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** To some extent, Galak Fyyar's BossFight also counts. As long as he keeps the force field around his body up, he is invulnerable to all sorts of attack. The only part of his armor that is not protected by the force field is [[AttackItsWeakPoint the small and temptingly red field emitter]] itself. Most gamers would instinctively assume they need to target that particular spot in order to turn the field off and they would be reinforced in that conviction by the presence of a set of ramps enabling them to target the emitter easier. In fact, the emitter plays no role in defeating Fyyar whatsoever and the trick is to attack the very field while maintaining a safe enough distance so as not to get electrocuted (which will happen if you get just an inch closer to him). It doesn't help that the game gives you no indication that slashing at the force field is the least bit efficient until you actually get it down (which will take around five hits, after which you'll be given around ten seconds to indiscriminately throw whatever you got at Fyyar before he brings the field back up and you'll need to repeat the cycle at least a few more times to beat him for good). He's also the only BossBattle where gunplay is a viable tactic. Using the Heavy Repeater's SecondaryFire to bring his shields down and then using [[MoreDakka primary fire]] to chew through his PoweredArmor is a good strategy, especially since there's plenty of cover.

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** To some extent, Galak Fyyar's BossFight also counts. As long as he keeps the force field around his body up, he is invulnerable to all sorts of attack. The only part of his armor that is not protected by the force field is [[AttackItsWeakPoint the small and temptingly red field emitter]] itself. Most gamers would instinctively assume they need to target that particular spot in order to turn the field off and they would be reinforced in that conviction by the presence of a set of ramps enabling them to target the emitter easier. In fact, the emitter plays no role in defeating Fyyar whatsoever and the trick is to attack the very field while maintaining a safe enough distance so as not to get electrocuted (which will happen if you get just an inch closer to him). It doesn't help that the game gives you no indication that slashing at the force field is the least bit efficient until you actually get it down (which will take around five hits, after which you'll be given around ten seconds to indiscriminately throw whatever you got at Fyyar before he brings the field back up and you'll need to repeat the cycle at least a few more times to beat him for good).good - or do, in fact, destroy the now vulnerable emitter to stop the field from regenerating). He's also the only BossBattle where gunplay is a viable tactic. Using the Heavy Repeater's SecondaryFire to bring his shields down and then using [[MoreDakka primary fire]] to chew through his PoweredArmor is a good strategy, especially since there's plenty of cover.


* DisintegratorRay: The disruptor rifle does this when fully powered up. It's actually banned in-universe for this reason, which is the reason why you don't get it until criminals start dropping it on Nar Shaddaa.

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* DisintegratorRay: The disruptor rifle does this when fully powered up. It's actually banned in-universe for this reason, which is the reason why you don't get it until criminals start dropping it on Nar Shaddaa.


* DisintegratorRay: The disruptor rifle does this when fully powered up. It's actually banned in universe for this reason.

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* DisintegratorRay: The disruptor rifle does this when fully powered up. It's actually banned in universe in-universe for this reason.reason, which is the reason why you don't get it until criminals start dropping it on Nar Shaddaa.



** The communication puzzle aboard the ''Doomgiver'' is probably the most infamous example. Unless one pays close attention, chances are they won't notice the slight chance of color of the button they just pressed, mostly due to the fact that it is accompanied by a distinct error-like reaction sound, suggesting that the button remains deactivated (whereas in fact it doesn't).

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** The communication puzzle aboard the ''Doomgiver'' is probably the most infamous example. Unless one pays close attention, chances are they won't notice the slight chance change of color of the button they just pressed, mostly due to the fact that it is accompanied by a distinct error-like reaction sound, suggesting that the button remains deactivated (whereas in fact it doesn't).



* JustToyingWithThem: When Desann challenges a de-powered Kyle to a fight. He mostly just stands there and lets him try to hurt him. If you're aggressive enough most of the damage he does will probably be from your own reflected blaster shots.

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* JustToyingWithThem: When Desann challenges a de-powered Kyle to a fight. He Even his attacks mostly consist of simply pushing and pulling you to and fro repeatedly; he mostly just stands there and lets him you try to hurt him. If you're aggressive enough most of the damage he does will probably be from your own reflected blaster shots.


** Rogue Squadron's communications code written in Aurebesh translates to "THX". A reference to the THX sound studio and ''Film/THX1138''.

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** Rogue Squadron's communications code that's written in Aurebesh translates to "THX". A reference to the THX sound studio and ''Film/THX1138''.


** Rogue Squadron's communications code in Basic translates to "THX". A reference to the THX sound studio and ''Film/THX1138''.

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** Rogue Squadron's communications code written in Basic Aurebesh translates to "THX". A reference to the THX sound studio and ''Film/THX1138''.


* HandCannon: Zig-Zagged with the Bryar Pistol. Considered as one in [[Franchise/StarWarsLegends Legends]], it remains a base weapon with relatively low damage. However, the [[ChargedAttack secondary fire]] will often one-shot enemies and even make them backflip spectacularly if the killing blow is a headshot.

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* HandCannon: Zig-Zagged with the Bryar Pistol. Considered as one in [[Franchise/StarWarsLegends Legends]], it remains a base weapon with relatively low damage. However, the [[ChargedAttack secondary fire]] will often one-shot enemies and even [[BlownAcrossTheRoom make them backflip spectacularly if the killing blow is a headshot.headshot]].


