Ever since it released, Star Wars fans have been enjoying the chance to vwoom-vwoom a lightsaber around in Star Wars Jedi: Survivor, the sequel to the highly successful Jedi: Fallen Order.
Set during the early days of The Empire in that period in-between Revenge of the Sith and A New Hope, Jedi: Survivor picks up the story of Cal Kestis (Cameron Monaghan), ginger poncho aficionado and fugitive Jedi.
The sequel expands on what people loved about Fallen Order, with more chances for players to pretend to be a Jedi, even if a lot of the things you can do in combat are very un-Jedi-like.
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Pretty much everything feels kind of tuned up and improved the second time around, and I'm one of those who's had a blast playing the game, though there's one complaint about the whole thing I have to agree with.
Lots of Jedi: Survivor players have loved it, but think there's just one aspect of the game which is really 'dumb'.
The game is a mix of more open spaces to run around in and more dungeon-type locations where a lot of the important stuff happens, and it's here that the complaint about one feature comes into play.
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A bit like the Dark Souls and Elden Ring games on the market, Jedi: Survivor has a feature where you can periodically rest at specific locations to restore your health, regain your healing items and level up.
Doing this also makes all the enemies respawn, so if you backtrack to have a rest you've got to fight your way though the same encounters all over again.
This could get a tad tedious, so the player can unlock a bunch of shortcuts the further they go, so they can skip parts of the level they've already gone through.
Quite a lot of these come in the form of doors which tell you 'the door does not open from this side' when you try and go through, so you know you'll end up on the other side of the door at some point and be able to open it then for a shortcut.
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Here's where the 'dumb' part comes in: you the player have a frickin' lightsaber with which Cal should definitely be able to use to slice open pretty much any locked door in his path.
We've seen Jedi do it before, so it shouldn't be a leap to imagine that we could do it in Jedi: Survivor, but apparently the sanctity of a locked door with the controls on the other side is a line Cal will not cross.
He's fine using the force to pull a helpless opponent over to be impaled on his lightsaber (this is what I meant by un-Jedi-like), but slicing a hole in a door to speed up his journey to something important is apparently a huge no-no.
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Even if The Empire is making all their doors out of beskar (which would be a huge waste of the valuable material), Jedi can also use the force to open doors.
After all, who among us hasn't pretended to have used the force when walking through an automatic door?
Other than that the game is great, it's just that this one thing about it is kind of jarring to players.
Actually, while I've got you here there is one more gripe I have about Jedi: Survivor, Oggdo Bogdo is back, and I had quite enough of him in the first game.