Star Wars Jedi: Survivor

Unfortunately, for me at least, this latest update seems to have brought the Raytracing crashing to Jedah. Prior to this update I didn't have any issues with it, I had like 1 crash the whole time. Now Jeddah crashes all the time. Disabling RT seems to fix that. Just an FYI for anyone playing.
 
Now that I'm finally playing this I'm discovering what a pain remapping your controls is. It seems fine at first, but every time I unlock something new it screws everything else up. I literally just want R1 and R2 to attack (like Dark Souls), but apparently the developers made that as challenging as possible. I guess at least I finally discovered that "pull" and the grappling hook can have overlapping inputs.

Super minor complaint with frame generation, but it messes with onscreen text and the game UI more than in any other game I've played. I'm still leaving it on (it works wonderfully), but I'd love to see them improve that.
 
The frame generation ui thing I'm used to from other games. It's not nearly as bad when the fps is 200+, but more noticable with games 120 or less. The crashing on Jedah seems to be solved for me as I'm exploring there now and it's been buttery smooth. The area loading hitching is still around. It also hitches just prior to a cutscene, transition is jarring, like you think the game froze for a second only for it to go free camera on you and do a mini cutscene. It's been my complaint the most throughout, that you get this bad interruption transition. The intent of the transition makes sense to me, but the execution is just jarring. God of War seemed to do the transitions better especially for the in boss battles.
 
As I'm getting relatively close to the end (or so I assume), I've only had relatively minor technical issues with Jedi Survivor. The first time I encountered Degan Gera everything mysteriously went to 30fps and started freaking out, but turning off frame generation seemed to fix that. Beyond that, there seems to be absolutely no way to remap your controls and still be able to tame animals. I've tried everything under the sun and it just doesn't seem to register. Luckily you only have to do that a couple times and you can just reset your controls and re-map them when you're done.

As a game, things are definitely more like a 3D Metroidvania game this time around. Tons and tons of shit scattered everywhere that you can't access until much, much later. By the end of the game you can practically fly with all of the wacky jumps, dashes, ropes, etc. There's platforming galore as a result. I can imagine some folks not liking that. I like the different stances and styles you have access to, even if some of them seem to do almost 0 damage to anything of substance. I'm playing on the 2nd hardest difficulty and the large + single saber has been my combo of choice for most of the game. Oddly, it feels like the force abilities are kinda weak this time around. They're fine vs. peons, but against bosses they typically don't do shit. I don't really ever struggle vs. peons, so I was kinda hoping for some help vs. the bosses, which can be tough as hell at times. Anyway, I think it's a good game but it's lacking the focus of the original. It's freakin' gigantic, which plays a role in that. Trick is (the original had this issue, too), too much of the exploration feels like it doesn't have enough payoff. It's no longer all cosmetic, but I feel like the stuff I'm finding (and even the powers I'm gaining) aren't helping at all vs. the boss chokepoints.
 
As I'm getting relatively close to the end (or so I assume), I've only had relatively minor technical issues with Jedi Survivor. The first time I encountered Degan Gera everything mysteriously went to 30fps and started freaking out, but turning off frame generation seemed to fix that. Beyond that, there seems to be absolutely no way to remap your controls and still be able to tame animals. I've tried everything under the sun and it just doesn't seem to register. Luckily you only have to do that a couple times and you can just reset your controls and re-map them when you're done.

As a game, things are definitely more like a 3D Metroidvania game this time around. Tons and tons of shit scattered everywhere that you can't access until much, much later. By the end of the game you can practically fly with all of the wacky jumps, dashes, ropes, etc. There's platforming galore as a result. I can imagine some folks not liking that. I like the different stances and styles you have access to, even if some of them seem to do almost 0 damage to anything of substance. I'm playing on the 2nd hardest difficulty and the large + single saber has been my combo of choice for most of the game. Oddly, it feels like the force abilities are kinda weak this time around. They're fine vs. peons, but against bosses they typically don't do shit. I don't really ever struggle vs. peons, so I was kinda hoping for some help vs. the bosses, which can be tough as hell at times. Anyway, I think it's a good game but it's lacking the focus of the original. It's freakin' gigantic, which plays a role in that. Trick is (the original had this issue, too), too much of the exploration feels like it doesn't have enough payoff. It's no longer all cosmetic, but I feel like the stuff I'm finding (and even the powers I'm gaining) aren't helping at all vs. the boss chokepoints.
Yeah agree with most of your points. I basically just didn't bother with lots of the extra stuff, mostly just picked up stuff on the way to a story objective. This was one of those games where I felt it easily could have ended at multiple points and kept the content for later DLC/expansion release. They obviously really needed A LOT more time on polishing the game.
 
