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	<title>The Scientific Gamer &#187; respawn</title>
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		<title>Thoughts: Star Wars Jedi &#8211; Fallen Order</title>
		<link>https://scientificgamer.com/thoughts-fallen-order/</link>
		<comments>https://scientificgamer.com/thoughts-fallen-order/#comments</comments>
		<pubDate>Mon, 25 Nov 2019 11:00:35 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[fallen order]]></category>
		<category><![CDATA[respawn]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[star wars jedi fallen order]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=6072</guid>
		<description><![CDATA[<p>Star Wars Jedi: Fallen Order is this year’s Shadow Of The Tomb Raider. Fallen Order has been compared to a lot of things. It’s been compared to Uncharted, and the start of the game is a heavily-scripted linear romp through a disintegrating scrapyard full of Star Destroyers that definitely feels very Uncharted. It’s been compared [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-fallen-order/">Thoughts: Star Wars Jedi &#8211; Fallen Order</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_flies.jpg"><img class="alignnone size-medium wp-image-6073" title="Most other people will open a review with a nice shot of lightsaber battling, but not me. I show you what Fallen Order is *really* about: trudging around a swamp filled with flies and slugs." alt="fallen_order_flies" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_flies-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;"><i>Star Wars Jedi: Fallen Order</i> is this year’s <i><a href="http://scientificgamer.com/thoughts-shadow-of-the-tomb-raider/">Shadow Of The Tomb Raider</a></i>.</p>
<p style="text-align: justify;"><span id="more-6072"></span></p>
<p style="text-align: justify;"><i>Fallen Order</i> has been compared to a lot of things. It’s been compared to <i>Uncharted</i>, and the start of the game is a heavily-scripted linear romp through a disintegrating scrapyard full of Star Destroyers that definitely feels very <i>Uncharted</i>. It’s been compared to <i>Sekiro</i>, and while I’ve not yet gotten around to playing <i>Sekiro</i> the human-on-human combat in <i>Fallen Order</i> is a similarly slower and more methodical affair of timing your blows to break through your opponent’s guard while dodging their ripostes. And it’s also been compared, inevitably, to <i>Metroid</i> and/or <i>Castlevania</i>, because it relies heavily on the same maze-like worlds with various areas and shortcuts gated off by mobility abilities such as double jump that must be obtained via progressing the story. As you progress through the game you revisit the same areas and worlds several times, with more and more of each map being available to you as you grow more powerful as a character.</p>
<p style="text-align: justify;">More than all of those, though, <i>Fallen Order</i> feels most like a modern <i>Tomb Raider</i> title to play. The balance of exploration, puzzle-solving and combat is more or less the same, and uses the same broad structural sweep. That’s one reason why I’ve chosen <i>Shadow Of The Tomb Raider</i> as my point of comparison. The <i>other</i> reason, and the reason I’ve chosen <i>Shadow</i> specifically, is that, just like <i>Shadow</i>, <i>Fallen Order</i> is a narrative mess that’s been stitched together out of several mismatched bits of game that all have wildly different levels of tone and polish. It’s actually a little uncanny how similar the two are; <i>Fallen Order</i> is at least not burdened with being the third entry in a series that had proven remarkably reluctant to do anything new since it rebooted itself, but otherwise playing <i>Fallen Order</i> was an eerily familiar experience. It’s got the same nonsense story, the same abrupt lurches from scripted set-pieces to tepid open-world exploration, and the same weird fascination with fighting enemies that make use of only a fraction of the combat system’s potential. It’s just that <i>this time</i> the main character is clutching a lightsaber, and that’s something that counts for far less with me than it might do with other people.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_wallrun2.jpg"><img class="alignnone size-medium wp-image-6081" title="It's Respawn. They made Titanfall. Of course this game has wallrunning in it." alt="fallen_order_wallrun2" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_wallrun2-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;"><i>Fallen Order</i> casts you as Cal Kestis, an ex-Jedi apprentice who went into hiding in a galactic breaker’s yard after Order 66 went into effect and the Jedi Order got merked by the clones. Unfortunately he’s not very good at it, as he openly uses his force powers to save a co-worker from a grisly fate while there’s an Imperial probe droid not ten feet away. Imperial Inquisitors (Vader-lites invented by the animated shows to give their protagonists somebody to fight lightsaber duels with) swiftly arrive and start chasing him through the ship graveyard where he works, and because he’s a shit Jedi who never finished his training he’s only saved by the intervention of two NPCs who swoop in on their spaceship to pluck him out of harm’s way. This kickstarts what little plot <i>Fallen Order</i> has; the NPCs have come to find Cal specifically because they need a Jedi to follow a trail of clues across the galaxy towards a magic box containing the location of force-sensitive kids that can be used to rebuild the Jedi Order.</p>
<p style="text-align: justify;">Immediately there are a number of problems with this setup. For starters everyone has seen <i>Star Wars</i> the film, and since there’s no rebuilt Jedi Order in that it’s going to be a very fair bet to say that Cal does not succeed and his hunt for the magic box is going to be effectively meaningless except in terms of his own character development. Even if you hadn’t seen <i>Star Wars</i>, though, <i>Fallen Order</i> is staggeringly bad at explaining why any of what you’re doing in the game actually matters, how one thing connects to the next, and even who the people accompanying Cal on his little quest are. The NPCs who save him from the Inquisition are supposed to be major characters who appear in most of the game’s cutscenes; one is a Jedi master who has lost her powers, and the other is a sarcastic four-armed pilot, but I have absolutely no idea what their names are because they don’t actually <i>do</i> anything<sup class='footnote'><a href='#fn-6072-1' id='fnref-6072-1' onclick='return fdfootnote_show(6072)'>1</a></sup>. They’re almost entirely absent from the game proper, preferring to just sit back on the ship while Cal does all of the hard work and only popping up to vomit exposition when you’re travelling to the next planet. You’re supposed to be following in the footsteps of a dead Jedi who speaks to you from beyond the grave via a convenient set of holographic recordings, but in literally every single one he just spouts sixty seconds of meaningless mumbo jumbo about a dead civilization before almost absent-mindedly adding “and now I’m going to the next planet”” on the end. Like the ship NPCs he has no active role in the story; a little more understandable in his case since he’s dead, but his search appeared to be more of a galactic tourism trip than it did an attempt to unravel a mystery.