Compare Star Wars Jedi Knight II: Jedi Outcast prices across 50+ stores and find the best deal. Developed by Raven Software. Published by LucasArts. Released on 9/16/2009. Available on PC, Nintendo Switch, Xbox. Genres: Action. Metacritic score: 89/100.

Classic Star Wars action-slasher where Kyle Katarn regains his Force powers and proceeds to wreck Stormtroopers with lightsaber combos. Still holds up.

Jedi Outcast is a third-person (and occasionally first-person) action game from Raven Software that sits at a very specific intersection: half-decent gunplay for the first act, then a complete gear-shift into lightsaber-focused melee combat once Kyle Katarn reconnects with the Force. That transition is the whole hook. The opening hours hand you blasters and a crossbow and make you feel competent enough, then yank the rug and replace everything with Force powers, a lightsaber, and the genuine satisfaction of deflecting blaster bolts back into an enemy's face. From a systems perspective, the depth here is real. Force powers split across Light and Dark paths give you meaningful build decisions even in a linear action game. Jedi Mind Trick lets you turn enemies on each other; Force Speed turns corridor gunfights into embarrassingly one-sided slaughters; Grip lets you hurl Stormtroopers off ledges like a budget Darth Vader. The lightsaber stances - Fast, Medium, Strong - each change your attack speed and damage profile in ways that actually matter against different enemy types. Strong stance one-shots most human enemies but leaves you open; Fast stance chains well but tickles armored targets. That kind of mechanical texture is rare for a game this old. What does not hold up as well: the level design occasionally tips from 'classic puzzle-platformer' into 'where on earth is the trigger for this door,' and the early gun-only sections can feel sluggish by modern standards. The AI is competent for its era but will not surprise anyone who has played contemporary games. Multiplayer servers have thinned out considerably, though a small dedicated community still runs games and the modding scene has kept things alive longer than anyone had a right to expect. OpenJK, the community source port, is worth grabbing alongside the Steam version for stability and widescreen support. For strategy-adjacent players who think they have no business buying a lightsaber action game: think of it as a resource-management puzzle where your Force pool is the economy and every room is an encounter to solve with the tools available. That framing is only half joking. Enemy placement rewards reading the room before charging in, and higher difficulties punish button-mashing aggressively. It is not grand strategy, but there is more decision-making per fight than its 2002 release date might suggest. With 91% positive Steam reviews and a Metacritic score of 89, the critical consensus has been stable for over two decades. If you played this as a teenager and remember it fondly, it still earns that memory. If you missed it entirely, the campaign runs roughly eight to ten hours on a first playthrough and rewards a second run once you understand which Force powers actually break the encounter design wide open. Diego, Scout Team

Star Wars Jedi Knight II: Jedi Outcast
Action

Star Wars Jedi Knight II: Jedi Outcast

Sep 16, 2009Raven SoftwareLucasArts
GamerScout Says

Classic Star Wars action-slasher where Kyle Katarn regains his Force powers and proceeds to wreck Stormtroopers with lightsaber combos. Still holds up.

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About Star Wars Jedi Knight II: Jedi Outcast

Jedi Outcast is a third-person (and occasionally first-person) action game from Raven Software that sits at a very specific intersection: half-decent gunplay for the first act, then a complete gear-shift into lightsaber-focused melee combat once Kyle Katarn reconnects with the Force. That transition is the whole hook. The opening hours hand you blasters and a crossbow and make you feel competent enough, then yank the rug and replace everything with Force powers, a lightsaber, and the genuine satisfaction of deflecting blaster bolts back into an enemy's face. From a systems perspective, the depth here is real. Force powers split across Light and Dark paths give you meaningful build decisions even in a linear action game. Jedi Mind Trick lets you turn enemies on each other; Force Speed turns corridor gunfights into embarrassingly one-sided slaughters; Grip lets you hurl Stormtroopers off ledges like a budget Darth Vader. The lightsaber stances - Fast, Medium, Strong - each change your attack speed and damage profile in ways that actually matter against different enemy types. Strong stance one-shots most human enemies but leaves you open; Fast stance chains well but tickles armored targets. That kind of mechanical texture is rare for a game this old. What does not hold up as well: the level design occasionally tips from 'classic puzzle-platformer' into 'where on earth is the trigger for this door,' and the early gun-only sections can feel sluggish by modern standards. The AI is competent for its era but will not surprise anyone who has played contemporary games. Multiplayer servers have thinned out considerably, though a small dedicated community still runs games and the modding scene has kept things alive longer than anyone had a right to expect. OpenJK, the community source port, is worth grabbing alongside the Steam version for stability and widescreen support. For strategy-adjacent players who think they have no business buying a lightsaber action game: think of it as a resource-management puzzle where your Force pool is the economy and every room is an encounter to solve with the tools available. That framing is only half joking. Enemy placement rewards reading the room before charging in, and higher difficulties punish button-mashing aggressively. It is not grand strategy, but there is more decision-making per fight than its 2002 release date might suggest. With 91% positive Steam reviews and a Metacritic score of 89, the critical consensus has been stable for over two decades. If you played this as a teenager and remember it fondly, it still earns that memory. If you missed it entirely, the campaign runs roughly eight to ten hours on a first playthrough and rewards a second run once you understand which Force powers actually break the encounter design wide open. Diego, Scout Team

Tags

steamLightsaber CombatForce PowersClassic FPSSingle-Player CampaignMelee-FocusedMod SupportStar Wars UniverseReplayable

System Requirements

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Reviews & Ratings

Metacritic
89
Steam
91%(4,882)

Game Info

Developer
Raven Software
Publisher
LucasArts
Release Date
Sep 16, 2009

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