I only found the dual Rancor and dual Oggdo Bogdo Fractured Tear fights difficult (but is easy once you get the Dark Side powers)...I didn't find any of the other bosses difficult...some of the hidden bosses seem tricky when you first encounter them but use the right powers and they are pretty easy

the Bedlam Smashers were annoying in the beginning but after memorizing their pattern it became much easier

I didn't find the various stances to be all that useful...I pretty much stuck with one stance throughout the game

the Souls vets who never use summoning will find the game very rewarding and fun...the people who use co-op and summoning in Souls will find it difficult (or the people who pretend to beat the bosses solo in Souls but really use summoning and for some reason never take a video of them beating these bosses solo)
 
I've completed every Souls'ish game so far except Elden Ring (which IMO is built around the concept) having only summoned help with Sister Freide. I think the bosses in this game are pretty rough. They're a bit Sekiro'esque in that jumps and parries are way more in play. You also have to break down guard meters in a similar way. I found the first one to be relatively easy, but this one has made me mad quite a few times. It's also quite a bit tougher to tell when parries against bosses "worked" - they often just keep going with whatever they were doing, totally unfazed until you break down their guard meter. It's definitely throwing me off.
 
I've completed every Souls'ish game so far except Elden Ring (which IMO is built around the concept) having only summoned help with Sister Freide. I think the bosses in this game are pretty rough. They're a bit Sekiro'esque in that jumps and parries are way more in play. You also have to break down guard meters in a similar way. I found the first one to be relatively easy, but this one has made me mad quite a few times. It's also quite a bit tougher to tell when parries against bosses "worked" - they often just keep going with whatever they were doing, totally unfazed until you break down their guard meter. It's definitely throwing me off.

which bosses are giving you trouble in Jedi: Survivor?...the annoying fights involve 2 giant enemies and they are a bit cheap as sometimes they both attack you at the same time or back-to-back with unblockable moves which makes it difficult to time and dodge
 
I've completed every Souls'ish game so far except Elden Ring (which IMO is built around the concept) having only summoned help with Sister Freide. I think the bosses in this game are pretty rough. They're a bit Sekiro'esque in that jumps and parries are way more in play. You also have to break down guard meters in a similar way. I found the first one to be relatively easy, but this one has made me mad quite a few times. It's also quite a bit tougher to tell when parries against bosses "worked" - they often just keep going with whatever they were doing, totally unfazed until you break down their guard meter. It's definitely throwing me off.
The game suffers from some "Souls" bullshit for sure. In general it is a good game and I've been really enjoying it, even though I hate Dark Souls, but you can see some influence. The bosses, particularly the main story bosses, do tend to suffer from a "There is one way to do this, you have to parry or dodge their attacks, no your abilities can't help," thing. They also have some pretty stupid force rifts where you have to be an extreme acrobat, and any failure is instant death restart at the beginning.
 
which bosses are giving you trouble in Jedi: Survivor?...the annoying fights involve 2 giant enemies and they are a bit cheap as sometimes they both attack you at the same time or back-to-back with unblockable moves which makes it difficult to time and dodge

Definitely the various 2 boss fights (rift Bogdos and the Yetis in the swamp and such), although even the single rancor was pretty tough when I initially fought him. He was killing me in 1-2 hits and I only had 3 stims at the time. I thought Rayvis was a total pain in the ass. He doesn't consistently give you a turn unless you just endlessly parry him all day. Any bosses where you have to jump rather than dodge and parry can be a pain, IMO. It's probably not so bad on the lower difficulties, but on hard difficulties you die quickly. There are also those rifts that remind me of the last stages of Guacamelee 2 where you're flying around and not touching the ground for minutes on end. So far I've completed everything I have yet to encounter, but there have been moments of massive frustration along the way.
 
Is this game safe to buy now? (All the tech issues and so forth.)

It probably depends on your hardware, but I feel pretty safe in recommending it. It no longer stutters and I've only experienced one crash in roughly 30 hours. To me the only major bugaboo = control remapping. It works, but there are a lot of caveats to it. There are some things you just straight up can't do no matter what, but you can go back the the default controls for those scenarios.
 
