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Something else should be said about the levels. This game is not Quake, where you simply have to find the keys to complete a level. Winning a level in Jedi Knight does require using one's brain, as amazing as that may be in a first-person action game. Puzzles abound, like the "lower the fuel level by switching various buttons" one in the demo. Unfortunately, this is where the game can be tedious eventually it gets boring running around and flipping switches and seeing what happens.
The game supports multi-player action over the Internet à la Quake, or over a network. While eight-player Jedi Knight games are fun, gameplay can be unbalanced at times, as the person with the mega-awesome-powerful weapon has a much greater advantage. I would have liked to see other variations except for an all-out Deathmatch like a "Light Sabre" duel. Although, since LucasArts has always been against releasing level specifications or a level editor, user-made add-ons look doubtful. Rounding out the review, sound effects and music are, as in all LucasArts games, excellent, borrowing many sounds from the movies. I was not impressed with enemy AI . . . while up to par with, say, Quake, it was nothing remarkable. Jedi Knight features an auto-map, one of the first 3-D games to do so. While the Heads up map is pretty useful, the Descent-type map is not. I could spin it around for hours and still not know where I am. The modeling of the various characters is nice, as well as their various actions. You really see your character put away the current weapon, and whip out the next one. Stormtroopers are blown across the room by an explosion, flipping around in mid-air. In conclusion, while I doubt I can convince any die-hard Star Wars fan not to buy this game, let me just say that with all its flaws, it's still a pretty fun multi-player game, and the puzzles and immense levels in single-player are a good way to pass the time. Go To Page: 1
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