HomeGamesUpdatesPricingMethodology
Steam News18 February 201610y ago

20 years later, Dark Forces and Jedi Knight are still great Star Wars games

More Star Wars! We love Star Wars. We write about Star Wars a lot. For a tour of every Star Wars game on PC, check out our complete history .

In this update2

Full notes

Full STAR WARS™ Jedi Knight: Dark Forces II update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions2 changes0 removals
  • Performance
  • UI and audio
  • Gameplay
changedMore Star Wars!After watching Force Awakens, my Star Wars fever drove me to replay Dark Forces and Jedi Knight: Dark Forces II for the first time since my childhood. This was actually my first time playing all the way through either; I only had demos as a kid. Despite being released just two and a half years apart, in 1995 and 1997, the games feel like they belong to distinct eras of FPS design. Each is forward thinking in some ways I found fascinating with 20 years of perspective, and comically dated in others.
changedDark Forces21 years on, Dark Forces feels almost prehistoric for a 3D game, and its ambition dates it in a way that the arcadier Doom will never age. The 2D sprite enemies, their simplistic AI and repeated audio clips, the labyrinthine levels and obtuse puzzles are the essence of first-person PC games from 1995. Made today, Dark Forces would probably feel like a sanitized Call of Duty clone with lasers.
addedDark ForcesAnd yet. And yet . The same way Star Wars took the basic structure of the Hero s Journey and turned it into a movie unlike anything we d seen before, Dark Forces cloned Doom and created something amazing from its DNA: a game that placed you into a three dimensional world that was new and yet recognizably Star Wars.
addedDark ForcesLucasArts s Jedi Engine added jumping and looking up and down on the vertical axis, so you could explore Dark Forces world like it was a real place. The stormtroopers and Imperial officers may have been crudely animated 2D sprites, but they looked just like they did in the movies. The blasters sounded the same. The music captured the essence of John Williams in simple MIDI.
addedDark ForcesInstead of revisiting locations from the films or playing out some hackneyed video game version of the battle of Hoth, LucasArts took places we d glimpsed, like the interior of a Star Destroyer, and spun out their own creations with the scope and detail to bring them to life. The world is gray more often than not, but Dark Forces keeps switching out tilesets as you reach new levels. One Imperial base looks different than another. Ship interiors take inspiration from the Death Star. Natural canyons, blocky

STAR WARS™ Jedi Knight: Dark Forces II changes

changedAfter watching Force Awakens, my Star Wars fever drove me to replay Dark Forces and Jedi Knight: Dark Forces II for the first time since my childhood. This was actually my first time playing all the way through either; I only had demos as a kid. Despite being released just two and a half years apart, in 1995 and 1997, the games feel like they belong to distinct eras of FPS design. Each is forward thinking in some ways I found fascinating with 20 years of perspective, and comically dated in others.
changed21 years on, Dark Forces feels almost prehistoric for a 3D game, and its ambition dates it in a way that the arcadier Doom will never age. The 2D sprite enemies, their simplistic AI and repeated audio clips, the labyrinthine levels and obtuse puzzles are the essence of first-person PC games from 1995. Made today, Dark Forces would probably feel like a sanitized Call of Duty clone with lasers.
addedAnd yet. And yet . The same way Star Wars took the basic structure of the Hero s Journey and turned it into a movie unlike anything we d seen before, Dark Forces cloned Doom and created something amazing from its DNA: a game that placed you into a three dimensional world that was new and yet recognizably Star Wars.
addedLucasArts s Jedi Engine added jumping and looking up and down on the vertical axis, so you could explore Dark Forces world like it was a real place. The stormtroopers and Imperial officers may have been crudely animated 2D sprites, but they looked just like they did in the movies. The blasters sounded the same. The music captured the essence of John Williams in simple MIDI.
addedInstead of revisiting locations from the films or playing out some hackneyed video game version of the battle of Hoth, LucasArts took places we d glimpsed, like the interior of a Star Destroyer, and spun out their own creations with the scope and detail to bring them to life. The world is gray more often than not, but Dark Forces keeps switching out tilesets as you reach new levels. One Imperial base looks different than another. Ship interiors take inspiration from the Death Star. Natural canyons, blocky

More Star Wars!

We love Star Wars. We write about Star Wars a lot. For a tour of every Star Wars game on PC, check out our complete history . And for our favorites, check out the best Star Wars games of all time .

In the last months of 2015, Star Wars was everywhere. Everywhere. TV ads. Billboards. Sneakers. Mac n cheese. Cars. PCs . It s hard to remember a time when Star Wars wasn t all around us. Even before the Force Awakens marketing blitz, Star Wars has been omnipresent for a decade now, with a steady stream of cartoons and toys and games and books and comics, some good, many bad. This is what we ve come to expect from the Lucasfilm and Disney empires. We don t expect Star Wars spin-offs to be bold and daring, and it wasn t until I spent the holiday break playing Dark Forces that I remembered Star Wars games were once genuinely groundbreaking.

After watching Force Awakens, my Star Wars fever drove me to replay Dark Forces and Jedi Knight: Dark Forces II for the first time since my childhood. This was actually my first time playing all the way through either; I only had demos as a kid. Despite being released just two and a half years apart, in 1995 and 1997, the games feel like they belong to distinct eras of FPS design. Each is forward thinking in some ways I found fascinating with 20 years of perspective, and comically dated in others.

But not really comically. Like, Jar-Jar-and-his-stupid-tongue-funny. It s 2016. We know better.

Dark Forces

21 years on, Dark Forces feels almost prehistoric for a 3D game, and its ambition dates it in a way that the arcadier Doom will never age. The 2D sprite enemies, their simplistic AI and repeated audio clips, the labyrinthine levels and obtuse puzzles are the essence of first-person PC games from 1995. Made today, Dark Forces would probably feel like a sanitized Call of Duty clone with lasers.

And yet. And yet. The same way Star Wars took the basic structure of the Hero s Journey and turned it into a movie unlike anything we d seen before, Dark Forces cloned Doom and created something amazing from its DNA: a game that placed you into a three dimensional world that was new and yet recognizably Star Wars.

LucasArts s Jedi Engine added jumping and looking up and down on the vertical axis, so you could explore Dark Forces world like it was a real place. The stormtroopers and Imperial officers may have been crudely animated 2D sprites, but they looked just like they did in the movies. The blasters sounded the same. The music captured the essence of John Williams in simple MIDI.

Instead of revisiting locations from the films or playing out some hackneyed video game version of the battle of Hoth, LucasArts took places we d glimpsed, like the interior of a Star Destroyer, and spun out their own creations with the scope and detail to bring them to life. The world is gray more often than not, but Dark Forces keeps switching out tilesets as you reach new levels. One Imperial base looks different than another. Ship interiors take inspiration from the Death Star. Natural canyons, blocky

Source

Steam News / 18 February 2016

Open original post

Changelog.gg summarizes and formats this update. How we read updates.