I was quick to pick up, and play through, the Nintendo Switch ports for Jedi Knight II: Jedi Outcast and Jedi Knight: Jedi Academy. Outcast was a title I’d never really played before and didn’t have much of an attachment to. Academy, on the other hand, was the game I had played a lot in high school. It didn’t get as much multiplayer time as the Halo games or Far Cry, but I thoroughly enjoyed the lightsaber combat and the sense of deep immersion within the Expanded Universe.
I had great fun with both games in their new lives as current-gen console ports by Aspyr. But my nostalgic connection to Jedi Academy made this the game I was more excited to revisit. I found that the lightsaber combat was a little more frustrating than I remembered, although after spending so much of Outcast without a lightsaber, it was great to come into the game with that signature weapon and some basic Force powers readily available. And I have evolved as a person and as a Star Wars fan, so while I still liked the cute references to the old continuity, I wasn’t as enraptured by these nods and winks, and I focused more on the story itself. It’s too bad, because the story is very mediocre.
Academy hits many of the same beats as Outcast. You’re improving in the use of the Force while hunting down a band of Dark Side cultists preparing to take over the galaxy. There is a pivotal duel with a secondary antagonist in which the protagonist must wrestle with the temptation of the Dark Side. There is a final battle within a temple as the primary antagonist attempts to tap into an ancient power. And there’s weird stuff about pulling the Force from people/places. The secondary antagonist of Outcast even becomes the primary antagonist of Academy. Plus, Kyle Katarn remains sarcastic and bordering on the edge of having a real personality, though he moves from protagonist to mentor/support character.
Academy mixes things up by focusing on customization and choice. That plot point about facing the Dark Side is actually a player choice in Academy, resulting in a Light or Dark ending–which had been a feature of Outcast’s predecessor. (I don’t think I’ve ever played through the Dark Side ending, because the choice is either killing an unarmed and pathetic former “friend”/rival or sparing him.) And the larger plot is told over just a few bigger levels, with the majority of the game coming in the form of available missions that you choose from. Before each mission, you pick your starting weapons and level up Force abilities. And you can choose to complete all the missions within a given chapter of the story or skip the last one to go onto the next big story quest. These choices are meant to provide a sense of customization and non-linearity, but they result in only trivial variation in order rather than real impact (and as far as I can tell, you’re just missing out on an extra Force point by skipping a mission).
The biggest player impact on how the game appears is through customization of the protagonist. You can choose the gender and species of your character, Jaden Korr; can select from several face, torso, and pant options with clothing trim color choices; and can pick a lightsaber hilt and color. Later on in the game, you can even choose to dual-wield lightsabers or carry a double-bladed saber. But while your lightsaber choices at least feed into combat, the other choices are purely aesthetic. And for that reason, it’s very bizarre that the game limits you to certain races for men and for women. You can be a human male or female, but you can only be a female Zabrak or Twi’lek, while you can only be a male Kel Dor or Rodian. On top of that, there’s only one male voice and one female voice. This means that, when I played through the game this time as a Kel Dor, the wry, clear voice of a human male was jarringly inserted, without any sort of filtration or mechanization, over the blank staring of my protagonist. With Plo Koon’s deep, muffled voice in mind, it was quite the disconnect to hear a voice apparently unrestrained by the respiratory apparatus over Jaden’s mouth, and a lot of character moments were oddly muted–especially since the graphics don’t allow for any expression of emotion in the character’s brows. If you’re going to just assign the same voice to every race of the same gender, why limit the race/gender pairings at all?
This game feels very much of its era, down to female characters in skimpy and outrageous outfits, including a Zabrak woman wearing boots with heels as displayed in many of the loading screens. As one might imagine, hetero teenage me didn’t mind that so much, but now, it’s some uncomfortable baggage.
But importantly, even with my critiques, and even with my occasional frustrations with a particular opponent or scenario in the game, I still had a lot of fun. I liked playing a Kel Dor hero. I liked exploring planets from the movies and the EU. I liked the references to Luke’s early students like Corran, Tionne, and Streen. I liked the goofy weirdness of the plot and its insistence that players be familiar not just with the previous game’s story but with a dozen other stories and characters as well for maximum appreciation. The New Jedi Order series ended in the same year that Jedi Academy came out, so this was the peak for wild, weird, edgy, self-referential Star Wars, at the very edge before I finally got burnt out. I was reminded of that feeling and that setting when I played the game again. And I got to swing a lightsaber a lot, so it was still worth my time. If you’re already a fan, you don’t need me to sell you on it. And if you’re not a fan, the loose controls, dated graphics, and casual density of background lore might not be appealing. I guess this post was just for me, and others like me, who maybe could use a little escape into nostalgia during a particularly dark time for America.