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Jedi Knight: Dark Forces II
Jedi Knight: Dark Forces II

Game Play         10
Graphics            10
Sound                 10
Value                   10
TILT                      10       Over  all  A   10  Over  all super  game.
Requirements: Pentium-90 or equivalent, 16 MB RAM, 2X CD-ROM, SVGA, 1MB VRAM, 40 MB disk space, mouse, sound card.


Review
Designing a game set in the Star Wars universe seems like a no-brainer. The look and sounds of the game - from the Imperial gray of walls, to the elephantine squeal of a TIE Fighter engine, to the squeaky "pew, pew" of a blaster shot - are already set in stone, so designers just need to think of a genre and use the existing elements to build a game. This formula has been both successful (as with X-Wing, TIE Fighter, and Dark Forces) and not so successful (see Yoda Stories or Shadows of the Empire). Jedi Knight falls squarely into the former category, and is LucasArts' first truly great Star Wars game since TIE Fighter. The designers have done a commendable job of creating an immersive environment and have come up with what is arguably the best single-player first-person shooter since Doom.
Jedi Knight dispenses with many of the negative traits of its predecessor, Dark Forces. The game is longer (though it still feels a bit on the short side), you can save your game at any point and not just in predetermined areas, and LucasArts has corrected the single most criticized aspect of Dark Forces by adding multiplayer options to the sequel. But the gameplay in Jedi Knight is very similar to Dark Forces and borrows heavily from console games. Jumping from one small platform to the next is as important as blowing away Stormtroopers and Imperial Guards, and there are plenty of bosses to fight along the way.
The bosses in this case are Dark Jedi, a group of diverse baddies trying to help a super-evil Jedi named Jerec (who, conveniently, also happens to be responsible for the murder of your father) find a place called the Valley of the Jedi, where he will be bestowed with unlimited power. You once again take on the role of Kyle Katarn, who has now learned that he is a Jedi. As Katarn you must follow Jerec and his henchmen across a good deal of territory, from Imperial bases to your father's house and, ultimately, to the Valley of the Jedi itself. Along the way, you'll encounter the regular collection of Star Wars creeps, including Stormtroopers, Imperial Guards, Bounty Hunters, and the like. The decisions you make during the course of each level help determine your fate, and a point comes late in the game where you become aligned with the Dark or the Light side of the Force, and the storyline unfolds from there.
The branching between Light and Dark isn't as significant as early reports promised, and the storyline is a little cliched, but it does a fine job of providing links between the levels - and that's where Jedi Knight really excels. The majority of the levels are massive, both in size and scope. They contain enormous environments and some truly dazzling feats you must perform. For instance, at one point you must run across the top level of a huge space station, avoiding TIE Fighters trying to take you out with bombing runs. You make your way to the top of a large beam, where the only apparent exits are huge gaping air shafts that lead down hundreds of feet into nothingness. In one of these shafts, you can barely make out a small ledge. You must slide down to that ledge, then make your way through air ducts into the station itself. Another level has you trying to run through a falling cargo ship to the docking bay and escape, all the while trying to keep your balance in the unsteady environment and avoid the huge crates sliding around the hull. The game is full of these exhilarating moments where you think to yourself, "I can't believe I have to do that."
The level design makes you feel as if you are in a real environment, and the game is given an even more realistic sense by the incredible sensation of control you have over the character and the intelligent behavior of your foes. For example, when you jump, you actually feel like you are jumping (and not the sort of wimpy, twelve-inches-in-the-air jump of Quake or Hexen II) and when you walk backwards, the rate of movement changes to a slower, more cautious gait. Together, the level design and excellent control combine to give you the feeling that you can go pretty much anywhere you want in a level without artificial constraints. Enemy behavior also adds to the suspension of disbelief. While it doesn't necessarily make them any harder to kill, enemies will gang up on you and run for cover as you fire at them. The Tusken Raiders even do a little victory dance when they kill you, throwing their arms in the air and roaring with glee.
But not everything is new in Jedi Knight. The weapons selection doesn't vary much from Dark Forces. You have the basic blaster and the Stormtrooper rifle, as well as more powerful weapons such as the rail gun and the concussion rifle. But the introduction of the Jedi elements, which bestow a host of new abilities on your character, makes it a very different game. You have the assortment of various Jedi powers at your disposal, which become stronger and more numerous as you gain experience. There are twelve powers in all, four basic, four advanced for the Light Jedi, and four advanced for the Dark. The basic powers add to your movement, allowing you to jump higher or run faster. Advanced powers give you various offensive and defensive abilities, depending on the road you choose. Light Jedi powers include healing and protection, while the Dark powers allow you to strangle opponents, throw objects, or fire lighting bolts. Then there's the Lightsaber. It's amazing that a melee weapon can be so useful in an action game. Once you gain experience and become more proficient at blocking enemy shots with your saber, it will likely become your weapon of choice.
There are some elements that will inevitably put some off, mostly in the aesthetic arena. The choice for full-motion video cutscenes is perhaps the most obvious complaint and seems like a misguided decision. While the rendered aspects of these scenes are great, the acting is typically mediocre and often just plain, old-fashioned bad. The actor who plays Katarn, with his beauty parlor blow-dried hair and too-neatly-shaved beard, looks less like a Jedi Master than the Marketing Director for The Force (tm). The wall textures range from bland (the gray walls of the Empire, hardly the designers' fault) to downright ugly (the grass textures in level three are the most notable example). The 3D accelerated version looks fine (Jedi Knight is Direct3D compatible), but the unaccelerated version can't compete with Hexen II or even Quake.
Many will also be disappointed to learn that the distinction between the Light and Dark sides, once the choice has been made, is not as striking as one would hope. Which side you take is determined by your actions, with the rampant killing of non-enemies being the quickest route to the Dark Side. The Light Side is obviously the path you are supposed to take - you get more cutscenes and more narration throughout the last few levels. But apart from this and the different Force powers at your disposal, choosing the Dark Side only leads to one really shocking plot element, a slightly altered level, and a completely different ending (which is, in many ways, far more satisfying).
On the graphical upside, the character animations are great, and provide a great deal more than in other first-person shooters. The game can be played from a third-person or first-person point of view (and switched on the fly). With the external camera, Katarn's movements match the action, and it's a nice touch when he reaches out to push buttons or actually appears to be swimming underwater. The sound effects are equally appropriate, and a remixed version of John Williams' Star Wars score provides a suitably epic backdrop for the action.
The only other notable complaint is the somewhat mediocre multiplayer implementation. Early reports have declared the game virtually lag-free, but the combination of Force powers and high-powered range weapons often make for a strong imbalance (though this can be fixed by limiting the available weapons in the set-up screen). More frustrating is the limited number of multiplayer levels and the inability to use the single-player levels for multiplayer games.
But harping on these flaws is a little unfair because, as a single-player game, Jedi Knight simply can't be beat. The level design is great and the sense of control is unparalleled. From the third-person perspective, it plays like a more action-oriented Tomb Raider, and from the first-person view, it's a more puzzle-oriented Quake. And either way, it's an amazing experience.


