credits roll, many of them are completely optional, and it makes Zero 2 feel like a more meaty experience because of it.
A Worthy Challenge
The difficulty has also been ramped up significantly this time around. My biggest complaint with the last one was that some of the weapons and upgrades were just way too strong. Bosses could be annihilated in a few dozen seconds in the over-the-top mode, which took a lot out of the experience for me. The challenge still feels fair, but bosses no longer pull any punches.
The bosses themselves are by far the game’s greatest spectacle. They sport some of the most impressive pixel art I’ve seen in awhile, and they’re just as fun to fight as they are to look at. Many of these baddies have brutal attack patterns at first, but checkpoints are usually very forgiving and allow for multiple retries in order to come out on top. They’re also more massive than ever, with many of them taking up over half the player’s screen.
This series is normally sprinkled with spoilers here and there, but I’m purposefully avoiding giving out specific details about the game because of how new it is. Buy the first Blaster Master Zero. Finish it. Play the second one as soon as you’re done. It will become immediately apparent how good of a sequel this is, especially when considering some of the surprises hiding in the later parts of Zero 2. Considering the total price of both games is only $20, you really can’t get much better than this.
This increase in quality also demonstrates the potential of this to become a long running franchise. Inti Creates has shown how they can take a game series that was thought to be dormant and regenerate it into something that is both an homage to the originals and an experience that is uniquely their own. There is some genuinely brilliant stuff here, and I hope I’ll be piloting the Sophia in more games for years to come.
‘Bee Simulator’ Review: Pleasantly Droning On
Unless a typical bee’s day involves a lot of clunky wasp fights, high-speed chases, and dancing for directions, it’s doubtful many players will walk away from Bee Simulator feeling like they’ve really been given a glimpse into the apian way of life. Sure, there’s plenty of the typical pollen collecting and human annoying here, but odd tasks like hauling glowing mushrooms for ants, helping baby squirrels find their mom, and stinging some little brat who’s stomping all your flowers (hopefully he doesn’t have an allergy) are also on the agenda. That’s not exactly keepin’ it real, but regardless, the variety is actually more simple and less silly than it sounds; it turns out that even doing weird bee stuff quickly becomes repetitive. Still, this family-friendly look at a bug’s life is bolstered by a sincere love of nature, as well as some smooth flight mechanics and a surprisingly large open world for younger gamers to explore.
Set in a Central Park-like expanse, Bee Simulator definitely takes on a more edutainment vibe right off the bat (Goat Simulator this ain’t) with a prologue that offers up some info on the ecological importance of bees to the planet. That protective attitude is a constant throughout the game’s short campaign and side quests, as the well-being of these hive heroes is constantly under threat by those goonish wasps, the bitter cold of winter, and of course, oblivious humans. Players take control of a newly hatched worker bee (sorry, drone lovers) who dreams of a role more important than being relegated to merely buzzing by flowers, and consequently sets out to save the day. However, these crises are portrayed in the thinnest terms possible, resolved quickly, and summarily forgotten, leaving little of narrative interest.
So then, it’s up to the gameplay to keep players engaged, and in this area Bee Simulator is a bit of a mixed bag. On the good side, flying works really well, and gives a nice sense of scale to being a little bee in the great, big world. Winging it close to the ground offers a zippy sense of speed, as flowers and blades of grass rush by in colorful streaks. A rise in elevation makes travel seem slower, but provides a fantastic view of the park, showcasing a lakeside boathouse,a zoo filled with exotic creatures, as well as various restaurants, playgrounds, picnics, pedestrians, and street vendors scattered about. Precision is rarely a must outside chases that require threading through glowing rings (a tired flying sim staple) or navigating nooks and crannies, but the multi-axis controls are pretty much up to the task, and make getting around a pleasure.
