Star Wars Jedi: Fallen Order: Sekiro comparisons not a problem for Fallen Order developers

- Advertisement -
- Advertisement -

You could be forgiven for assuming that comparisons between Respawn’s Star Wars Jedi: Fallen Order and From Software’s Sekiro would be problematic, but on the contrary, lead combat designer Jason de Heras told Edge Magazine that “It was a positive thing for us to know there was a game that was similar to ours.”

Star Wars Jedi: Fallen Order’s been in development for years, so the way its combat looks a lot like “Sekiro with a lightsaber” must be mostly a coincidence, but it’s still one that the developers at Respawn Entertainment find “comforting”. GR+ sister outlet Edge Magazine spoke with several of the lead developers behind Fallen Order for an article in its latest issue, and though it covers much of the game’s development, I was particularly impressed by the grateful way they handled the comparisons to From Software’s latest game and other games that have come before.

“I thought it was pretty badass, and a little comforting to know that you could make this type of game without a stamina bar,” lead combat designer Jason de Heras told Edge. “They let you attack, they let you roll, they do all this for free – and then the AI will tell you if you’re doing the correct thing. It just confirmed to us that you don’t have to limit everything the player does; let them have a little more agency, and then let the AI give them a slap on the wrist, or a punch in the face. It was a positive thing for us to know there was a game that was similar to ours. Very similar.”

Game director Stig Asmussen has also been a fan of From Software for years. He isn’t even a Souls bandwagon jumper; King’s Field 2 – which explored some of the concepts that From Software would follow up more than a decade later with the Souls games – is one of his favorite games. That said, Asmussen believes that it’s not about liking a game and then trying to make it yourself, but thinking about what makes that particular game fun.

[lasso box=”B07DJX3W29″ ref=”amzn-star-wars-jedi-fallen-order-playstation-4″ id=”169470″ link_id=”15007″]

Mark Newbold
Mark Newbold
Exploring the galaxy since 1978, Mark wrote his first fan fiction in 1981 and been a presence online since his first webpage Fanta War in 1996. He currently contributes to ILM.com, SkywalkerSound.com and Star Wars Insider, having previously written for StarWars.com, Star Wars Encyclopedia, Build The Millennium Falcon, Starburst Magazine, Geeky Monkey, TV Film Memorabilia and Model and Collectors Mart. He is a four-time Star Wars Celebration Stage host, the only podcaster to have appeared on every Celebration podcast stage since it began in 2015, the Daily Content Manager of Fantha Tracks and the co-host of Making Tracks, Canon Fodder and Start Your Engines on Fantha Tracks Radio.
- Advertisement -
- Advertisement -

You could be forgiven for assuming that comparisons between Respawn’s Star Wars Jedi: Fallen Order and From Software’s Sekiro would be problematic, but on the contrary, lead combat designer Jason de Heras told Edge Magazine that “It was a positive thing for us to know there was a game that was similar to ours.”

Star Wars Jedi: Fallen Order’s been in development for years, so the way its combat looks a lot like “Sekiro with a lightsaber” must be mostly a coincidence, but it’s still one that the developers at Respawn Entertainment find “comforting”. GR+ sister outlet Edge Magazine spoke with several of the lead developers behind Fallen Order for an article in its latest issue, and though it covers much of the game’s development, I was particularly impressed by the grateful way they handled the comparisons to From Software’s latest game and other games that have come before.

“I thought it was pretty badass, and a little comforting to know that you could make this type of game without a stamina bar,” lead combat designer Jason de Heras told Edge. “They let you attack, they let you roll, they do all this for free – and then the AI will tell you if you’re doing the correct thing. It just confirmed to us that you don’t have to limit everything the player does; let them have a little more agency, and then let the AI give them a slap on the wrist, or a punch in the face. It was a positive thing for us to know there was a game that was similar to ours. Very similar.”

Game director Stig Asmussen has also been a fan of From Software for years. He isn’t even a Souls bandwagon jumper; King’s Field 2 – which explored some of the concepts that From Software would follow up more than a decade later with the Souls games – is one of his favorite games. That said, Asmussen believes that it’s not about liking a game and then trying to make it yourself, but thinking about what makes that particular game fun.

[lasso box=”B07DJX3W29″ ref=”amzn-star-wars-jedi-fallen-order-playstation-4″ id=”169470″ link_id=”15007″]

Mark Newbold
Mark Newbold
Exploring the galaxy since 1978, Mark wrote his first fan fiction in 1981 and been a presence online since his first webpage Fanta War in 1996. He currently contributes to ILM.com, SkywalkerSound.com and Star Wars Insider, having previously written for StarWars.com, Star Wars Encyclopedia, Build The Millennium Falcon, Starburst Magazine, Geeky Monkey, TV Film Memorabilia and Model and Collectors Mart. He is a four-time Star Wars Celebration Stage host, the only podcaster to have appeared on every Celebration podcast stage since it began in 2015, the Daily Content Manager of Fantha Tracks and the co-host of Making Tracks, Canon Fodder and Start Your Engines on Fantha Tracks Radio.
- Advertisement -
- Advertisement -
- Advertisement -
Close Popup
Privacy Settings saved!
Privacy Settings

When you visit any web site, it may store or retrieve information on your browser, mostly in the form of cookies. Control your personal Cookie Services here.

These cookies are necessary for the website to function and cannot be switched off in our systems.

Technical Cookies
In order to use this website we use the following technically required cookies
  • wordpress_test_cookie
  • wordpress_logged_in_
  • wordpress_sec

Google Adsense
We use Google AdSense to show online advertisements on our website.
  • _tlc
  • _tli
  • _tlp
  • _tlv
  • DSID
  • id
  • IDE

One Signal
For performance reasons we use OneSignal as a notification service.  This saves a number of cookies in order to apply notifcation services on a per-client basis. These cookies are strictly necessary for OneSignal's notification features.  It is essential to the service that these are not turned off.
  • _OneSignal_session
  • __cfduid
  • _ga
  • _gid

Affiliate Links
Fantha Tracks is reader-supported.  When you buy through links on our site, we may earn an affiliate commission.

Media Net
We use Media Net to show online advertisements on our website.
  • SESS#

Decline all Services
Save
Accept all Services
Mastodon