E3 2019: Jedi Fallen Order Wasn’t Originally A Star Wars Game

Star Wars: Jedi Fallen Order is an unexpected project from Respawn Entertainment. The studio is most known for its first-person shooters, including the Titanfall series and, more recently, Apex Legends. Jedi Fallen Order marks the studio’s first foray into the third-person action adventure genre, which makes it all the more impressive that it’s doing so with the Star Wars license. However, during E3 2019, director Stig Asmussen revealed that the project was not originally a Star Wars title.

Speaking as part of an interview conducted at EA Play, Asmussen said that the unnamed original project caught the attention of various people at EA, the parent company of Respawn Entertainment. And since the gameplay pillars the developers established for its first project worked conceptually with Star Wars, it was able to adapt.

“Before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration–you know, beyond human–and Metroidvania level design,” he said.

“And that’s something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there’s something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, ‘We really like the game you’re working out and we want to do at some point, but how would you guys feel about doing Star Wars?’ we were like, great.

“And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, ‘What is the game? How does it feel? How does it play? What are the mechanics?’ before really figuring out the story. It just so happened this thing that we were working on translated really well.”

Jedi Fallen Order’s first gameplay video was shown at the start of EA Play and revealed that lightsaber battles are going to be considered and tactical, instead of a flurry of swings. Because of that, it is being likened to From Software’s Dark Souls and Bloodborne titles, and this is something explored in our full interview with Star Wars: Jedi Fallen Order director Stig Asmussen. The gameplay demo also confirmed that a major character from Rogue One will be in Jedi Fallen Order.

Star Wars: Jedi Fallen Order is coming to Xbox One, PS4, and PC on November 15.

E3 2019: Jedi Fallen Order Director On Bringing A Bit Of Bloodborne To Star Wars

Respawn Entertainment opened EA Play with a 15-minute gameplay demo of Star Wars: Jedi Fallen Order. Viewers got to watch as protagonist Cal Kestis, a survivor of Order 66, which empowered the Empire to massacre Jedis and their padawans, embarked on a mission to free Wookiees that were fighting for the resistance. On the face of it, what unfolded seemed like pretty standard fare for a Star Wars action game. Cal climbed and parkoured around environments, deflected blaster shots with his lightsaber, and used Force abilities to manhandle Stormtroopers.

However, there was much more going on beneath the surface and, it turns out, the demo without an accompanying breakdown didn’t do the game much justice. Star Wars: Jedi Fallen Order is surprisingly cut from the same cloth as From Software’s Bloodborne and Dark Souls, though it’s perhaps less coarse and rough and irritating. Director Stig Asmussen has used the phrase “thoughtful combat” often when describing how Jedi Fallen Order plays and, thus far, it’s not been apparent what that means.

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Having seen an extended version of the gameplay demo shown during EA Play, we sat down with Asmussen to discuss the game, its influences, and the particulars of the experience. We also talk about the origins of the project, the pressure of working on a property as beloved as Star Wars, and more.

GameSpot: How did you arrive to this format for the game? Star Wars could be anything and, often, it’s an RPG. What was it about like the action genre that made it right for Fallen Order?

Stig Asmussen: It’s a good question. Actually, before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration–you know, beyond human–and Metroidvania level design. And that’s something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there’s something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, “We really like the game you’re working out and we want to do at some point, but how would you guys feel about doing Star Wars?” we were like, great. And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, “What is the game? How does it feel? How does it play? What are the mechanics?” before really figuring out the story. It just so happened this thing that we were working on translated really well.

That’s a really interesting origin for the project. On the one hand, as a creator, you’re working on something brand new and you can make it whatever you want. But then you’re also presented with Star Wars–one of the most beloved properties of all time. How did you weigh up doing something new or doing something that people know and love, which comes with a lot of pressure?

Well I’ve always wanted to work on Star Wars. When I first came to Respawn, Vince [Zampella] and I talked about it because it’s something that he always wanted to do [too]. We had a close relationship with EA at the time so we pitched an idea. They were interested and we were interested but not everything aligned at the time. So when it came time to make the decision and what we are going to move forward with, we brought it to the team: “Hey, we can work on this thing that we’ve got or we can try this other opportunity with Star Wars.” The entire team at that point, which is about 12 people, was like thumbs up, let’s do Star Wars. I mean Force powers and lightsabers are like milk and cookies for us.

Many games lead with story when they’re teasing. They bring out the recognizable things to hook people, and while Jedi Fallen Order has a little of that, it feels like this it’s also leading with gameplay mechanics and systems.