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_cast.jpg"><img class="alignnone size-medium wp-image-6075" title="After twelve hours I figured out the lady was called Sere. I still don't know what the gross alien is called; I think it's something like Greasus, but I'm not sure." alt="fallen_order_cast" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_cast-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">So <i>Fallen Order</i> has a similar scale of open world exploration to <i>Shadow Of The Tomb Raider</i>, and just like <i>Shadow</i> it provides precisely zero impetus for you to actually engage with that exploration beyond sticking an objective marker on the map and telling you that’s where you should go next. It’s even doing a lot of the little structural stuff <i>worse</i> than <i>Shadow</i> did; for example, it’s absolutely <i>terrible</i> at contextualising most of your ability upgrades. Cal is accompanied at all times by a tiny droid called BD-1 that clings to his back while he’s running around and fighting things, but which will leap off and scuttle over to anything nearby that happens to be interactable. This is a nice solution to the old UI problem of highlighting nearby points of interest to the player<sup class='footnote'><a href='#fn-6072-2' id='fnref-6072-2' onclick='return fdfootnote_show(6072)'>2</a></sup>, and BD-1 also gets access to a selection of abilities that enable new ways of traversing the environment, such as slicing through doorlocks and travelling up ziplines. That’s all fine, but the problem is that these abilities are gained in the most nonsensical way possible; what’ll happen is that you’ll find a random droid upgrade bench out in the middle of nowhere, Cal will bend over it for five seconds with a screwdriver, and suddenly BD-1 has the ability to overcharge the electrical grid. There’s no <i>work</i> involved in unlocking these abilities, no sense of cause and effect &#8212; you don’t pry the new droid parts out of a droid boss you’ve defeated, or even pick them out of a droid scrapyard, and instead the level designers just plop down an upgrade node somewhere at the point in the story where you need that ability to progress.</p>
<p style="text-align: justify;">It all feels incredibly, nakedly artificial, and all the more so because it’s not actually possible to do anything out of order in <i>Fallen Order</i>. While there are optional side areas that you can explore if you want to, you <i>cannot</i> run across the droid upgrade benches or the lightsaber upgrades or the force powers before the story says you can, and when you reach that point you <i>will</i> get the upgrade whether you want it or not. What, then, is the point of doing side exploration in <i>Fallen Order</i>? There’s certainly plenty of side areas in the game, including a fairly lengthy platforming section through a crashed Star Destroyer, but all that’s in them are codex entries, audio logs, and chests containing the following:</p>
<ul style="text-align: justify;">
<li>Cosmetics for your lightsaber. You can customise the colour, the sleeve, the hilt &#8212; hell, both hilts when you get the double-bladed upgrade! Unfortunately Respawn don’t appear to have considered that if you’re not staring at the closeup in the lightsaber customisation menu, the actual in-game presence the lightsaber has is a tiny stick attached to Cal’s waist. It’s kind of hard to appreciate the cosmetics on an item that is, most of the time, about fifty pixels long.</li>
<li>Cosmetics for your poncho. The poncho is possibly the single ugliest garment I’ve seen in a AAA game to date, and none of the available cosmetic options improve this state of affairs.</li>
<li>Cosmetics for your ship. The ship only appears in cutscenes, and on the landing pad where you enter/exit each world.</li>
</ul>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_lightsaber.jpg"><img class="alignnone size-medium wp-image-6076" title="You have twenty options to choose from, all of which are nigh-indistinguishable from each other." alt="fallen_order_lightsaber" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_lightsaber-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">This is possibly the least enticing set of exploration rewards that anyone could have devised for a <i>Metroidvania</i> title. <i>Castlevania</i> squirrels all sorts of weird shit away in its castle, and <i>Metroid</i> loves to hide optional weapon upgrades and <i>tons</i> of energy tanks off the beaten path. <i>Fallen Order</i> does have health and Force (i.e. mana) upgrades, but they’re handled via the tremendously cack-handed approach of having you need to collect three of them in order to get an upgrade. <i>Zelda</i> does the same thing with its Pieces Of Heart, but they’re comparatively much more common, as well as far more satisfying to collect; here it’s tremendously shit to do five minutes of platforming to get a glowy force ball and then be told you need two more in order to get anything out of it. It’s not even like <i>Fallen Order</i> quantifies the health upgrade your recieve; in <i>Zelda</i> you get a heart and in <i>Metroid</i> you get an energy tank, but in <i>Fallen Order</i> your reward for finding three health balls is that your health bar increases by such an infinitesimally small amount it’s difficult to tell that it’s increased at all.</p>
<p style="text-align: justify;">In fact the only exploration reward that actually feels worthwhile are the infrequent golden chests that dole out estus fla- I mean, healing stims. Which I suppose is a good point to segue into talking about the combat, which has been ripped wholesale from a From Software game. Apparently <i>Fallen Order</i> is heavily influenced by <i>Sekiro</i>; I’ve only played the <i>Souls</i> titles but even I can see that <i>Fallen Order</i> has tripped over the line separating “inspired by” from “ripped off from”. This isn’t necessarily a bad thing, as I quite liked the combat in <i>Dark Souls</i> and it does adapt pretty well to a <i>Star Wars</i> game. Cal managed to retain his lightsaber when he fled the Jedi purge, and as the game unfolds he unlocks three Force powers which are used in combat as well as to solve puzzles: Force Push, Force Pull and Force Slow. Arrayed against him are a selection of classic <i>Star Wars</i> baddies: Stormtroopers, Scout Troopers, Heavy Troopers and Rocket Troopers, along with the odd AT-ST. Most of them engage you at range, but Cal automatically deflects blaster bolts if you hold down the block button and can even reflect them back to their source if you time the block right, while rockets and other heavy projectiles can be deflected/slowed with force powers. Scout Troopers choose to get in close to try and hit you with shock batons (which puts me in mind of <a href="https://www.penny-arcade.com/comic/2004/02/20/high-employee-turnover">this classic PA comic</a>), which is where you get into the meat of <i>Fallen Order</i>’s combat: cutting people the fuck up with your lightsaber.