Star Wars is not in the best of its moments. The exploitation of Disney in the cinema saw a marked wear before what many anticipated, while in the video games, terrible decisions at the business level converted the two recent deliveries of Battlefront in games that could be, but that never achieved anything truly important. For this reason, now more than ever, the legendary franchise needs a boost that puts it back in the position it deserves. Along with the more than promising The Rise of Skywalker, this same year will be reaching us Star Wars Jedi: Fallen Order, title developed by Respawn Entertainment that will try to redeem the series within the world of videogames taking a very different path from its predecessors.
Throughout this weekend, the city of Chicago, Illinois received a new edition of the Star Wars Celebration, where we were given the first concrete details of Star Wars Jedi: Fallen Order and where Atomix had the opportunity to chat with Stig Asmussen, director of the game at Respawn Entertainment, and with Steve Blank, franchise director of LucasFilm. In this special article we tell you everything they told us about this new project that promises so much.
Of relationships and engines
We all know that first of all, the medium of video games is a business, so launching an idea for a new title is usually complicated, especially if it does not follow trends considered successful in the commercial. Taking into account the above, we asked Stig Asmussen to tell us a little more about how it was the first approach with all the parties involved in the development of Star Wars Jedi: Fallen Order.
"The truth is that you never had the conversation to include multiplayer, microtransactions or any of those things. I could tell you that when we launched the general idea, it was an immediate 'yes'. We were never tried to push the other way, "said the director of God of War III with determination.
Being one of the most profitable entertainment franchises around the world, Star Wars is also often taken with special care, so we imagine that the approval of a new idea by the developer team, used to go through several revisions. How has the relationship between Respawn and LucasFilm been?
"In a general way I would say that it has been fantastic. We have had a great relationship. I do not know how to compare with other teams. I mean, at the beginning of Respawn, we thought we could do whatever we wanted … which does not make sense. It has definitely been a process full of learning. It turned out that we did not know as much about Star Wars as we thought. It took us some time to know what pace of work we would have. But we found a great rhythm. "
Following the line of the previous concept, we asked the interviewees to tell us a little more about how deep LucasFilm's involvement was in the development process, that is, how involved they were in the creative process that Respawn is carrying out. .
"Respawn is the company that is creating the game. Totally and in every way. We only reviewed the material and gave advice, but they are the ones who are building the game itself, "said Steve Blank.
As I expressed at the beginning of this special content, Star Wars is not living its brightest moments, especially in video games, an issue that puts in a complicated and compromising situation to Star Wars Jedi: Fallen Order. Does your director believe that we could face the redemption that has taken us so long to arrive?
"I do not think the last two Battlefront are bad. Therefore, I do not believe there is a need for redemption. Now we are totally focused on what we are doing. Whatever happened to the other games was there. I repeat, our goal is to deliver the best possible game. "
A whole subject has become Frostbite and its famous imposition that led to bad results to the last two games of BioWare. In a rather unexpected move, Respawn will not use the controversial EA engine for Star Wars Jedi: Fallen Order. Why was this? Did something happen around?
"We are using Unreal Engine 4. We never consider using Frostbite. There was no way for us to evaluate it. Unreal is incredible. It is an easy-to-use engine that is at the hand of many. What we have achieved was thanks to the fact that there are people who know a lot about technology and are prepared to use it. EA never suggested we use Frostbite. At least I was never in a conversation in which that possibility was put on the table. "
The fall of the Order
The history of Star Wars Jedi: Fallen Order is located after the infamous facts of Order 66 in Episode III, that is to say, the majority of the Jedi are being exterminated and the few that are left, hide as long as they stay alive. Undoubtedly is a period of the history of the saga extremely interesting and dark, and for these reasons was that the Respawn team chose him for his new game.
"We always wanted to make a game in which you felt in danger. What this period gives us is that the Jedi became fugitives. It was quite obvious to us that this part of the story was the most appropriate for the type of game we wanted to develop. "
"On Cal Kestis (protagonist of the game) I would not say there is only one inspiration. We wanted to have a young Clint Eastwood vibe, that is, someone who said a lot without so many words. Maybe that's where the idea started, but it has evolved a lot. It's a game that tells the story of the hero, but one that has much to learn because of its young age. "
It is worth mentioning that when we asked Asmussen if we could expect something from the canceled Star Wars: 1313 in this new game, he responded with a smile that he could not comment on … let's interpret his silence.
When we as players take control of a Jedi apprentice, it is fair to imagine that our powers, at least at the beginning of our adventure, will not be so impressive, so we hope that along the way, progress in every way will be pretty marked.
"Clear. It's not like you're going to be an advanced Jedi Master from the start. There is a lot of room for growth. Your skills will be expanding. We will detail all this in the future when we talk about the game in E3. "
Stig Asmussen is a highly recognized face in the middle. Before moving on to form part of Respawn, was part of Santa Monica Studios and was in charge of the direction of the acclaimed God of War III. Due to the previous thing, we could not avoid to ask what element or thing of said game, was transported to Star Wars Jedi: Fallen Order.
"I think the most important lesson I learned in Santa Monica was that the player never loses control of what's in front of him. I would not say there is only one part of my experience that I would highlight. Another thing I learned was the importance of listening to the people around me. Everyone on the team has a voice. As a director my job is to make all parties fit, beyond imposing ideas. "
And the Switch version?
Considering that Star Wars Jedi: Fallen Order is made with Unreal Engine 4, the idea of seeing a version on the Nintendo Switch is not completely outlandish, so we asked its director directly, what was the possibility of this, of course, taking into account that for now, it is only announced for PS4, Xbox One and PC.
"For now we are only focused on the PS4, Xbox One and PC versions. That's the plan … but I'll tell you that I love the Switch. I would love to have a version of Switch, but for now it is not in our plans, "said Asmussen.
Remember that Star Wars Jedi: Fallen Order is released the next November 15 on PS4, Xbox One and PC.