
The droid named BD-1 is your constant companion, but unlike some video game companions, he never gets in the way


Star Wars Jedi: Fallen Order draws on a number of sources to produce its unique breed of action. In moments of timing-focused dodges, parries, and varied melee attacks, the most recent God of War comes to mind. As I open shortcuts, respawn enemies after a rest, and retrieve lost XP following a death, Dark Souls is in evidence. And in moments of sliding down ice drifts from which I leap and swing on ropes across deadly gaps, I’m reminded of Uncharted. Chasing too many influences can sometimes tank a game’s potential, leaving everything a half-measure. But that somehow doesn’t happen here, as these and other borrowed ideas ably meld into one, at least in the all too short hours I played a near-final version. That’s because behind all the disparate ideas, Fallen Order nails one central guiding principle; it feels like Star Wars.
My demo drops me in the middle of the game for nearly three hours of exploration and combat. Fallen Order is suffused with the drama of inhabiting a Jedi in the time frame after Episode III. Cal Kestis is a young Jedi living in hiding as he gets targeted by the Empire, and pulled into a plot involving an ancient culture of Force-users called the Zeffo. From the first moments in-game, the visuals and audio nail the vibe of the franchise. The music nods to the classic John Williams score, but charts its own motifs and melodies in a seamless blend. Igniting lightsabers, Imperial blaster fire, and landing ships match familiar sound effect cues. From the beat-up starship Cal flies in, to the ancient ruins of the planet I explore, the world has a lived-in feel reminiscent of the films.
Flying around the galaxy, players have options of what areas to explore and when. As my demo opens, I can pursue the main story thread on Zeffo, or investigate mysteries on the dark landscapes of Dathomir. Wanting to see more of the unfolding narrative, I head to Zeffo and begin to navigate an abandoned village and the expansive underground temple far below.

The droid named BD-1 is your constant companion, but unlike some video game companions, he never gets in the way
Exploration is a big part of the game. Paths through the level at first seem linear, but I can often find shortcuts that connect back to earlier areas, recalling games like Bloodborne. While it’s hard to surmise if it’s indicative of the broader game structure, Zeffo is focused on lengthy stretches of traversal and discovery, punctuated by occasional fights against both Stormtroopers and aggressive local fauna. In one area, I have to Force Slow a spinning fan blade to create a series of platforms to cross. In another, I divert into a darkened cave, and must use my lightsaber as a flashlight. Inside, Cal uses the rare Force ability of Psychometry to sense echoes of events from objects; in this case, I learn of a desperate mother fleeing from some unnamed threat with her child. I also find an expansion for my healing stim capacity, proving the value of investigating off the beaten path.
Combat is fast-paced, with smart defense as the key to success. Reflecting blaster bolts (which is great fun), parrying attacking troopers, and dodging charging creatures all lead to better outcomes than wild button-mashing assaults, but each demands that I observe enemies carefully, and tap the button in the precise window afforded. On standard difficulty, the timing is generous, but when I try combat on higher settings, enemy damage is dramatically amplified, dodge and parry windows are smaller, and death comes much faster. No matter the challenge, animations look great and varied, especially as Cal learns new powers and dashes back and forth across the field of battle.
Those powers unlock using skill points that I spend at meditation spots scattered across the level. Kneel in one of these campfire-esque locations, and the skill tree spreads out in front of Cal, roughly split into the three categories of Force, Lightsaber, and Survival skills. Leaping Slash and Dash Strike are just two of the new moves/button combos I try out on foes, while other skills like Empowered Slow or Superior Blocking have a more indirect effect on battle. At these same meditation points I can rest to regain health and uses of healing from my buddy droid, BD-1, but it also means all the enemies I’ve fought respawn.