Absolutely. But we’ve been working really closely with Lucasfilm and they’ve been great. They’re like, “We love the game you’re making, let’s try to figure out how to solve the things [that] are Star Wars.” So that’s always a conversation that we’re having, but our designers design very freely when they’re laying out levels. I mean, they have a rough idea of what we’re trying to do with the story, but really what we try to encourage them to do is come up with something that’s fun and within the metrics of what our game is. In a lot of cases, our metrics of our game kind of break what Star Wars is, so then we have to sit down with Lucasfilm and have that conversation, have that brainstorming session where we figure out how to make it work for Star Wars.

So one of the things that you’ve mentioned repeatedly is “thoughtful combat.” What does that mean to you and what should it mean to someone thinking about playing the game?

You’re not just going in and mindlessly hacking down enemies. Every enemy has a weakness, maybe several weaknesses. Every enemy has a way to exploit the hero as well. And there’s synergies between the different enemy types, so they act in different ways depending on how you combine them. So every time you walk into a battle, you really have to weigh how you’re going to go in and take the guys out. We obviously want to have a power fantasy in the game, so as you’re getting stronger, your abilities are getting greater. Enemies you found early on aren’t going to be as much of a challenge, but we’ll be introducing new enemies that will challenge you. And once you take those and you combine that with the fact that now you have several different types of entities together, and then you have your new Force abilities that you’re picking up along the way, new skills that you’re learning, the lightsaber–we’re encouraging the player to do more than just press a button.

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What was the seed for that kind of combat? You came from God of War, which has depth and nuance but is mostly played as a button masher.

Well, God of War is great because yeah, you can mash in the game, but there also wasn’t a steep curve for skilled players because you can unlock an insane amount of moves in that game and you can change the combos in different ways. When we started this new combat system, we were looking at Wind Waker. We wanted to have kind of a Metroidvania style, which Wind Waker has a little bit of in there as your abilities unlock gates across the whole map.

And we were also looking at Bloodborne and Dark Souls, and immediately I was like, “I want the game to have Z-targeting.” You can turn it on and off, and it plays really well in the free mode as well. But it was really kind of like, we don’t want to be as whimsical and quite as accessible as Wind Waker but Zelda does have like enemies that you kind of unlock in different ways. So we wanted to have that. That’s where we started thinking about “thoughtful.” You have to learn how to use the different abilities, you know?

We knew it couldn’t be as punishing as Dark Souls, especially since it’s Star Wars. We needed to find something that was more accessible. So, yeah, those were our touchstone.

In Metroidvanias the growth of power and fulfillment of the power fantasy is a lot slower. And people coming into Star Wars may want to feel like a badass Jedi straight away, right? It doesn’t seem like that slow progression would play nicely with the Jedi fantasy.

Right. Well, it can because of the way our character is built in the story. He’s unfinished and he’s unpolished. But, at the end of the day, he’s got a lightsaber and that’s a pretty devastating weapon. And that’s another thing that kind of goes with “thoughtful combat.” When you swing a lightsaber, for it to feel right, a lot of enemies need to go down with one hit, so you have to figure out how to open up an enemy. And once the player does that, then the power fantasy starts to take hold.

Games like Dark Souls and Bloodborne have this process of an uphill struggle and then you’re rewarded for overcoming the challenges. That’s a key part of feedback and satisfaction in the games. How are you treating death in Jedi Fallen Order?

That’s an interesting question. We certainly can’t be as punishing as Bloodborne because I think that we have to be fair to the fans and respect the fans of Star Wars. Those games are awesome, but we have a much wider audience. We love those parts of those games, so we have to figure out a way. We’re in the process of playtesting right now and thinking about how difficult the system [is]. I can’t really answer that question because it’s still something that like we’re trying. We have something that works and it works for a certain group, but we need to find a final solution.

There’s a moment when Cal sits down and seems to meditate. Is that the equivalent of a bonfire or lantern?

Yeah, that’s a save point. We have those scattered throughout the game. He goes in and he meditates. And in there you can also access your skill tree.

And the blue and white bar on screen. Are those Force powers and guarding/resistance?

Right. So the blue bar is your Force power. Every time you use a Force ability it gets spent. You build it back up by swinging at enemies, so you have to be offensive.

That’s the Bloodborne inspiration then.

But the white bar is your block and enemies have the same thing as well. They’ve got health and they’ve got a block bar. So if you go in and start wailing on an enemy and they’re just blocking all the time, you can break their guard.

