While the presentation of Star Wars: Jedi Fallen Order at EA Play 2019 has focused on the action of the game, in practice it should focus much more on exploring environments than fighting. According to level designer Jeff Magers explained to Game Informer, series like Metroid, Zelda and Dark Souls were great inspirations when it came to creating the game universe.

“Metroid was definitely an inspiration for us,” said Magers. “What Metroid’s level design style has done for us is to give the player a form of guided exploration. A ton of freedom within the world, but at the same time we can deliver moments created by hand and really focus on the momentum ”.

Discovery of secrets

In practice, this means that Star Wars: Jedi Fallen Order must hide a number of special items and offer strength abilities that allow access to areas that seemed previously blocked. According to Magers, the title will have several linear stretches, but everyone must hide something or side path that guarantees between 30 minutes to an hour of exploration, in all.

The level designer explains that, while your first passage through a phase can be quite linear, returning to it with new powers reveals more possibilities and ways to explore. “This really aligns with the game’s goal, which is to become a Jedi,” explained Magers.