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Ometeotl
Feb 13, 2012



It's MISSEL! Or SISSLE!
I confused myself...



I'm having trouble getting the pre-order bonuses to work. I've gotten past Bogano and started on Dathomir, but no matter how many times I close and reopen the game, I don't see my orange lightsaber color at the workbench or the alternate skins (also the customization options for the Mantis aren't there anymore???). The PS4 says that the add-on content is installed so I don't know what the problem is.

EDIT: Weird, I got the ouble-saber powerup and suddenly that triggered all the add-on content to unlock, including bringing back the Mantis options (though I no longer have the Mantis color option that you unlock to tutorialize you about the Mantis options)

Ometeotl fucked around with this message at 04:34 on Dec 31, 2019

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Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



sigher posted:

Also all of the force abilities you get and bonus moves suck.

I know we're way into subjective opinion battles at this point but I deem this :wrong: with a side of :psyduck:

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
Got the game for Xmas and beat it today. Game good, it's doing a good job scratching my extreme difficulty Kingdom Hearts itch until the DLC for KH3 comes out later in January, and also my Metroid Prime itch that I have had for a decade.

I wish I could fight the bosses again though, there isn't a whole lot to do post-game.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
I also wouldn't have minded a bit more variety in the planets since every planet is some variation of rock world, with the sole exception of Kashyyk which does not get points on account of it being Kashyyk and wookiees suck

I was hoping to get an urban planet of some sort, like Coruscant or Nar Shaddaa

I also appreciate how after the final boss you get to experience things from the perspective of all those Stormtroopers you iced when you're all psyched to fight Vader and he just force-pulls you and it's over

Fojar38 fucked around with this message at 06:41 on Dec 31, 2019

yergacheffe
Jan 22, 2007
Whaler on the moon.

sigher posted:

Also all of the force abilities you get and bonus moves suck.

If pushing dudes off a cliff isn't endlessly amusing to you I don't know what to say!!!

Asimov
Feb 15, 2016

The skills are good and feel fun, but I admit they seem a little vanilla. In a universe where there's all kinds of crazy wizard poo poo, I was hoping to manifest some force lighting or explode people's heads, or some such.

Also, I was hoping with a child's hope that the skill tree would be vast and take multiple playthroughs to see everything, but of course that couldn't be the case in a small, tight game like this.

Just imagine though, that this is like a sphere grid from a Final Fantasy game and you can get hundreds of skills, way off into the distance, culminating in the enormous floating orb in the distance.

Ytlaya
Nov 13, 2005

The combat is usually fine, though I agree that something is a little weird about the parrying. There's some kind of rhyme and reason to it, but I find that I'm sort of re-learning the timing every single time I encounter an enemy. It feels like you have to hit it a lot earlier than you do in, say, Sekiro.

I recently backtracked a little to Bogano, and I'm happy I did because I almost immediately found 2 stimpacks, after having had only 3 up until that point. That's a pretty massive upgrade. I might want to actually increase the difficulty, because I can win against anything through sheer attrition right now, even if I'm loving up.

I also encountered bounty hunters for the first non-story time while doing said backtracking (I'm assuming that the first time while returning to your ship on Zeffo getting caught and taken to that dungeon is unavoidable?). I had to fight two at once for some reason. I barely won. Do they give anything remotely useful? I don't know how much XP I got, but it felt like a big struggle for nothing. I also never felt like I got the hang of the fight and beat them through attrition (though I'm not sure if fighting two at once is normal; it was basically impossible to keep track of them both, so I just sort of awkwardly ran around deflecting blaster bolts until I could melee one of them).

The voice acting in this game is really good. In general the game is very good with minor things related to music and dialogue to an extent that even manages to make the boring protagonist leave a good impression. Even though it's a direct rip-off of Luke/R2, his dynamic with the droid manages to work and be charming. Short alien pilot guy and Trilla are both great.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
I actually like that you are limited to a laser sword and some basic force tricks with the upgrades largely just changing how you can use them. I think it works well to ensure that there is a sense of progression without trivializing fighting even basic mooks (with the possible exception of force-pull into impale, which should probably be resisted by more enemies)

Asimov
Feb 15, 2016

I get you but just once I'd like to AoE those mooks by summoning a force-volcano and laugh as they run away in fear only to get crushed by molten force-boulders.

Eh, maybe not. A little surprising Cal doesn't even have a blaster though. I think even Luke liked to have one handy? A jedi that didn't give a rip and specialized in ranged weapons would be kind of neat to play, but I guess I'm really just envisioning a star-wars skinned Dark Souls, plus a talent tree for passive/active skills.

