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JA Interview with Raven at GamesDomain

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 StormHammer
04-02-2003, 11:24 AM
#1
Okay people, there's an interview with Raven over at GamesDomain, which you can find here (http://www.gamesdomain.com/gdreview/depart/apr03/jedi.html). There are some proper screenshots from the game!!!

And some tasty tidbits of information...

Go on...click it now!!! :eek:
 Prime
04-02-2003, 11:46 AM
#2
Great article! Thanks for posting it.

At also clears up some of the questions about saber stances:

GD: You added new saber stances too, as well as dual saber and saber staff stances.

JZ: Yeah we kept all the old stances and added special moves for the new ones. Good news!
 SettingShadow
04-02-2003, 11:54 AM
#3
:eek: Wow, those screens looks great, is that a Rodian? it IS a Rodian! I'm definanately gonna be one. Is that a proper kick?? It IS a proper kick! wow, this is getting better and better. Thanks for sharing. :)
 StormHammer
04-02-2003, 12:02 PM
#4
No problem ;)

And as you say...it clears up a few little questions. :D

So what are your thoughts, people? Anything you like/hate about what's just been confirmed?
 WarteX
04-02-2003, 12:11 PM
#5
ty hammy
 Rat Boy
04-02-2003, 12:18 PM
#6
Originally posted by Squater
:eek: Wow, those screens looks great, is that a Rodian? it IS a Rodian! I'm definanately gonna be one. Is that a proper kick?? It IS a proper kick! wow, this is getting better and better. Thanks for sharing. :)

Yep, that's a Rodian.

Did anybody else catch hints that more actors from the movies would be back to give voices?
 rad-x
04-02-2003, 12:23 PM
#7
That's a disgrace. No Kyle Katarn. Maybe if they hadn't screwed him up in JKII, they wouldn't needed to have dropped him! And that's a Twil'lek female, if I'm not mistaken. (looks like dancer from Jabba's palace.)
 StormHammer
04-02-2003, 12:25 PM
#8
Originally posted by Rat Boy
Did anybody else catch hints that more actors from the movies would be back to give voices?

Yep, sure did. Personally, I'd like to see Wedge Antilles (played by Denis Lawson) make an appearance. We've had Luke, Lando and Mon Mothma...so I'd love to see some of the other main cast members make an appearance. Wedge is one of the few pilots who made it through all 3 classic movies, so he gets my vote.

It also sounds like either Kyle or Luke could accompany you on certain missions...considering they are going for the Padawan style. I would imagine Kyle or Luke will make an appearance at least during the first few missions...until you're ready to go it alone. :) But that's just a theory...
 Rat Boy
04-02-2003, 12:28 PM
#9
I only hope that they tweak the "back to back" saber fighting a little. I kept beheading the Trainer Jedi in the Jedi Academy mission with an errant lightsaber sweep.
 ryudom
04-02-2003, 12:45 PM
#10
 StormHammer
04-02-2003, 12:52 PM
#11
Originally posted by ryudom
already mentioned... but... !!

kick (http://www.gamesdomain.com/gdreview/depart/apr03/jediknight311.jpg)

Heh. That screenie is now my latest desktop wallpaper. Ooh yeah! :cool:

I'm definitely playing the game as a Twi'Lek female first... :D
 Wacky_Baccy
04-02-2003, 1:09 PM
#12
:eek:

Sweet! *runs off to read article and look at screenies :D*

Thanks for the info Stormy! :D
 Hekx
04-02-2003, 1:13 PM
#13
Kick only available with dualstaff? :disaprove
 StormHammer
04-02-2003, 1:24 PM
#14
Originally posted by Hиkx Nтxъ
Kick only available with dualstaff? :disaprove

Well, what they actually said was that you can kick in any direction with the dualstaff. It doesn't say you can't still use the standard kick with others.

I guess that's one of the questions we'll have to ask some time down the line...hopefully if the Powers That Be can convince Raven to hold another chat, like they did with JK2. :)
 Jeff 42
04-02-2003, 2:17 PM
#15
Cool interview and screenshots. However, I'm a bit leery of the fact that guns were not mentioned anywhere in the interview. I'm sure they'll still be in the game, but I hope they're not given short shrift by the developers.
 C'jais
04-02-2003, 2:17 PM
#16
I'm a bit disappointed that they decided to keep the red stance - hopefully they've tweaked the hell out of it for this game so it's actually balanced.

Apart from that little gripe, it looks grrreat!
 Neko Lain
04-02-2003, 2:23 PM
#17
It's great that they added actual kicking!