However, that sense of flowing freedom doesn’t quite apply to the limited list of other activities. Though the world is large, the amount of different ways to interact with it is very small, revolving around a few basic concepts: fighting, racing, dancing, retrieving, and collecting. And with the exception of the latter, these actions can only be performed at specifically marked spots that initiate the challenge; most of Bee Simulator exists purely for the view. It’s somewhat understandable in its predictability — how many different things can a bee actually do, after all? — but the gameplay is still a bit disappointing in its shallowness. Fighting plays out like a turn-based rhythm mini-game, those aforementioned races follow uninspired routes, dancing is simply a short bout of Simon, and collecting pollen employs a ‘bee vision’ that does nothing more than verify that players know their colors.
It’s very basic stuff that can’t really sustain motivation for those used to more creativity. The roughly 3-hour campaign seems to support this idea; Bee Simulator knows it doesn’t have much going on for veteran gamers. However, as a visual playground for younger kids to fly around in, free from any real danger, there is something a bit magical about the world presented. There are loads of little vignettes to happen upon, such as a family BBQ, a small amusement park, and a bustling kitchen. What exactly are those lonely row-boaters thinking about out on the lake by themselves? Where is the flower lady going in such a hurry? Discovering new places — like a lush, sprawling terrarium — creates the impression of a massive world with plenty going on regardless of whether the player sees it or not, and can serve to spark the imagination.
In addition to racking up that pollen for the winter, info on various flora and fauna can also be be collected and stored in the hive’s library, where 3-D models can also be purchased with ‘knowledge’ points earned through completing quests. These texts detail some interesting facts about brave bees and their relation to the environment, and can definitely be a fun teaching tool for wee gamers.
Grizzled fans of the open-world genre may want to buzz clear, however, as well as those hoping for some zaniness. Though Bee Simulator offers some solid soaring in an attractive environment, it’s a sincere, straightforward attempt to promote bee kind that doesn’t offer much more than a relaxing atmosphere and repetitive actions.
20 Years Later: ‘Pokémon Gold and Silver’ Took the Franchise’s Next Evolutionary Step
The legacy of Johto lives on in what was Game Freak’s next evolutionary step in the world of Pokémon.
Two regions to explore, 16 gym badges to collect, two Elite Four runs to conquer, a battle tower to climb, a previous champion to best at your own game, and 251 pocket monsters to capture. There is no denying that the Johto region of Pokémon Gold and Silver had- and still may contain- the most amount of content to dig into for any player when it comes to everything outside of filling up all the entries of Sword and Shield’s Pokédex.
Pokémon Gold and Silver released in Japan 20 years ago today on November 21st, 1999. The Johto region still stands as not only one of the most renowned Pokémon games in the franchise but a contender for one of the top Game Boy and Game Boy Color games to be released on the handheld systems. No matter which entry is your favorite, there is no denying that Pokémon Gold and Silver was the next evolutionary step on Game Freak’s stairway to fame in what is now currently the largest franchise in history.
A Daunting Next Step
Pokémon Gold and Silver’s development was greenlit immediately after Red and Green had launched in Japan. The untitled sequels at the time were slated for release for the holiday season of 1998. However, during this time frame, Game Freak had also been working on a multitude of Pokémon projects including the Nintendo 64 game Pokémon Stadium and a rebranded companion version to Red that would replace Green for the overseas release of the games. The majority of the small staff team of programmers had already been occupied once the development of Gold and Silver truly began.
What was originally intended to be one year of development slowly turned into three and a half due to a lack of on-hand resources and major programming difficulties that inevitably delayed what was to be the company’s most ambitious release yet. Game Freak found themselves in a troubling situation as the independent company had to balance out time for overseeing the entire Pokémon brand that had expanded into an anime, cards, toys, and even soon to be movies. The worldwide phenomenon was continuing to expand faster than Game Freak could keep up with.