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_scout.jpg"><img class="alignnone size-medium wp-image-6077" title="I felt kind of bad killing the stormtroopers. They're clearly terrified of you." alt="fallen_order_scout" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_scout-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Or at least that’s what it’d be all about if <i>Fallen Order</i> had the balls to set g_saberrealisticcombat to 1; as it is you can chop up droids and monsters but humans just get some scorch marks and then fall over. Nicking the <i>Dark Souls</i>/<i>Sekiro</i> model does a lot for it; you’re not one the super-mobile backflipping Jedis seen in the prequel films, but are instead much more Luke circa <i>Empire Strikes Back</i>. Combat feels slow and deliberate, with no button-mashing (unless you want to die). Fighting human enemies in melee combat is a genuine pleasure, as you either drain their block bar with repeated attacks or well-timed parries, or else knock them off balance with force powers before hitting them a few times with your lightsaber. Most of the regular trooper enemy types are appropriately weak and die in one or two hits once you’ve gotten into melee range and past their defences, but it’s the fights against the special Purge Trooper enemies that are the real highlight here; these are enemies armed with a larger healthpool, magic electric weapons &#8212; staff, axe, pair of swords &#8212; and a much wider range of attacks and counters. Fighting Purge Troopers comes across as a proper duel, as you need to keep your guard up while looking for openings and mixing your own behaviour up a bit. I learned pretty quickly that the dual-sword troopers were difficult to parry as they attack too fast, so it was best to go on the offensive and hit them with some really big heavy attacks that smash through their block. That’s a high risk option if used on the staff trooper, though, as they’re strong enough to absorb the hits and then counterattack while you’re recovering. There’s no animation-cancelling in <i>Fallen Order</i>; once you’ve pushed the attack button you’re committed to that lightsaber swing, which can be precisely the wrong thing to do if you’ve timed it wrong and find yourself staring at an incoming axe with no way to defend yourself.</p>
<p style="text-align: justify;">The parts of <i>Fallen Order </i>with human enemies were the parts where I found it easiest to overlook <i>Fallen Order</i>’s flaws. Sure, the exploration may be a bit shit, and it’s also a little exasperating that it’s also nicked <i>Dark Souls</i>’ bonfire/enemy respawn system, but as long as my journey through an otherwise surprisingly linear game is filled with fun combat I’m not going to complain <i>too</i> much. The difficulty levels are nicely pitched and adjustable at any time; I had it stuck on Normal to begin with but also didn’t pick up any extra estus flasks for the first half of the game, so things got increasingly tricky, and pleasingly so. Once I had eight of the things the Purge Trooper duels started to become pushovers (literally, they spent the entire time flat on their asses because of Force Push) so I bumped it up to Hard which restored some of the challenge. If human enemies were all the game had then I think the combat would be in an extremely strong place &#8212; strong enough to carry the game &#8212; and I’d be much more positive about <i>Fallen Order</i> than I am.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_spiders_slugs.jpg"><img class="alignnone size-medium wp-image-6078" title="Because when I think 'Star Wars' I immediately picture spiders and slugs." alt="fallen_order_spiders_slugs" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_spiders_slugs-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Unfortunately another point where <i>Fallen Order</i> strongly resembles <i>Shadow Of The Tomb Raider</i> specifically is that, for most of the game, you’re <i>not</i> fighting the recognisable <i>Star Wars</i> enemies from the Empire. You’re instead fighting an incredibly uninspired collection of monsters, and these are actively unfun because of how they subvert the concept of “cool lightsaber duels” that the combat has seemingly been built around. Even with the basic Scout Troopers you can tell when they’re winding up for a swing, and you can bring your lightsaber up to parry. Time it right and there’s a huge clash of sparks as the two weapons meet; it’s an interaction that’s got a sense of weight and force behind it. Your enemy stumbles backwards, and you lunge forward with a jab through their midsection that they don’t recover from.</p>
<p style="text-align: justify;">Now let’s consider the same fight, but with one of <i>Fallen Order</i>’s favourite monster enemies: a giant rat. Literally, that is what it is. The giant rat jumps from side to side for a bit, and then stops. Great! It’s open for an attack, so you duly lunge forward an… oh wait no, it stopping and standing in one place was apparently the cue I was supposed to read for its own attack, and now it’s stunlocking me with an attack chain. The attack tells on almost every single monster are incredibly fuzzy and difficult to read; even after playing the game for twelve hours I was still getting taken off guard because the attacks kept coming out of nothing. Eventually you do get into the habit of not bothering with any fancy parrying and just approaching the rat with the block button held down, which causes its attack to harmlessly slide off and lets you counter. You hit the rat with your lightsaber; job done, right? Ha ha, of course not; all of the monster enemies are an order of magnitude tougher than the human ones, and this giant rat takes three &#8212; three! &#8212; lightsaber swings to kill. That’s something that makes me feel less like a badass Jedi, and more like I’m an exterminator who’s been called in to flail ineffectually at vermin with a foam baton. Talk about subverting your own fiction.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_hyperspace.jpg"><img class="alignnone size-medium wp-image-6082" title="It does nail the hyperspace effects. Just a shame it's a glorified loading screen, really." alt="fallen_order_hyperspace" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_hyperspace-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">(“Giant space rat” is also indicative of the amount of thought that’s been put into the monster design. You will also encounter giant spiders &#8212; two types of giant spider, in fact &#8212; giant slugs, giant flies and giant yaks. Is it just that <i>Daikatana</i> is old enough now that game designers haven’t played it and thus <i>don’t</i> know that it’s an insanely bad idea to feature giant insects as the primary enemy type in a game?)</p>
