Star Wars: Jedi Knight - Jedi Academy Review

A good port of a flawed game.

Version tested: Xbox

There were two reasons we were curious to take a look at this quick-fire port. Firstly it's a game which arguably has controls that lend themselves better to an Xbox pad than a finger-stretching PC keyboard configuration, and secondly it's being ported by Vicarious Visions - the team tasked with the Doom III port, of all things.

The PC version was one of those FPSs chock full of ideas that probably sounded good in the design doc, but when it came to putting them into practice Raven slipped up. The whole game centres on the concept that you're a fresher. A newbie student who hopes to one day become a fully-fledged Jedi, and has enrolled at the Academy under the watchful eye of Luke Skywalker and your 'master' Kyle Katarn, who regulars will recall starred in previous Jedi Knight adventures.

Create-a-Jedi

'Star Wars: Jedi Knight - Jedi Academy' Screenshot 1

Functionally the game is identical to the PC version, with four levels of difficulty, and the ability to create your own Jedi from a selection of species, heads, clothes and lightsaber styles. Unlike the similarly flawed Jedi Outcast, you actually get to wield the lightsaber right from the off, and the game gives you the chance to do just that when your ship crash-lands on route to the Academy. The opening level is a tad contrived to say the least, with a shoehorned sense of linearity as you carve trees down to make 'bridges' and in truth it takes several hours before the game becomes truly engaging as it takes you first through a basic refresher course on your Jedi powers, then through a handful of dreadfully uninspired levels.

The first tier of missions are effectively five levels that you can attempt in any order, and the game progresses on that basis thereafter, gradually ramping up the challenge and allowing you upon completion to assign yourself new Force Powers or upgrade existing ones to level three. Some powers are granted automatically, while a selection of light and dark powers can be activated at your choosing, presenting you with the potentially interesting conundrum of becoming entirely evil. Predictably, the more powerful and amusing powers are on the dark side, with the likes of Force Lightning, Drain and Grip a lot more fun than the light side's Force Heal or Absorb, although the Jedi Mind Trick has plenty of comedy value when you're sending foes falling to their doom.

However, during the majority of the game you can get by pretty well just either using the standard run and gun FPS mechanics, or panning out into third person mode and wielding your lightsaber at everyone you come across. Not only does the lightsaber act as an effective block to enemy fire, it slices them up good. Occasionally you'll find an opponent that can only be defeated via a lightsaber attack (yes, apparently able to block missiles too), and as the game goes on you'll find yourself having to use this more and more - to the point where use of the numerous Force powers becomes a necessity rather than an option.

Shortcut to nowhere

'Star Wars: Jedi Knight - Jedi Academy' Screenshot 2

On the PC version, we found ourselves struggling to cope with the need to cycle through the various force powers then select them (or reaching the distant shortcut keys). In the heat of a battle it was far too easy to select the wrong one and find yourself sliced up. Imagine playing a beat-'em-up that uses mouse control for the camera, and forces you to select your combos from a cyclical menu and you get some idea of how clumsy this feels. On the Xbox the D-pad houses both the weapons and Force powers menus - left/right cycles through the former, up/down the latter, with the ability to assign that power or weapon to the X button by holding it down for three seconds - readying it for instant recall during gameplay. Other than that, clicking down the left stick activates your currently selected power, which - as we suspected - feels a whole lot more natural than the keyboard Olympics the PC version demands from you, but in practise still isn't the most natural feeling combat system we've ever encountered.

In common with the PC version, you still find yourself going into battle and fumbling furiously through cyclical menus while numerous baddies are busy blasting seven shades out of you. Assigning the power to X is useful, but only once you've realised which power you need to get you out of your current mess. You'll doubtlessly be involved in a fair bit of trial and error before you get to that stage.

And what of the rank AI of the PC version? Well, it's still here in all its stationary glory, with big lines of doofus Stormtroopers standing around waiting patiently for their turn to die. In lightsaber battles things are very different, but basic firefights can often be laughable spectacles as they refuse to shift from their location. And even when you do take some damage, the ridiculous Force Heal power means you can just wander off and give yourself full health at any time. What you end up with is a game that just turns into a slog - some levels are tricky thanks to the weight of numbers, but it's no more skilful than just picking off one bad guy after another until you finally locate the end of the level. And that's not as straightforward as it sounds either, with some exceptionally poor signposting often resulting in you backtracking around empty levels until you find some arbitrary location that you've overlooked.

