Star Wars Jedi: Fallen Order er et sted imellem åbent og lineært

Tekst: Magnus Groth-Andersen
Publiceret 2019-06-06

Som regel er vi vant til en relativt skarp opdeling af spil med åbne verdener og spil med et lineært narrativt design. Dog findes der spil der blander disse to strukturer sammen, og tilbyder eksempelvis baner som er lidt bredere end normalt, men hvor du heller ikke kan udforske i det tempo du vil. Det lader til Star Wars Jedi: Fallen Order falder i denne kategori.

I et interview med PlayStation Official Magazine (#163) fortalte instruktør Stig Asmussen om spillet, og her blev han spurgt om hvorvidt spillet har en åben eller en lineær, lukket struktur, og han svarede ganske enkelt "neither".

Ydermere fortalte han mere om hvad han mener når han siger at kampsystemet er "thoughtful".

"You see it as kind of a trend more in games now. When we started working on the game, that's how we coined it, 'thoughtful'. But you're seeing some other games right now where it's not about body count. It's more about really figuring out what is the best angle to get on your enemy, and what's the best way to take them down. That's not only single combatants, but it's also like, the arrangements, of specific enemies that you have in any given fight.

What makes it different than a weapon in any other game is that's it's not a sword, it's not a bat - you can't just keep on whacking at something. We had to give the enemies - we had to inject in them a certain amount of intelligence so that they feel like you're not always landing like ten hits to take somebody down.

That's kind of what that was born out of. It was a setup of how we wanted to approach battles in a melee action game anyway, and then it was like then you layer lightsaber on top of that. You really have to think when you go into fights."

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