But it's not so great that only the staff saber weilder gets to use it


Everything else sounds good
 SettingShadow
04-02-2003, 2:39 PM
#18
Originally posted by C'jais
I'm a bit disappointed that they decided to keep the red stance - hopefully they've tweaked the hell out of it for this game so it's actually balanced.

Apart from that little gripe, it looks grrreat!

Why? What's wrong with it? Sure it's much stronger than blue and yellow but I dont think its "all powerfull", I use all stances, yellow mostly. I dont find it impossible to beat.
 DeTRiTiC-iQ
04-02-2003, 2:49 PM
#19
I'm worried about how they are adding even more special moves... Sword-Fighting isn't Pro-Wrestling, there is no reason why jumping upside down should cause unblockable fatal damage when a slash to the neck merely knocks off a few health points.

The stances in JK2 were a good idea, but they didn't make sense. Since the weapon is a lightsaber, the damage should be identical no matter how fast the saber is moving, the differences should be attack speed and defensive abilities. Blue should be fast and weak defence, Red should be slow and strong defence, Yellow should be in the middle. Currently a super-slow attack is a one-hit kill when a series of super-fast attacks does little to no damage.

If they want to keep the stance and special move system, they should address these issues.
 ryudom
04-02-2003, 3:20 PM
#20
uh the stances could have made sense kinda. i think that damage should be put up for all stances though, at least 2x. light stance is supposed to be glancing blows, so maybe too hits for that, unless you get a head shot *mmm locational damage...* anyawy the stances could work but the major variations in them should be defense breaking, speed, and reach.

also... i really want locational damage heh
 happydan
04-02-2003, 3:25 PM
#21
the only way i could see a slower attack making more damage is if theres longer contact with the target... but yeah. i was thinking that they should study the fights in the movies alot to get the right feel... if you watch anakin fight dooku, they are actually quite alot slower than the exchanges in JK2. the attacks/counter-attacks give some time to respond, and look very cool in the process. also, another nice touch would be a change in overall style depending on how many points are allocated to various saber skills. ani has very aggressive speedy style, with basic defence, whereas windu has a lazy, defensive style (according to the choreographer on the DVD). the closest to the speed of blue stance (IMO) is yoda, which would look ridiculous on any other character, besides the fact that all that spinning would make a person puke... so... in conclusion: slow down the counters/parries and add more style variation depending on what skill set you choose.
 StormHammer
04-02-2003, 3:32 PM
#22
Originally posted by happydan
the closest to the speed of blue stance (IMO) is yoda, which would look ridiculous on any other character, besides the fact that all that spinning would make a person puke... so... in conclusion: slow down the counters/parries and add more style variation depending on what skill set you choose.

Heh...wouldn't it be cool if they included Yoda's race as pickable in SP/MP...at the right size and that kind of crazy, spinning, puke-inducing combat style? :D

I'd laugh my backend off...
 ryudom
04-02-2003, 3:36 PM
#23
^would be cool if you could unlock in as a secret character in SP heh
 DeTRiTiC-iQ
04-02-2003, 3:37 PM
#24
it would make a cool bonus to unlock after say completing the game on Jedi Master
 Emon
04-02-2003, 4:51 PM
#25
Originally posted by DeTRiTiC-iQ
I'm worried about how they are adding even more special moves... Sword-Fighting isn't Pro-Wrestling, there is no reason why jumping upside down should cause unblockable fatal damage when a slash to the neck merely knocks off a few health points.

The stances in JK2 were a good idea, but they didn't make sense. Since the weapon is a lightsaber, the damage should be identical no matter how fast the saber is moving, the differences should be attack speed and defensive abilities. Blue should be fast and weak defence, Red should be slow and strong defence, Yellow should be in the middle. Currently a super-slow attack is a one-hit kill when a series of super-fast attacks does little to no damage.

If they want to keep the stance and special move system, they should address these issues.

1. Special moves aren't a problem unless they do a lot of damage and are cheap, and it doesn't sound like they are.

2. They have probably fixed most of the stance problems in JO, but if not, the advent of the two new sabers will overshadow the not-so-goodness of the red stance. You said yourself it was fine in MP, and since they are striving to make MP saber combat more like SP, I don't think there will be problems.

3. Velocity and speed of the lightsaber definatly should affect damage. Even if it is a searing blade of energy, if it's moving slow it isn't going to cut into someone's flesh very far unless they stand there and let it happen. If speed didn't matter for lightsabers, Vader would have been cut in half when fighting Luke, and they would be trying to prick each other with the sabers instead of swinging as fast as they can.
 DeTRiTiC-iQ
04-02-2003, 5:25 PM
#26
Yes, but consider that even with a weak attack with a lightsaber, if it hits your neck, you're gonna die. The effect of a lightsaber as often been equated to a warm knife through butter. Sure a more powerful strike is going to go further, but even a weak strike from a lightsaber is gonna be pretty lethal.

