2.5 hours played
Written 2 days ago
Class is in Session, and Kyle Katarn is Your Professor of Pain
Ah, Jedi Academy. The game that finally answers the age-old Star Wars question: What if you could be a Jedi without being a whiny moisture farmer or a brooding prophecy puppet?
This time, you’re not Kyle Katarn. You're Jaden Korr, a Jedi student who builds their own lightsaber before class even starts, instantly flexing on every Youngling who ever tripped over a training remote. You get to choose your species, your saber color, and eventually whether you want one blade, two, or a double-bladed disco stick of doom. It’s Jedi Build-a-Bear, and it rules.
But let’s be honest. The real reason this game hits hard isn’t Jaden. It’s the return of Kyle Katarn, the one-man wrecking crew, now playing the role of Jedi Master-slash-galactic guidance counselor. He’s calm, capable, still armed with his blaster (because he’s not insane enough to only bring a sword to a gunfight), and somehow the only person in the Jedi Order who doesn’t sound like he’s been sniffing Yoda’s incense.
Every time Kyle shows up, the room gets cooler. He's like the substitute teacher who actually teaches you something and also might’ve blown up a Sith temple on the way to work. He offers advice, backs you up in missions, and never forgets that the Force is powerful—but a thermal detonator gets the job done faster.
Now let’s talk about Luke Skywalker, who runs the Academy like someone who just discovered HR regulations. He’s technically your boss, but let’s be real—Luke spends most of the game standing around the main hall like a sad manager at Space Applebee’s. He gives vague advice, says things like “the dark side is not the way,” and tries to sound wise while Kyle does all the actual mentoring. Luke is the kind of guy who gives you a lightsaber, then nervously reminds you to use it responsibly. Meanwhile, Kyle’s already packed your lunch and is halfway to Tatooine with a blaster and a backup plan.
The game structure is mission-based, and it works. You travel to different planets, solve problems, fight cultists, and gradually level up your Force powers. Want to throw enemies off cliffs? Max out Force Push. Want to choke people while monologuing? Welcome to the dark side, my friend. The freedom to shape your playstyle is where Jedi Academy really shines.
And let’s not forget the lightsaber combat. It’s an evolution of Jedi Outcast’s already-excellent system. You can flip, parry, spin, and slice through your enemies with the flair of a Force-powered ballerina. Every duel feels tense and earned. When you face off against another saber-wielding foe, it’s not just a fight—it’s a test of timing, reflexes, and who remembered to save five minutes ago.
The plot? It’s solid. There’s an evil cult, a bunch of Sith artifacts, and the looming question of whether you’ll embrace the dark side. You’ll travel to Hoth, Tatooine, Korriban, and more, all while Kyle quietly judges your decisions with that perfectly arched eyebrow. There’s even a choice near the end that lets you betray everything, including Kyle. And if you do? Let’s just say... you’ll regret it. Kyle doesn’t forget.
Jedi Academy may not be the deepest Star Wars story, but it’s one of the most fun. It gives you control, customization, and all the saber-slinging you could want—without dragging in too much prophecy or Skywalker angst. It’s fast, it’s flashy, and it’s filled with Kyle Katarn being the competent Jedi we deserved all along.
So yeah. You can hang out with Luke and talk about balance and destiny.
I’ll be in the field with Kyle, kicking cultists off cliffs and doing lightsaber twirls like a space ninja. Class dismissed.