PC/Mac Star Wars: Jedi Knight - Jedi Academy (Raven Software)

até agora os filmes de starwars tiveram todos momentos de humor....no 4, 5 e 6 esses momentos eram proporcionados pela dupla R2D2 e C3PO....como no primeiro eles apareceram pouco tiveram de colocar outro personagem humoristico: a raça gungan, mais concretamente o jarjar. Concordo que talvez no 1º filme tenha tido demasidado protagonismo, mas muito sinceramente penso que os ewoks no episodio 6, esses sim, eram perfeitamente escusados (mais que os gungan).....é q os gungan sempre têm um ar mais "alien" que os "Ursinhos Carinhosos" (aka ewoks) que são quem derrota as tropas de elite do Imperio(!!!)....ao menos no ep1, na parte em q os gungan enfrentam os droids acabam por ser derrotados (estavam em clara minoria, tantp numerica como tecnologica)...sempre faz mais sentido!!
 
Raven, Activision, and LucasArts recently announced they're working on Jedi Knight: Jedi Academy, a loose sequel to Raven's well-received Jedi Knight II. Much of the game is still secret until E3, but GameSpy spoke to Lead Designer Christopher Foster and Lead Artist Les Dorscheid to see what they could reveal about the title. This is what they had to say about working on the latest Star Wars FPS.

GameSpy: Jedi Knight: Jedi Academy is the title for your game. I know the whole thing is pretty top secret, but could you describe the storyline as best you can?

Christopher Foster: You're a student, learning to be a Jedi, and you're going to be thrown into something much larger than what you'd expect to have happen. You'll grow throughout the game based on your choices [and] decisions; you get to grow, as you want to. And, late in the game, you make the dark/light side choice.

GameSpy: And you aren't Kyle Katarn this time around?

Christopher Foster: You choose your race, gender, and appearance, and the game gives you your name. As you progress through the story, you'll choose missions and you should upgrade.

GameSpy: So things are fairly non-linear?

Christopher Foster: Things are very non-linear… but we can't tell you how yet.

GameSpy: If you're frustrated and can't beat a mission, will you be able to quit that one and choose another?

Les Dorscheid: Yeah.

Christopher Foster: And, by the time you're done, it will all form a story.

Les Dorscheid: You can do missions: 1, 2, 4, 3, and you'll still conclude with a satisfying ending.

GameSpy: Will missions change based on the missions you've done?

Christopher Foster: No, not exactly. It will change based on choices you directly make.

GameSpy: And those choices lead you to the dark or light side?

Christopher Foster: Exactly.

GameSpy: Since the game engine is heavily based on Jedi Knight II, what sort of enhancements can we expect from Jedi Academy? Les, what enhancements can you talk about from an art perspective?

Les Dorscheid: Well, we've got the ability to do so much more with [the] animations to the characters than we did before. We're able to sync the animations up with the environments so much better than we could do before. An example we use a lot is that Rancor can actually touch the wall! We're actually animating the character within the constraints of the environment. So, when he (Rancor) reaches up and puts his hand on the wall, he's actually touching the wall! We never could do that before -- we had to stay away from doing those kinds of things. Now the animation is so much more powerful, it's a new generation, another step.

GameSpy: But it's still the Quake III engine? Or derived from it, right?

Les Dorscheid: We may be using the same engine, but there are so many more things we can do now that we couldn't do before.

GameSpy: In the demo, it looked like you were doing something new with how the game engine handles rubble and rocks?

Christopher Foster: In terms of breaking things?

GameSpy: Breaking things, yeah, but also the general appearance….

Christopher Foster: Since we have a more concrete environment (things can interact better with other things), we can actually take the world and make the part that's hit shatter or break apart. We can actually take it into a 3D program and use physics programs on it. We did some of that in JK2, but that was just the beginning….

Les Dorscheid: We were just starting to be able to do that back then. It was very difficult to use, now it's so much more powerful and easy to use so we can use it more creatively.

GameSpy: And the result is more convincing rubble and rocks? A more realistic environment?

Les & Christopher: Yes.

Les Dorscheid: Like we said, we did some of this with JK2. When you get toward the end of a project, you get familiar with the tools and you can do things you couldn't conceive of at the beginning.

GameSpy: So, I bet you were hoping to do a sequel to Jedi Knight II?