Definitely the various 2 boss fights (rift Bogdos and the Yetis in the swamp and such), although even the single rancor was pretty tough when I initially fought him. He was killing me in 1-2 hits and I only had 3 stims at the time. I thought Rayvis was a total pain in the ass. He doesn't consistently give you a turn unless you just endlessly parry him all day. Any bosses where you have to jump rather than dodge and parry can be a pain, IMO. It's probably not so bad on the lower difficulties, but on hard difficulties you die quickly. There are also those rifts that remind me of the last stages of Guacamelee 2 where you're flying around and not touching the ground for minutes on end. So far I've completed everything I have yet to encounter, but there have been moments of massive frustration along the way.

the rifts were just drifting through the air and using the kb/m or controller to change directions...not really meant to be difficult or a challenge...I thought those were really fun...if you want to cheese those enemies you consider difficult than just wait until you're near the end of the game and get the Dark side powers...then go back to those areas...the Dark side stuff is a major buff and makes every enemy pretty trivial
 
Is this game safe to buy now? (All the tech issues and so forth.)
Safeish... There are still stutters and low utilization areas on both CPU and GPU, but that depends on how sensitive you are to them and Domingo said it can depend on your hardware as well. In some cases it can be alienated with more powerful hardware, but that is not guaranteed to give you a good experience.
Tbh no sure if they are going to continue patching the game further or if this is as good as it gets. And it's a damn shame if they stop, because underneath all the technical issues it's a very good game.

Not sure if it was already posted but this is pretty recent from DF. Also the October patch doesn't bring in any performance optimizations.

View: https://www.youtube.com/watch?v=lsskwVyPoxs&ab_channel=DigitalFoundry
 
Is this game safe to buy now? (All the tech issues and so forth.)
Seems to be in an ok state. As of the latest 7.5 patch it seems pretty stable, if you haven't messed with it. My crash was because I'd messed around with replacing the DLSS DLL. I'd forgotten I'd done that and when I fixed it (did a repair) it has been fine. Performance is still inconsistent, particularly on Koboh which is the biggest open world you explore. However even there it runs fine, you just have a lot more variance in frame rate than you do in most games. Turning off ray tracing can help a lot, I leave it on because I like it and I can spare the performance, but the visuals don't suffer a ton for it being off and it helps it run faster.

I won't call it a technical masterpiece and I do wish they had done more work on making it run more consistent, but I also disagree with DF, it is not unacceptably poor. The game is very playable and very fun.
 
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I think frame generation makes the game look objectively very smooth. I get that the animation has a perma-stutter to it (per the video), but I don't know if anyone would ever notice that if they didn't slow the game way down and specifically try to spot it. Especially with frame gen on. Makes me wonder if the console versions also have that and nobody cares. All onscreen subtitles and UI elements do have a lot of ghosting. It annoyed me a lot initially, but I've just kinda gotten used to it. Ditto with the "light in the corner" thing he mentioned. My system is about as good as they get, though, so I can't speak for anyone with lesser or alternative hardware.
 
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I think frame generation makes the game look objectively very smooth. I get that the animation has a perma-stutter to it (per the video), but I don't know if anyone would ever notice that if they didn't slow the game way down and specifically try to spot it. Especially with frame gen on. Makes me wonder if the console versions also have that and nobody cares. All onscreen subtitles and UI elements do have a lot of ghosting. It annoyed me a lot initially, but I've just kinda gotten used to it. Ditto with the "light in the corner" thing he mentioned. My system is about as good as they get, though, so I can't speak for anyone with lesser or alternative hardware.
I think some of it with the consoles is just capping FPS. If you cap at 30 fps, and then just make sure the settings you are using can get higher than that, it isn't an issue. We notice it on PC because many of us run VRR and the framerate can go quite high, but also can dip, rapidly, quite low. Like on my 4090 the game has no issues hitting 120fps sometimes even with things cranked, but it'll fall down to 60, or even below, occasionally. That alone isn't the issue, as it isn't the only game like that, but that it can seem to happen rapidly and without warning, which make it feel like a hitch.

Of course I could probably solve that problem in the same way the consoles do by capping to a lower FPS, but most of us don't do that we just run VRR all the time.
 
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I think some of it with the consoles is just capping FPS. If you cap at 30 fps, and then just make sure the settings you are using can get higher than that, it isn't an issue. We notice it on PC because many of us run VRR and the framerate can go quite high, but also can dip, rapidly, quite low. Like on my 4090 the game has no issues hitting 120fps sometimes even with things cranked, but it'll fall down to 60, or even below, occasionally. That alone isn't the issue, as it isn't the only game like that, but that it can seem to happen rapidly and without warning, which make it feel like a hitch.