Late into Gold and Silver’s development, Game Freak’s team of programmers called upon star-man of the industry Satoru Iwata as the developers were having trouble with various coding bugs and fitting all the game assets onto the small memory storage of the Game Boy’s cartridges. Iwata stepped in immediately and saved yet another second-party Nintendo project from disaster. At the beginning of Gold and Silver’s development, Iwata had single-handedly recreated the entire battle system code for Pokémon Stadium by just simply playing the games and analyzing some internal coding. Iwata’s trustworthy knowledge instantly skyrocketed him to become one of the company’s most valuable informants. Nintendo’s future president returned to his all-star team of programmers working at HAL Laboratory to create graphical compression tools for Game Freak to use. This allowed the company to combine both the Johto and Kanto regions onto a single 1-megabyte Game Boy cartridge and meet their latest home territory release deadline.
The Next Phase of Evolution
Gold and Silver continued to build off of Red and Green by introducing the next region in the Pokémon world that would naturally set trends for the series going forward. One of these trends was the reoccurring introduction of a new region inspired by a different area of the world for each game.
Johto was the western half of a landmass shared by the previous game’s location. While Kanto had been based on the Kantō region of Honshu, Japan, the nearby Kansai region would become Johto’s core source of inspiration for its landscape as seen through not only its general location on the map but its architectural features. For example, the sharp shapings of rooftops and gateway entrances to towns known as torii are littered everywhere throughout Johto; some of Kansai’s most common building aesthetics.
Gold and Silver gained several new features that would ultimately become some of the most crucial and missed aspects of the mainline games. For starters, one important new feature that would solidify its place in future entries was the inclusion of a real-time clock. Multiple in-game events, visuals, and even Pokémon variety in the wild areas would alter depending on the time and day of the week. For example, the psychic owl species of Pokémon, Hoothoot and Noctowl, would only appear in the wild starting in the late afternoon. Eevee could only evolve into Umbreon at night, while the Bug Catching Contest was exclusively available at certain hours on weekdays.
Suicune, Entei, and Raikou became the first trio of legendary creatures to start what is now known as “roaming Pokémon.” Rather than traditionally entering a dungeon-like area, players would randomly encounter these three minor legendaries in the wild grass areas of the game after they had witnessed them book it from the Burned Tower of Ecruteak City during the story. When in battle, the Pokémon will attempt to flee immediately on its first turn. If any of the three are killed in battle, the beast will never be able to appear again on your save file.
The competitive scene for the series would begin to take its modern shape because of the introduction of both breeding and the move deleter. Breeding opened a new floodgate of multiplayer strategies by allowing specific Pokémon to obtain moves they would naturally not be able to learn through technical machines and evolution. Meanwhile, the move deleter finally allowed Pokémon to be rid of their HM moves that previously could not be overwritten, allowing players to freshly design their move-sets at any given time.
The most notable feature, however, would never see a return in a future game. Being able to journey across two different regions is by far Gold and Silver’s most proclaimed component. As stated before, Kanto and Johto share an extremely close geographical connection. Because of this, players can explore the entirety of Kanto after defeating the elite four- more than doubling the amount of content the game had to offer. Outside of the Johto games, this feature has never once returned to another Pokémon game.
The Legacy of Johto Lives On
At the time of its release, Gold and Silver received a highly positive reception from both audiences and critics. The most notable features praised by critics in reviews were the inclusions of more mechanics and typings that deepened the battle system along with the designs of the lineup of new Pokémon receiving all-around praise. During its lifetime on store shelves, the two versions nearly recreated the success of their predecessors as both combined with the sales of their later third enhanced entry Pokémon Crystal sold a total of 23 million copies. Today, Pokémon Gold and Silver are still regarded as some of the best Pokémon games, but not in their original form.
In 2010, trainers had the opportunity to return to the Johto region for the third time in the tenth anniversary generation two remakes Pokémon HeartGold and SoulSilver for the Nintendo DS. Following in the footsteps of Pokémon FireRed and LeafGreen, the generation two remakes not only attempted to streamline and fix the problems found in the original Game Boy entries of the series but they added a hefty new amount of content for both retuning veterans and newcomers on top of a gorgeous graphical overhaul.