Les Dorscheid: Oh yeah! It's exciting to work on a new engine, but it's also a little frustrating. "I thought we could do this!" -- "Well, you can, but…" With an older engine, you can do more with it just because you know what you can't do and how to make it do the special things that work.

GameSpy: You also learn about what people liked, and didn't like, about the first game. What art enhancements are being done to the saber combat?

Les Dorscheid: There's probably three times as much animation as there was before, [including] multiple fighting styles and different weaponry. It was pretty straightforward before and now it's greatly expanded. I guess toward the end of the project (JK2) we thought the saber animation was going to be special, but when the game was released people said the saber animation and combat was what made the game!

Christopher Foster: That's why you get the saber at the beginning of the game now! We've also got a lot of our team members who are very into martial arts and the saber combat. They're always making suggestions and talking about what would be cool and fun to play. We've come up with some really great special moves that make the game feel movie-like. And you get to do them.

GameSpy: Can you describe some of them?

Christopher Foster: We've got the wall-run. You can use force speed and run at a wall and run right up it, then use force jump to vault backwards off the wall. A lot of the moves feel like that, use the environment, use the enemy, and using force powers together to solve puzzles. Using the saber-staff you can kick, which gives the game a more athletic feel to it. You're going to get to be able to do all the fun things you'd want to do if you were a Jedi!

GameSpy: There are some new finishing moves too?

Les Dorscheid: A lot of that stuff is brand new. We're just adding new finishing moves now. (Laughs) Sometimes an interviewer who has seen a demo asks [about] something just added to the game and I have to say, "No, I haven't seen that yet!" We didn't have that power before, now it's so easy to add stuff to the game. It's like watching Toy Story and then watching Toy Story 2. They added all the stuff they wanted to do in the first one to the second one.

GameSpy: Les, as an artist, would you say it's liberating or constraining to work with an established license like Star Wars?

Les Dorscheid: I don't think it feels constraining at all. I see it as really exciting. There are so many cool things. When we first put the Rancor in that was exciting. Seeing an AT-ST walk is cool.

GameSpy: In a regular unlicensed game, if you put the AT-ST in yourself, or something like it, you'd have to decide how it moved. You'd have the freedom of that, but you'd also have the burden too. With this, you just have to make it move like the movie.

Christopher Foster: In a way, it can be frustrating not to be able to do what you want, but like when we did our Star Trek game (Voyager: Elite Force) we had all those great reference points to work with, but most of them were obscure. But LucasArts and Star Wars makes it easier because everybody knows Star Wars. If we put in an AT-ST and it moved wrong a bunch of us would say, "No! It moves like this!" Star Wars is second nature to people.

GameSpy: Is there a temptation to add to the canon? Add something you made up to Star Wars?

Les Dorscheid: We've added a few things and LucasArts is great about accepting them. Plus it's cool to think something you designed or added might be used in a future film or something else….

GameSpy: Well, the first Dark Forces game was novelized.

Christopher Foster: If the artists want to add something we write it up and send it to LucasArts and they go down the list: "This works, this works, this doesn't work, this works…" and they give us a great amount of feedback.

GameSpy: Is there anything they flat out rejected?

Les Dorscheid: Yeah, sure, usually it's something that doesn't fit in with the timeline. Or it conflicts, like we name something and there's already something with that name.

Christopher Foster: Mostly minor stuff. We already knew, as Star Wars geeks, what would fly and what wouldn't.

Fonte: gamespy.com
 
Alguns Screenshots novos:

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podem ver + alguns no site oficial:

http://www.lucasarts.com/products/jediacademy/
 
Fogo, uma sequela de um dos jogos online mais viciantes k eu ja vi! Ainda hoje o tenho instalado para me distrair de vez em kuando...

Smp kero ver os novos combos de movimentos nesse jogo! Os gráfikos pelos vistos estão bons, sim senhor :)
 
entrevista

http://www.homelanfed.com/index.php?id=15092

The Dark Forces/Jedi Knight/Jedi Outcast series of first person action games from LucasArts have all centered around the character of Kyle Katarn but the latest and upcoming game in the series, Jedi Knight: Jedi Academy from developer Raven Software, has the player actually create his own Jedi Knight for the next chapter in this part of the Star Wars saga. HomeLAN got a chance to chat with Raven Software's project administrator Kenn Hoekstra to find out more about their plans for Jedi Academy.