Phylodox
Mar 30, 2006



College Slice
This game is basically Star Wars: Arkham Asylum in terms of the relatively limited skill set and environments. Which means, if this was a proof of concept, that its success means there's a Star Wars: Arkham City coming down the pipe. And I'm pretty hyped about that.

FastestGunAlive
Apr 7, 2010

Dancing palm tree.
The dash+jump behind them skill was hilariously worthless, I think every boss can hard counter it. Force pull and push were really the only skills I used.

Vinylshadow
Mar 20, 2017

FastestGunAlive posted:

The dash+jump behind them skill was hilariously worthless, I think every boss can hard counter it. Force pull and push were really the only skills I used.

I just use the Dash to close distance and get a hit to lower their stamina, usually followed up by Slow, then a combo; rinse, wash, and repeat

The Staff dual-saber attack also is great if you can use the first hit to break their guard, because the second then hits like a truck

Ytlaya
Nov 13, 2005

Asimov posted:

I get you but just once I'd like to AoE those mooks by summoning a force-volcano and laugh as they run away in fear only to get crushed by molten force-boulders.

Eh, maybe not. A little surprising Cal doesn't even have a blaster though. I think even Luke liked to have one handy? A jedi that didn't give a rip and specialized in ranged weapons would be kind of neat to play, but I guess I'm really just envisioning a star-wars skinned Dark Souls, plus a talent tree for passive/active skills.

If you can use the force to correctly aim a proton torpedo, you should also be able to use the force to be a really good shot with a blaster.

Vinylshadow
Mar 20, 2017

Ytlaya posted:

If you can use the force to correctly aim a proton torpedo, you should also be able to use the force to be a really good shot with a blaster.

That technically happens in Jedi Academy, where Force Sense makes the fire of blasters go straight down your crosshair - works wonders with the stormtrooper rifle and imperial repeater

Med School
Feb 27, 2012

Where did you learn how to do that?
This game is really good if you listen to the song “slide” by Goo Goo Dolls

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride
What if my spirit animal is a penguin?

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.

Phylodox posted:

This game is basically Star Wars: Arkham Asylum in terms of the relatively limited skill set and environments. Which means, if this was a proof of concept, that its success means there's a Star Wars: Arkham City coming down the pipe. And I'm pretty hyped about that.

I hope this but given the game's success I'd bet on EA spending 1/6th of this thing's clearly measly budget seeking bigger returns.

sigher
Apr 22, 2008

My guiding Moonlight...



yergacheffe posted:

If pushing dudes off a cliff isn't endlessly amusing to you I don't know what to say!!!

After 5 or so hours eh, it was just a quick way of getting rid of enemies I didn't care to fight.

Where's my ability to rip blasters, RPGs, gatling guns, staves and axes out of enemies hands and use them for a limited time to break up the monotony of just using a lightsaber. Hell, why can't I force crush a Flametrooper's gas tank and cause them to blow right the gently caress up turning them into walking bombs? Was there an ability that allowed you to mind trick someone onto your side? I was missing 4 or so abilities and don't remember if that was a thing but if it wasn't, it should have been. Also the final "form" of the saber just being a canned attack and not it's own mode with a bunch of attacks is :effort:

Phylodox posted:

This game is basically Star Wars: Arkham Asylum in terms of the relatively limited skill set and environments. Which means, if this was a proof of concept, that its success means there's a Star Wars: Arkham City coming down the pipe. And I'm pretty hyped about that.

In Asylum the unlock tree got you some really key abilities that you could combo into mid combat that could really change how you deal with certain fights. Getting that rhythm combo bonus and instant takedown immediately was dope, then instant Batarang and the grapple disarm helped with dudes throwing poo poo and shooting you from a distance. All these things you could do while in mid combo and keep that sweet chain going.

Fallen Order isn't quite at that level, you just get poo poo that does DPS but it never really changes the fight save for the pull making dudes a OHKO. Nothing is really all that interesting.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

sigher posted:

After 5 or so hours eh, it was just a quick way of getting rid of enemies I didn't care to fight.

Where's my ability to rip blasters, RPGs, gatling guns, staves and axes out of enemies hands and use them for a limited time to break up the monotony of just using a lightsaber. Hell, why can't I force crush a Flametrooper's gas tank and cause them to blow right the gently caress up turning them into walking bombs?

