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Jedi: Survivor – A Review of Parrying, Plant Life, and Rick the Door Technician

Somewhere deep in the Star Wars universe, long after I gave up on remembering which Skywalker was doing what and who kissed whom, I stumbled into Jedi: Survivor. Not because I’m a loyal fan of the franchise—I haven’t even seen all the films—but because the first game (Fallen Order) was solid and I fancied swinging a glowing stick around while force-pushing robots off cliffs. As it turns out, Jedi: Survivor is a game full of beautiful environments, slightly indifferent relationships, and a combat system that refused to explain itself to my brain for about 60 hours.

And yet… I platinumed it. Eighty-one hours, one platinum trophy, and a few tearful visits to Koboh’s shinier corners later—I’ve got things to say.

Time Played: 81 Hours of Jedi-ing Very Badly

Let me just say this up front: I’m not a natural Jedi. I don’t have lightning reflexes, perfect parry timing, or whatever gene it is that makes people good at Soulslikes. But I am wildly persistent, and I like seeing numbers go up. It took me 81 hours to get the platinum, and while I may have struggled to parry my way out of a paper bag, I did it.

Would I do it again? No. But do I respect myself more for finishing it? Also no. But still—I did it. And that counts for something.

Expectations: Good, Bad, and Ginger

I played Fallen Order about two years ago, so I had some idea of what I was in for. Combat that demands timing, lots of wall-running, and a protagonist with the sort of face you feel like you’ve seen on a cereal box.

And honestly? Survivor lived up to everything I expected. The good bits—like expanded combat, gorgeous environments, and decent traversal—were there. So were the frustrating parts, like the parry system that made me feel like I was blinking in the wrong language. But it was still a worthy continuation, and there were a few standout moments I wasn’t expecting… more on that later.

Combat: Death by a Thousand Cuts (and at Least 900 Missed Parries)

Let’s just say it: the parry timing in this game felt unnecessarily cryptic. I don’t know if it’s my wonky eyeball or the fact that my brain doesn’t fire in parry speed, but it took me ages to get the rhythm right. I could never quite tell when a parry connected—it’s like the game expected me to just “feel it” like I was some kind of timing Jedi savant.

By the end of the game, I’d figured it out (sort of), which I was grateful for because that frog boss? Absolutely uncalled for.

Now—stances. Chef’s kiss. I am, and will always be, a dual-wield girlie. Fast, flashy, death-by-a-thousand-cuts style. The dual sabres felt satisfying and sharp, and I loved how much of a menace they let me be. The double-bladed saber came next in my rotation—mostly for crowd control and the dramatic flair. I barely used the gun (unless I needed it for trophies), and I politely ignored the slow, heavy longsword stance. I like my lightsabers like I like my problems: fast, frequent, and slightly chaotic.

Combat overall? Frustratingly good. When it flowed, it really flowed.

Traversal: So Many Ledges, So Little Grip Strength

Let’s talk movement. The wall runs, zip lines, grapple points—they’re all here and better than ever. Traversal in Jedi: Survivor isn’t just satisfying—it’s a little addictive. Every time I saw something high up, glittering, or just out of reach, I felt the primal urge to get there. I don’t care if I had to die ten times in the process. I wanted that shiny.

The map designs are multilayered and smart, with secrets tucked into corners you’d only find by genuinely looking. Sometimes the path wasn’t obvious at all, and even just spotting where you were meant to go was a satisfying little puzzle in itself. More games should make me feel this way: lost but motivated.

And I will absolutely forgive every rage-fuelled grapple miss just because of how consistently fun it was to explore.

Story & Characters: Ginger Man with a Sabre and… That’s It Really

Here’s the thing: I like Cal. He’s competent. He has a face. He wears a poncho occasionally. But I wasn’t particularly emotionally invested in him—or anyone, really.

The cutscenes were beautifully crafted, and I did appreciate the scope of what the game was trying to do with the bigger story threads. There were even some standout set pieces (like that Jedha library scene) that gave me a little flutter of “Ooooh.” But when I try to recall a single emotionally pivotal moment? Blank. I remember the environments more than I remember the people.