The best thing is (IMO) to make the difference in stances be based on offensive speed (the faster the swing the more likely it is to break defence) and defensive capabilities, just assume that if an attack gets past the defense the opponent is out of the fight (see Star Wars movies for examples). Even if you are only given a glancing blow with the saber (ie Obiwan in Ep2) you are still out of the fight, and in computer gaming terms you need to respawn to rejoin the fight.

Its not exactly accurate, but its fair.
 happydan
04-02-2003, 5:29 PM
#27
its not the speed of the swing, its the force behind it (no pun intended.)
 Emon
04-02-2003, 7:29 PM
#28
True, DeT, but the saber doesn't always cover the whole neck, it could be just the tip. And there's always the infamous personal shields of the DF and JK games. :)
 Jolts
04-02-2003, 7:43 PM
#29
2 nicks and down went obi like a little girl.
 CanadianSurfer
04-02-2003, 8:00 PM
#30
.
 boinga1
04-02-2003, 8:14 PM
#31
Originally posted by Jolts
2 nicks and down went obi like a little girl.

1 cut and so did ani
 MuRaSaMuNe
04-02-2003, 8:54 PM
#32
Sweet screens, nice head tails. :thumbs1:
 t3rr0r
04-02-2003, 9:06 PM
#33
Originally posted by Jeff 42
Cool interview and screenshots. However, I'm a bit leery of the fact that guns were not mentioned anywhere in the interview. I'm sure they'll still be in the game, but I hope they're not given short shrift by the developers.
it does say there will be more conventional weapons (http://www.jediknightii.net/jkiiirevealed.shtml)... i just hope they ditch the made up ones and bring in some real star wars one with real names (unlike "repeater" or "disruptor").
 Jeff 42
04-02-2003, 10:12 PM
#34
The repeater has been around since the original Dark Forces back in '94 (although it has changed significantly with each entry in the series). And the disruptor is the greatest gun ever. :)
 Krayt Tion
04-02-2003, 11:20 PM
#35
With both the dual wield and the lightstaff moves plus new force powers to account for I do hope they do significantly more play testing this time around.

Not that it will happen, but Open Multiplayer Test, anyone?

Otherwise, my gut tells me to wait a month before I try multiplayer to avoid any patching frustrations.
 Prime
04-02-2003, 11:35 PM
#36
Originally posted by Jolts
2 nicks and down went obi like a little girl. And cried like he had a skinned knee...
 t3rr0r
04-03-2003, 4:22 PM
#37
Originally posted by Jeff 42
The repeater has been around since the original Dark Forces back in '94
maybe so, but there are other repeaters with real names... like the t-12 (http://www.swcombine.com/rules/weapons/T21.jpg)... and instead of the disrupter have an x-45 (http://www.swcombine.com/rules/weapons/X-45Sniper.jpg) or something.
 StormHammer
04-03-2003, 4:46 PM
#38
If you want Star Wars guns...look no further than Vagabond's Feature (http://www.jediknightii.net/column002.shtml) on the subject. It's a good run-down of weapons, IMHO. They'd do no worse than look there for ideas...

Just a refresher...these seem to be confirmed...

1. blaster - I reckon this means hand-blaster, and it's unlikely to be the Bryar, because that's Katarn's trademark weapon.
2. blaster rifle - hmmm...I would doubt that would be the E-11, as that's mostly an Imperial weapon...and it's time for a change, anyway.
3. Wookiee bowcaster - yay...er...well, I like it in SP, anyway. ;)
4. Imperial repeater - *groan*
5. Destructive Electro-Magnetic Pulse gun - Er...is that the one from JO? :eyeraise:

I tend to agree with an OMT, Krayt. It's worked for other games...and this one could probably benefit from it...
 ryudom
04-03-2003, 5:12 PM
#39
heh, i was surprised to see most of the JK2 weapons accually in that link. i hope every thing is more lethal though this time around, well most things, like thermals for example, it would be cool if they behaved like in the movies.
 StormHammer
04-04-2003, 3:29 AM
#40
Originally posted by ryudom
heh, i was surprised to see most of the JK2 weapons accually in that link. i hope every thing is more lethal though this time around, well most things, like thermals for example, it would be cool if they behaved like in the movies.

I'm inclined to agree with you. But the TD's didn't go off in the movies, so it's hard to judge exactly how powerful they were meant to be. By everyone's reaction, it seemed like it could impact a wide area...

