Star Wars Jedi: Fallen Order Review: The Perfect Padawan's Pilot
Respawn's first Jedi game is the tighter, purer adventure. Why Fallen Order is our favourite of the two and a 10/10 high point of Star Wars gaming.
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A New Hope for Star Wars Games
There is a specific sound that does something to anyone who grew up on these films: the low electric snap of a lightsaber igniting. For the better part of two decades, Star Wars games kept fumbling that sound. You were either an unstoppable god mowing down a hundred stormtroopers without breaking a sweat, or you were stuck in a clunky shooter where the Force felt like a gimmick bolted onto a gun.
Then, in 2019, Respawn Entertainment did the thing nobody had managed in years. With Star Wars Jedi: Fallen Order, they made the lightsaber feel like the single most dangerous weapon in the galaxy — and then made the person holding it feel vulnerable, human, and very much killable.
At Dadnology, this is a flat 10/10. And I want to be clear up front about something the saga review only hinted at: Fallen Order is my favourite of the two Jedi games. The bigger, flashier sequel does more, but it never recaptures the thing this first game gets exactly right. So before we get to Survivor and its five combat stances and its garden-tending hub world, we need to talk about why the original is the better adventure.
Cal Kestis and the Weight of Order 66
The heart of Fallen Order is a scared young man hiding in plain sight.
When we meet Cal Kestis, he is not a Jedi Master. He is a scrapper on Bracca, a graveyard planet where decommissioned Venator-class Star Destroyers are torn apart for salvage. He survived Order 66, the moment the Republic’s clone army turned on the Jedi and wiped most of them out, and he has spent years suppressing his connection to the Force because using it is a death sentence.
Then he slips up, the Empire notices, and the hiding is over.
What makes this premise work is how grounded it is. Cal is not chosen, prophesied, or destined. He is a kid with PTSD and a half-finished apprenticeship, learning to be a Jedi from the wreckage of an order that no longer exists. His flashbacks to his master, Jaro Tapal, are some of the most affecting moments in any Star Wars game — they frame the Jedi not as distant monks but as teachers and father figures, which is a register that lands very differently when you have kids of your own.
This is the purest expression of what Respawn was going for: a tight, personal story about a boy finding his footing in a galaxy that actively wants him dead. There is no resistance to lead yet, no grand war to win. Just survival, and slowly, the courage to stop running.
AdStar Wars Jedi: Fallen Order (PS5/PS4) (opens in a new tab)
The game that started Cal's journey. A tighter, more focused story that every Star Wars fan should experience first.
The Combat: A Lightsaber That Can Actually Hurt You
The most striking decision Respawn made was to make Fallen Order genuinely demanding.
The Soulslike Backbone
The game borrows openly from the Dark Souls school of design. Combat is about posture, parrying, and timing, not mashing. Block too early and you eat a hit; parry at the right frame and you stagger your opponent and open them up. Die, and you drop your accumulated experience at the spot you fell — you have to fight your way back and land a hit on whatever killed you to reclaim it.
You rest and save only at Meditation Points, and resting respawns every enemy in the area. That sounds punishing on paper, but in practice it turns every encounter into a real duel. When you square off against an Inquisitor or a Purge Trooper, you are not clicking — you are reading their tells, waiting for the opening, and committing. It gives the lightsaber weight and consequence. A single saber, in this game, is terrifying.
Fair, Never Cheap
The challenge is calibrated, not cruel. Fallen Order ships with four difficulty settings, and you can change them mid-game. You can widen the parry window, soften incoming damage, and tone down enemy aggression — or leave it all on and earn every kill. This is the single best concession to the dad schedule in the whole genre: had a brutal day, just want to live the fantasy? Dial it down. Want your reflexes tested at midnight? Crank it up. Either way the game respects your time.
BD-1: The Best Droid Since R2-D2
Every great Star Wars story needs a droid, and BD-1 is one of the franchise’s best.
