We live in a time when Star Wars is basically inundated with new content. The sequel trilogy, Rogue One, Solo, Rebels, Resistance, the Clone Wars (again), Battlefront, The Mandalorian, Obi-Wan, and a whole assortment of books, comics and tie-ins. And the problem with having so much content is that a lot of it isn’t very good. And it’s not always the ones you expect. Those sequels: that’s where they’re bound to put in all their effort, right? Yet somehow they’re painfully generic; a remix of ideas rather than anything new. How about a sequel to one of the most popular Star Wars games of all time? Yeah, let’s make the levels tiny, remove story mode, and then throw out a sequel where you’re basically drowning in microtransactions.
Okay, I think everyone could guess Solo was gonna suck. Score one for easy predictions.
So the good news here is that this is very much one of the good ones. Like a lot of the best tales in this new galaxy the plot here doesn’t try to be big and central and surrounded by familiar faces. There are a few, most notably Saw Gerrara, but they fit in well to the plot and there’s no indication that your actions will be more than a footnote in their diary. Instead, the focus is very personal. Cal is a former Padawan living as a scrapper about five years after Order 66. And then suddenly his relatively mundane life gets blown away and he finds himself with a new crew seeking a Jedi holocron with a list of all the Force-sensitive children in the galaxy. Plenty of future Jedi to rebuild the fallen order. There are some sillier elements as well, most notably the apparently obligatory lost civilization whose ruins you need to visit to recover the holocron for some reason.
If I’m focusing a lot on plot and characters that’s because that was the part of the game that is the most impressive. After all, you don’t buy a Star Wars game if the universe doesn’t interest you, right? The gameplay is rather more mixed. The basic structure is that of Dark Souls, with checkpoints that respawn enemies and a maze-like level design. While Dark Soulsish, the difficulty has been dialed back substantially. You can ramp it up high enough to be challenging, but you can dial it down to almost zero with story mode. That’s not a bad thing to me. I hate games that force me to play them a certain way. However, the Dark Souls system can be a bit of a rough fit for a Star Wars game. Why, for example, are you encouraged to get revenge on the enemy who last killed you? Each enemy requires a distinct strategy, although Force powers can be super OP when used right. Deflecting blaster bolts can be highly satisfying.
While the gameplay and story are mostly good, the game can get a little frustrating. The levels are labyrinthine and trying to navigate them with the help of a holomap is not particularly intuitive. There’s no quick jump from campsites, so if you’re looking for items in a specific level your only way to achieve it is to work your way through the whole level again. Ditto when the story returns you to the same planet. I found my memory wasn’t up to remembering the exact route I had followed if I took a break, so six-hour or more sessions became a requirement.
This is the best Star Wars game in a long time. The story is interesting, the characters fun, the worlds inventive and distinctive, and the gameplay challenging but fun. I look forwards to the inevitable sequel.