In a separate brief demo, I got a taste of boss combat from later in the game, where the expanded moveset offered a lot of play variety
A significant chunk of my time on Zeffo unfolds deep underground, as I explore a temple from the forgotten race of Force-users and their towering (still active) stone tomb guardians. Within those cavernous walls, I solve an involved puzzle that demands the opening of passages filled with high-powered wind, Force-pushing giant stone spheres, and leaping through an increasingly complex set of traversal challenges. I appreciate the approach to puzzles; I can solve them entirely on my own, but if I’m just not in the mood or get stuck, a button tap calls up a hint from my droid that points me in the right direction.
With secrets I won’t spoil here finally discovered, I make my way back to the surface, and notice along the way how newly acquired Force Push powers have revealed new avenues for exploration; there’s a sense that every planet could offer up new secrets after moving past its main story beats. The ascent also changes up what enemies wait for me, including an exciting combat that sets Jedi against AT-ST Walker. On a broader level, my hours of play manage to walk the challenging design tightrope between skill-oriented battle simulator, story-focused explorer, and occasional set-piece thrill-ride. It’s too brief a time to get a complete sense of the game’s overall quality, but it is certainly enough to say this with confidence: If I was excited about a new Star Wars single-player game before I played, I walked away with far greater confidence that Respawn has captured a very real slice of the magic that defines the beloved series.
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Pokémon Sword and Shield have looked impressive every step of the way, but while we were able to play through a gym at E3 this year, extended hands-on time has eluded us thus far. Thankfully, that recently changed. I played through the first hour and a half of Pokémon Sword to see how the Switch’s first all-new mainline Pokémon game is shaking out.
The first thing I noticed was I could use a Switch Pro Controller, something not possible with last year’s Pokémon Let’s Go, Pikachu and Eevee. I didn’t have the opportunity to create my own character, but you can still choose basic looks (gender, skin tone, etc.) from the get-go. Also, I played docked in TV mode. In TV mode, Pokémon Sword ran smooth, without any noticeable hiccups or framerate drops.

As with all Pokémon games, the story begins with a character telling you about the exciting world of Pokémon. However, instead of it being the typical professor giving the monologue, Sword and Shield open with a speech from Chairman Rose in the middle of stadium in the style of a TV broadcast. The speech goes over the same beats as your typical Pokémon opening, but sets the tone for the sports-centric atmosphere in the Galar region. After a brief speech, undefeated Galar champion Leon emerges to begin a battle with a character I can’t yet discuss. Leon calls out his trusty Charizard and the broadcast cuts away just as his Charizard grows enormous in size.
Once you assume control of your character, you’re inside your idyllic countryside home. Your mum (get ready for lots of U.K.-inspired slang, by the way) and your friend Hop encourage you out the door as you learn the basics of the game. After making it to Wedgehurst, the first small town in Sword and Shield, you run into Leon who is addressing the town. After a spirited speech, it’s revealed that he’s Hop’s brother. When you meet him again back closer to your house, Leon gives you your starter Pokémon.

I choose water-type Sobble, and Hop scoops up Scorbunny; since he’s positioned as a friendlier rival than those from the earlier games, he always picks the Pokémon that’s weak to the type you choose. Hop’s overflowing energy matches that of Scorbunny, so in my mind, it’s a perfect match. Leon then recalls the sole remaining Pokémon, Grookey. With a subtle emphasis on Leon bringing the grass-type back to his possession, I ask if we’ll ever see that particular Grookey again. The team declines to comment. As is tradition, with our first Pokémon in our possession, I battle my rival.
The transition from the overworld to battle is flashy, with expressive trainer images leading directly into their Pokémon sequence. It feels cinematic, even though it’s not anything we haven’t seen in other games outside of Pokémon before. After winning the battle, it’s time to head back to Wedgehurst – this time to visit Professor Magnolia’s lab. However, upon leaving, a Wooloo has broken through the fence by your house, so you must wander into the eerie Slumbering Weald to find it.

In the foggy Slumbering Weald, I run into a couple different types of new Pokémon, which I unfortunately can’t talk about. As I venture deeper into the woods, a mysterious creature appears before me. While I can’t spoil what happens, I eventually exit the Slumbering Weald, Wooloo by my side, and am back on track toward Wedgehurst.
After arriving at Professor Magnolia’s lab, it quickly becomes apparent that she’s not there. Instead, Sonia, Magnolia’s granddaughter and assistant, greets me. Unfortunately, Professor Magnolia is on a trip north of Wedgehurst, so I’m off once again. However, before venturing out of the town, I swing by the Pokémon Center. Galarian Pokémon Centers continue down the path of being one-stop shops for many of your Pokémon needs. In addition to healing your Pokémon through the nurse, you can also have their nicknames rated, rename them, or even delete moves. You can also access the PC and buy supplies in the shop. After stocking up, it’s time to venture to Professor Magnolia.