<p style="text-align: justify;">There are some monster enemies that do work; not coincidentally they’re the ones with two arms and two legs that are at least somewhat intuitive to read, and all of the boss monsters are also pretty well pitched thanks to having a much more strictly designed set of attack patterns. One common issue that the combat faces across all types of enemies, though, is that while <i>Fallen Order</i> does one-on-one duelling very well it’s far less assured when you’re facing huge crowds of baddies. As previously mentioned, Cal is <i>not</i> mobile. He can’t run very fast, so he can’t outmaneuver a crowd, and his block bar vanishes in no time when facing multiple enemies. So you end up doing what you do in every single third-person melee combat game to date: dodge rolling everywhere, stopping for a couple of seconds to land exactly one hit, and then dodge rolling everywhere again. This works, especially if you supplement it with some force powers to keep a few of your attackers disabled, but it’s hardly fluid or fun when you’re fighting four monsters all of whom have giant sacks of health and who will take actual, literal minutes to wear down.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_purge.jpg"><img class="alignnone size-medium wp-image-6079" title="Also a shame that the Purge Troopers are used so sparingly. You fight less than twenty in the whole game." alt="fallen_order_purge" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_purge-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">And the weird thing about <i>Fallen Order</i> is that its combat is pitched to emphasise precisely the sort of encounter that it <i>doesn’t</i> do well. The Empire vanishes for significant portions of the game’s length and there was a full sixty minute segment where I didn’t see a single Stormtrooper. Instead you’re just fighting spiders and slugs, with the occasional giant ogre-thing thrown in. Enemy numbers increase as the game goes on, and the combat starts to feel less like the measured and thoughtful affair Respawn were presumably going for and more like clumsy flailing because you simply don’t have the tools to deal with it properly; attempting to engage a single target to get the best out of the combat simply results in you getting dogpiled by the rest. It is notably less of a problem when <i>Fallen Order</i> decides to go all out and throw piles of Stormtroopers and Scout Troopers at you, since those poor bastards die in one hit and you can actually manage their numbers properly, not to mention getting to feel like the rampaging Jedi you should be. That’s a vanishingly small portion of the game, though, and I would say that the Empire enemies &#8212; the fun enemies &#8212; are present for maybe 30% of its length. Spending the rest of it fighting generic monster enemies that could have been lifted straight out of any other fantasy game is <i>not</i> what I expected when I bought<sup class='footnote'><a href='#fn-6072-3' id='fnref-6072-3' onclick='return fdfootnote_show(6072)'>3</a></sup> something with the words <i>Star Wars</i> written on the tin; when people fantastise about <i>Star Wars</i> they’re not imagining themselves slicing up a bunch of alien rats, after all.</p>
<p style="text-align: justify;">I probably shouldn’t be so surprised that the combat is so confused about what it wants to be, though, since it simply matches the entire rest of the game in that regard. Just like <i>Shadow Of The Tomb Raider</i>, <i>Fallen Order</i> has been rushed to hit a deadline and has been pasted together out of several mismatched parts that don’t really mesh at all. The <i>Uncharted</i>-style opening is surprisingly excellent, and made me a bit wistful that <i>Star Wars 1313</i> got cancelled because on the strength of this it’s clearly not a bad idea. Then you’re into the more <i>Souls</i>-y/<i>Metroid</i>-y part of the game, which feels like it was designed for a different set of gameplay systems which would have given it a far wider range of rewards to stick inside of its loot chests. Occasionally you take a little detour into another game entirely, like the part where you drive an AT-AT &#8212; this segment is pretty much exactly as it was during <i>Fallen Order</i>’s gameplay presentation debut, but the level of polish it’s received in comparison to the rest of the game makes it stick out like a sore thumb. At one point you’re whisked away from the game for <i>literally no reason</i> to do an arena fight against a bunch of monsters; this part really smacked of Respawn having twenty minutes of gameplay from a previous design iteration that they slapped in because they needed to pad the game’s running time.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_atst.jpg"><img class="alignnone size-medium wp-image-6080" title="AT-STs: possibly the least effective giant robot design ever. I don't think I've ever seen them appear in a piece of media without being blown up five minutes later." alt="fallen_order_atst" src="http://scientificgamer.com/blog/wp-content/uploads/2019/11/fallen_order_atst-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">It’s really, <i>really</i> telling that <i>Fallen Order’</i>s best bits by far are the ones which ditch the open world exploration and revert to a linear romp through classic <i>Star Wars</i> environments populated by classic <i>Star Wars</i> enemies, though. The opening is like this, as stated, as well as the AT-AT segment, and the optional bit where you explore a crashed Star Destroyer is also great. Cal flashes back to what happened during the events of Order 66 and you get to guide Kid Cal as he tries to escape from the clones, and this too is surprisingly good value considering my historic hatred of gameplay segments where you have to play as the younger version of a character. And the finale of <i>Fallen Order</i> is a fully-upgraded Cal making an assault on a heavily guarded Imperial facility, and it’s a <i>lot</i> of fun, zipping through an environment that oozes <i>Star Wars</i> ambience with waves of Stormtroopers coming at you and not a single giant spider in sight. It feels like <i>Fallen Order</i> needed somebody to make an executive decision to cut the <i>Metroidvania</i> concept (along with its insanely obnoxious backtracking) and just focus on making a great <i>Star Wars</i> action adventure game, instead of producing this weird halfway house where <i>Fallen Order</i> does neither thing particularly well.</p>
<p style="text-align: justify;">Given how much <i>Fallen Order</i> resembles <i>Shadow Of The Tomb Raider</i> it’s hardly surprising that my overall opinion of the game is much the same as <i>Shadow</i>. It’s weird, misshapen and has a plot that makes absolutely zero sense but if we set an extremely low bar of “it’s a triple-A video game” then by those standards it’s fine. The combat is entertaining when the game chooses to make proper use of it and the mechanical action of clambering around <i>Fallen Order</i>’s various worlds is fun enough even if there’s nothing worthwhile waiting at the end of it. However, I would seriously question why you wanted to play <i>Fallen Order</i> instead of one of the many other games I’ve namedropped in this review that do these things far better. Is it because of the <i>Star Wars</i> wrapping? Because I have some bad news there: <i>Fallen Order</i> doesn’t leverage that license anywhere near as well as it should do and for much of the game’s length it’s difficult to tell you’re playing a <i>Star Wars</i> game at all. I will give it some credit for trying to adapt <i>Sekiro</i>’s combat for lightsaber battles but ultimately all it’s really done is made me slightly more interested in trying <i>Sekiro</i> itself, which presumably implements the concept in a far neater fashion. Otherwise while my litany of complaints in this review isn’t quite enough to damn <i>Fallen Order</i> outright, it still presents no actively compelling reason as to why you’d play it over any of the alternatives.</p>