Building off of the engine used for Pokémon Platinum, the enhanced remakes envisioned what is arguably the greatest interpretation yet of the Johto region by continuing to build off what the other DS games had already successfully established. HeartGold and SoulSilver contained nearly every feature found in a Pokémon game up until that point. It sought to continually expand upon modernizing the series through making needed accessibility changes and improving on the Nintendo Wi-Fi connectivity abilities that Diamond and Pearl had a rather shaky start with. Several lost features from previous games outside of Gold and Silver even managed to return for the remake. The beloved idea of having an interactive Pokémon partner to journey around the world with from Yellow, for example, made a comeback but this time any Pokémon could follow you as long as they had been placed in the first party slot.
While still being one of the Nintendo DS’s most commercially successful games, HeartGold and SoulSilver were not able to reach half the amount of sales their original incarnations had achieved. However, the games have averaged the highest critical reception of any mainline Pokémon game released in the franchise. The game notably received spotlight due to its included pedometer accessory the Pokéwalker. The device allowed players to place one Pokémon in the device. As a player walks in real-life, their Pokémon could collect experience, find items, and even catch other creatures that could be transferred directly back into the game.
Today, the original versions of Gold and Silver can be purchased on the Nintendo 3DS Eshop alongside the first Pokémon games- Red and Blue- that had released on the original Game Boy. Alongside the original generation two games, its counterpart successor Pokémon Crystal can also be purchased currently on the Eshop. 3DS home screen themes (as depicted to the left) can also be obtained through gold and silver points through the MyNintendo website.
‘Star Wars Jedi: Fallen Order’: The Force is Strong in this One
A new hope…
Star Wars Jedi: Fallen Order is one of the more propulsive and joyous games released this year. The latest from Respawn Entertainment (the creators of Titanfall and Apex Legends) is sure to satisfy fans who have impatiently waited almost a decade for a single-player action-adventure Star Wars game, and one that is actually good. In fact, Fallen Order is better than good— it’s great and worthy of standing side by side with the best Star Wars games ever made. Save for an incredibly bland protagonist, Fallen Order delivers what any fan could hope for.
We’ve been waiting a long time for a good single-player Star Wars game and thankfully Respawn has come through with a narrative-driven adventure that calls to mind the best of Uncharted, Tomb Raider, Dark Souls and even God of War while also embedding itself in official universe canon. If that isn’t enough, Jedi: Fallen Order drops you into Metroidvania style environments and features incredibly tough boss battles and a skill tree that lets you unlock tons of new abilities by accumulating experience and skill points. Jedi: Fallen Order is an ambitious game, to say the least. It features the fast-paced action the developers have become famous for and while the result isn’t groundbreaking (nor original), it’s a solid space opera spectacle with enough nostalgia to overpower even the most jaded gamer.
The story takes place sometime between Star Wars: A New Hope and Episode III, when most of the Jedi Order are either dead or missing in action. You assume control of Cal Kestis, a promising young Padawan in the Republic who following the events of Order 66 (which resulted in the deaths of thousands of Jedi) was forced to abandon his training and seek a solitary life on the planet Bracca. In order to survive Darth Sidious’s purge of the Jedi Order, Cal removed himself from the Force, concealed his identity, and took on a job working for the Empire. Unfortunately for him, a squad of professional Jedi hunters led by Second Sister have tracked him down, leaving him with little choice but to fight back.
The Story is Canon
Fallen Order kicks off with a powerful and emotional sequence as Cal decides to risk his own life and try to save his friend. In doing so, Cal reveals himself to the Empire, setting in motion a cat-and-mouse chase that sees him team up with former Jedi Master Cere Junda and a Latero pilot named Greez Dritus. Armed with Jedi powers, a lightsaber and the trusty aid of BD1 (a droid designed to assist with exploration in remote and dangerous locations), Cal blasts his way through hyperspace discovering ancient tombs, freeing Wookie slaves, hijacking an AT-AT and basically fighting the Imperial Army.