He clings to Cal’s back, chirps with genuine personality, and serves a dozen mechanical purposes at once: he’s your map, your stim dispenser, your scanner, and your hacking tool. But what makes him special is emotional, not functional. He hops onto Cal’s shoulder, reacts to the environment, and slowly becomes the relationship that anchors the entire game. By the end, BD-1 is the reason a few story beats hit as hard as they do.
He is the warmth that keeps Fallen Order’s darker, post-Purge tone from ever tipping into grim. That balance — heavy themes, charming companion — is exactly what the best Star Wars has always done.
Exploration: A Galaxy Worth Getting Lost In
Fallen Order is a Metroidvania, and a tight one. You land on a planet, spot a door you can’t open or a ledge you can’t reach, and file it away — knowing you’ll return later with a new Force ability or traversal power that finally cracks it.
The Zeffo Tombs
The standout is the planet Zeffo and its ancient tombs, which feel like Tomb Raider and Indiana Jones relocated to a galaxy far, far away. These are real puzzle-boxes: rolling spheres, shifting walls, wind tunnels, and physics gizmos that ask you to actually think. It’s a kind of design that mostly vanished from the sequel’s more open layout, and it’s a big part of why the first game feels more deliberate and crafted.
Echoes of the Force
Exploration isn’t just about loot, though finding a new poncho, lightsaber part, or crystal colour is always a small thrill. It’s about Force echoes — narrative fragments scattered through the world that tell you about the people who lived and died in these places. A frightened stormtrooper writing home, a Jedi who hid an artifact before the Purge. This environmental storytelling makes the galaxy feel haunted and lived-in rather than just a series of arenas.
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DualSense haptics and a fast SSD turn Fallen Order's lightsaber duels and load-free traversal into something tactile.
Why Fallen Order Beats Its Own Sequel
This is the part I care about most, so let me be direct: of the two Jedi games, Fallen Order is the one I’d hand a friend first — and the one I’d replay.
Survivor is a technical marvel with more of everything: more stances, more customization, more world, a sprawling hub planet in Koboh you can settle into. On a feature checklist, it wins. But “more” is not the same as “better,” and a few things tilt the scale decisively toward the original.
| What Matters | Fallen Order | Jedi: Survivor | My Take |
|---|---|---|---|
| Pacing | Tight, deliberate, never bloated | Larger but baggier | Fallen Order |
| Freshness | Everything is a first | Familiar by design | Fallen Order |
| Map Design | Crafted Metroidvania puzzles | Semi-open, more sprawling | Fallen Order |
| Combat Depth | Single / double-blade | Five distinct stances | Survivor |
| Customization | Minimal (those ponchos) | Deep and extensive | Survivor |
| Story Focus | Personal, intimate | Epic, weightier stakes | Fallen Order |
The first reason is the freshness of discovery. The first time you wall-run, the first time you Force-pull a stormtrooper off a ledge, the first time BD-1 unlocks a door — those firsts only happen once. Fallen Order is built entirely around that wonder. The sequel, by design, can’t surprise you the same way, because you already know how to be Cal Kestis.
The second is pacing. Fallen Order is a focused 18-to-25-hour adventure with a clean dramatic arc — escape, train, search, confront, decide. Nothing overstays its welcome. Survivor is bigger, but bigger brings padding: side content that dilutes the throughline, a hub world that slows the momentum. The original moves with purpose.
The third is the crafted feel. Those Zeffo tomb puzzles, the linear-but-dense Metroidvania loops — they feel hand-built. The sequel trades some of that intentionality for openness, and something gets lost in the swap.
None of this is a knock on Survivor, which is also outstanding. It’s simply that Fallen Order feels like a long-lost Star Wars film from the era of the originals — a tight, cinematic, 20-hour experience with a beginning, middle, and end. That purity is worth more to me than any amount of extra content.
A Love Letter to the Original Trilogy
If you grew up on the first three films, Fallen Order is a homecoming.
Respawn nailed the “used future” aesthetic that defined the originals: scuffed, grimy, lived-in. Bracca is a literal Star Destroyer graveyard. Kashyyyk is a vertical Wookiee jungle groaning under Imperial occupation. Dathomir is all bone-white mist and Nightsister dread. Every texture, from the wear on BD-1’s chassis to the industrial hum of Imperial machinery, feels authentic to the universe rather than glossily reinvented.
