I can't speak to how the game feels on PC—everything I'm about to say comes directly from my experience with the game on an Xbox One X. For additional context, if it really matters, I've also finished and loved most of the From Software games, including Sekiro earlier this year.
To answer your question directly: I pretty much despised this game on anything above (and including) its default difficulty.
You're going to be begging to have Sekiro's precision back, begging to have its clarity, its performance, its feedback, its ruleset. None of that is present in Fallen Order.
Fallen Order seems to make a similar demand of the player that Sekiro does—figure out how to parry. It's your lifeline in this game, your advantage. With run-of-the-mill enemies, the parry actually feels totally serviceable. Blaster shots are extremely fun to reflect back at their shooters. Generic Stormtroopers swing stun batons at you with appropriate heft and wind-up, exactly the sort that is legible enough to react to and, indeed, successfully bat away.
But with non-humanoid creatures and the game's more complicated enemies, including its bosses, the system completely falls apart. The parry mechanics, even though purportedly more generously timed than Sekiro's, never seemed consistent enough to deal with fast attacks. And I felt helpless against enemies who could launch combination strikes. And there are lots and lots of enemies who can do that.
Part of it is a lack of visual communication.
There's no "big spark" equivalent in Fallen Order. It's never clear whether you've actually parried or rather simply blocked an attack unless the enemy visibly reels backward. And in those situations, most humanoid enemies tend to recover quickly enough to block your retaliation. A lot of fights have the feeling of being out of your control, as a result, because you're not getting the appropriate feedback to adjust your own timing.
One example: A semi-common enemy called a "Purge Trooper" wields an electrified bo staff. These troopers strike with deadly, multi-hit pirouettes. If you're struck by the first hitbox of the attack, you're forced to eat the rest of the animation. You can attempt to parry the first strike, but it won't cause a visible stoppage in the enemy's motion. You can then attempt to parry each individual subsequent hitbox, but each attempt at a parry is also a gamble that, if failed, puts you into an unbreakable chain of damage.
I've seen other players complain that there is some kind of delay present between your button input and the block/parry animation. They're probably right, given the game runs at such a choppy framerate. But more to the point, I think there are times where the game largely doesn't recognize that you've parried in time. It doesn't feel like a timing issue—it just feels broken. As if what I'm doing on-screen isn't what the game is currently accounting for. I genuinely hated the game's climactic fights, because I never felt as though I had control over my own abilities, much less how to respond to those of my enemy.
There are other infuriating things, too.
Fallen Order has a dodge, but it does the egregious Dark Souls II thing of allowing enemies to rotate on an axis to hit you. I'd say it's more egregious here.
Early in the game, you unlock a Force power that allows you to put your enemy in a temporary state of slow motion. You're supposed to slow them and hit them, simple as that.
Enemies can strike with "unblockable" attacks. You're told you need to dodge these. But there's a very specific window not quite at the end of these animations in which a dodge will be successful. Dodge too early or too late and the enemy will simply pivot on an axis and hit you anyway. By these rules, the "slow time" Force power, when used on an enemy during an unblockable animation, actually puts you at a disadvantage. The enemy still pivots as quickly as they would normally, even in slow motion, but now the active frames on their attack have multiplied.
It's a baffling decision in a game full of them.
Eventually, I dropped the game to its easiest difficulty. The story is worth seeing, even if it's kind of pointless in the grander scheme of Star Wars, and some of the set pieces are bold (if not often a little janky/broken themselves). But I really, really, really hated the combat in this game. I resigned myself to Force-pushing enemies off ledges when I could, where I could. You don't really have a lightsaber. You have a light-baton, and no one ever just goes down to this thing. It's always a process of, okay, they've blocked it, now they're striking, now I've blocked their strike and I think their stamina is low enough to attack again, nope they blocked again.
It's just really tedious. The easiest difficulty doesn't make it any better. Just faster. That was benefit enough.
Sorry for the essay.
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