Someone never pushed a flame trooper into a wall

Indiana_Krom
Jun 18, 2007
Net Slacker
So in an attempt to figure out how exactly the parry timing works, being a unreal engine game on a desktop PC it is relatively trivial to hack it and slow down the game throttle to half or a quarter the normal speed which better lets one see what's going on during these fast action moments. So for instance I noticed that even if you parry a Jotaz (giant blue fat monsters on zeffo) and get the perfect parry flash and sparks, it still depletes your block stamina which explains why I was always getting my rear end kicked by them. This is also why the Rabid Jotaz optional boss is terrible, because it does 3 hit attacks and even parrying a single hit almost completely depletes your block stamina so if you try to block or parry at all you're automatically going to lose half your health against it. Once I figured that out I was able to much more reliably damage them by switching from parry to dodge, duck under their arm swings and you can land one or two blows between their attacks. Basically someone said the rule was if you did a perfect parry it depletes the enemies block stamina and or damages them outright, but there are attacks and enemies that break that rule.

Other things I've noticed is the parry timing is wildly inconsistent for different attacks or even different parts of an enemies multi hit combo. A perfect parry does not interrupt an enemies combo and it seems like it *should* be possible to perfect parry an entire combo because you can parry multiple parts of a combo, but the timing is so inconsistent even in slow motion it is hard to figure out when the actual parry window for each hit is. I figured that out because if you parry the first hit in a combo, even if you immediately let off the block button Cal will maintain the "block" stance all the way until the next hit in the combo, as long as you press the block key again before the hit lands he will still block it. I have fairly regularly parried the first and third hits in a combo at least, but so far never the second. It is almost like the second hit parry window is after the hit has already landed.

I also figured out how to job the rifle purge troopers who are normally a pain in the rear end to keep in range, just open the fight with that force dash attack which instantly takes about two thirds of their health, then immediately do a force push and it staggers them again allowing you to do another attack which pretty much always kills them. Most of the time they never even get a single shot off. In general that force dash attack is a devastating opener to most enemies, pretty much only actual bosses will block or parry it on the first attempt.

Also a lot of the larger enemies have unblockable rush attacks that home in on you and are nearly impossible to dodge, if you keep some force power in reserve you can usually stop their attack and stagger them with a force push. Though I think the developers were aiming for you to use slow there, but in general force powers stop unblockable attacks.

Kibayasu
Mar 28, 2010

It was surpassingly hard to find a video of someone parrying the jotaz boss but this guy does it several times starting at 1:50 and doesn’t lose any stamina https://youtu.be/7nZsnjEXWfY so I’m not sure what’s going on with your side

Cal also has a deliberate raise/lower animation for blocking, you can spam block and see for yourself, and some combos come out too fast for that animation to finish and Cal being able to parry again. The deathclaw enemy on Dathomir being the best example of something you can parry multiple times in a row. The dual dagger purge trooper combo being one of the examples of something where you can parry the first part of a combo but have to just block the rest because the animation on Cal will take too long.

Bust Rodd
Oct 21, 2008

by VideoGames
Doesn’t difficulty level effect stamina lost or gained?

Kibayasu
Mar 28, 2010

Bust Rodd posted:

Doesn’t difficulty level effect stamina lost or gained?

Unless this guy is cheating or not actually doing the fight on Grandmaster I don’t think so.

It may effect stamina lost on a regular block but a parry caused no stamina loss in that video.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

JBP posted:

I hope this but given the game's success I'd bet on EA spending 1/6th of this thing's clearly measly budget seeking bigger returns.

Disney has almost summarily taken control of calling the shots on all Star Wars licensed games in the future after the debacle that was Battlefront 2. EA is basically their game bitch because EA knows that keeping the license long-term is essentially a way to easily print money. As such, I wouldn't worry much, Disney is so obsessed with their image that I serially doubt there will be any sort of gambling adjacent type stuff in any Disney based license.

Kibayasu posted:

Unless this guy is cheating or not actually doing the fight on Grandmaster I don’t think so.

It may effect stamina lost on a regular block but a parry caused no stamina loss in that video.

They didn't actually test the game in Grand Master so even if he isn't, who cares. It was a difficulty level tacked onto the game literally a month before release.

Everything about this game was built around playing on Jedi Master, and on that difficulty level you can block basically all the attacks mentioned, because it was specifically tested for several years at that difficulty to make sure the animations lined up. It's frankly pretty lazy that the biggest difficulty is so messy, but then again if you did the same fiddling of parry and damage modifiers like everyone's darling, Sekiro, it would break that game, too.

There's a reason From doesn't have difficulty settings, on top of them wanting to force you to "git gud."

Spergatory
Oct 28, 2012
Block stamina does not drain when you parry a Jotaz on Grandmaster. At least, not on PS4. :shrug:

Shirkelton
Apr 6, 2009

I'm not loyal to anything, General... except the dream.

jivjov posted:

It'll feel better if you clean out your console. Get some canned air or something

Jivjov, thank you.

