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

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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 '81 and has been a presence online since webpage Fanta War in 1996. He is the EiC and Daily Content Manager of Fantha Tracks and currently contributes to ILM.com, SkywalkerSound.com, Star Wars – Das Offizielle Magazin, Journal of the Whills and Starburst Magazine, having previously contributed to magazines Star Wars Insider, Geeky Monkey, TV Film Memorabilia, Model and Collectors Mart, partworks Build Darth Vader, Star Wars Encyclopedia, and Build The Millennium Falcon, and websites Jedi.net, Jedi News, StarWars.com, Lightsabre.co.uk, and Wirezone. He is the only podcaster to have appeared on every Celebration podcast stage since it began in 2015 (hosting it four times), and is the co-host of Making Tracks, Canon Fodder and Start Your Engines on Fantha Tracks Radio.
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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 '81 and has been a presence online since webpage Fanta War in 1996. He is the EiC and Daily Content Manager of Fantha Tracks and currently contributes to ILM.com, SkywalkerSound.com, Star Wars – Das Offizielle Magazin, Journal of the Whills and Starburst Magazine, having previously contributed to magazines Star Wars Insider, Geeky Monkey, TV Film Memorabilia, Model and Collectors Mart, partworks Build Darth Vader, Star Wars Encyclopedia, and Build The Millennium Falcon, and websites Jedi.net, Jedi News, StarWars.com, Lightsabre.co.uk, and Wirezone. He is the only podcaster to have appeared on every Celebration podcast stage since it began in 2015 (hosting it four times), and is the co-host of Making Tracks, Canon Fodder and Start Your Engines on Fantha Tracks Radio.
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