<div class='footnotes' id='footnotes-6072'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-6072-1'>Also because of the usual Star Wars Names problem. For every Ahsoka Tano there’s a Savage Oppress. <span class='footnotereverse'><a href='#fnref-6072-1'>&#8617;</a></span></li>
<li id='fn-6072-2'>Although hardly new, as the dog in <i>Fable 2</i> functioned much the same way. <span class='footnotereverse'><a href='#fnref-6072-2'>&#8617;</a></span></li>
<li id='fn-6072-3'>Well, subscribed to Origin Premier for. <span class='footnotereverse'><a href='#fnref-6072-3'>&#8617;</a></span></li>
</ol>
</div>
<p>The post <a href="https://scientificgamer.com/thoughts-fallen-order/">Thoughts: Star Wars Jedi &#8211; Fallen Order</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
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		<title>Thoughts: Apex Legends</title>
		<link>https://scientificgamer.com/thoughts-apex-legends/</link>
		<comments>https://scientificgamer.com/thoughts-apex-legends/#comments</comments>
		<pubDate>Mon, 18 Feb 2019 11:00:17 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[apex legends]]></category>
		<category><![CDATA[respawn]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=5786</guid>
		<description><![CDATA[<p>472 hours. That’s how long I spent playing PlayerUnknown’s Battlegrounds in 2017. The game which kicked off the whole battle royale craze had its hooks in me for a good long time with its mix of small-unit tactics, orienteering, emphasis on making an intelligent choice between stealth and confrontation &#8212; it turns out that I [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-apex-legends/">Thoughts: Apex Legends</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_relay.jpg"><img class="alignnone size-medium wp-image-5789" title="Very pretty, Bishop, but what are we looking for?" alt="apex_relay" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_relay-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">472 hours. That’s how long I spent playing <i>PlayerUnknown’s Battlegrounds</i> in 2017. The game which kicked off the whole battle royale craze had its hooks in me for a good long time with its mix of small-unit tactics, orienteering, emphasis on making an intelligent choice between stealth and confrontation &#8212; it turns out that I really really like the battle royale concept, and <i>PUBG</i> was doing it well enough that it became my second most-played game on Steam. However, <i>PUBG </i>was buggy and poorly optimised and its evolution was driven by a series of hacky feature implementations and kneejerk design decisions that were tolerable while the game was in Early Access &#8212; that’s the devil’s bargain you make when playing an EA game &#8212; but which became greatly less so when <i>PUBG </i>hit 1.0 in December 2017; the game eventually diverged from what I enjoyed about it, and I fell out of it soon afterwards.</p>
<p style="text-align: justify;">Most new BRs released since then have been me-too attempts to cash in by repurposing forks of existing projects, or setting out along the same Early Access path that <i>PUBG</i> did. None of them have the level of polish or design focus that my soured experience with <i>PUBG</i> made me crave, and so there’s a huge gap in the market for an established FPS developer to make something that’s designed from the ground up to be a dedicated battle royale title &#8212; something that doesn’t crash, and which has good performance, and which doesn’t waste your time with pointless make-work such as waiting in an in-game lobby for the game to start or fiddly inventory management that leads to you getting shot in the head while you’ve got it stuck inside your backpack. In other words, I’m ready for a battle royale made by somebody who actually knows what they’re doing.</p>
<p style="text-align: justify;"><i>Apex Legends</i> may be that game.</p>
<p style="text-align: justify;"><span id="more-5786"></span></p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_crates.jpg"><img class="alignnone size-medium wp-image-5790" title="I'd like to say we killed all these people, but what actually happened was that we came in at the end of a fight between two other squads and I punted a few speculative rounds through a window and killed the solitary half-dead survivor. Them's the BR breaks." alt="apex_crates" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_crates-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">It is somehow both surprising and unsurprising that <i>Apex Legends</i> has turned out as well as it has. On the one hand it’s developed by Respawn, the studio behind Official Best Multiplayer FPS Of The 2010s <i>Titanfall 2</i><sup class='footnote'><a href='#fn-5786-1' id='fnref-5786-1' onclick='return fdfootnote_show(5786)'>1</a></sup>. Respawn really know their stuff when it comes to first-person shooters, and many of <i>Apex</i>’s most successful features are the sort of thing that seems blindingly obvious in retrospect, but which take a developer with a degree of experience and talent to design and implement &#8212; after all, if these improvements were really that obvious, somebody else would have made them before now. On the other hand, <i>Apex Legends</i> is supposedly set in the <i>Titanfall</i> universe (although you’d never know it from playing the thing) but lacks both of <i>Titanfall</i>’s signature features: the giant robot Titans, and the wallrunning, and this seems idiotic given how awesome both of those things were in <i>Titanfall 2</i>. In their place are some <i>Overwatch</i>-style heroes with all the trimmings including an ultimate ability with a charging percentage slap bang in the middle of the HUD, which is always the kind of thing that makes me suck air through my teeth to indicate deep scepticism. <i>Apex Legends</i>, at least on the surface, looks like yet another me-too attempt to cash in with a “What if battle royale, but also <i>Overwatch</i>?” take on the concept.</p>
