>>713723130>Fallen Order had a story it wanted to tell and the entire game reflected that—it's sequel felt like a drawn-out sidequest with too much downtime in between moments.Fair. But id say the lack of shackles to a focused story allowed it to be more like classic zelda, and less like uncharted in terms of exploration and level design.
Theres this constant feeling in Fallen Order that you have to go through the motions before you actually get to the good stuff. Fight boring enemies in a straightline aheaf of you with some light platforming, till you actually get to the dungeon esque level where the game actually decides to incorporate your abilities with more thought.
That was my biggest problem with the game. I was sick of the pre dungeon levels with weak navigation expectations because the game just wants to run you through its combat gauntlet inbetween the good stuff.
I already dont like soulslikes because they tend to not understand that the true value of souls isnt actually in the combat, but everything that surrounds and feeds into the combat, so that's why despite seeing potential in Fallen Order, I didnt like it