Graphics whores need not apply

'Star Wars: Jedi Knight - Jedi Academy' Screenshot 3

The Quake III-era graphics have been noticeably optimised for the Xbox, with none of the curious scenery pop-up that blighted the PC original (despite being turned up to full detail on our more than capable rig), but it's still a fairly uninspiring looking game with a consistently garish colour scheme, drab, unconvincing texturing and a horribly dated feel to it. It's not exactly what you'd call ugly - that would be unfair - but check out the character animation next to something like Prince of Persia and you'll see where we're coming from. Not only does it look wrong, but in third-person mode your creation simply lacks any kind of real physical presence, with a particularly awkward jumping mechanic which is prone to getting caught on the scenery and appears lightweight and feeble. Putting first-person games in third-person is always a risk, and here's why - but it needn't be this way, and you only have to check out the splendidly fluid Max Payne 2 to work out why this feels horrible.

One area in its favour is the multiplayer functionality, which not only adds bot matches for a warm up, but two-player split-screen (why not four for gawd's sake?), System Link (2-10 players), and of course Xbox Live. As with the PC there are 23 arenas and a bunch of Deathmatch and CTF modes, as well as Siege (multiple objectives - attack or defend) and Power Duel (two on one lightsaber battles). It's interesting to get some lightsaber battles going over Live, which is as seamless and hassle free as ever, and Siege is great fun, but it's hard to recommend a purchase on these modes alone.

Outcast

It seems odd to come back to a game and find it much less enjoyable the second time around when it's quite obviously a decent port. But several months on we've not only played much better games, but we're even less inclined to accept the messy control system, the often dreadful AI, the questionable animation, the less than stellar visuals, the fact that following the dark side makes no real difference to the game, and the overall feeling that it's just not that exciting. It's good to see Live make the package this time around, but we're disappointed that after all these years LucasArts is still scratching around abusing the Star Wars brand in this way. There are some good ideas here that haven't been realised, and we're once again left waiting for the definitive Star Wars FPS to appear.

6 / 10

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Comments (26) Latest comment 8 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • squaylor #1 8 years ago

    this might be the 1st star wars game I buy...

    actually I think I'll stick to KOTOR

    Edited by 1 at 16/12/03 @ 13:10
  • Razz #2 8 years ago

    "On the PC version, we found ourselves struggling to cope with the need to cycle through the various force powers then select them (or reaching the distant shortcut keys). In the heat of a battle it was far too easy to select the wrong one and find yourself sliced up. "

    I played Jedi Academy on the PC and didn't find the shortcut keys too distant... then again my hand is 24cm long... anyway I think your whining over nothing, you easily redefine the keys to suit your prefrences.. or in this case hand size.
  • krudster #3 8 years ago

    Yes we can be arsed, but there's a small issue of time here - i.e reviewing an all new game properly takes at least ten hours. With 10 review slots a week, do the sums and work out how two (and a half) people are supposed to produce those!
  • Razz #4 8 years ago

    So basically... you couldn't be arsed.
    ;)
  • ssuellid #5 8 years ago

    10/2.5 = 4 games per employee.

    4 * 10 hours = 40 hours per week each.

    Who is the .5? Or is one of you 1.5?
    Edited by 1 at 16/12/03 @ 13:48
  • Razz #6 8 years ago

  • squaylor #7 8 years ago

  • Khanivor #8 8 years ago

    I'd be more then happy to get paid for that kind of workload.

    Having to play shite like T3 dampen the enthusiasm however.
  • mouse Verified Graphic designer, Eurogamer Network #9 8 years ago

    4 * 10 hours = 40 hours per week each.

    Playing games doesn't form the entireity of our jobs you know.
  • ssuellid #10 8 years ago

    "Playing games doesn't form the entireity of our jobs you know. "

    Thats why there is another 128 hours in the week.
  • Lutz #11 8 years ago

    I feel 6 is a bit harsh for this. I've got it and so far I'd give it an 8. Just got promoted to Knight.
  • krudster #12 8 years ago

    6 is still reasonable from us...it's just having played a lot of much better games lately, the original score of 7 seems too high in comparison. The niggles just stood out a mile this time.

    As for how we divide up our time, it's fair to say we "work" in most of our so-called free time too, so we could hardly be accused of being slackers...Just monitoring these threads and forums is time consuming enough on its own!
  • Lutz #13 8 years ago

    Fair point Krudster.
    It was just that I've read the review on JK2 and Nem has told me a lot about it and on paper JK:JA sounds a better game.