And there were moments that had a parry-style look, like Sekiro.

Yeah, it’s actually funny when I first played Sekiro, I was like, “It’s almost the same control scheme that we have.” It’s very similar. Like I jumped in and said this feels like our game but it’s hard as f**k. Yeah, the parry has a window that is somewhat tight, but I think a lot of people will get it. That’s also how you deflect shots, like blaster shots. If you just hold [the button down] Cal will bounce them in different directions, but you can reflect back to your enemy by hitting [parry].

So returning a blaster shot is the skill-based part of a reflect ability that is otherwise quite accessible to pull off.

Yep. And any time an enemy is swinging there’s a window where if you hit it, you’ll be able to topple them.

How did it feel to play Sekiro and see ideas that were so similar? That seems to happen a lot, with people coming up with similar ideas despite being completely secluded from each other.

I came into and work and said, “People are going to say we stole Sekiro’s stuff and put it in this game.” But we didn’t! I think the other similarity is you can jump in that game so that makes it a much more agile and faster than the other [From Software games]. Our game has a lot of speed to it.

How much platforming and puzzle-solving do you want in the game? That’s the kind of thing that engages video game fans, but may be a snag for just random Star Wars fans.

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They won’t be arbitrary. We use puzzles as kind of a pace breaker. We had some pretty tricky ones in the God of War games, but for this game we’re not doing things that are tricky, but they’re still clever. The three main pillars are exploration, level design, which includes problem solving, and combat. And I would say the lion’s share of it is probably combat. Even within combat, it can feel like a puzzle.

You have a lot of weight on you. You’re handling Star Wars, so there’s that. You’ve got God of War 3 to your name, so there’s an expectation of quality. And then it’s a game from Respawn, a studio that always hits a high bar.

Don’t wanna screw that up!

How do you deal with that pressure and expectation?

Yeah. A lot of it is just leaning on my team and the incredible support we give each other. We all know we have the weight of the world on our shoulders, so to speak, and I kind of feed off of that. You kind of have to. The other thing too is you just can’t worry about it all the time. You know, if I make a mistake, if we make a mistake on this, then we learn from it and we’re going to the next thing. But we can’t be afraid to fail. So we’ve taken some risks; I think calculated [ones]. Hopefully it works out.

Do you see a future beyond this for the story of Cal? Is this the first chapter of a series?

I don’t know that we’ve really decided what’s next, but he certainly is a character that we can take to different places.

Did you play much Force Unleashed before making this?

It was kind of interesting because Steam had a big sale on Star Wars games right when the deal was official. It was a pretty small team then and everybody downloaded [them] and played these different Star Wars games. Of course we played them growing up, but over the years what you remember about them might not have been exactly the way it was. In spirit, a lot of that stuff ended up informing us on things that we’re doing in the game.

What do you want people’s biggest takeaway from what they’ve seen so far to be? There’s so many people coming at this for different reasons and latching onto different things. What do you want them to be thinking about when they’re looking at Jedi Fallen Order?

That’s a good question. I mean, the thing that I don’t want to be misrepresented here is that this is a linear game. You just saw a large chunk of linear gameplay that we would call a Star Wars spectacle, a wow moment. [Editor’s note: Asmussen is referring to an extended gameplay video featuring an AT-AT that was shown behind closed doors.] That is one of a handful of things like that that you’ll find in the game that are very scripted and linear. But most of the game is through player choice and agency for where they want to go based on the abilities that they have. I would want to make sure that everybody has a good impression of what the moment core game experience is.

Final question: Have you played the new God of War and if so what do you think of it?

It’s fantastic. It’s fantastic.

Did Cory Barlog show or mention it to you before you left?

Well, before I left Sony, I knew what the idea was. I thought that Kratos being a dad was going to be a tough sell. But Cory was very earnest about it and you could see that he had a passion and he knew what he wanted to do with it. And it totally worked. It’s awesome.

Super Smash Bros. Ultimate DLC Fighter to Be Revealed During E3 Direct

During the Nintendo 2019 World Championship Tournament today, Nintendo confirmed that the next DLC fighter for Super Smash Bros. Ultimate would be revealed during its E3 Nintendo Direct on June 11.

After the tournament, Smash Bros. Game Director Masahiro Sakurai teased the audience in a pre-recorded message by saying “I’ll be continuing my work on the next DLC fighter and more information regarding that will be shared in the Nintendo Direct for E3 2019 so I hope you’re looking forward to it.”