HomeLAN - First, were Raven and LucasArts pleased with the notices Star Wars Jedi Knight: Jedi Outcast received from gamers and critics?

Kenn Hoekstra - Yes. Raven was very proud to have worked on a Star Wars game that critics and gamers felt was a worthy successor to Dark Forces and Jedi Knight. Activision and LucasArts were also quite pleased in that regard. We were happy to have the chance to work in the Star Wars universe again on Jedi Academy.

HomeLAN - When the decision was made to make yet another Jedi Knight game what were the development team's main goals?

Kenn Hoekstra - What we really wanted to do was expand on everything that worked well in JKII and to add new game elements to bring another dimension to the series. Thus, we added new lightsabers, new force powers, more recognizable Star Wars characters, and more levels based on what was well received in JKII. We also wanted to allow the player to create their own Jedi experience in the game rather than follow a pre-determined character like in past games. We allow the player to create their own Jedi character, choose their own force powers as they progress through the game, and really decide how they want to play through the game by allowing them to choose their own missions. Also, by including more episodic and less linear missions allowed us to go to more locations with varying gameplay

HomeLAN - Kyle Katarn is still in Jedi Academy but as a non-playable character. Does this mean we have seen the last of his considerable character arc in the game?

Kenn Hoekstra - As the player’s mentor, Kyle is still a big part of Jedi Academy. As for his future in the series, we have no information on that.

HomeLAN - Jedi Academy will allow the player to make his or her own character for the single player game. Can you go into more detail on how this RPG-like feature is handled in the game?

Kenn Hoekstra - During the initial creation process, players can choose to play as a Human male or female, Rodian male, Twi’lek female, Kel Dor male and Zabrak female. Once they’ve chosen the species, they can mix and match a variety of heads, legs, and torsos along with their corresponding costumes (including color changes) to create the exact look of the character they want. Once players have their look down, you can choose your weapon from a variety of saber handles and blade colors. Eventually the player will be able to adopt different fighting styles and sabers (you start with a single saber).

HomeLAN - We have heard that the single player campaign will have some non-linear elements. Can you talk more about the storyline and how it will be presented?

Kenn Hoekstra - The bulk of the storyline is still being kept under wraps because there are a number of surprises in store for the player along the way.

As to how the story will be presented, Luke Skywalker and Kyle Katarn will send the player on missions to further his or her Jedi training. The player will be presented with a series of missions and can complete them in any order they wish. You can choose the mission you want to undertake, the force power you want to train in, and the weapons you want to bring with you. You can complete all of the missions available to you, or skip some (at the cost of the ability to gain or advance in more Force powers). At certain points you will advance in the Jedi Academy hierarchy and new missions, saber styles and fighting styles will become available to you.

HomeLAN - What new weapons and Force powers will be featured in the new game?

Kenn Hoekstra - In addition to the double-bladed lightsabers and dual lightsaber, we have added the DL-44 Heavy Blaster and Stouker Concussion Rifle. For new force powers, we’ve added Sense, Absorb, Protect, Rage and Drain.

HomeLAN - What recognizable Star Wars characters will make appearances in the new game?

Kenn Hoekstra - Confirmed faces include Luke Skywalker, Kyle Katarn and Chewbacca. There are a few more surprise appearances as well, but we want it to be a surprise. From a more general creature standpoint, you’ll also see a Rancor, Tauntauns, Jawas and Sand People, among others.

HomeLAN - What multiplayer modes will be featured in Jedi Academy?

Kenn Hoekstra - Jedi Academy multiplayer will feature Deathmatch, Team Deathmatch, Capture the Flag, Duel, Power Duel and Siege game types.

HomeLAN - What new modifications will Raven make to the Quake III engine for use in Jedi Academy?

Kenn Hoekstra - Quake III engine modifications implemented for Jedi Academy include, but are not limited to:

Character customization system - allows players to create their own Jedi in both single player and multiplayer. There are several thousand possible character combinations currently.

Ghoul II enhancements including the Ghoul infinite Model modification system - Allows for modular model enhancements, custom colorization, and expanded animation support

New ICARUS II scripting system for Single player and Multiplayer. Now allows for scripted events in multiplayer matches.

