I had never played
Star Wars Jedi Knight II: Jedi Outcast before but expected greatness given both the developer and series’ pedigree. It was a crushing and cruel experience then to discover what is possibly the worst entry in both
Star Wars: Dark Forces’ and
Raven Software’s FPS catalog. It’s a game plagued by a myriad of problems that could have been avoided given an extra month or two of development.
By 2002, Lucas had stopped being so protective of the franchise (some may say to the extent of tarnishing it), which allowed Raven to be far more free to explore the world of Star Wars than the original games. Lando Calrissian and Luke Skywalker make lengthy appearances alongside memorable locations from the films, such as Cloud City. While Raven’s efforts at fan service are appreciated, the game ends up feeling hollow as a result. It is neither a fun ride through the world of the original films like
Dark Forces nor an interesting story in the expanded universe like the first
Jedi Knight. Billy Dee Williams reprises his role as Lando, but he is clearly phoning in lines, adding to the soullessness of the whole thing.
Presentation and story weren’t what sold me on the previous games, so I’m okay with this. What I’m not okay with is the game being significantly flawed in almost every other facet. The levels, for the most part, take place in warehouses and ships that all blend together with boring greys and browns. For as bad as the first
Jedi Knight’s levels were,
Jedi Outcast features some of the worst level design I’ve ever seen in a FPS. Almost every single level had me getting lost and stuck multiple times, discovering the majority of secrets before I found the main path in the least expected area (such as a vent in the ceiling in a random room). At least when I found the solution in previous games, I felt clever for solving a puzzle or exploring. In
Jedi Outcast, I’m left scratching my head why I’m finding secrets easier than the main path. All of this is made worse by the lack of a map, which was a feature in the previous games.
Though the lightsaber and force abilities saw a significant upgrade, the shooting of
Jedi Outcast is awful. I could stand in front of a stormtrooper and unload my gun, while bullets magically dance around him and the ones that land provide no visual/audio feedback. Now imagine how much worse this is when the AI is strafing around and the broken hitboxes fail to cooperate with the player. Even firing guns—the foundation of the FPS—is joyless in
Jedi Outcast. The standard blaster rifle lacks accuracy while the sniper rifle unzooms if the player moves and has such a long delay that it’s useless in most situations. Later guns feel weak and inaccurate, making a heavy reliance on melee combat non-optional.
The game gets better as force powers become more powerful. Pull weapons away from a group of foes and cutting them all down has never been more satisfying. Even this is spoiled, however, with scenarios that get progressively worse. Escort missions lead to forced stealth sections which leads to a terrible vehicle section, an anti-gravity area that is maddening, and a final boss fight that feels random: one try I can’t get a single hit in, while the next I beat him in two hits. Around every corner,
Jedi Outcast reminds you of all the terrible elements present in early ’00s games while losing the core fundamentals that made the first two series entries fun.
Jedi Outcast sounds like a trash fire but the sad thing is that it is on the cusp of greatness. It’s no surprise then that Raven put out its other first big flop the same year with
Soldier of Fortune II. Both games share key members of development staff along with the problems that come from rushing a game, failing to polish before release. While Raven never returned to the
Soldier of Fortune franchise, it did take another stab at
Star Wars.