Jedi: Fallen Order is a step forward for the franchise – an exhilarating ride, filled with exciting battles, non-stop action, soaring emotions, and performances that can be described as legitimately good, rather than just good, for a video game. It’s also a rousing introduction to new characters who will likely carry this world forward (I expect a sequel or two). There’s seriously a solid story here and one that adheres to the spirit and tone of the Star Wars universe. The supporting players, for example, are all great. Cal’s droid, BD-1, is particularly captivating, and the game does an admirable job of building up Cal’s friendship with the droid in both the cinematic cutscenes and in the actual gameplay.
Story-wise, BD-1 is crucial to the plot since the droid is entrusted to guide Cal on a dangerous mission assigned by Master Cordova who left behind a list of the missing Jedi children who he believes will one day restore the Jedi Order and defeat the evil Empire. Without BD, there is no adventure. With the help of the droid, however, Cal is able to travel to various planets and discover and unlock important messages and clues left behind by Cordova. Aside from guiding Cal across various planets, BD-1 also serves several support functions in gameplay. He can function as a zipline, hack certain droid enemies, unlock doors, project holographic maps and even provide Cal with “stims” that allow him to heal himself during combat— something you definitely need since a number of gameplay mechanics are lifted from the Soulsborne genre; in other words, the game can be hard.
Truth be told, the first few hours of Fallen Order are a bit generic as players are slowly introduced to the world, but it doesn’t take long before the game starts to shine thanks to the relationships Cal forms with his colleagues who he meets along the way. Jedi: Fallen Order is a story of rebellion and finding hope, but it’s also a story of friendship and braving adversity and the game really excels by investing in the interpersonal dynamics of its entire cast, and not just the good guys but the villains as well. BD-1 is without a doubt the scene-stealer as he certainly adds some much-needed levity to the journey, but every character serves an important role (big or small) in moving the story forward. Of the entire cast, I have to make mention of Actress Debra Wilson who does a superb job in her motion-capture performance as Cere, a warrior who is wounded and haunted by her past. She is the moral center and becomes Cal’s mentor as they desperately try and survive in a world that seems entirely devoid of any hope. As the plot unfolds, Cere relives her darkest moments and confronts the mistakes of her past. In these scenes, Debra Wilson shines so brightly, you’d be forgiven for thinking she deserves an Oscar.
Jedi: Fallen Order is a fun, polished space odyssey that embraces the appeal of the Star Wars universe.
Given that Respawn Entertainment worked closely with Lucasfilm, it shouldn’t be a surprise that Jedi: Fallen Order is officially part of the Star Wars lore. And despite operating in the shadow of the immensely popular series, it understands this and hardwires that understanding into its own DNA. And like the best Star Wars games, it borrows ideas from the films (and other reading material) while inserting flashbacks to flesh out the heroes and the conflict at hand. It certainly helps that the latest game in the canon explores new characters and new corners of the galaxy while remaining faithful to the core themes of the franchise and even if some of these storylines seem recycled from past stories, the new additions and the central mystery keeps the story engaging from start to finish. And while this story is much smaller in scale than the blockbuster movies, Jedi: Fallen Order raises the stakes in every chapter thanks to the omnipresent threat of the Inquisitors hunting Cal, who always seem like they’re one step away from closing in on the kill. And if you know anything about the future of the Star Wars universe, you know that Cal’s future isn’t looking too bright. All in all, the team at Respawn did an incredible job of exploring and expanding the universe of Star Wars, especially considering the dark time in which this story takes place.