Personally I'd prefer more blaster-type weapons, and less of the projectile weapons. But that's just me. :)

Anyway, in that interview they mentioned other enemies as large as the Rancor! Has anyone got any idea what on earth they could be? I wonder if there'll be a Krayt dragon...the one in SWG looked good...
 happydan
04-04-2003, 8:01 AM
#41
what about those geonosian weapons? they seem to be sonic based?
 Spider AL
04-04-2003, 10:29 AM
#42
Anyway, in that interview they mentioned other enemies as large as the Rancor! Has anyone got any idea what on earth they could be? I wonder if there'll be a Krayt dragon...the one in SWG looked good...Two words.

Spice Spider.

Actually seven words: "Energy-Spider from Spice-Mines on Kessel". It's not as big as a Rancor apparently, but it's still a giant spider. I've always liked the sound of that critter. Here's a thingy on it:

http://www.starwars.com/databank/location/kessel/eu.html)


Ohh, could be anything though. Wandrella, Vornskr, there's a bunch of creatures on Dagobah... List is endless.

(edit) Preducor sounds good. big Endor critter.(/edit)
 db6
04-04-2003, 10:54 AM
#43
I have a few concerns:

1) There is no mention of a co-op mode. This is truely disappointing considering that JK III could have a chance to offer more fun modes.

2) They mention that they have made modding (SP and multi) easier, the engine is practically the same with a few improvements, so would it be possible to port the mod's from JKII to this engine with little or no changes?

3) This seems to be competing with KOTOR, I wonder if it would make things easier (if not cheaper) to have this be an expansion instead of a totally new game....again, it's the same engine with a few modifications....

4)I like the idea of customizing the characters and their weapons, it would be cool if NPC would be more reactive (run, fight, or ally) if we are on the Dark, light, or neutral sides of the force.

Otherwise I think this game seems to be on a very good track
 StormHammer
04-04-2003, 2:08 PM
#44
Originally posted by Spider AL
Two words.

Spice Spider.



Sounds nice...although giant spiders have featured in quite a few recent games.

A vornskr doesn't sound like it would be big enough, somehow. They might bring back a Kell dragon for a cameo appearance. :)

I vote for a Wampa, considering Hoth was mentioned somewhere...

I wouldn't want to have to go up against a giant Space Worm, though (as seen in ESB). :D

Originally posted by db6
I have a few concerns:

1) There is no mention of a co-op mode. This is truely disappointing considering that JK III could have a chance to offer more fun modes.

Sadly, I think co-op mode has become a dying feature in a lot of games, so I don't really expect JA to resurrect it. :(

2) They mention that they have made modding (SP and multi) easier, the engine is practically the same with a few improvements, so would it be possible to port the mod's from JKII to this engine with little or no changes?

Well, we know that there is an issue around some models, but they have that well in hand. As for the rest, I would assume it would be relatively easy to port existing mods, unless there are radical coding differences.

3) This seems to be competing with KOTOR, I wonder if it would make things easier (if not cheaper) to have this be an expansion instead of a totally new game....again, it's the same engine with a few modifications....

I disagree. I don't think JA is very similar to Knights at all. Just because there are some RPG elements, it doesn't make JA an RPG. Knights is a traditional-style RPG, like Neverwinter Nights, that is simply set in the Star Wars universe. The play styles and range of what you can do are completely different.

4)I like the idea of customizing the characters and their weapons, it would be cool if NPC would be more reactive (run, fight, or ally) if we are on the Dark, light, or neutral sides of the force.

I agree. NPCs should definitely react to your 'reputation' so to speak...and to my mind, perhaps there should be shady characters around to assist you if you're playing towards the Dark Side. Or maybe they'll just switch enemies/allies dependent on your choice of Force path. :)
 HertogJan
04-05-2003, 3:27 AM
#45
I want these weapons in the game:

- BlasTech DLT-19 Heavy Blaster Rifle
- BlasTech E-11 Blaster Rifle
- BlasTech DL-44 Heavy Blaster Pistol
- Jawa Ionization Gun

:D
 t3rr0r
04-05-2003, 9:34 AM
#46
Originally posted by StormHammer
Well, we know that there is an issue around some models, but they have that well in hand. As for the rest, I would assume it would be relatively easy to port existing mods, unless there are radical coding differences.
i'm almost positive that no coded mods from jo will function in ja, seeing as the code will be quite updated...
 StormHammer
04-15-2003, 5:09 PM
#47
Originally posted by t3rr0r
i'm almost positive that no coded mods from jo will function in ja, seeing as the code will be quite updated...

You could very well be right. However, I would hope that the code is not so radically different that Mod makers cannot attempt to convert their work over to the new engine. It may take longer to get them to work, but must be within the bounds of possibility.
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