<p style="text-align: justify;">That perception is not helped by how unambitious <i>Apex</i> initially seems to be. The core game is classic battle royale: there are sixty players in a match, divided into twenty squads of three, and you all paradrop weaponless onto an island with the goal of using your wits, your teamwork and the vast plethora of guns and other loot scattered across the island to become the last squad standing. <i>Apex Legends</i>’ player count is small for a BR (most of them have 100 players per match) but it’s workable because the single map the game has launched with is also quite small; the important thing for a battle royale game isn’t total player count but player <i>density</i><sup class='footnote'><a href='#fn-5786-2' id='fnref-5786-2' onclick='return fdfootnote_show(5786)'>2</a></sup>, and <i>Apex Legends</i> gets it more or less right, providing a decently bracing encounter rate with space around the edges for stealthy play or to take a bit of downtime to get tooled up via looting. The island is also acceptable as a space to fight over, even if I think the buildings are rather blocky and cartoony; one of my minor criticisms is that it’s so small you basically don’t need to care about the genre-standard contracting circle of death that forces squads together as the player numbers thin out, because the distance between one circle and the next is brief enough that you’ll never be killed by it unless you’re pinned in place by another squad. Still, “acceptable” is just another way of saying “average”, which doesn’t cut it in today’s cutthroat market. At first glance <i>Apex</i> looks like a pretty standard idea set in an environment that does the job asked of it but which doesn’t stand out in any way &#8212; which is not exactly a recipe for success when pitted against the gargantuan <i>Fortnite</i> &#8212; and if it hadn’t been free-to-play I likely wouldn’t have given it a second one.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_desert.jpg"><img class="alignnone size-medium wp-image-5794" title="Using Bangalore's smokescreen is very helpful when you have to advance towards a bunch of jerk snipers who know you're there." alt="apex_desert" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_desert-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Fortunately it <i>is</i> free-to-play, which meant downloading it and giving it a spin cost me literally nothing. As it turns out, I spent my first few games of <i>Apex Legends</i> constantly muttering “This is cool!” as I came across yet another neat mechanic or quality-of-life feature that I didn’t know I’d been missing until Respawn implemented it in <i>Apex Legends</i>. It’s like when you’ve spent so long dealing with a stuffed-up nose that you’ve forgotten how liberating it is just to be able to breathe normally. You’re naturally very grateful to the universe that you don’t have to live like that any more, and so it is with <i>Apex Legends</i>: it is going to be <i>very</i> difficult for me to play another battle royale (and in fact multiplayer FPSes in general) that doesn’t at least match <i>Apex</i>’s featureset. There’s only one thing I’d point to that’s truly revolutionary for the genre, but there’s just <i>so many</i> little tweaks and optimisations that swell together into a tsunami that will hopefully wash away the previous half-baked way of doing things that’s been perceived as “good enough” by the industry up until now.</p>
<p style="text-align: justify;">These little improvements to the way battle royale works present themselves from the moment you start a match. When you spawn into a plane you’ll notice that your squad’s jump trajectory is controlled by a designated Jumpmaster. When they jump out of the plane you will jump out of the plane, and you will automatically follow them as they fly to their destination. This keeps the squad together and ensures there are no panicked voice conversations along the lines of “Where are we dropping? Rozhok? Let’s drop now. Let’s aim for the buildings on the hill. I’m landing on the middle one. The middle one. No, the other middle one. Why the f*** are you landing over there? There’s two enemy squads over there, you f***** ****!”. You can opt to override the Jumpmaster’s control and jump on your own, or split off from their jump path at any time, but the Jumpmaster system should be and is the default option. You’ll also notice on the way down that everyone leaves coloured contrails behind them as they fall from the plane to their jump destination, making it very easy to tell where everyone is going and whether your game is going to start with five minutes of peaceful looting or a very hot firefight with the enemy squad that landed in the same place that you did.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_contrails.jpg"><img class="alignnone size-medium wp-image-5792" title="Gets a bit busy, but still infinitely more readable than any other BR." alt="apex_contrails" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_contrails-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Further improvements abound once you get to actually looting stuff. Equipment and weapon attachments are helpfully colour-coded so that you can tell at a glance which is better (for contrast, after 472 hours I never did figure out the difference between the angled foregrip and the vertical foregrip in <i>PUBG</i>) using the standard ARPG colour system to denote loot quality: grey is standard, blue is rare, purple is epic, and yellow is legendary. The attachment system is simplified so that there is never a choice between two different types of item for the barrel stabiliser slot, say; instead there is only one Barrel Stabiliser that reduces recoil and the higher-tier Barrel Stabilisers simply do a better job of it. This lets Respawn make a further optimisation: if you have a blue Barrel Stabiliser stuck in your gun and you come across a purple Barrel Stabiliser, picking it up will automatically switch the blue version out for the purple one because it’s a straight upgrade and there’s no real reason why you wouldn’t want to do this &#8212; they’re just saving you the hassle of going through your inventory to do it. The blue Barrel Stabiliser will be dropped on the ground when it gets switched out, and if you try to pick it up again one of two things will happen. If your second, currently holstered weapon can take a Barrel Stabiliser it’ll be attached to that if it’s an upgrade<sup class='footnote'><a href='#fn-5786-3' id='fnref-5786-3' onclick='return fdfootnote_show(5786)'>3</a></sup>. If it can’t, or if you already have a blue Barrel Stabiliser in that second gun, then you will be physically prevented from picking it up with a little message saying “Why would you want this, it’s worse than what you’ve already got!”</p>
<p style="text-align: justify;">Again, you <i>can</i> manually adjust your gun attachments and inventory loadout if you want to, and you can pick up that redundant Barrel Stabiliser too if you hold down the pickup button, if for example you wanted to take it to a teammate who needed it. Respawn have realised that that’s an exception to the rule, however, and so while they’ve made it possible they’ve also made their default looting behaviour massively facilitate the 99% of looting scenarios where that’s <i>not</i> the case. I have played games of <i>Apex</i> where I’ve never even opened my inventory tab &#8212; and not because I died in a firefight within 30 seconds of touching down from the drop, either. Want to heal up after a fight? No need to dive into your backpack, there’s a dedicated hotkey and radial menu for healing items. Want to exchange your current weapon for a better one?  Any attachments you have in the old gun that are compatible with the new one will automatically be moved over before you dump the old one on the ground. It makes looting almost totally frictionless and natural and eliminates almost all inventory micromanagement in favour of actually playing the game.