Hands-on preview - Star Wars Jedi: Survivor is shaping up to be an exceptional sequel.
The Crossguard stance, which has been shown in other promotional material, is reminiscent of Kylo Ren’s lightsaber, which features a much longer blade and two small blades crossing the hilt. Blaster is… well, a blaster. How uncivilised.
Also returning from the first game is Cal’s suite of Force powers, which seem to have been revamped somewhat. For example, the ability to freeze multiple enemies in a circle was somewhat of an “ultimate” move that Cal charged up over time, whereas the rest of the force arsenal all remained governed by the Force meter.
It still uses a Souls-lite parry system, the timing on which is difficulty dependant, but when you’re dealing with large groups of enemies, the free-flowing fun that can be had is compelling. We found ourselves quickly seeking out fights just to experiment with the large number of moves each stance offered. It feels like, depending on the length of the full game, you could play through it multiple times, each with a different stance, and get a different combat experience.
Sure, plenty of what you’ll find in the world are collectibles, customisation items, lore, and other small items, but alongside that, there are seemingly larger side-quests, puzzle rooms, and more. What makes this even better is the much-improved map, an element of the first game that was so universally disliked that during our interview with Respawn’s principal UI visual designer Daanish Syed, he brought it up unprompted as one of the main improvements for the sequel.
“Cal is more customisable than ever, a huge fan request that seems to have been answered and then some.”
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Inside the final hours of Star Wars: GalaxiesJoining in 2011, Chris made his start with PC Gamer turning beautiful trees into magazines, first as a writer and later as deputy editor. Once PCG's reluctant MMO champion , his discovery of Dota 2 in 2012 led him to much darker, stranger places. In 2015, Chris became the editor of PC Gamer Pro, overseeing our online coverage of competitive gaming and esports. He left in 2017, and can be now found making games and recording the Crate & Crowbar podcast.
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