I defeated Gorocco #gameplays #starwarsgameplay #2024 #trending #shorts #xboxseriesx

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I defeated Gorocco #gameplays #starwarsgameplay #2024 #trending #shorts #xboxseriesx

Star Wars Jedi: Survivor retains many of the gameplay mechanics from its predecessor and introduces new elements. In lightsaber combat, Cal Kestis has access to five different lightsaber types, each with unique features. He can use the single blade and double blade stances from the previous game, Fallen Order, and the special dual-wield blade attack is expanded into its own stance. The dual-wield stance was originally intended to be a playable stance in Fallen Order, but it was only included as a special attack due to time constraints. A new stance has also been added that uses a Kylo Ren-style crossguard lightsaber, which requires players to pay attention to timing windows to use effectively, particularly when blocking and parrying enemy attacks. The second new stance is the blaster stance which allows the player to use a lightsaber and blaster combo allowing for both close and ranged attacks. These different stances are designed to be used to combat specific types of enemies, which game director Stig Asmussen says will make the player "figure out what the best weapon of choice is". Cal's Force Slow ability, which was previously used frequently in short bursts to overcome obstacles and slow individual enemies, has now been reworked in Survivor to purely function as an ultimate ability that can be unleashed in battle after a long cooldown to slow the entire world around Cal, including enemies and mid-air projectiles, similar to Kylo Ren's Force Stasis ability in Star Wars: The Force Awakens. Player cosmetic customization options have been greatly expanded in Survivor over the limited options available in Fallen Order. Survivor allows the player to customize Cal's entire outfit, along with his hairstyle and facial hair. A white blade is a new color option in lightsaber customization.

The level design of Jedi: Survivor features larger, more expansive maps populated with more non-player characters compared to Fallen Order. Lead level designer Martin Badowsky said that Respawn wanted Koboh to feature a dense central area with more open outskirts areas as the player explores outwards. In addition, the Mantis landing pads have been moved to more central locations on planets to provide easier access to the various regions. The planet Koboh has been described as a "home away from home" that the player will revisit throughout the game, and with each revisit, new pathways will open up. Design director Jeff Magers said that "By exploring the worlds, players will both make Cal more their own through customization" and many of the optional areas contain skills, upgrades and perks that will make Cal "more powerful and equipped to take on the challenges ahead". By comparison, revisiting planets like Bogano in Fallen Order was done primarily in service of progressing the plot rather than for encouraging exploration. Exploration is made easier in Survivor with the addition of fast travel at meditation points where the player can be quickly transported to another meditation point on the planet that they have already discovered. However, Respawn wanted to ensure that using fast travel was not necessary to ordinarily traverse the environment or to complete the story. Fast travel was absent in Fallen Order and was a much-requested feature. Scattered throughout Koboh are seven High Republic-era Jedi Chambers for the player to discover. Jedi Meditation Chambers feature puzzles and challenges for the player to complete and provide rewards such as perks or skill points for the player to upgrade their abilities. Jedi Chambers become available once the player has rescued the droid ZN-A4 from the Chamber of Duality.

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