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E3 2019: How To Get Madden NFL 20 Beta Codes For Next Weekend

Just before football season kicks off, you can count on a new Madden game to roll through. This year, we’re getting Madden NFL 20 along with a number of new features and gameplay tweaks, and you can get your hands on the game a bit early through its upcoming closed beta test. It’ll run from June 14 12 PM ET to June 16 at midnight ET, which covers the weekend after E3 2019, but only for a select few folks.

EA has outlined how to get into the closed beta. Those who attend EA Play have a chance to get a beta code at the Madden booth on-site. Between June 10 and June 14, EA will give out codes via stream/social media and you’ll have to follow the official Madden Twitch or Twitter account (@EAMaddenNFL). Developers will also participate in giving codes away via MUTHEAD (Madden Ultimate Team) and Reddit. EA says to check your email associated with your EA account for additional chances to get beta codes, especially those who competed in the Madden Championship Series.

The closed beta is for PlayStation 4 and Xbox One users, and codes are redeemable through each platforms normal process. The closed beta will not include the new Face of the Franchise or MUT modes, but will let you play normal games as either the Chiefs, Rams, Patriots, or Saints.

Be sure to check out all the other news and announcements that came out of EA Play for E3 2019, including an extended look at Star Wars: Jedi Fallen Order gameplay and the new character coming to Apex Legends named Wattson.

Ghostbusters 3 To Begin Shooting Soon, Original Cast Members Reportedly Confirmed

Jason Reitman, the son of Ghostbusters director Ivan Reitman, spoke at Ghostbusters Fan Fest on Saturday about his upcoming 2020 sequel, which follows the world his father helped create in 1984. The first teaser for the movie was revealed back in January, but it will still be a little while before filming begins.

Speaking to a crowd at the director panel at the convention, Jason Reitman explained that the 2020 Ghostbuters sequel will start shooting in five weeks, as long as everything goes to plan. Originally, the story for the movie revolved around a 12-year-old girl with a proton pack. But since then, the idea has grown and revolves around a family. How does this family fit into the world? “You don’t know their connection, and they don’t know their connection either,” Reitman explained. There have been reports the movie is casting four teens to lead the film: two boys, two girls.

He said he’s excited about the possibility of making all kinds of Ghostbusters movies. And while the stars of the original film–Sigourney Weaver, Dan Aykroyd, Ernie Hudson, and Bill Murray–have all read the script, he would not confirm if they are in fact coming back. The other star of the movie, Harold Ramis, passed away in 2014.

However, during an interview with Parade Magazine, Weaver herself confirmed she will be in the movie, along with Murray and Aykroyd. “It’s going to be crazy working with the guys again,” she exclaimed. Sony has yet to comment on the remarks.

Next year’s movie will not be connected to the 2016 reboot, which angered one of the stars, but aside from Reitman being the son of the original director, he’s a fan of the movie. “I love everything about it. The iconography. The music. The tone,” Reitman told Entertainment Weekly. “I remember being on set and seeing them try out the card catalog gag for the first time when the library ghost makes them come flying out. I remember the day they killed Stay Puft and I brought home a hardened piece of foam that just sat on a shelf for years. I was scared there was a terror dog underneath my bed before people knew what a terror dog was.”

The third movie in the original Ghostbusters universe hits theaters on July 10, 2020.

E3 2019: Next-Gen Xbox “Scarlet” Console Reveal Teased By Microsoft

Microsoft is no stranger to dropping a cheeky message or hint at a big console announcement, and it seems like there’s another one for E3 2019. Ahead of an impending reveal during Sunday’s Xbox press conference, Microsoft appears to be teasing the reveal of a next-gen Xbox system.

Within its daily countdown videos for the Xbox 2019 press conference are RGB color codes for the specific color scarlet–and if you’re not aware, rumors point to the codename “Scarlet(t)” for one of the next-gen Xbox consoles. There are rumors of other Xbox consoles under the codenames “Anaconda” and “Lockhart” as well.

In the “3 Days To E3” video, the background had the text “R 255,” and the next day had “G 36,” and today showed “B 0”–this turns out to be 255, 36, 0. You can see screen caps of this in the tweet below.

In the past, there were hidden messages in pre-E3 videos that teased Project Scorpio, which turned out to be the Xbox One X. And in the lead up to Microsoft’s press conference this year, we expected news of new console hardware at the show given that head of Xbox Phil Spencer made mention of it last year.

If Microsoft is indeed announcing a next-gen Xbox at E3, it will be doing so during its press conference on Sunday, June 9. It begins at 1 PM PT / 4 PM ET / 9 PM BST (6 AM AET on June 10). You can watch the event live here on GameSpot or follow our Xbox liveblog.

