Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think their intention was to make the player *feel* like a Jedi, hence why combat is fast and flashy. Once again, I'm sure it was inspired by Soulsborne to some extent, but at the end of the day, JFO is a metroidvania-esque adventure pulling more heavily from Uncharted.
I guess my biggest complaint is that the combat seems inconsistent and fuzzy, and I'm constantly scratching my head asking "why didn't he block?! Why didn't he dodge?! Why did that parry not stun them that time?!".
Again, it feels unpredictable, fuzzy, and inconsistent.
Thanks. You put is do eloquently.
There's either very picky timing on blocking/parrying with little/no feedback or indication of the timing, or there's some heavy RNG which is BS because it means you can do everything right/the same thing every time, and yet sometimes you'll just fail because ♥♥♥♥ you.
Quick edit: Also, visual customization. ♥♥♥♥ the ponchos, give me an actual Jedi robe ♥♥♥♥♥♥♥♥♥♥!