On the way to Magnolia’s location, I encounter seven different Pokémon in the wild. While I can’t say any of the creatures aside from Yamper, I love how different Pokémon appear in the tall grass through random encounters than do as creatures that roam in the environment. This not only gives you a sense of a living world, but also the mystique of being surprised when an encounter starts without you having initiated it. Catching Pokémon gives you experience, and each encounter splits the XP between your entire team automatically. You can also whistle to attract wild Pokémon to your position.
By the time I reach the end of the route, I have a full team of Pokémon that have reached just below or just above level 10. Unfortunately, my time is short, so I don’t have enough time to continue to grind and see the first evolution of Sobble. The water starter reaches level 12 before I admit defeat in this endeavor.

After meeting up with Professor Magnolia and Leon to learn about the Dynamax phenomenon she’s studying, you and Hop ask for letters of endorsements so you can compete against gym leaders to earn the right to battle in the Pokémon League. While the idea is initially met with hesitance – after all, you literally just got your starter Pokémon like 25 minutes ago – a battle with Hop changes their minds and you receive a Letter of Endorsement so you can challenge the gym leaders throughout Galar, starting with the nearest major city: Motostoke.
Once I receive the Letter of Endorsement, a shiny object falls from the sky. This Wishing Star grants me access to the Dynamax ability, which causes your Pokémon to grow massive and powerful in battle. Now it’s on to Motostoke, the first big city in my journey (you can see part of the city in our exclusive behind-the-scenes look at Game Freak).

On my way, I find a TM for Swift. TMs in Sword and Shield are multi-use, so I don’t have to worry about painstakingly deciding which creature to use it on. Before I can make it to Motostoke, I must venture through the Wild Area.
The Wild Area feels large from the very beginning. In this part of Galar, the camera swings behind my character and I can rotate it 360 degrees. As I run through the area, different biomes present themselves with unique Pokémon running and flying around. I don’t have time to venture into the tall grass to see which Pokémon are hidden in there, but I notice the weather changes between the different parts of the Wild Area, dictating to an extent which Pokémon appear.

I finally arrive in Motostoke, a relatively giant town that puts Wedgehurst to shame. I have just enough time to tour around the streets, get a glimpse into the clothing boutique, and see the outside of the gym before my time with the game ends. After spending an hour and a half in Galar, I’m even more excited to see what lies beyond Motostoke and the Wild Area. Thankfully, we don’t have long to wait, as Pokémon Sword and Shield launch November 15.
For more on Pokémon Sword and Shield, be sure to check out our exclusive coverage hub by clicking the banner below.


It’s been twenty-one years since the original MediEvil spooked players. Developer Other Ocean Emeryville is hoping to once again ensnare players’ imaginations. But, has the game stood the test of time? We recently talked with Mike Mika, chief creative officer, and Jeff Nachbaur, producer, about their upcoming game. If their passion is any indication, gamers have a treat in store this Halloween. The MediEvil Remake is not content with igniting mere nostalgia. Instead, Developer Other Ocean Emeryville has set out to create the fiendish vision the original was always intended to be, but couldn’t because of hardware limitation. Here are the reasons they might just succeed:
For more on MediEvil be sure to check out our hands-on impressions from Gamescom.

Despite releasing last year, Red Dead Redemption II has been in the news a lot lately, with new content in Red Dead Online and the announcement of a PC version scheduled to launch on November 5. On that latter point, Rockstar today revealed more information about what is going to be different about PC version compared to its console counterparts.
Gamers can obviously expect some graphical improvements that take full advantage of the hardware, like increased draw distances, improved lighting, and better textures. But beyond that, the PC version will also have new content that wasn’t in the previous release. That includes brand-new horses (and new variations of existing horses), three bounty hunter missions, two additional gang hideouts, two new treasure maps, and extra weapons for the story mode (some of which are already in Red Dead Online), and more.
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Players who pre-purchase the game via the Rockstar Games Launcher (until October 22) also get a bevy of other goodies, like a free upgrade to the premium edition, bonus cash for story mode and online, and a war horse for single-player. As another incentive, this deal also includes two free Rockstar PC games (selected from: Grand Theft Auto III, Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, Bully: Scholarship Edition, L.A. Noire: The Complete Edition, and Max Payne 3: The Complete Edition). You can get all the details at the official site.
You probably knew this already, but the original console release of Red Dead Redemption II was excellent (we gave it a 10), and these improvements may give everyone a reason to jump back in with the new version.