The Midniter
Jul 9, 2001

I finished this game a few days ago and have to say it was ultimately really disappointing.

The story was the best part. Pretty self-contained and limited in scope, but ultimately satisfying without much (if any) bloat.

The gameplay was deeply unsatisfying. Disclaimer: I played the game on Jedi Master difficulty. For a game that makes itself out to be Souls-lite, its combat was way too unrefined to come close. There was really no point in parrying (aside from the spiders on Kashyyyk for the instant kill), since the window to attack after a parry was so small it made a lot more sense to just block all attacks and counterattack after the onslaught. I got waaaaaaay more mileage from just dash-rolling away from everything and counterattacking after enemy attack strings. Way more effective, and way less satisfying. I never saw the point in using the single-press dodge either, since it never really got you far away enough from the enemy to prevent their followup attack from hitting. Just roll, roll, roll.

The force powers were also really uncompelling. Force pushing a trooper off a cliff is cool enough, but gets old after you've done it a thousand times. Force pulling an enemy and stabbing them was the most effective use of force I could find, aside from lightsaber throw. I get the game is all about lightsaber combat, but to have only one partly-effective ranged attack was irritating, especially on Dathomir against those drat crossbow Nightbrothers. I never even bothered to use most of the other force powers, and also thought it was a really bad and dumb decision to make basic lightsaber attacks (like the overhead slash or the split saber attack) use force. Why do they use force, because they do a little extra damage? Dumb. Make those skills either not use force so I have some more options than just slash, slash, slash, or replace them with something useful on the skill tree.

Cosmetics were an absolute waste of time. All the ponchos looked dumb, so that left five outfits that all looked samey to pick from. Mantis skin made almost no difference, and BD-1 skins were..okay at best. Lightsaber cosmetics made gently caress-all difference since you couldn't see the detail (aside from blade/material color) unless you were, you know, modifying your lightsaber.

Performance was bad. I played on an X1X and the framerate was jaw-droppingly terrible. After I finished the game and played some Rocket League, the framerate in RL made me a bit crosseyed for a second and realize just how bad Fallen Order's was. It was buggy, too; there were several spots where I had to restart the game, like an area on Dathomir I clipped through and couldn't get out of, or when I was going through one of the too-many creep/slide/suck in your gut passageways and hit the map button right before I moved in, and could neither see the map nor move any further. Restart, it is.

The map itself sucked, too. Not enough contrast between the current floor and other floors, no revealed-but-not-unlocked chest locations, no fast travel. Waaaaay too much backtracking in the game without a fast travel option. Also, some of the level design decisions were awful. There's an area in the Nightbrother village on Dathomir that looks like you should just be able to shortcut through to get to the swamp, but nope; you have to take a convoluted path around the map that brings you through a separate passageway through the same village but it completely cut off from the rest of it.

Overall it felt like a rushed product with mediocre combat design, okay graphics, and bad performance. At least the story and voice acting were good, since that's what kept me going through the game. 5/10.

Bust Rodd
Oct 21, 2008

by VideoGames
I cannot remember a single piece of media from Respawn ever, even once claiming it was Dark Souls-lite, and to their credit, I think that after 10 years were just going to have to accept that “respawning enemies and refilling health potions at save points” is just a mechanic of 3rd person action games now, the same way regenerating health became the true bog standard for FPS games over the last decade, despite nobody calling them all “Halo-lite”

Scrub-Niggurath
Nov 27, 2007

Bust Rodd posted:

I cannot remember a single piece of media from Respawn ever, even once claiming it was Dark Souls-lite, and to their credit, I think that after 10 years were just going to have to accept that “respawning enemies and refilling health potions at save points” is just a mechanic of 3rd person action games now, the same way regenerating health became the true bog standard for FPS games over the last decade, despite nobody calling them all “Halo-lite”

Ok but what about “if you die you lose all your loose exp/currency and to get it back to have to hit the closest enemy to where you died who is also glowing now” because that seems a little too specific

Bust Rodd
Oct 21, 2008

by VideoGames

Scrub-Niggurath posted:

Ok but what about “if you die you lose all your loose exp/currency and to get it back to have to hit the closest enemy to where you died who is also glowing now” because that seems a little too specific

It’s honestly a great game mechanic and I wish it saw more widespread adoption, it’s a great way to penalize death without resulting in a game over.

It’s like calling every platformer a Mario-Lite for having jumping and a score.

The game never tries to be hard, it tells you it’s story very simply, and there are no items or equipment or honestly even builds or stats, and all of those are much more of the “Dark Souls” formula.