The score by Stephen Barton and Gordy Haab deserves its own paragraph. It sounds exactly like John Williams while still carving out its own identity, swelling at the right moments and going quiet when the story needs room to breathe. The first time the main motif kicks in as Cal squares up for a duel, it’s pure goosebumps.
The Dadnology Perspective: One More Meditation Point
As dads, we love Star Wars but rarely have a five-hour evening to sink into a grinding RPG. Fallen Order fits the schedule better than almost anything.
The Ritual of the Meditation Point
The Meditation Points double as a natural stopping ritual. You reach one, you rest, you save. “I’ll just get to the next Meditation Point” is the Star Wars equivalent of “one more chapter” — a clean way to slot a session into a busy life. Because resting respawns enemies, there’s a small risk-reward tension that keeps you sharp without ever wasting your time.
The Watch-Along Factor
If you’ve got kids who love The Mandalorian or Clone Wars, they’ll happily watch you play this. It’s cinematic, heroic, and the violence is Star Wars violence — lightsabers and droids, no gore. It earns its T rating honestly and is genuinely fine to have on while a ten-year-old looks over your shoulder. It’s a lovely way to share the lore one evening at a time.
The Setup
On a PlayStation 5 , the DualSense haptics let you feel the saber hum in your palms and the resistance of a Force Push in the triggers. Add a decent gaming headset and the spatial audio becomes a real combat tool — you’ll hear a Purge Trooper closing in before you see them. This is a game worth giving good hardware.
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The screech of a TIE fighter and the hum of an igniting saber land harder with proper spatial audio — vital for parry-based combat.
The Honest Nitpicks
A 10/10 here means perfect for what it set out to do — not a flawless object. And Fallen Order has rough edges worth naming.
The biggest is navigation. The Metroidvania backtracking is mostly satisfying, but the holo-map is genuinely confusing. It’s a chunky 3D model that’s hard to read at a glance, and more than once I wandered in circles trying to find the one unlit path forward. A clearer map would have smoothed out some real friction.
There’s also the launch-era technical jank. At release, Fallen Order shipped with stutters, texture pop-in, and the odd crash, particularly on base consoles. Patches and current-gen hardware have largely tidied this up, but it’s part of the game’s history and worth knowing if you’re playing an older version. The occasional janky platforming hitbox can still snag you, too — a couple of deaths will feel like the game’s fault, not yours.
None of it dents the experience enough to matter. But honesty is the house style, and a great game with a bad map is still a great game with a bad map.
Pros
- The lightsaber finally feels dangerous — disciplined, parry-based combat
- Cal Kestis' post-Order-66 healing arc is grounded and genuinely moving
- BD-1 is the best Star Wars droid since R2-D2
- Tight, focused 20-hour pacing — the freshness of a true first adventure
- Crafted Zeffo tomb puzzles and a faithful 'used future' aesthetic
- Best-in-class difficulty sliders suit any skill level or schedule
Cons
- The holo-map is confusing; backtracking can get disorienting
- Noticeable technical jank at launch (stutter, pop-in) on older hardware
- Occasional fiddly platforming hitboxes cause cheap deaths
The Final Verdict: The Better Pilot
Star Wars Jedi: Fallen Order is a 10/10 and, for my money, the high point of Star Wars gaming.
The sequel is grander, but Fallen Order is the one I love. It’s tighter, purer, and carries the freshness of every first discovery that a follow-up simply cannot replicate. The combat makes the saber feel lethal, BD-1 makes the journey warm, and Cal’s quiet story of healing after Order 66 gives the whole thing a beating heart. If you only play one Jedi game, play this one. If you play both — and you should — play this one first.
Final Rating: 10/10 — The Tighter, Better Half of a Brilliant Saga
FAQ
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Disclaimer: This review and its visuals were created with the help of AI. Some links may be affiliate links – we may earn a commission if you make a purchase, at no extra cost to you.
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