It's weird that even though it was built on the quake 3 engine that the gunplay was so completely ass in Dark Forces 3: Jedi Knight 2: Outcast. It's almost as if they, as Carrion says, intentionally made them bad so that the lightsaber would feel more satisfying when you got it. I think the shift of focus to lightsaber duels with lots of filler between them was what made me drop the series, I absolutely loved to play around with the guns in the first two games since they felt so good to use and were so much fun. Most of the real enemies were force users in Outcast so even if you wanted to use your shitty pew pew weapons they were completely ineffective most of the time, I'm not sure why they even bothered to let the player keep them after getting the lightsaber.
I am gud, it's the weapons that are bad. Ranged weapons that shoot slow moving projectiles fired in a spread that have almost no impact or oomph to them whatsoever with an aim that's coded by interns doesn't suddenly become fun just because you're good at using them. Even the bryar pistol felt nice when it had proper speed and damage in the earlier games and all weapons saw much more use. Not to mention how great the concussion rifle from DF2:JK was.git gud
I have a huge boner for the Concussion Rifle too.I am gud, it's the weapons that are bad. Ranged weapons that shoot slow moving projectiles fired in a spread that have almost no impact or oomph to them whatsoever with an aim that's coded by interns doesn't suddenly become fun just because you're good at using them. Even the bryar pistol felt nice when it had proper speed and damage in the earlier games and all weapons saw much more use. Not to mention how great the concussion rifle from DF2:JK was.git gud
Guns work great in DF2, but the lightsaber is very bad. On the other hand, guns are terrible in JO/JA while the lightsaber works very good.
I don't really agree with it being an elegant weapon. In JO, it feels like a sword you're swinging, while in DF2 it's more like a stick you're awkwardly thrusting. This despite the swinging animation. The attack animation and where the lightsaber actually hits didn't seem entirely connected.I disagree. Lightsaber was excellent. It wasn't the godly weapon and took a certain amount of player-skill to actually be useful. It reminded me a lot of OT lightsaber handling in the good way, more elegant weapon for more civilized times so to speak. In following games it became practically IWIN button while in DF2 you need to aim lot more, not attack so recklessly and actually think which type of attack you'll use.
It just wasn't flashy and felt like cheating while not cheating so people seem more accepting of it in later ones.
Plus, the dude was like beginner with handling so it even makes sense "in character" if you need justification for "bad" (a silly notion) handling.
And if you actually practicted blocking a bit, it was good in every enviroment, it just isn't automated IWIN button for you to press. There's really no shot you cannot block from standard weapons if you just aim correctly, unless out of luck but that typically was not too common to actually make it impossible.
It really is. I just played it recently again and the attention to detail is amazing, while level design is definately one of the best there. I'm really not understanding how that didn't become the industry standard of a game and Half-life, which felt like shoddy game after JK did. Minds are being blown by poor decisions.
I have a feeling 99% of reviewers who gave Half-Life top score never got past the first half.