Enemies respawning when you die has always been a thing in video games, and Fallen Order even reduces the punishment of this mechanic further by fully healing you when make contact.

It’s just been over a decade at this point, the ideas that Dark Souls brought to the table have fully disseminated into gaming for the better, and I don’t think anyone will think of this game as a Dark Souls clone in retrospect

Vinylshadow
Mar 20, 2017

Watching Grandmaster No-Damage fights are a treat to watch and I love hearing the sound of the precise evade

Alchenar
Apr 9, 2008

Bust Rodd posted:

It’s honestly a great game mechanic and I wish it saw more widespread adoption, it’s a great way to penalize death without resulting in a game over.

It’s like calling every platformer a Mario-Lite for having jumping and a score.


I'd say that yes it's great, with the caveat that when you do it you completely destroy any sense of immersion in a 'real' world that reacts to my presence as a player. I don't care about your characters, I don't care about your story, because I know that the whole game world resets the moment I reach a save point.

I think that's a completely legitimate choice for a game designer to make, but it needs to be made with an awareness of what it being lost and how it limits you.

Bust Rodd
Oct 21, 2008

by VideoGames

Alchenar posted:

I'd say that yes it's great, with the caveat that when you do it you completely destroy any sense of immersion in a 'real' world that reacts to my presence as a player. I don't care about your characters, I don't care about your story, because I know that the whole game world resets the moment I reach a save point.

I think that's a completely legitimate choice for a game designer to make, but it needs to be made with an awareness of what it being lost and how it limits you.

...dying in the first place doesn’t do this?

Alchenar
Apr 9, 2008

Bust Rodd posted:

...dying in the first place doesn’t do this?

No because when I load my saved game it's rewinding the clock on the whole game world. Immersion doesn't mean I believe the game is literally real, it's that persuading me that that the world that the game presents exists with its own internal consistency and that if I change something in that world then it will stay changed.

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



I get what you're saying, but of all the complaints about FO in this thread I think that's the one I'm struggling to understand most. Like...that just seems inherent to being a game. Are there really enough other large-scale action/adventure games that present that level of continuity for it to be a noticeable thing that they're leaving out? I can't even think of any off the top of my head that don't respawn or reset the world somehow as you move through, whether or not it's at the touch of a "heal" button.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Bust Rodd posted:

I cannot remember a single piece of media from Respawn ever, even once claiming it was Dark Souls-lite, and to their credit, I think that after 10 years were just going to have to accept that “respawning enemies and refilling health potions at save points” is just a mechanic of 3rd person action games now, the same way regenerating health became the true bog standard for FPS games over the last decade, despite nobody calling them all “Halo-lite”

oh god i hope not

Phylodox
Mar 30, 2006



College Slice
I mean, you’re just meditating so long to replenish your health that there’s a shift change. There’s your suspension of disbelief.

Alchenar
Apr 9, 2008

Captain Hygiene posted:

I get what you're saying, but of all the complaints about FO in this thread I think that's the one I'm struggling to understand most. Like...that just seems inherent to being a game. Are there really enough other large-scale action/adventure games that present that level of continuity for it to be a noticeable thing that they're leaving out? I can't even think of any off the top of my head that don't respawn or reset the world somehow as you move through, whether or not it's at the touch of a "heal" button.

I think Tomb Raider is the one I'd think of that is extremely similar (right down to the campfire as save points) but different in this respect. And that's a game that very much leans into having a strong central narrative and characterisation where you will only ever play though a sequence once, rather than on gameplay that's intended to be repeated over and over.

e: or The Witcher 3 - that's a game that understands you can't just reset the bandits you just killed on the road or the monster nest you just blew up.

Alchenar fucked around with this message at 17:52 on Jan 2, 2020

Quote-Unquote
Oct 22, 2002



I enjoyed the adventures of Space Archie and his robot friend, but I wish there was a Ng+ so I could play on a harder difficulty with my cool powers and yellow light saber.

Also there should be a Jughead skin.

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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Alchenar posted:

I'd say that yes it's great, with the caveat that when you do it you completely destroy any sense of immersion in a 'real' world that reacts to my presence as a player. I don't care about your characters, I don't care about your story, because I know that the whole game world resets the moment I reach a save point.

I think that's a completely legitimate choice for a game designer to make, but it needs to be made with an awareness of what it being lost and how it limits you.

There was an explanation for this that was cut.

When you meditate you're actually using the Force to see what will happen, the times you die are the "bad outcomes" and the one where you survive and get to the next meditation point is the "correct future" where things all worked out.

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