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Action Games Should Learn From Star Wars Jedi: Survivor’s Blaster Stance – TheFantasyTimes

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By Nikita Gambhir

Action Games Should Learn From Star Wars Jedi: Survivor’s Blaster Stance



In this article, we explore the exciting combat mechanics of Star Wars Jedi: Survivor, a sequel to Fallen Order. The game allows players to choose between five combat stances, including the unconventional Blaster Stance, which combines gun and lightsaber attacks for unpredictable combos. Playing as Cal Kestis, the protagonist, players can experiment with different ways to clear a room and become a formidable force against any type of enemy. The Blaster Stance adds a special feeling of coolness to the gameplay, making players feel like they are stepping into a room filled with enemies, equipped for any situation.

While the Blaster Stance is among the less popular player choices in the game, we believe it has great potential for future games. It aligns well with Cal Kestis’ status as a scrappy outsider determined to bring down the Empire by any means necessary. Moreover, it could add flexibility to combat mechanics across the gaming landscape. We imagine the potential of combining melee and long-range dual weapons in upcoming games like Cyberpunk 2077 and Mass Effect.

We also discuss the reveal of Rise of the Ronin, a game that introduces a custom ronin protagonist who uses revolvers alongside katanas. Set in the Boshin War, the game presents intriguing opportunities for combining swordplay and guns. If the game manages to deliver a combat system that marries the fluidity of Ghost of Tsushima’s blade combat with firearms, it could be a game-changer.

Overall, we believe that the Blaster Stance in Jedi: Survivor opens doors for some exciting combat possibilities. The game encourages players to experiment and find the most efficient ways to clear a room, making them feel like a badass from the start. We hope to see more games embrace the concept of a hero wielding melee and long-range dual weapons, adding flexibility to combat mechanics and delivering a unique gameplay experience.

This piece contains a reference to the fate of a key character in Star Wars Jedi: Survivor



Star Wars Jedi: Survivor is exactly the kind of sequel I wanted to Fallen Order. Its introduction of different combat stances in particular stand out as a highlight in how the sequel embraces a more personalized experience, with extensive customization options resulting in each player’s Cal Kestis having a unique appearance and fighting style. You can choose between five distinct combat stances, such as the classic single-bladed lightsaber, a double-bladed sword, or the heavy-hitting Crossguard Stance.


But of all these, the Blaster Stance is the most unconventional approach to combat in Jedi: Survivor, allowing you to seamlessly combine gun and lightsaber attacks for unpredictable combos. This feature is not only rare among Jedi characters, but also uncommon in the action genre as a whole.

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Of course, there are plenty of games where you can switch between wielding swords and firing guns on the flow, unleashing devastating combinations of shots and strikes. Games like Devil May Cry 5 and Bayonetta 3 excel in this aspect, offering a wide array of weapon types to satisfy even the most demanding fans, but there’s a big difference in seeing that in a zany Japanese-style action game and a more grounded, realistic game like Survivor (or, well, as realistic as wielding fantastic Force powers and colorful glowing sticks can be).

Star Wars Jedi Survivor Cal Kestis In A White Robe With BD-1 And A Blaster

The Blaster Stance gives you that special feeling of stepping into a room filled with enemies, equipped for any situation—gun in one hand, saber in the other, the Force is with you—ready to show your foes that they are the ones trapped with you, not the other way around.

Related: Cal’s Use Of The Dark Side In Jedi: Survivor Makes Me Fear For His Future

Playing as Cal Kestis, the exhilaration of swinging a lightsaber at a battle droid and swiftly gunning down an unsuspecting bounty hunter is unmatched. Jedi: Survivor encourages you to experiment and find the most efficient ways to clear a room without having to constantly run from enemy to enemy. Sure, there are some limitations on ammunition capacity, as the focus on close combat remains, but with practice you can become a formidable force at any distance. You quickly learn to interrupt your foes’ attacks and shoot them when they least expect it.

The appeal of wielding both a gun and a lightsaber in Jedi: Survivor goes beyond its cool factor. The flow of combat is greatly impacted by the types of available enemies, and Respawn understands that perfectly. The selection of foes you encounter elevates your experience with the Blaster Stance, particularly because many opponents possess the same dual-weapon ability, and actually feel like competent foes rather than mere Jedi fodder.

Star Wars Jedi Survivor Cal's Custom Blaster And Lightsaber At Workbench

Nothing feels more chaotic and exciting than confronting a rival who attacks you from various distances and angles while you skillfully deflect their shots, dodge and parry their strikes, and unleash your own barrage of attacks and projectiles. The final standoff with Bode Akuna, who initially introduced Cal to the blaster only to meet his fate at its hands, serves as a strong and satisfying final touch. And taking down Oggdo with a well-aimed ranged shot feels special too, try it.

Related: I Love How Jedi Survivor Makes You A Badass From The Start

As revealed by the team, the Blaster Stance is unfortunately among the less popular player choices in the sequel, possibly due to the prevailing belief among Star Wars fans that guns are ‘uncivilized’ weapons for Jedi. I find this somewhat puzzling, as Cal Kestis isn’t a traditional Jedi from the Order. Given his status as a scrappy outsider determined to bring down the Empire by any means necessary, using a gun in combat aligns well with his position and personality. Despite its current lack of popularity, I’d love to see Respawn build upon the Blaster Stance in the third Jedi entry. If more developers embrace this concept of a hero sim-wielding melee and long-range dual weapons, we could see greater flexibility in combat mechanics across the gaming landscape.

The Blaster Stance shows your foes that they are the ones trapped with you, not the other way around.

Think about what a fantastic addition such a hybrid combat system would be for, say, the upcoming Cyberpunk 2077 expansion. With its samurai aesthetic and focus on cybernetic enhancements, Cyberpunk 2077 presents the perfect opportunity for dual-weapon gameplay. Engaging in a dynamic combat system where you have to deflect bullets with your thermal katana in slo-mo while delivering precise shots in your enemy’s face with everyone’s favorite smart-talking-pistol Skippy sounds pretty good, doesn’t it?

Similarly, in a future Mass Effect game, combining melee attacks with ranged weapons would provide players with greater strategic options in various situations. Just imagine the thrill of slicing through robotic enemies with an Omni-Blade while taking down airborne mercenaries with a powerful hand cannon. I want that game right now, BioWare.

Rise of the Ronin Lead Character Pointing His Revolver At His Fallen Foe

Rise of the Ronin

Other, less distant titles have also grabbed my attention. The reveal of Rise of the Ronin introduced a custom ronin protagonist who uses revolvers alongside katanas. Set in the Boshin War (some 600 years after Ghost of Tsushima, which unfortunately was stuck in the ‘bow’ age), the intriguing opportunities for combining swordplay and guns arise. If the game manages to deliver a combat system that marries the fluidity of Ghost of Tsushima’s blade combat with firearms, I’m totally sold.

Jedi: Survivor’s Blaster Stance opens doors for some intriguing combat possibilities, because there’s nothing quite like fluidly chaining together your hits and shots. Trading that special feeling for an outdated ‘switch weapon’ technique now seems so unappealing that I don’t want to go back.

Next: The Starfield PS5 Petition Is Incredibly Dumb, Yet Kinda Right

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