Star Wars: Jedi Knight - Dark Forces II LucasArts 1997

Essentially a first-person shooter made to compete with the likes of Quake 2, JK tries to separate itself from the pack early on by capitalizing on the Star Wars theme. Utilizing FMV (Full-Motion Video) cut scenes in between gameplay, complete with live actors on digital backgrounds, JK includes something most Doom clones forget, an actual plot! Stages coincide with the plot accordingly and revolve heavily around the objectives which is refreshing from the usual find the keys and exit theme. Players journey through the stages in the role of Kyle Katarn (think Han Solo wanna-be with sprinkles of Luke Skywalker), who must learn the ways of the force and frag all enemies along the way. Unlike the first game, this one includes a multiplayer mode, and after level three the player has the use of a lightsaber, along with The Force. The lightsaber blocks weapons fire, is an effective weapon and provides light in dark areas. There are three types of Force powers: Light Force powers provide non violent advantages such as being able to restore health or persuade enemies to ignore the player, Dark Force powers are violent and give the ability to throw objects or choke enemies, Neutral powers enhance athletic abilities such as being able to jump higher or run faster. There are twelve powers in total, four of each type. Between levels, the player can choose which Force powers to enhance. There are a variety of hostile and non-hostile non-player characters (NPCs) within each level that the player can interact with. Other enemies include monsters and vehicles. Throw in all the elements like 3D accelerated graphics, Star Wars setting, John Williams composed soundtrack, and refreshing plot-oriented missions and you get a sure-fire winner, right? Close, but JK fumbles a little along the journey to being a true master. It's not that the game's execution is poor, but it isn't really that revolutionary either. Take for example, the stage designs. While the sci-fi look is there and the environments seem natural at first, but after prolonged play, stages drag on way too long and it's clear that the level designers start to draw out the stages with too many obstacles and puzzles for the sake of play-life. It's a shame because the game is most effective when you can lose yourself in the fantasy environments that are convincingly realistic. Once you start getting frustrated by the lengthy design, it breaks that suspension of disbelief and you're all too aware of the contrived stage.

See also: #Jedi Knight MP: Mysteries Of The Sith

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Level Demo 21MB ( @ FileFront)
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Hi-Res Models & Textures
Fan Levels
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Full Demo ~59MB (upped by keropi)
Multiplayer Client
2CD ISO Demo missing CDA tracks ~711MB (upped by Scaryfun)
Clone 2CD ISO Demo + Scans & Patch 965MB (uploaded by Egon68)
Level Demo (Sampler CD) included in The LucasArts Archives Vol. III 6CD ISO Demo 1.20GB (uploaded by hgdagon)
3-Level Demo included in The LucasArts Archives Vol. IV 6CD ISO Demo 1.40GB (uploaded by hgdagon)
GOG Digital ISO Demo v2.0.0.3 610MB (uploaded by Molitor)

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