It’s clear when playing Fallen Order that the team was interested in creating a more nuanced, character-driven tale and in order to achieve that goal, they carefully crafted a story that weaves the player’s actions and interactions into Cal’s evolving journey. What we have here is a coming of age tale which sees Cal growing as a person while strengthening his relationship with the Force. Unfortunately, Cal Kestis is also somewhat of a dull protagonist. Sure, he has a tragic past (who doesn’t in this universe) but he’s also a blank slate, predictable and devoid of layers. Given that the story takes place after the Great Jedi Purge, you’d figure the writers could have used that trauma to create a far more complex character and inject Cal with a bit more life— a bit more personality— and/or a bit more fight; instead, he’s just a quiet, brooding loner. In the end, it feels like a missed opportunity, especially since actor Cameron Monaghan, who plays both the younger and older Cal, delivers the best performance he could with the writing he was given. It’s not a deal-breaker by any stretch of the imagination but Cal is surprisingly the only disappointing factor of the game.
Jedi: Fallen Order’s best quality is exploration. What at first seems like a standard linear experience quickly reveals itself to be so much more. Levels are immense with plenty of shortcuts to unlock and puzzles to solve— and to help you navigate, Cal is given a handy 3D map that highlights which areas you can and cannot yet pass. Much of the game is spent exploring and it helps that each planet feels distinct and features various set pieces that liven up the proceedings. Although you do spend some time backtracking through these environments, it never becomes tedious as most areas are filled with tons of secrets such as new outfits for Cal to wear and additional stim canisters, which become valuable when facing off against a dangerous foe. As the level design quickly opens up, Cal gains new abilities that allow him to run along walls, jump higher and push and pull large objects that help him navigate through the treacherous ground.
Jedi: Fallen Order Kicked My Ass
The combat in Fallen Order which has frequently been compared to Sekiro: Shadows Die Twice is easily the biggest surprise. Fighting relies heavily on blocking and carefully timed parries and the decision to make combat more focused on defensive strategy heightens the spectacle as well as the flow and pacing of the game. Jedi: Fallen Order requires patience and relies less on mindlessly button spamming and more on strategic mastery. You have to look at your surroundings, understand your enemies and identify their strengths and weaknesses. It’s all about timing, and exchanging lightsaber blows during riveting boss encounters is incredibly satisfying. And it’s not just with the boss battles either; even encounters with regular stormtroopers and alien creatures take precision and care, each battle becoming a ballet of blocks and dodges as you patiently wait for an opening to attack so you can inflict more damage. Playing in the Jedi Master mode is tough and I do mean tough. Jedi Grandmaster seems downright impossible, at least for me. You’ll die. And then you’ll die again; rinse and repeat. And did I mention that when you do die, you lose whatever XP you’ve gathered toward skill points and have to return to defeat whoever killed you in order to reclaim it. Fans of the Dark Souls series will love it; for the rest of us, you can always dial down the difficulty setting because unlike those From Software games, you do have a choice over which difficulty you want to play. Whether you’re an action game veteran or a casual Star Wars fan, the game has four difficulty modes that should accommodate everyone. That said, if you’re familiar with action games, I highly recommend Jedi Master for your first run; Story Mode and Jedi Knight are too easy and don’t provide enough of a challenge.
Jedi: Fallen Order may not receive points for originality, but Fallen Order is still one of the most entertaining games of the year.
Jedi: Fallen Order feels like a direct response by EA to its fans who’ve been very vocal about their disappointment with the company’s previous Star Wars games. Or maybe EA was just trying to please Disney who has made it clear they have no issue in parting ways with collaborators who don’t deliver quality products. Whatever the case, EA was wise to hand over the license to Respawn Entertainment who’ve proven they have a real talent for making spectacular single-player action/adventure games. In spite of some minor performance issues, Fallen Order does exactly what it set out to do. Not only does it feel like a genuine Star Wars game but it pumps new energy and life into the franchise in a way that both resurrects old pleasures and points in promising new directions. Fallen Order is great. Not groundbreaking. But one of the very best games of 2019 and one of the best Star Wars games ever made.
Jedi: Fallen Order re-awoke my love of Star Wars video games and turned my inner fanboy into my outer fanboy. Here’s hoping they make a sequel.
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