At first I was afraid, I was petrified – I kept thinking "how could Respawn follow up on its outstanding Star Wars Jedi: Fallen Order?" But then I spent so many nights playing the sequel finding out how they got it right and Cal Kestis grew strong, and I learned how to get along. And now we’re back, in outer space… okay, okay, don’t leave! I’ll stop. The point is that with vastly expanded combat options, bigger, more open maps, vastly more abilities to play with, and enough collectable stuff to fill a Correllian freighter, Star Wars Jedi: Survivor is in many ways the Batman: Arkham City to Fallen Order’s Arkham Asylum. And much like the Arkham games did for Batman, nothing else convincingly captures playing as a Force user quite as well as this.
Especially considering that there’s no reason not to go back and play Fallen Order before starting Survivor if you haven’t, I greatly appreciate that the sequel starts you out with most of the powers and upgrades that Cal had already acquired – there’s no corny amnesia or other, “Oh no, my powers are gone!” gimmick to make you re-learn how to double-jump or use Force push, and no Jawas snuck up and stole away the climbing claws that make scaling walls much faster or the Scomp Link that lets BD-1 hack things. Outside of having to earn back your healing canisters and life and Force bar extensions, this is more or less Cal as we left him five years prior.
So we’re already off to an exciting running start when things kick off with a brief caper on Imperial Coruscant that calls back to A New Hope before making a thrilling escape. You’re quickly thrown right back into Force-pushing Storm Troopers off of ledges and chaining together movement tricks like wall-running, climbing, swinging,
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