Of course I could probably solve that problem in the same way the consoles do by capping to a lower FPS, but most of us don't do that we just run VRR all the time.

Per that video, it's apparently an issue with the PC version no matter what you do. They capped it at 30fps and it's still there. Thing is, I'm not just sure it's easy to notice if you don't slow things down like they did. I bet they saw frame spikes and ended up slowing it down and discovered that little animation hitch was the culprit, not the other way around. Either way, it's obviously a thing. It's just not something I personally notice. I barely see it even when they slow things down. At 120fps, I don't see anything.
Something they didn't mention (that I DO notice) is that I think there's a memory leak of some sort. If I play the game for more than 30-45 minutes at a time, especially if I fast travel a lot, I start to get noticeably worse performance. Not hitching, but everything just starts to bog down. Exiting to the main menu and/or changing multiple graphical values in the menu seem to fix it.
 
Stig Asmussen's departure from EA is a devastating blow...he is the main reason for the success of the first two games and I have no doubt he would have delivered an epic final game to close the trilogy...now this might end up as another Shadow of the Tomb Raider where the first 2 games were amazing under Crystal Dynamics and the 3rd game was a massive disappointment after Eidos Montreal took over as lead developer
 
After googling around a bit, I've discovered that if you overwrite the game's DLSS DLL file with another version (1.07 in particular), it fixes the UI/subtitles ghosting issue completely. That's pretty big IMO.

Unrelated to that, I started tinkering around with the difficulty and man, it's like night and day if you start playing on the higher difficulties and swap to the medium or low ones. That's pretty cool as I'm sure it makes a game like this way more approachable. My wife is a Star Wars nut, but after watching me fight some of the dual-boss encounters this game was a big 'ol "NO" for her. I decided to try the dual Rankor fight on the lowest difficulty for the hell of it, and each hit only takes off a tiny sliver of your health. I don't think they ever do the insta-kill grab, either. The game looks basically the same, but you're just nigh invincible. That's a good way of evening things out for everyone.
 
Unrelated to that, I started tinkering around with the difficulty and man, it's like night and day if you start playing on the higher difficulties and swap to the medium or low ones. That's pretty cool as I'm sure it makes a game like this way more approachable. My wife is a Star Wars nut, but after watching me fight some of the dual-boss encounters this game was a big 'ol "NO" for her. I decided to try the dual Rankor fight on the lowest difficulty for the hell of it, and each hit only takes off a tiny sliver of your health. I don't think they ever do the insta-kill grab, either. The game looks basically the same, but you're just nigh invincible. That's a good way of evening things out for everyone.
If they didn't have the difficulty slider, I probably wouldn't play the game. I play on Padawan, since I'm not good at games like this, and it works well for me. I appreciate the story mode because as you say: you are pretty well invincible which can be nice if you are struggling with a fight and are just to the "fuck it I want to be done with this" point, and also nice for people who want to experience the game but are not very skilled at this kind of game.

My only real complaint with the difficulty is that it seems uneven. Particularly the actual main story bosses seem easier than they should be or a lot of other things. I just fought Ravis, which is getting close to the end of the game, and I just destroyed him. I could have easily turned up the difficulty a notch. However other fights I have more trouble with and the difficulty seems about right for me.
 
I struggled with Ravis on Jedi Master, but got him after 20'ish minutes. I've stuck with Jedi Master so far, at least minus messing around with the other difficulty settings for the hell of it. I will say that I've gotten better at some of these encounters now that I've gotten more used to this game's system of parrying. For a long time I'd parry or dodge and attack out of habit. You can't do that in this game. With most encounters it's all about parrying 3-4 times in a row and then doing something when their stamina is depleted. Dodging really only seems to be for unblockable/unparryable attacks only. It's like Sekiro or Nioh in that regard. I had to "un-learn" all the stuff I used to do in the first game. The exception seems to be for large bosses like Rankors, Oggos, and such. I find myself jumping around like an idiot in a lot of those fights.
 
