Star Wars: Jedi Knight 2 - Jedi Outcast
There Is an unwritten rule in game design that goes if you are making a first-person shooter you must include some sort of multiplayer component. It's a law most stick to, even the duff games, where you can reliably expect the regular spread of deathmatch missions, capture-the-flag levels and variants thereof. In that respect Jedi Knight 2 doesn't disappoint, but as was shown in Return To Castle Wolfenstein, it pays to go the extra mile. If Raven had taken a leaf out of Counter-Strike's book, we might have been able to enjoy some great tactical team-based action, with Rebel forces and Imperial Stormtroopers fighting across icy plains, one trying to wrest control of a couple of protocol droids from the other, or rescuing secret Death Star plans. Unfortunately until some enterprising young scamp starts work on a mod, or more likely, LucasArts announces an expansion pack, the only teamplay you get in JK2 is capture the flag/lizard, which is nothing to write home about. More's the pity.
Darkness And Light
Fortunately, though the team games are rather stolid, the trusty deathmatch mode is fantastic fun. About as fashionable as dungarees these days, deathmatch is where JK2's online game really shines. This is partly due to the duelling nature of lightsaber combat, but more down to the fact that there are a couple of excellent levels perfectly suited to the melee of all-for-one conflict.
As with the single-player game, the weapons still feel rather detached from the Star Wars universe. Whereas in single-player the weapons lack purpose, there is at least some fun to be had launching explosives into a packed corridor of duelling Jedis in order to poach a few kills (even if it is a rather dishonourable practice).
But most of all it is the option of being able to configure your Force powers that really distinguishes JK2's multiplayer experience from its inconsistent solo game - aside from the benefit of ripping through real opponents compared to the game's all-too-easy Al enemies, of course. Moreover there are no less than seven extra Force powers open to multiplayers -two apiece for Light and Dark sides, one neutral and a couple of team Force powers. Other neat features are a couple of Quad-style power-ups and a wall-like shield you can drop behind you to trap any pursuers
Being Quake 3-powered, JK2 benefits from having a perfectly intuitive interface; setting up, finding and joining servers is a breeze and though the game is just about playable using a 56K modem, broadband is invariably best, especially since the game' third-person view is a little more graphically demanding than a typical first-person game like Q3 The best games are those where lightsaber and Force powers are mandatory, set acros urban levels offering plenty of gaping chasms for Jedis to fall into.
There's bound to be plenty of new maps appearing, but for now there is plenty to be getting on with. Had there been a decen stab at recreating the Counter-Strike or Team Fortress experience in the Star Wars setting - or at least a teamplay mode to rival Wolfensteiris or Medal Of Honor's - then JK2's online game would be unrivalled As it is it remains only a great deathmatch game, which is no bad thing at all.
Processor: PC compatible,
OS: Windows 9x, Windows 2000 Windows XP, Vista, Win 7, Win 8, Win 10.
Game Features:Single game mode