Intro
It was back in 1995 when LucasArts released Dark Forces and first
introduced gamers to Kyle Katarn - a good natured scoundrel plunged into the midst
of the Rebellion and their ongoing fight against the Imperial forces. Since that
fateful game, Kyle has gone on to discover he had metachlorines and the Jedi powers
that accompany them in Dark Forces 2: Jedi Knight. Powers that he then
loses and regains in the course of last year's Jedi Knight 2: Jedi Outcast.
In the newest Jedi Knight title (for those keeping score, it's technically Dark
Forces 4), Kyle's back-but only as an instructor in Luke Skywalker's Jedi
Academy. Instead, Jedi Academy focuses on the academy and the Jedi training
of a new student - you. But unlike previous titles in the series, Jedi Academy
foregoes all the unnecessary, tedious training and lightsaber retrieval missions
that made last year's offering a chore, and instead thrusts players in control
of a Jedi Apprentice - complete with basic force powers and a lightsaber to boot,
for maximum Jedi fighting enjoyment. And you know what? It's a whole lotta fun.
Gameplay: 8/10 Taking place sometime after Return of
the Jedi, Jedi Academy takes place in the Extended Universe where Luke
Skywalker runs a fledgling Jedi academy in hopes of repopulating the New Republic
with Jedi guardians. You play as Jaden, one of these new Jedi hopefuls traveling
to the academy with aspirations of joining their famed ranks. However, Jaden is
unique; for the first time ever, he (or her, it's up to you) has constructed a
lightsaber on his own, without any formal Jedi training. But on the transport
ship headed to the academy, something goes wrong-the ship is attacked! Luckily,
Jaden is one of only two students surviving the attack and reports to the academy
as planned. Because of the circumstances surrounding the attack and the immediate
danger it poses to the academy, Luke quickly assigns students to masters in order
to start investigating the attack. You and Rosh, the other crash survivor, are
assigned to Kyle Katarn, now a practicing Jedi and academy faculty member, and
the game starts
From the outset of
the game, players can customize Jaden to their liking. Six species/gender combos,
multiple head, shirt, and pants options, and color options are all available for
obtaining this year's "in" Jedi look. But what's really cool:
lightsaber customization. Because Jaden already has a lightsaber, gamers are able
to customize their weapon from the get-go, and Jedi Academy offers up nine
hilt designs and five colors (purple, yellow, blue, orange, and green - sorry
dark Jedi, no red) for the discerning Jedi amongst us. Jedi
Academy unravels fairly predictably. First, students are given their base
eight force powers, including active powers like pull, push, jump, speed, throw,
and sense and passive powers like lightsaber offense and defense. Then, students
choose between five available missions, each investigating a different facet of
the storyline. At the beginning of each of these missions, Jaden is allotted an
additional Force Point that he/she may contribute towards additional force powers
- 4 light side and 4 dark side, with no restriction on which powers to take. The
light side powers include protection, absorb, heal, and mind trick, while the
dark side powers (the fun ones) include grip (or choke), drain, lightning, and
rage. Once 4 of the 5 available missions have been completed, Jaden is given a
choice to either return to the academy to continue the story and his training
or to complete the remaining fifth mission - the advantage being an additional
force point. At any rate, after returning to the academy, a special mission is
given along with force power upgrades and then 5 possible new missions are assigned
(once again, only requiring 4 to be completed). After these 4 or 5 are completed,
Jaden once again returns to the academy for a new mission and his final force
powerups, then 4 or 5 new missions, last level, and end. Overall, Jedi Academy
is about a 10 hour game. Anytime a mission-centric
game fails to deliver fun, exciting, and original level designs and objectives,
it's usually a dreadful experience. Jedi Academy, I'm happy to report,
fails to fail, and provides some great moments, tense battles, and lightsaber
combat that promises to keep any gamer gleefully whacking at stormtrooper fodder
until long after the sun goes down. An early mission has gamers helping Chewbacca
secure the Millennium Falcon at a spaceport - an escort mission where, for once,
the escortee isn't some helpless bimbo, but rather a large, over-powered, dog-smelling
Wookie (just kidding about the dog part big guy). Early missions tend to be filled
with lesser enemies like the standard Imperial stormtroopers and poorly-armed
officers, while later levels will send wave after wave of Dark Jedi and heavily-armored
and cloaked troops at you. This variety coincides with your force powers, and
makes for a very scaled and balanced fighting experience that insures that enemies
will never be too strong or too weak for you. In fact, this title is one of the
best when it comes to walking the fine line of balance and challenge. But for
those Jedi seeking an even greater challenge, Jedi Academy provides four
difficulties, ranging from the lowly Padawan to the majestic Jedi Master. Combat
is another aspect of the game done right, and it makes properly and intelligently
wielding a lightsaber in game appear to be the fluid, graceful, intense fencing
the movies make it out to be. Of course, there are other weapons available like
the standard E-11 Blaster Rifle and the lovable-but-condemned-on-every-planet
Tenloss Disruptor Rifle, but it's entirely possible to play the entire game through
with only a lightsaber (with the exception of the requisite jailbreak level),
and most gamers will probably opt to do so. But choose to wield an ordinary rifle,
and the game shifts to the traditional first person shooter mode. Switch back
to the lightsaber, and the game adjusts accordingly with the wonderfully implemented
third person camera. A.I. is another story unfortunately. Foot soldiers often
act erratically, sometimes opting to chase you, while other times electing to
stay in one spot and act as if nothing happened while you systematically cleave
his buddy in tiny pieces a mere two feet away. Lightsaber wielding baddies fare
a bit better, but most gamers will find some sort of little exception in the combat
that allows easy kills. For me, no Dark Jedi could survive the onslaught of a
well-timed circle strafe and horizontal swipe, and it seems that cheese is often
the best way to overcome tough odds. There were some tougher boss battles that
required a good mix of combat and puzzle solving that is the highlight in the
otherwise mediocre combat. But how,
with the A.I. problems, could a game's combat be enjoyable. Well the boys at Raven
software outdid themselves with stellar, but subtle, RPG elements. Remember the
mission layout? Well with growing force powers and the ability to choose between
light and dark powers, players have the ability to tap into some really enjoyable
force powers. Level 3 Force Grip, for instance, allows players to pick up and
throw enemies at will-maniacal laughing guaranteed. Additionally, the game implements
all kinds of neat lightsaber techniques and acrobatics that evolve as force power
goes up, even providing a variety of stances that are unlocked based on progression.