New map creation tools allowing for models to be used as in world objects instead of just textures to help create richer 3-D environments.

New non-linear mission progression system.

Raven’s ARIOCHE terrain system.

Portal skies

Rag doll skeletal system

Enhanced vehicle system. Allows for new ride-able vehicles in addition to previous drive-able ones.

Character and vehicle enhancements are designed to enable expanded mod support.

HomeLAN - What differences, if any, will there be between the Xbox and PC versions of the game?

Kenn Hoekstra - Vicarious Visions is developing the X-Box version concurrently with Raven Software’s PC version, so the games are essentially identical content-wise.

HomeLAN - What is the current status of the game's progress and when will it be released?

Kenn Hoekstra - We’re post alpha and pre beta right now. We are on track for a Fall 2003 release.
 
mais uma

Nine years after the fateful Battle of Endor, Kyle Katarn, fearing the darkness he glimpsed within himself during his pursuit of the Sith Jerec, has long ago set aside his Jedi ways, choosing instead to follow the life of a mercenary and smuggler. Then, a holographic transmission arrives from Mon Mothma, informing him and long-time associate Jan Ors of suspicious activity on the surface of what was thought to be an abandoned planet. Upon arrival, the two soon find it holds a secret Imperial base, a discovery that begins the adventure in last year's widely acclaimed Star Wars Jedi Knight II: Jedi Outcast. Of course, events lead Katarn to take up his lightsaber again. He also puts aside his qualms about the Force, and in the course of re-learning his powers, he visits Luke Skywalker's Jedi Academy on Yavin 4.

In the upcoming Star Wars Jedi Knight: Jedi Academy, he is at this facility again, now in the position of an instructor. This time, the player's role is that of an apprentice seeking to learn the power and danger of the Force. While you're in training to hone your skills and abilities, a new threat is revealed, a mysterious group that is wreaking widespread havoc. The fate of the school and the entire galaxy are in grave doubt. With Raven Software returning to handle the development duties, the new game promises lots of fast-paced combat with three types of lightsabers, a dozen other weapons, a mission system that allows you to choose your path, and many other features that Project Administrator Kenn Hoekstra tells us about in this informative Star Wars Jedi Knight: Jedi Academy Interview.

Action Vault: To begin in our usual general manner, how would you like to introduce Jedi Academy? What type of gameplay will it provide, and just how non-linear will it be?

Kenn Hoekstra: Star Wars Jedi Knight: Jedi Academy is a 3D action first-person / third-person shooter based on a heavily modified version of id Software's Quake III: Team Arena engine technology. In the game, players take on the role of Jaden Korr, a young recruit at Luke Skywalker's Jedi Academy on Yavin 4. Using a variety of weapons, Force powers and most importantly, your lightsaber, you will complete a series of missions for Luke Skywalker and Kyle Katarn to further your Jedi training and unravel a mystery you encounter along the way. The game is pretty non-linear as FPS games go, in addition to being able to choose your own path through the game, your choices will alter the way the later part of the game plays out.

Action Vault: Regarding the series' progression from Jedi Knight I to II and now Jedi Academy, what are the defining strengths and qualities that you're building on? And what are the key areas in which you want to improve?

Kenn Hoekstra: One of the goals of Jedi Academy is to take the lightsaber combat, acrobatics, and Force powers, which we feel were real strengths in the Jedi Knight series, and improve upon them. People want to feel like they really ARE a Jedi Knight, so we are endeavoring to encourage the use of the lightsaber, combat moves and Force powers to progress through the game.

We also wanted the player to really feel they were in control of their destiny in this game, so many of the new features we implemented revolve around allowing the player to fully customize their character, their abilities, their weapons, their missions, and really create their own unique game experience. Doing it this way also adds a lot of replay value to the game because you can make different choices regarding your character or path along the way and have a completely different experience than the first time you played.

Action Vault: How is Jedi Academy related to the earlier games? When and where does it take place? What are you willing to reveal about the backstory, the plot and the ultimate objective?