I struggled with Ravis on Jedi Master, but got him after 20'ish minutes. I've stuck with Jedi Master so far, at least minus messing around with the other difficulty settings for the hell of it. I will say that I've gotten better at some of these encounters now that I've gotten more used to this game's system of parrying. For a long time I'd parry or dodge and attack out of habit. You can't do that in this game. With most encounters it's all about parrying 3-4 times in a row and then doing something when their stamina is depleted. Dodging really only seems to be for unblockable/unparryable attacks only. It's like Sekiro or Nioh in that regard. I had to "un-learn" all the stuff I used to do in the first game. The exception seems to be for large bosses like Rankors, Oggos, and such. I find myself jumping around like an idiot in a lot of those fights.
I think part of the issue I've had with the parry/dodge system is that first enemies seem to have drastically different amounts of time they telegraph the unblockable attacks you need to dodge. Like Ravis it seemed like I always had time for my brain to register "enemy is red, need to dodge instead of block" but for others it is too fast. The other issue is that some you can just dodge, but others you need to dance around. Again, all of Ravis' attacks were ones you could wait until right before and then hit the button and get the time dilation "you did a perfect dodge" effect. However some other enemies if you do that, you get screwed by their attack, you have to dance out of the way. They don't seem to indicate the difference between the two.
 
Picked this up over the holidays. Was a stuttering mess and managed to get it performing fairly decently, although there are still micro-stutters. Nothing too serious.

However, I'm on the last level (I'm assuming) and suddenly the graphics are broken. When I first got to the level, some electrical effects were frozen and I got to one particular force echo and all I saw was the cut scene character's hair. WTF. So I reloaded the game after verifying files and now the frozen effect is straight up missing and I still only see hair.
 
Aren’t they working on the sequel. Thought this was a trilogy.
Cameron Monaghan, the actor who portrays Cal Kestis, said they're working on a sequel. The director of Fallen Order and Survivor left Respawn Entertainment, though, which fueled speculation that there wouldn't be third game. Respawn are working on at least one other Star Wars games outside the Jedi series, though. It's a FPS headed by Peter Hirschmann, who worked on the original Battlefront series (not the DICE one). Respawn is a relatively small developer for one with a AAA budget, so I have to wonder which one currently has priority.
 
Cameron Monaghan, the actor who portrays Cal Kestis, said they're working on a sequel. The director of Fallen Order and Survivor left Respawn Entertainment, though, which fueled speculation that there wouldn't be third game. Respawn are working on at least one other Star Wars games outside the Jedi series, though. It's a FPS headed by Peter Hirschmann, who worked on the original Battlefront series (not the DICE one). Respawn is a relatively small developer for one with a AAA budget, so I have to wonder which one currently has priority.

Respawn is more or less juggling multiple projects. The story in Jedi Survivor strongly hints at a sequel to me. They're doing a lot with Apex Legends which is one of the most played online games currently. If they're working on another Star Wars game, that makes a lot of sense for their poor patch progress on Survivor.
 
Respawn is more or less juggling multiple projects. The story in Jedi Survivor strongly hints at a sequel to me. They're doing a lot with Apex Legends which is one of the most played online games currently. If they're working on another Star Wars game, that makes a lot of sense for their poor patch progress on Survivor.
I'm sure Respawn has a team dedicated to supporting Apex Legends. They have over 300 employees, and they don't need all 300 working on that.
 
Star Wars Jedi director Stig Asmussen launches new studio (Giant Skull)

Experienced veterans from EA's Respawn studio have formed a new AAA team called Giant Skull...the developer is led by Stig Asmussen, who is best known as the game director for 2019's Star Wars Jedi: Fallen Order and 2023's Star Wars Jedi: Survivor. Giant Skull has an office in LA, although employs people from around the world...

The press release announcing Giant Skull describes the projects it's building as 'gameplay-driven, story-immersed, AAA single player action-adventure games'...and fans of Asmussen's previous work, which also includes the first three God of War games, will have an idea of what to expect...

https://www.gamesindustry.biz/respa...-giant-skull-to-build-aaa-single-player-games
 
Star Wars Jedi director Stig Asmussen launches new studio (Giant Skull)

Experienced veterans from EA's Respawn studio have formed a new AAA team called Giant Skull...the developer is led by Stig Asmussen, who is best known as the game director for 2019's Star Wars Jedi: Fallen Order and 2023's Star Wars Jedi: Survivor. Giant Skull has an office in LA, although employs people from around the world...

The press release announcing Giant Skull describes the projects it's building as 'gameplay-driven, story-immersed, AAA single player action-adventure games'...and fans of Asmussen's previous work, which also includes the first three God of War games, will have an idea of what to expect...

https://www.gamesindustry.biz/respa...-giant-skull-to-build-aaa-single-player-games
So we should expect more optimized unreal turds?
 
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