On top of that, new lightsaber varieties are available toward the last third of
the game that allow the gamer to choose to wield double lightsabers or even a
Darth Maul style doubled-sided lightsaber, each with their own set of moves and
acrobatics. With all of these moves, techniques, powers, and customization thereof,
the combat is almost inconsequential. You could put my character in a big room
with a bunch of training dummies and I'd be more than happy to Jedi around for
a couple hours. But luckily for us (and LucasArts) there is combat, and gamers
are given the feeling that real Jedis must have - that of a kid in a candy store.
But instead of delicious Gummy Bears to devour, there are only candy-coated Stormtroopers
to electrocute and cleave in half. And
then there's the multiplayer. Offering standard deathmatch, team deathmatch, and
capture the flag options all with 2 player split screen, LAN, or Xbox Live support,
Jedi Academy is no slouch. But then they go and give us two unique modes
- Power Duel, where two lesser Jedis duel against one greater Jedi, and Siege,
an astonishing objective-based multiplayer mission where each side has a set of
objectives they must complete in order to win. While the other modes are fun,
they have been seen before, and Power Duel is pretty much a fun diversionary game.
The real meat here is Siege mode. In addition to the aforementioned objectives,
the mode also incorporates an elegant class system featuring six unique classes.
Planning and strategy are required and the voice support goes a long way toward
making the mode succeed. And for the broadband impaired, Jedi Academy has
included bots, so you can at least pretend that you're online. Online games using
the Live service support up to 10 players, and as of publication, I had no problem
jumping right into a game of Siege, as there is no lack of servers and good competition.
But be forewarned: human players don't fall for those cheesy computer-killing
moves, and an understanding of stances and moves is needed to compete.
Graphics: 7/10 Jedi Academy was originally built for the PC
using the aging Quake III engine and then ported over to the Xbox. As a
result, the graphics aren't exactly the best and the brightest out there. Environments
tend to be a bit lackluster, but with fully animated, real-time lightsaber battles
and multiple enemies jumping, slicing, and running, you will hardly notice. The
ability to fully animate an involved battle with force powers, spinning jumps,
and guns ablazin' is pretty damn nifty. But between battles, expect nothing but
roughly aliased corners and monotonous sci-fi post-industrial bland textures.
Sound:
7/10 It's pretty much what you'd expect from a Star Wars title. We
have the requisite sound board of lightsaber swings and blaster bolts mixed in
with the generic themes we will all know and hum to the grave. The voice acting
is good, as always (good ol' LucasArts). Although Luke Skywalker isn't voiced
by Mark Hamill, weird considering voice acting is the majority of his work now-a-days.
At any rate, his replacement is serviceable and minor regardless. Like most recent
Star Wars games, the sound is good, but it fails to break any new ground,
sounding pretty much how its precursors did. . Control:
9/10 For a PC port shooter, Jedi Academy's controls are impeccable.
The left and right sticks control look and movement while the shoulder buttons
handle primary and secondary firing. Together, the movement and primary attack
buttons can pull off acrobatics and lightsaber maneuvers depending on the position
of the movement stick when the primary attack button is pressed. With a little
practice, wall runs, flips, and even some wire fu-esque tricks are possible and
go a long ways towards enhancing the combat. Force powers are selected by using
the d-pad; once a power is selected, simply click the left stick and the power
is activated. Again, it's an idea that works well. It's nice to see the developers
rethink the way a PC FPS is ported. Overall:
8/10 Because of an enjoyable, action-packed, intense single player campaign
that never loses steam and a full featured multiplayer experience centering on
a brilliant objective-based Siege mode, Jedi Knight: Jedi Academy is a
worthy addition to the Star Wars video game library. Fans of the movies
will enjoy the fleshed out and detailed lightsaber combat system, while action
game fans will find a great fighter/shooter with subtle hints of an RPG; however
the real treat is for fans of both the movies and the games: seeing Kyle
Katarn side-by-side with Luke Skywalker in a Jedi Academy - it's like seeing
Santa Claus and Jesus shooting hoops. [
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