Kenn Hoekstra: Jedi Academy picks up where Jedi Outcast left off. Kyle has made peace with his destiny as a Jedi and has become a teacher at Luke's Jedi Academy. Once the player creates his new student, Kyle becomes his master. The game takes place approximately 14 years after A New Hope, and the game begins with your arrival at the Jedi Academy on Yavin 4. The plot is pretty well under wraps at this point, so I'm afraid I can't elaborate further.

Action Vault: Fair enough. How large is the game universe? Will it include a large number of locations, and will many of them be familiar ones from the Star Wars mythos?

Kenn Hoekstra: Jedi Academy features a variety of familiar, established Star Wars locations including Yavin 4, Hoth, Tatooine and Coruscant along with a variety of new worlds and locations not yet seen in the movies or previous Jedi Knight games. It was one of the main design goals of Jedi Academy was to provide the player with the opportunity to go to a larger variety of places thank in Jedi Knight II, and to that end, there are over twice as many locations in this game than in the last.

Action Vault: What can you tell our readers about the player character and his or her background? In what ways will it be possible to personalize the avatar, it's equipment et al? And how will Force powers and different lightsabers become available?

Kenn Hoekstra: Jaden is a young Force adept discovered by one of Luke's Jedi who accepts recruitment into the Jedi Academy on Yavin 4. Little is known about Jaden's past, but like other Jedi before him (or her), he has shown flashes of impatience and arrogance. During the character creation process, you can choose Jaden's sex and species along with a variety of heads, legs, and torsos and their corresponding costumes (including color changes) in order to get the exact look of the character you want. You can then create your own lightsaber from a variety of saber handles and blade colors. You begin the game with a single lightsaber and very little Force power. As the game progresses, you will choose new powers and fighting styles and eventually be able to acquire different lightsabers.

Action Vault: How will the combat in Jedi Academy differ from Jedi Outcast? And to what extent will there be other types of gameplay like puzzle-solving or stealth?

Kenn Hoekstra: There are a lot more acrobatics and special moves available in Jedi Academy than there were in Jedi Outcast, in addition to the ability to fight with two lightsabers and/or the double bladed lightsaber. The ability to combine Force powers, acrobatics and lightsaber combat give the player an unrivalled arsenal of fighting options.

Jedi Academy is primarily an action game, and while there are some puzzles, they aren't as complex as those found in Jedi Outcast. Stealth isn't really part of the gameplay, but there are instances where using the Jedi Mind Trick to get through an area might be easier than going in guns blazing.

link para o resto da interview
 
Originally posted by Rudzer
os screenshots que colocás-te deixam um bom bocado a desejar , comparado com os publicados a uns tempos :'( :'( :sad:

1 bocado a desejar pk? por causa da QI ser 1 pouco + fraca nestas pics?

tipo nao tas a fazer confusao k as pics do Star Wars: Knights of the Old Republic? é k tirando este meu post so tao pics deste jogo em + 2 posts do korben!
 
claro que não..sei muito bem que KOTOR por enquanto so na xbox (por "azar" tenho uma)!

Apenas estava a espera de melhor, mas its still soon ;)
 
Originally posted by Korben_Dallas
Os gráficos se estiverem iguais aos do JK2 já servem... os combates com o sabre é que vão rular!

Sim.. isso e empurrar o pessoal de ravinas abaixo.. ah, o sadismo..
:D :D JK2 rûls! :D :D


(hmm.. aqueles raios vermelhos na 3ª imagem parecem ter sido feitos no PAINT!)
 
Espero por estes jogo ja a muito, adoro o JK2, lutas de sabre rulam mm, o jogo na net está mt fixe (se bem que podiam melhorar alguns aspectos). Este Academy então deve estar um estrondo (Esperamos nós...)!

Venha ele!
 
opinião

Eu esperava mais... as opções para criar o personagem estão muito limitadas e graficamente o jogo está um bocado dated e muito "pesado" para aquilo que é.

Espero que dê para sacar mais skins e models da net e inclui-los no single player.

A jogabilidade está igual à do JK2 mas tb ainda não experimentei os 2 sabres e o sabre duplo.

A história até está a ser interessante e espero que continue assim.

Positivo é o facto de mesmo nas primeiras missões nos mandarem 1 ou outro gajo com sabre para combatermos... ao contrário do JK2 em que se demorava anos para encontrar um!!

O level design foi melhorado e está bem menos enfadonho que o JK2 mas um pouco mais linear talvez.
 
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