For all things E3 2019, check out all our coverage of the latest announcements and news; catch up on all the Xbox One games we’ll see at the show, the details on Star Wars Jedi: Fallen Order gameplay, and everything that happened at EA Play.

Destiny 2: Penumbra – Where Is Xur? Exotic Vendor Location Guide Isn’t Somewhere He’s Been Before (June 8 – 11)

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E3 2019: Next Smash Bros. Ultimate DLC Fighter Will Be Revealed Tuesday

Nintendo has been fairly tight-lipped about what it plans to showcase during its E3 2019 Direct presentation next week, but now we know at least one announcement we can expect from the broadcast. Following the finals of the Super Smash Bros. Ultimate World Championship, Nintendo confirmed it will reveal the game’s next DLC character during its E3 Direct on Tuesday, June 11.

In a video message, Super Smash Bros. Ultimate director Masahiro Sakurai congratulated the winning team and provided an update on the game’s DLC. “As for me, I’ll be continuing my work on the next DLC fighter, and more information regarding that will be shared in the Nintendo Direct for E3 2019, so I hope you’re looking forward to it,” Sakurai said.

Nintendo of America president Doug Bowser also teased that fans wouldn’t want to miss Tuesday’s Direct. “I think many of you are gonna want to tune in next week to see what, or who, [Sakurai] may be talking about,” he said. Bowser also announced a Super Smash Bros. Ultimate Online Open tournament, which will kick off this month. The four winners of that will compete in Super Smash Bros. Ultimate at the Evo 2019 championships this August.

Nintendo has already released two DLC characters for Super Smash Bros. Ultimate. Piranha Plant, who was offered for free to early adopters, arrived in February, while Persona 5’s Joker launched in April. There are still four DLC characters coming to the game, although Nintendo hasn’t revealed their identities yet. Joker and the remaining four fighters are included in the $25 Fighters Pass.

Nintendo’s E3 Direct presentation airs at 9 AM PT / 12 PM ET / 5 PM BST on June 11. In addition to revealing the next Smash DLC fighter, we know the broadcast will focus on Switch games coming in 2019, including Luigi’s Mansion 3, Marvel Ultimate Alliance 3: The Black Order, and The Legend of Zelda: Link’s Awakening. You can find out when and how to watch Nintendo’s E3 Direct here.

That wasn’t the only announcement to come out of Nintendo’s pre-E3 tournaments. Following the Splatoon 2 World Championship, Nintendo announced the date and theme of the game’s final Splatfest event, which will take place from July 18-21. Following the Splatfest, Nintendo will release the game’s 5.0 update. You can find more news and announcements from E3 on GameSpot’s E3 2019 hub.

EA Shows Off New Battlefield V Maps, Chapter 4 Updates

During EA Play 2019, DICE showed off new Battlefield V multiplayer maps, updates and more.

The first new map, Marita, is set in Greece, showing off the tight streets of a rural town. Marita is an infinity-focused map, where hills and homes allow for steep, vertical gameplay. This is coming in July as part of Chapter 4.

DICE also showed off the new Al Sundan map in Northern Africa, which is focused on land and air vehicle combat. It’s a large sandbox area that includes an airfield, bunkers, and more. It’s described as “classic Battlefield,” where players will fight over possession of critical points. Coming June 27, day one for Chapter 4.

Later in August, other maps will be introduced and are designed to be intense and tighter for close-quarter encounters – something Battlefield fans have been craving.

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New Star Wars Jedi: Fallen Order Gameplay Revealed at EA Play

During the first segment at EA Play on Saturday, Respawn Entertainment and EA revealed 15-minutes of full gameplay footage of the upcoming Star Wars Jedi: Fallen Order game.

Hosting the segment was Kinda Funny’s Greg Miller, featuring Respawn’s Vince Zampella and Stig Asmussen.

During the gameplay reveal, viewers received a solid glimpse of new characters, locations and what fighting styles will be included. Skill points have also been confirmed to be in the game.

Saw Gerrera from Rogue One, played by Forest Whitaker, was shown in the footage to be assisting Cal, along with Kashyyk – the wookiee homeworld, being a starter location.

Additional droids will appear, including the previously revealed BD-1, the black Imperial R2 unit seen in The Last Jedi, and the returning KX-series security droid from Star Wars: Rogue One. Droids seem to be able to inject Cal in order to restore health, and can overcharge consoles and impact the environment.

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