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_inventory.jpg"><img class="alignnone size-medium wp-image-5791" title="The sum total of my interactions here are right-clicking on things to drop them and occasionally replacing a scope. That's it. That's all I need to do." alt="apex_inventory" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_inventory-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">“Frictionless” aptly sums up Respawn’s approach to the battle royale genre, in fact, which is one that historically has been so replete with rough edges it might as well be sandpaper. Take player death. Most BRs regard their solo play mode as the primary one, and you don’t need to make any concessions towards player death in a solo play mode because their round is automatically over when they die. If you play a squad mode then you <i>still</i> don’t get any concessions, but because death is permanent you have to wait around for up to thirty minutes while the surviving members of the squad finish out the round before you can play again. That’s a huge, <i>huge</i> source of friction that often means the rest of the squad quits out or commits suicide so that they can requeue instead of making the dead people wait. This is clearly an undesirable gameplay outcome that, for some reason, BR designers have just shrugged their shoulders at &#8212; up until <i>Apex Legends</i>. If you die in <i>Apex Legends</i> you have a chance of coming back into the round if surviving squadmates can get to your corpse, retrieve a macguffin item called a banner (think dogtags) and then take it to a respawn point. This summons you back into the game on a dropship, with the catch that you won’t have any weapons or equipment and will have to tool up again. Dying is still meaningful in <i>Apex</i>; resurrection is by no means a sure thing (because if you didn’t win the fight that killed you your corpse is going to have some extremely hostile enemy players camped on top of it for a while), and losing your equipment is a hell of a penalty, and calling in the respawn dropship announces your presence to everyone nearby so you have to scarper pretty damn sharp-ish. However, that the possibility exists at all makes it far more palatable to the dead people, and more importantly gives the alive ones a motive to keep playing.</p>
<p style="text-align: justify;">A lot of these improvements stem from <i>Apex Legends</i>’ unusual decision to force you to play as a squad of three &#8212; with strangers, if necessary &#8212; with no solo play possible. This <i>sounds</i> like a really idiotic thing to do given that historically voice comms have been compulsory for squad play in a BR, and the last thing I want is to have a twelve year-old chanting racial slurs piped into my headphones; in any other game it would have been an unmitigated disaster because there wouldn’t have been any thought given to how to solve the traditional problems associated with anonymous squad play. However, it turns out Respawn have sat down and have come up with a solution that will, if there is any justice in the world at all, quietly revolutionise all other multiplayer games that rely on teamwork: the ping system.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_enemy.jpg"><img class="alignnone size-medium wp-image-5787" title="There's an enemy somewhere in this screenshot. Sure would be helpful if I'd pinged them." alt="apex_enemy" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_enemy-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">The basic use of the ping is as you’d expect in (for example) <i>Battlefield V</i>; click the ping button and a ping marker will appear on the thing your crosshairs are pointed at to indicate points of interest/potential looting destinations. Double click the ping button and you’ll instead get a threat marker indicating potential enemy presence.  That’s the bare minimum required out of a ping system and nothing I haven’t seen before in other games, but the genius behind <i>Apex</i>’s ping system is that it’s context sensitive and thus capable of making that single button press mean so much more. If you’re looking at a piece of loot that you can’t use but others might, you can ping it to call out exactly what it is (via a voice cue from your character) and tag it with an appropriate icon. These disappear after a short while, but if a teammate is interested in the item they can ping your ping to call dibs on it; this activates another voice line saying they’re coming to get it and makes the ping permanent for them until they pick it up. If you are actually looking at an enemy when you ping (as opposed to just looking somewhere you think enemies are) then pinging them will put down a different threat marker along with a “I see an enemy here” instead of the usual “Possible enemies here”. They’ve made this ping system so good, and put in so many context-specific voice lines, that you don’t <i>need</i> to talk to your team in <i>Apex Legends</i> to communicate. Your character will do it for you with a single button press.</p>
<p style="text-align: justify;">Speaking of characters, I was expecting to hate <i>Apex</i>’s take on <i>Overwatch</i>-style heroes given that I didn’t particularly like <i>Overwatch</i> itself, but they’re actually not too bad at all. There’s only eight of them to start with so you’re not too overloaded with learning who they are and what they can do, and their abilities have been tuned so that they’re capable of changing the dynamics of an encounter when used correctly instead of being the “I win” button represented by so many <i>Overwatch</i> ultimates. The most obviously powerful ones are the area-denial airstrikes, but even these will rarely kill outright because <i>Apex Legends</i> characters are big sacks of hitpoints. More interesting are Bloodhound’s ability to passively track players, along with the mobility-enhancing zipline and portal from Pathfinder and Wraith that enable a squad to quickly relocate to escape from trouble or attack from an unexpected direction. There’s a few duds (like Mirage’s holodecoy ultimate only being useful in fierce firefights where nobody is paying attention) but everyone gets at least one good, useful ability that can contribute to the team without being damage-focused. As a general rule the hero abilities are helpful for healing, relocation and misdirection, but if you want to actually kill somebody in <i>Apex</i> you’re going to have to do it the old-fashioned way: with a gun.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_heroselect.jpg"><img class="alignnone size-medium wp-image-5793" title="Hero selection is a really fun, Gladiators-style process." alt="apex_heroselect" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_heroselect-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">It’s here that we get to my big reservation about <i>Apex Legends</i>, and one that I was not expecting to have considering that most of the guns are ported over from <i>Titanfall</i> <i></i><i>2</i> and I really liked <i>Titanfall 2</i>, but there have been two major changes made since then. First is that bullets now all have travel time and the player hitboxes have, if anything, been made even more unforgiving compared to <i>Titanfall 2</i>, meaning you need to be extremely good at that classic FPS twitch shooting to consistently land hits in <i>Apex</i>. There’s nothing intrinsically wrong with that, except now we come to the second change: every player in <i>Apex Legends</i> is a huge sack of hitpoints thanks to armour straight up increasing your HP pool, and so the time-to-kill (TTK) is shockingly high. You can unload a full magazine from any of the assault rifles or SMGs at someone and unless you get every single round on target they’re going to survive to return fire (and even a 100% hitrate won’t kill with some of the SMGs unless you have an extended mag). Shotguns are a little better, but missing a shot with one is catastrophic because damage is so valuable. And sniper rifles are reduced to being tools for long-range harassment and wearing opponents down rather than the one-hit wonders you find in other games.</p>