    It's your job though mate! :D
  • Clive_Dunn #14 8 years ago

    "The PC version was one of those FPSs chock full of ideas that probably sounded good in the design doc"

    Eh ?? I finished the PC version and there were virtually no new ideas in the game at all. I'm betting the design doc was "we'll make it the same as JK:outcast, but a little less annoying this time as you'll get a sabre from the start and the main character won't have a stupid beard".

    They actually managed to make a worse game with this version, the last one was good fun multiplayer by the time it was patched to version 1.04 - in this one ( on the PC at least ) the sabre damage system is totally buggered making multiplayer absolutely no fun at all. Has this changed for the Xbox version ?

    And how come the review doesn't even bother to mention how the game plays on Live ? What modes are available ?

    4/10 for the review, must try harder.

    Edit - Actually it does mention what modes are available, missed that bit sorry.

    Edited by 1 at 16/12/03 @ 15:51
  • krudster #15 8 years ago

    It plays how pretty much all games on Live play...ocassional lag, nothing worth worrying about. Slick as an eel to set up and not a huge amount of people actually playing. In other respects it's basically the same as the PC, ported faithfully.

    Not entirely sure what you mean by the fact that the saber damage system is buggered...what changed? I never played the patched version.
  • Clive_Dunn #16 8 years ago

    Apologies I wasn't clear, and apologies for a grumpy comment - bad mood this afternoon.

    The PC version's idea of sabre combat was simply to chain together special moves, combat rapidly degenerated into two people doing special after special and was totally uninvolving. This contrasted to Outcast's combat system that virtually patched out the effectiveness of special moves and made everything dependant on timing and anticipation.

    I'm assuming this one is still special dependent ( ohh look another front roll and lunge ) both in single and multiplayer.
  • Khanivor #17 8 years ago

    The day someone figures out a lightsaber controller that can sense where it is in space, allowing sabre combat across the net is the day that person gets very rich indeed.
  • beep #18 8 years ago

    Is the analog stick control (aiming) better implemented than in Outcast? I thought this was a serious flaw in the previous port because the analog sensitivity seemed to have only three (well not three but close) degrees of sensitivity. Compared to Goldeneye analog control wise, it was a freakin' joke.

    And 60Hz? The last Xbox port wasn't. Are you sure???
  • krudster #19 8 years ago

    I wasn't enormously happy with the analog control. Compared to others I've played lately (notably SWAT) it lacked the smoothness of control.

    Serious question here; how is it actually possible to tell whether an Xbox game is 60Hz or not?
  • pjmaybe #20 8 years ago

    "Serious question here; how is it actually possible to tell whether an Xbox game is 60Hz or not?"

    On my telly (JVC) the thing usually switches into black and white mode for a second, or loses the signal when switching to 60hz. It's really the only way I can tell. If a game DOES give you the choice (a la project gotham 2) and you select 50hz it doesn't do the "b/w switching thing" so I guess that's the only way to truly tell unless you've got an oscilloscope built into your brain (oh you have? Cool!)

    Peej
  • beep #21 8 years ago

    Well, I can tell if a game is running at 60Hz by just looking at the screen (ten 'refreshes' per second is quite significant after all), but another way is to bring up some text from your actual telly. When in 60Hz mode, the text should appear slightly stretched vertically (a result of the lower rez 60Hz screen format).

    I should just say that I'm not complaining if it lacks it (60Hz), it's just not a given that all Xbox games support it. As long as our PAL 50Hz only conversions are well done (speed adjusted, full screen, FMV rendered to PAL specs instead of the skip every nth frame crap), then I'm happy enough.
  • krudster #22 8 years ago

    Is 50" big enough for you?

    But seriously, I've played literally hundreds of Xbox games, and I really can't tell if it's 60 or 50.

    Oh oh oh! Just found a signal option on my Tosh Plasma that actually tells you what the frequency is! Currently playing Secret Weapons, and it's.....50! I guess that settles it once and for all and I'll mention it in reviews from now on.
  • beep #23 8 years ago

    Hmm... I wish the Xbox prompted you with what frequency you want to play the game at and then remembered the frequency with each game (it does have a hard drive after all, FFS). Then again, if Bungie knew how to implement 60hz properly in Halo then I wouldn't have any complaints at all.
  • X-Vector #24 8 years ago

    The definitive Star Wars FPS?

    That has been out for six years and two months, hasn't it?
  • Dirtbox #25 8 years ago

    Which is just about how old this thread is.

    You're that late.
  • X-Vector #26 8 years ago

    Perhaps, but it's still a lot fresher than the game it's discussing.