
Once you've reconnoitred with Luke Skywalker for a Jedi refresher course and gotten your mitts on a lightsaber and some magical powers, the real fun starts. The good news is that the visuals are extraordinarily nice, and it's your immersion in a dark and beautifully rendered Star Wars environment that's likely to keep you involved through these (relatively) stodgy opening levels of toughish FPS'ing, and what seems to be not the greatest programming in the world. Enemies behind walls or fifty feet above you on a gantry way can cause the lurch into hectic fight music, and just as immediately cause it to jolt to a halt if they take a step back. Katarn's lady friend Jan is on hand to help during the first few levels, but I was annoyed that whenever I gave her a nudge, she'd only ever reply with one of two comments no matter what the situation was: 'Did you hear something?' or 'What was that?' The prototypically lush Star Wars orchestra music is on hand, and the overall selection of cues is usually good and often sublime in assisting in the creation of atmosphere - unlike the activation of the cues, which is pretty spastic. Controls will turn out to be a major gripe in general. The crosshairs in this game are tiny, and using the C-stick to try to point them at the incredibly skittish stormtroopers is no picnic. Life as an ex-Jedi seems tough and unappetising at first. Again, as a side-effect of JK2's bigness, by game's end the FPS / force-free segment of the game seems almost a distant memory. What Katarn's changing relationship to The Force means for the player is that JK2 offers quite an original gameplay arc, starting out as a purely gun and thuggery based first-person shooter, but changing over time - as Katarn recovers his supernatural powers and wields his lightsaber anew - into a far more diverse and complex third-person adventure.

Said plot and the attending choppilly compressed cut-scenes involve the kidnap of Katarn's hot-and-cold love interest Jan Orrs by Dark Jedi Desan, and yet another scheme by the bad guys to steal or abuse the power contained in The Valley Of The Jedi. In JK2 he will eventually learn all of these tricks again, but only after an older and wiser Luke Skywalker convinces him that this is essential to the plot. Katarn renounced The Force (light, dark and beige flavoured) at the end of JK1, and thus gave up such powers as the ability to jump thirty feet in the air, choke baddies from afar, heal and shield himself, throw lightning bolts or furniture at people, or indeed to simply throw people. Nevertheless, JK2 offers a grand, involving and decidedly big adventure - so big that during the good times you'll forget the bad times, and during the bad times you'll forget the good times. Some game elements have been positively illuminated by the translation while others have become technically frailer or more frustrating.
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A hop, skip and a jump later, Katarn is mixing it up with Imperial scum for the third time in JK's ambitious sequel, Jedi Knight II - Jedi Outcast (JK2), and here on the GameCube he must also negotiate extra trickiness symptomatic of the port from PC to console. Gamers were able to guide Katarn as a John Doomish gunslinger back in first-person shooter Dark Forces, then again as a more troubled soul in the action-adventure combo of the original Jedi Knight (JK1). Of all the Star Wars protagonists who've never appeared in the films, Katarn has been the most generously served by Lucasarts, but that still doesn't mean that I thrill to his approach. Star Wars Jedi Knight II: Jedi Outcast (GameCube) review