Kamala Khan – known as Ms. Marvel – is the first new playable character to be announced following the initial reveal of Marvel’s Avengers at E3 this year. Played by Sandra Saad, Kamala Khan is the sixth playable hero announced for the game, joining Thor, Iron Man, Captain America, Hulk, and Black Widow.
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Kamala Khan was affected by the events of A-Day, where the Avengers failed to stop a massive attack launched by an unknown adversary. Khan was turned inhuman, bestowing her with embiggen abilities, which she can use to great effect in combat. We only get brief glimpses of her in combat in the trailer below, but the story sequences show that she will play an integral role in the way the narrative plays out. According to the PlayStation Blog, Kamala is a driving force in reassembling the Avengers following the early events in the story.
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Marvel’s Avengers comes to PlayStation 4, Xbox One, Stadia, and PC on May 15. For more on Avengers, check out our hands-on impressions from the initial demo, and learn how the mission and gear systems work.
[Source: Marvel’s Avengers on Twitter, PlayStation Blog]

Gamers know composer Austin Wintory for his acclaimed scores to titles like Journey (which was nominated for a Grammy) and Assassin’s Creed Syndicate. Next week, with the release of John Wick Hex, we’ll hear even more of his work.
Wintory is the mind behind the music of John Wick Hex, as revealed in the exclusive video below from Lionsgate and developer Bithell Games. Check it out to hear some of Wintory’s score and see his collaborators (Tom Strahle and MB Gordy) in action:
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With this reveal out in the open, Wintory will also be joining game director Mike Bithell and voice actor Troy Baker for their John Wick Hex New York Comic Con panel on Saturday, October 5 (a.k.a. tomorrow).
For more insight into Wintory’s work, you can listen to the Journey soundtrack accompanied by his commentary. For more on John Wick Hex, read our impressions from E3.
John Wick Hex releases on October 8 on PC and Mac.

The latest entries in the Pokémon series are making several tweaks to the franchise’s long-running conventions. From introducing autosave to getting rid of the Exp. Share item in favor of an automatic solution, Sword and Shield change several things about the standard play of a Pokémon game. While Game Freak was open about a lot of the behind-the-scenes information surrounding the development of Pokémon Sword and Shield, the team was a bit cagier about a new battle mechanic it could only tease.
“Traditionally in the series, you start with your starter Pokémon and then you catch a lot of Pokémon in the beginning, and those are with you throughout your whole adventure, and the player gets attached to them. But a lot of times, they get into the competitive battles and they find they can’t actually use those Pokémon or they’re not competitive, so they have to go out and find the exact right Pokémon or breed them in a certain way to make sure they’re viable in competitive battle,” planning director Kazumasa Iwao says. “This time around, we really wanted to introduce some systems that help the player be able to take those Pokémon they caught in the beginning, and the first one they chose, and actually take them straight into competitive battle. There’s a lot of hidden parameters to Pokémon that aren’t surfaced to the player. We’re doing a lot of stuff in the back end introducing systems that allow players to make sure that Pokémon they want to use in competitive battles are viable.”

When I ask Iwao for more details, he says he can’t explain the system further, but he does go on to tease it a bit more. “I’ve got to be very vague about it, but one example – it will be visible to the player and they’ll know when they see it, I think – say you have a Pokémon where it’s got all the right stats and everything, but there’s a personality parameter as well that comes into play in battles, and it might not be the right personality, so you’ll breed until you get the right one, is what people do currently. But you’ll see that there’s a system in the game that will fix that for people.”
While it’s no longer necessary to do so, Iwao says players can still put effort into breeding to come up with the perfect specimen for competitive play. “We do think there’s value in that effort that players put into it,” he says. “But at the same time, I think with Sword and Shield we wanted to also have a system that makes it a little bit more accessible. For example, if you’re bringing a Pokémon over from a previous game into these games, being able to use that specific Pokémon that has sentimental value to you in the battle system competitively is something we wanted to try this time.”
For more on Pokémon Sword and Shield, head to our hub by clicking the banner below.