Secrets:
You Seek Strategy, Jedi Knight, hmmm?
It's all here! Inside you'll find:
Single-Player and Multiplayer Strategies
Lightsaber Basics
Brilliant Tips for Using the Force
First Steps for Becoming a True Jedi

19 Incredible Cheat Codes
Weapons - The Best Use for Each
Detailed Guide to All 21 Levels
Every Secret Revealed
Help you I can, yes, but you must want to learn or I will help you not. First ask, why must you become a Jedi? A Jedi must have the deepest commitment, the most serious mind. Stay and help you I will.
Remember that a Jedi's strength flows from the Force, and teach you the ways of the Force I can. But beware the Dark Side. Anger, fear, aggression, the Dark Side of the Force are they. Easily they flow, quick to join you in a fight. If once you start down the dark path, forever it will dominate your destiny. Consume you it will.
All the knowledge you seek, ahead of you it lies. But you must unlearn what you have learned before you will be ready. To the instructions I give, you must pay attention, patiently listen. Strong is Jerec and strong is the Dark Side. Mind what I teach. Save you it will.
Tips, Strategies, and Cheat Codes
The Jedi's Best Friend: Lightsaber Basics
Kyle has a variety of attacks he can perform with his trusty Lightsaber, and you'll do well to become proficient with it and learn to use them all.
First, you can use primary fire while moving forward to deliver a quick, three-stroke attack, or sidestep (strafe) while hitting primary fire to do a sideways chop. Moving backwards while using primary fire will cause you to do an uppercut swing. Secondary fire creates a longer-range, two-stroke strike that packs a bigger punch than primary fire, but is harder to hit with and slower. Experiment with different combinations to find what works best for you.
You should already know that the Lightsaber can block and deflect Blaster Shots, Imperial Repeater shots, and other Lightsaber attacks (when the enemy is standing in the space between the crosshair and your Lightsaber).
A good initial strategy using the Lightsaber is to run at your opponent while pressing the forward button and attacking: You'll hit the enemy straight on, and he'll either block or get hit. Then strafe hit left or right, which will almost always result in another hit. Another good strategy is to block your opponent's hit, then quickly attack after he's finished his double attack. But remember to always face your opponent so you can block his strikes.