The relationships in the game felt… casual. No deep connections, no intensity, just vibes. Which is fine—but not exactly memorable.

The World: Koboh, Jedha, and 10,000 Things to Loot

Now this is where the game sings. The world design is next-level. Koboh in particular felt so rich, layered, and sprawling that I’d happily go live in a cave there and never return. Each planet had its own flavour, its own environmental storytelling, and enough hidden nooks to keep me rummaging for hours.

The graffiti, the wildlife, the weird plants—you could tell care had gone into making these places feel alive. They weren’t just scenic—they were compelling. And I am very easily compelled by a room with a chest in it.

There’s nothing quite like unlocking a new traversal ability and realising you now have access to 47 areas you couldn’t get into before. My brain lights up. It’s unhealthy.

Pacing: Surprisingly Spot-On

The pacing in Jedi: Survivor is worth praising. It moves well. I was never dragging my feet or desperate for it to be over. Even during side content and endgame cleanup, I felt like I had clear goals and wasn’t just grinding for the sake of it.

The story beats kept the momentum up, and even when I didn’t care deeply about the plot, I still wanted to see what happened next. That’s enough of a win in my book.

Sound & Music: Actually Gorgeous, Even If I Can’t Describe Why

The music in this game scratched an itch in my brain I didn’t know I had. Somewhere between Hogwarts Legacy and Lord of the Rings, with just enough of that Star Wars essence humming in the background to remind you what universe you’re in.

It was atmospheric without being overwhelming, and often I found myself stopping just to listen. The soundtrack alone gave some of the scenes more emotional depth than the dialogue did. I’d honestly go see it performed live by an orchestra if I could. It felt like it meant something—even when I wasn’t sure what.

Voice acting? Great. Everyone sounded like they meant it. No flat deliveries, no awkward lines. Just solid, believable performances across the board from central characters to funny little npc’s.

Highs & Lows: Praise Be to Rick

Let’s not mess around. The best part of the entire game was Rick the Door Technician. If you know, you know. His scene lasted 15 seconds and was somehow more impactful than every romance subplot in AAA gaming.

Worst part? The parry cues. As someone who actually enjoys parry systems, not being able to consistently read the timing made me feel like I was gaming with my elbows. It’s not that the system is bad—it’s that it isn’t well-telegraphed for me. It wants you to feel it, but I am not emotionally in tune with red sparks and blurry lights, so… it didn’t go well.

Would I Recommend It? Sort Of—but Hear Me Out

If you're a Star Wars fan, I probably don’t need to tell you anything. You've already bought it, played it, and ranked the bosses in a spreadsheet.

But for the rest of us? Yeah—I would recommend it, conditionally.

You don’t need to know every Jedi’s birthday to enjoy this game. The combat is satisfying (eventually), the worlds are stunning, the mechanics are fun, and the level design is genuinely some of the best I’ve seen in a while. It’s a game that respects your time while still letting you faff around in dusty corners looking for gear that doesn’t improve your stats in any meaningful way. Which is my favourite kind of game.

Who’s it for?
If you enjoy:

  • Satisfying traversal with layered environments
  • Combat that rewards stubbornness
  • Exploration for exploration’s sake
  • Star Wars vibes without needing encyclopaedic knowledge
  • Games that don’t rush you, but keep nudging you forward
    …this one’s for you.

You’ll especially love it if you, too, are a loot goblin with questionable parry timing and a soft spot for the guy guarding the door.

⚖️ Rating: 8.5/10 Shiny Collectibles. Would Let Rick Kill Me Again.

A beautiful, sprawling action-adventure with good bones and slightly wobbly combat legs. Could it have made me care more about the characters? Sure. But I was far too busy ziplining through space, stealing plant pots, and whispering “just one more shiny” to notice.

Thinking of diving into Jedi: Survivor yourself?
You can grab it through my Amazon link and throw a few pennies my way while you’re at it.
Same price for you—slightly more emotional validation for me.