<p style="text-align: justify;">That last one I’m not too upset about, but the general TTK being so high sabotages my preferred method of playing competitive multiplayer FPSes. I’m in my mid-thirties and my reaction time and hand-eye coordination is shot to hell, which makes me <i>terrible</i> at shooting other people in videogames; however, my brain is just as sharp as it ever was so I use map awareness and anticipation of other players’ actions to get myself into a position where I can shoot them in the back and hopefully down them before they can retaliate. This is an approach that works wonderfully in <i>PUBG</i> and <i>Battlefield V</i>, where TTKs are low; it falls flat on its face in <i>Apex Legends</i>, however, where the high TTK puts the emphasis back on technical shooting skills instead of thinky tactics. It is a game that values aggression, focus fire and landing shots on target far more than it does stealth or flanking maneuvers or otherwise taking time to set yourself up the kill. That’s not to say that those things aren’t valuable, but you won’t win a fight by doing them; only fighting will do that. And while this is a perfectly legitimate design choice that’s catering to a certain sort of player extremely well. it’s one that’s in serious danger of turning me off of the game no matter how well-made it is because I’m just not that kind of player.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_shoot.jpg"><img class="alignnone size-medium wp-image-5788" title="What actually happens when I shoot people: two rounds go into the target and the other twenty-eight stitch a person-shaped outline around them." alt="apex_shoot" src="http://scientificgamer.com/blog/wp-content/uploads/2019/02/apex_shoot-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">I suspect I’ll be playing it for a little while longer, though, no matter how many zero-kill rounds I have to endure, because one of the final weapons <i>Apex Legends</i> has in its arsenal is that it is <i>short</i>. A round of <i>Apex </i>will last just over twenty minutes from start to finish while packing in just as much action as any of its competitors; by contrast <i>PUBG</i> could go anywhere up to 45, with an additional matchmaking and lobby timesink. <i>Apex</i> has no lobby and pitches you straight into a match once you’ve taken 30 seconds to pick your heroes. This means that you can be back playing in the next round less than a minute after you died in the last one, which makes death much much easier to bear. It is in general much more respectful of the player’s time, if not their wallet; one thing I’ve not really mentioned in this review is the monetisation strategy, and that’s because it (for now) has very little impact on the game, with the vast majority of unlockable items being cosmetic only. There are two heroes who must be unlocked by either paying real money or by playing for twenty hours or so to amass enough fake money to do so, and those are the only gameplay-altering things on sale. However, if you are inclined to try and get a nice skin for your favourite character then you’ll be horrified to discover that the only way of doing so is to purchase a lot of loot boxes and hope it pops out, as there’s no way to spend money on a specific skin directly. It’s an incredibly harsh monetisation model whose only upside right now is that you can totally ignore it and you’ll still be playing the same game as everyone else, just with slightly less flashy equipment.</p>
<p style="text-align: justify;">Still, I think the long-term implications of that monetisation model mean that if you’re thinking of trying <i>Apex Legends</i> it’s probably best to try it now. Right now it’s an incredibly focused product with almost zero flab and a ton of great ideas; the heroes are all balanced and the gunplay works, for all that I might not personally like it. I have my doubts that it will stay that way, however; give it a year and there’ll be more heroes and (probably) more maps available, which will dilute a lot of <i>Apex Legends</i>’ goodness unless they’re handled impeccably well. And while I do trust Respawn to make the right decisions where they’re concerned, I <i>don’t</i> trust EA &#8212; why would I, when I have a front-row seat to the twin unfolding disasters of <i>Battlefield V</i><sup class='footnote'><a href='#fn-5786-4' id='fnref-5786-4' onclick='return fdfootnote_show(5786)'>4</a></sup> and <i>Anthem</i>? The reason <i>Apex Legends</i> has released in its current excellent state is because EA were preoccupied with <i>Anthem</i> and had correspondingly low expectations for it; now that it’s had a very successful launch they’re going to start meddling with it, and not for the better. And that’s going to be a crying shame because <i>Apex Legends</i>, in its current state, is by far the best Battle Royale title out there. I’d enjoy it while you can.</p>
<div class='footnotes' id='footnotes-5786'>
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<li id='fn-5786-1'>And the singleplayer wasn’t any slouch either. <span class='footnotereverse'><a href='#fnref-5786-1'>&#8617;</a></span></li>
<li id='fn-5786-2'>Which is something that <i>PUBG</i> completely failed to grasp with the twin shitshows of Sanhok and Miramar. <span class='footnotereverse'><a href='#fnref-5786-2'>&#8617;</a></span></li>
<li id='fn-5786-3'>I think it might actually be shunted directly to the empty slot in your second weapon when you swapped out the Barrel Stabiliser in the first place, but the loot system is so quick and functionally invisible that I can’t say for sure. <span class='footnotereverse'><a href='#fnref-5786-3'>&#8617;</a></span></li>
<li id='fn-5786-4'>The tl;dr here is that the game’s still good but the live ops are terrible and every patch breaks just as much stuff as it fixes. <span class='footnotereverse'><a href='#fnref-5786-4'>&#8617;</a></span></li>
</ol>
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<p>The post <a href="https://scientificgamer.com/thoughts-apex-legends/">Thoughts: Apex Legends</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
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