Mastering the use of your Lightsaber is just as important, if not more important, than mastering the Force.
Another way to enhance your ability to defend is to duck and look up a little. This makes you a smaller target for your enemy, and he is forced to look down to attack.
Also, keep in mind that if an enemy is attacking from above or below, you'll have to look up or down to block his strike. And although the distance between you and your opponent doesn't make a difference in your ability to block, the closer you are to him the easier it is to hit him with his own fire from a deflected shot.
You should know that the Lightsaber isn't all-powerful. It can't block the concussion rifle nor is it the best at stopping the rail detonator. So if you see a bad guy pulling one of these weapons out, it's probably best to run away, unless you have Force Speed, then you can get behind him quickly for a few slashes, circling him until he's through.
But the best way to stay alive in a Lightsaber duel is to use your Force Powers. While the powers employed will differ slightly depending on which side you choose, the basic premise is the same: Put your enemy off balance and go in for the quick kill.
Tips, Strategies, and Cheat Codes
Use the Force, Kyle
If having a Lightsaber weren't enough, Kyle also has the ability to use the Force. Whether you are motivated to save the universe with the Light Side, or if you've decided to come over to the Dark Side, here are a few tips:

Use the force, Kyle. Mastering Force Powers is essential to conquering this game.
Light Side:
The best way to use the Light Side is to make yourself invisible. Even if you're only a low-level Jedi, you can use Persuasion to make the enemy think you've disappeared. If you've achieved a higher level, you can simply blind him. Either way the principle is the same: Blind 'em, behind 'em, and slice 'em. This is especially true if you find yourself in a Dark Side choke hold.
If you find yourself in the unfortunate predicament of having been blinded, your best bet is to use Force Speed, back up to a wall, and slash the whole way. Hopefully, you should be able to block his attack or at least keep him at bay.
Another essential Light Side Force Power is Absorb. You'll soon find out that Dark Side Destruction is a nasty power, which will often take you out of the game, so to speak, with just one shot. With Absorb, you'll soak it right up, none too worse for the wear. It also works well against those annoying lightning bolts. However, you'll want to use a Force Heal or Bacta whenever you get hit by your opponent. If you put it off, you may get killed quickly in a surprise attack by a powerful enemy. Never underestimate the power of the Dark Side.
Dark Side:
The best weapon when playing on the Dark Side is the Choking Grip, which renders your opponent helpless: He can't move, he can't attack as well, and he takes damage. Force Lightning and Destruction are also awesome powers that can damage and destroy your opponent in a single blow. However, the downside is that the Light Side can just absorb it, rendering these powers useless.
You can also combine Force Powers to create some powerful combinations. Here are a few:
Persuasion and Seeing - You can see everyone but they have a hard time locating you.
Persuasion and Jump - You'll find that after an enemy loses sight of you, he won't think to do something as simple as look up.
Grip and Pull - Hold them down while you Pull all their weapons away.
Blindness and Persuasion - Even better than Persuasion and Seeing as the enemy won't have a clue to where you are at all.
Neutral Force Powers:
Don't forget about plain old neutral Force Powers such as Speed and Pull. While they're nothing fancy, they definitely come in handy. When you need to make a hasty retreat or get behind an enemy, Force Speed will help you outrun your opponent, and Force Jump will help you to a quick escape or to get behind your foe.
Sensing can be used if you've been blinded, since you can just bring up your map to turn to face your opponent.
Probably the most useful neutral power is the Force Pull. As mentioned earlier, the Lightsaber can't block a concussion rifle and doesn't handle rail detonators well. So if you come across an opponent with one of them, use Force Pull to take it right out of his hands. This works with every weapon but the Lightsaber, forcing those inexperienced Jedis to either run or fight.
Multiplayer Tips and Strategies
Quick Hits
If there are certain Force Powers you like to use a lot, it's a good idea to map them to an individual key that's easy to reach.
If you see someone coming at you with a Lightsaber but you're armed with a blaster-type weapon, you should quickly change to your Lightsaber or pull out an explosive weapon.
When you get the Super Shield, don't worry about hurting yourself with the rail detonator or concussion rifle - just start blasting.
Be sure you know which Force Powers counteract or negate other Force Powers.
You'll want to experiment with "Gameplay" multiplayer options, which allow you some customization of your weapon pickup/reloading action to reduce the number of keystrokes you have to perform during a fight.
Most importantly: Set the "always run" option on.

