![]() ![]() Canonically, Jaden was a human male who initially used a purple lightsaber before switching to a single-bladed green one. You can also choose from a selection of lightsaber hilts and colors, and later in the game can upgrade to Dual Wielding or double-bladed. I actually played that game competitively for a short while and was active in a lot of community servers for years.In a change from previous entries, Jaden Korr is entirely customizable, with male and female options, several species, as well as multiple hair and clothing variations. It is possible that that mod makes other styles more viable. I know that nowadays most players that remain use that multiplayer mod (Movie Battles or sth), but that was after my time. Which hasn't changed in decades now (yeah I'm old, I guess). While using anything else 100% will only get you killed.īear in mind, though, that is for vanilla lightsaber combat. ![]() What this all leads to is that you'll use the heavy attacks 90% of the time when you know what you are doing and occasionally switch it up to surprise your opponent or lure them in.īut even using 100% heavy style is absolutely possible in a competitive environment. So what this guy talks about in the video is just not how things work in real PvP, at least not with better players. The faster movement speed during faster attacks is nowhere near enough to make up for that massive disadvantage. They know that other styles' attacks (with the exception of those special combo moves) can not get through their own heavy attacks, which they'll also use defensively. Good human players don't do that, though. ![]() Which is generally the case when fighting AI. Non-heavy styles do have occasional uses, yes, but only if your opponent makes a mistake and leaves their defense open when using heavy style. But hey, if you can get Disney to give me the license, who knowsĬlick to expand.I actually played that game competitively for a short while and was active in a lot of community servers for years. I prefer Godot engine, and I'm working on something entirely unrelated already. From Software showed that you can do AAA develpment of titles aimed at a more hardcore audience that likes being given more control than "press X to make cool animation happen".īut yeah, as usual, indies and small-mid size studios would be the main hope for good light saber combat.Īnd I see no way studios like that would be given the SW license, so you're most likely right. As long as the controller variant is still playable and fun and doesn't have to compete with the mouse one.Īt least not EA, which only aims at the casual crowd anyway with titles like that.īut nobody? Idk. There would be nothing wrong with having "more advanced" things only doable with a mouse, but not a controller. ![]() There is also the point that controllers are generally not able to compete with kb&m in many games and so their audiences are not allowed to compete with each other (separate player pools). Kingdom Come has comparable higher-control melee weapon combat, Mount & Blade has it (although super simplified), others have it. You are also taking a GDC talk from what, 2003 and ignore the progress that was made in porting and platform-driven UI design since then.īut again, we are only talking about the saber combat here. You are taking all of that and lumping it into our one topic here. And Jedi Outcast also had a huge chunk of FPS gameplay - horrible one at that, btw, I still think that the Jedi Knight games have the worst FPS combat there is with the most horrible controls even with kb&m. The UI alone would be an extreme amount of work. Of course it is a ton of work to port every aspect of a game that was meant for kb&m over to controller. Saber movement in the Jedi Knight games is tied to camera and character movement.Ĭlick to expand.We are talking only about the saber combat here. There are many ways to give the player more control over their melee weapon than above mentioned "press X to make cool animation happen". You could lock the camera and move only the saber, you could do a Mount & Blade or Kingdom Come-style 4/8-directional input, etc. Jedi Knight combat is the best light saber combat there is, but it is still clunky af and the sabers jump around like crazy on collision sometimes. Buggy as hell ports, though, unfortunately - but those bugs were not related to saber control, iirc.īut it wouldn't even have to be the exact same way. Hell, the Jedi Knight games themselves were ported to consoles (at least XBox). But that never stopped camera+character movement being implemented with controllers as well.Įspecially with the slower saber styles (which were pretty much the only ones used in competitive back then), I'd argue you could definitely pull it off with an analogue stick (or two). Saber movement in the Jedi Knight games is tied to camera and character movement. ![]()
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