** The lightsabre, while more of a complementary weapon in ''Jedi Knight'' that was mostly used for {{Boss Battle}}s, will pretty much be everyone's primary weapon the this game. It helps that Force Jump has been incorporated into the standard jump key and that the Sabre Throw power has replaced the wide swing as the secondary fire mode. Even walking up to someone with the sabre ignited will kill them.
** Zig zagged with the Heavy Repeater. It's less accurate than ''Jedi Knight'''s Imperial Repeater Rifle, but is a ''lot'' more devastating up close and comes with a concussion launcher as its SecondaryFire.

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** The lightsabre, [[LaserBlade lightsaber]], while more of a complementary weapon in ''Jedi Knight'' that was mostly used for {{Boss Battle}}s, will pretty much be everyone's primary weapon for the this rest of the game. It helps that Force Jump has been incorporated into the standard jump key and that the Sabre Throw power has replaced the wide swing as the secondary fire mode. Even walking up to someone with the sabre ignited will kill them.
** Zig zagged Zig-zagged with the Heavy Repeater. It's less accurate than ''Jedi Knight'''s Imperial Repeater Rifle, but is a ''lot'' more devastating up close and comes with a concussion launcher as its SecondaryFire.


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* HandCannon: Zig-Zagged with the Bryar Pistol. Considered as one in [[Franchise/StarWarsLegends Legends]], it remains a base weapon with relatively low damage. However, the [[ChargedAttack secondary fire]] will often one-shot enemies and even make them backflip spectacularly if the killing blow is a headshot.

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*** Accidentally enforced on some console versions (most notably the [[UsefulNotes/NintendoGameCube GameCube]] version) where controller aim-assist simply ''negates'' any kind of spray pattern. This also happens on other very powerful close-range weapons such as the [[ShortRangeShotgun flechette launcher]], making it now viable for long-range encounters.

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* EpicLaunchSequence: Galak Fyarr's dreadnought, the [[NamesToRunAwayFromReallyFast Doomgiver]], gets a villainous version as it sets off from Cairn Station, scored to the Imperial March.


** The supposedly defensive Fast lightsaber style, which was fixed for [[VideoGame/JediAcademy the sequel]] so that it allows you to spin around showily trading really fast blows with a lightsaber-wielding enemy, here only makes you take hits all the time if you try to do the same thing.

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** The supposedly defensive Fast lightsaber style, which was fixed for [[VideoGame/JediAcademy the sequel]] so that it allows you to spin around showily showly trading really fast blows with a lightsaber-wielding enemy, here only makes you take hits all the time if you try to do the same thing.


* BondVillainStupidity: Averted with Desann. Despite having Kyle and Jan disarmed and helpless on Artus Prime, he only decides to kill Jan, sparing Kyle, who he just admitted has a reputation as the man who single-handedly [[VideoGame/JediKnightDarkForcesII killed Jerec and his Dark Jedi and saved the Valley of the Jedi]]. [[spoiler:Then it turns out he has a good reason not to kill either Kyle or Jan; he wants Kyle to be consumed by anger at Jan's apparent death and return to the Valley to reclaim his Force powers, leading Desann right to it. Should Kyle fail, he wants to keep Jan alive as a backup, since she is the only other one who knows where the Valley is. Even after Kyle leads him to the Valley, Desann still keeps Jan alive in order to question her about the Jedi Academy, so he could complete his final plan of wiping out the Jedi.]] As for Kyle, Desann never gets him at his mercy again.

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* BondVillainStupidity: Averted {{Subverted}} with Desann. Despite having Kyle and Jan disarmed and helpless on Artus Prime, he only decides to kill Jan, sparing Kyle, who he just admitted has a reputation as the man who single-handedly [[VideoGame/JediKnightDarkForcesII killed Jerec and his Dark Jedi and saved the Valley of the Jedi]]. [[spoiler:Then it turns out he has a good reason not to kill either Kyle or Jan; he wants Kyle to be consumed by anger at Jan's apparent death and return to the Valley to reclaim his Force powers, leading Desann right to it. Should Kyle fail, he wants to keep Jan alive as a backup, since she is the only other one who knows where the Valley is. Even after Kyle leads him to the Valley, Desann still keeps Jan alive in order to question her about the Jedi Academy, so he could complete his final plan of wiping out the Jedi.]] As for Kyle, Desann never gets him at his mercy again.


* AwesomeButImpractical: Many of the more flashy acrobatic moves, despite looking rather cool, aren't actually all that useful.

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* AwesomeButImpractical: AwesomeButImpractical:
**
Many of the more flashy acrobatic moves, despite looking rather cool, aren't actually all that useful.useful.
** The supposedly defensive Fast lightsaber style, which was fixed for [[VideoGame/JediAcademy the sequel]] so that it allows you to spin around showily trading really fast blows with a lightsaber-wielding enemy, here only makes you take hits all the time if you try to do the same thing.


** Rogue Squadron's communications code in Basic translates to "THX". A reference to the THX sound studio.

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** Rogue Squadron's communications code in Basic translates to "THX". A reference to the THX sound studio.studio and ''Film/THX1138''.
** Said movie also gets another reference with an automated transport identified as 1-138.

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** Rogue Squadron's communications code in Basic translates to "THX". A reference to the THX sound studio.


-->'''Kyle:''' ''(brimming with fury as he turns on his lightsaber) Stop... TALKING!''

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-->'''Kyle:''' --->'''Kyle:''' ''(brimming with fury as he turns on his lightsaber) [[ShutUpHannibal Stop... TALKING!''TALKING!]]''

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