Go Saber-to-Saber with your fellow Jedi Masters in JK's multiplayer mode.
Effective Rail Detonator Revenge
One of the most frustrating things for a player is to be hit with a rail detonator at close range with the secondary fire option (you'll know when this happens as it sticks to you and starts hissing). The best thing to do in this case is to charge your opponent to catch him in the explosion as well. The inexperienced opponent will probably panic and fire one or two more unnecessary shots or switch to primary fire and blow the both of you up.
Charging a Concussion Rifle
You'll find that there are advantages to charging an opponent with a concussion rifle. At a distance, a concussion rifle can be devastating, but up close, your opponent is at a distinct disadvantage. The secondary fire option, while powerful, is slow to reload. Charge your opponent and sidestep to avoid face-to-face contact. Then pull out the Lightsaber or the Stormtrooper rifle for an up-close-and-personal advantage.
The Minelayer
You'll find that one of the most sadistically satisfying strategies is taking on the role of the Minelayer. You should immediately go after sequencer charges, knowing the quickest routes to take. Once you get them, carefully place them along the course that most experienced players will use to get through the level. Other excellent locations to place them are over power-ups, over weapon spawn points, or near ledges so that an opponent will be blown off and fall to his death. If you really want to make friends, place them over respawning points.
Mr. Badass
A Mr. Badass will go after all the heavy weapons like the rail detonator or the concussion rifle, then slither off to a nice corner and wait for unsuspecting victims to come by.
True Jedi These masters of the Force use the Lightsaber almost entirely. Their two biggest keys are extreme knowledge of the Lightsaber attacks and always being on the move, where they'll soon run into somebody. It's at close range where the Lightsaber is deadliest. The only way to counter it is with another Lightsaber or retreating, laying sequencer charges along the way.

Tips, Strategies, and Cheat Codes
Cheat Codes
Here is a listing of Jedi Knight codes for those who prefer to take the short and easy path to Jedi knighthood. Simply type "t" during the game to bring up the console, then type in the code. Note that some of the codes must be followed by the word "on." For instance, to turn on invulnerability, type "jediwannabe on."
Whiteflag
Monsters become inactive
Eriamjh
Fly mode
Jediwannabe
Invulnerability
Slowmo
Slow motion mode
Thereisnotry
Immediately jump to next level
Red5
Gives player all weapons
Wamprat
Gives player all items
Imayoda
Gives player mastery of all Light Jedi powers
Sithlord
Gives player mastery of all Dark Jedi powers
Racoonking
Gives player mastery of all Dark and Light Jedi powers
Deeznuts
Experience level up
Bactame
Restores player to full health
5858lvr
Reveals entire map
Yodajammies
Gives player full Force Power
Pinotnoir x
Jump to another level
Displayconfig
Gives you an advanced menu in Setup/Display
Coords
Gives your current six coordinates as well as the sector
Warp
While giving the coordinates (X, Y, Z) or all six, you can warp to that place
Hyper
Brings you to all player starts. Useful only in multiplayer levels.
Lightsaber
Effectiveness: 8
Cajones Factor: 9
Ammo Used: N/A
What can be said that hasn't been said before? There are those who will play the entire game armed only with a Lightsaber. While it is primarily a defensive weapon, adept at taking out opponents at close range, you can also use it to cut through grates and walls. Once you have it, it really should become your primary tool, as the name of the game is Jedi Knight. Just keep in mind that when it comes to the Lightsaber, practice makes perfect.
Imperial Repeater
Effectiveness: 7
Cajones Factor: 5
Ammo Used: Power Cells
This weapon is great because it's accurate over long distances and very fast. With its rapid-fire primary mode, you can clear a room by sweeping the area. Just be sure to watch your ammo level as this weapon eats ammo like popcorn.
Rail Detonator
Effectiveness: 8
Cajones Factor: 4
Ammo Used: Rail Charges This Assault Cannon replacement fires off rail charges that either explode on impact or (better yet) stick to an opponent for three seconds before detonation. The enemy takes damage not only from the initial hit but from the explosion as well. Naturally you don't want to be standing too close with this kind of weapon, unless you have an escape route. You don't need to be too accurate over long distances with the rail detonator, just be sure you have plenty of space around your shot path.
Sequencer Charges
Effectiveness: 7
Cajones Factor: 6
Ammo Used: N/A
Sequencer charges are great ambush weapons. The primary setting explodes after two seconds, and the secondary setting allows you to plant the charge on a wall, a door, or on the floor with an activated proximity sensor. One warning: These things are pretty touchy and can go off even from a nearby explosion or the smallest movement. If you see a flashing red light, it's best to stay away. Set it off with another mine or a long-distance rail charge and the concussion rifle (primary mode).
Concussion Rifle
Effectiveness: 8
Cajones Factor: 7
Ammo Used: Power Cells
The concussion rifle fires a bullet of compressed air that explodes upon impact or at 50 meters (whichever comes first). While deadly at long range, it can be equally hazardous up close, unless you're going to use its secondary mode.