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Jade Empire review
“I know Kung Fu.”
“Show Me.”

It’s a quote that pops into the head every time the attract screen of Jade Empire appears, and it’s something BioWare have managed to realise extremely well. Most people will be familiar with the company from the heralded NTSC-UK 2003 Reader’s Game of the Year: Knights of the Old Republic, a shining example of how RPGs should be made. Now the Canadian developers are offering up a title in a galaxy far far away from that of Star Wars.

The world of Jade Empire is a combination of classic Kung Fu films and Chinese mythology. Fans of the chop-socky genre will be instantly at home; all the staples that make up this type of film are here in full glory from the riddle-laden master to the over-the-top choreography of the fight scenes. If there was ever a desire to be Jackie Chan, Chow Yun Fat or Sonny Chiba, this is the game to fulfil that aspiration.

“I'm Shining Phoenix Mountain Gou.”

It begins with a character select screen giving the choice of fast, magic-oriented or balanced fighters in both male and female guises; these determine the level of health, chi and focus the player will begin with as well as the initial fighting styles available. The story opens with the player as the protégé of a martial arts master in a quiet training camp, away from the hustle and bustle of city life. It’s soon discovered that things aren’t going to remain tranquil for long.

The master reveals that your role in the world is far more complex; thrust into a battle between man and the gods of Jade Empire, you are the chosen one, the individual who can set things right. That destiny is yet to be determined, and through a series of twists and turns, the final outcome is down to player choice. Clichéd maybe, but it’s clear that a lot of thought has gone into the Jade Empire mythology. The environments are filled with so much attention to detail that it’s a joy simply to go and explore the surroundings. From the lush green villages to the coastal shanty towns, the creepy forests and caves to the ethereal heavens, the populous city to the splendour of the royal palace; each setting is like a picture from a Kung Fu movie, and despite a few framerate stutters, it’s a wonder to behold. It just exudes atmosphere, especially when the fighting begins.

The amount of Kung Fu action is balanced well with the excellently voiced dialogue of the narrative. There is a lot of text to read through, but as the developing story is engrossing and the character interaction believable, it doesn’t ever become tedious or unwelcome. As things progress, a healthy band of sidekicks is soon amassed, featuring some very colourful characters, though only one of these can aid you at a time. The action and dialogue is interspersed with cutscenes which, loading times aside, flow nicely without breaking up the pace of game. Just don’t expect the entire twenty hours to be filled with flying fists and feet, otherwise there will be much disappointment.

“The truth will be revealed only to eyes unclouded by desire.”

Some might be surprised to find that BioWare have done away with the quasi-turn-based combat of KOTOR and opted for a very simple real-time system. Up to four fighting styles - transformations, magic, hand-to-hand and weapon-based combat and supporting moves - can be mapped to the D-pad and switched between at any time. When selected, the name of style is announced by the hero in a particularly cheesy, yet somehow completely appropriate way. All styles are aptly animated, from the Thousand-Cuts to the Leaping Tiger; the transformation into demon forms is particularly well done. Some styles will not affect demons or ghosts; this then ushers in a need to mix techniques. It’s a little artificial, but at least there’s an excuse to have so many different forms available.

The simplicity of pressing A for a standard move, X for a slow but powerful attack and B for blocks and rolls won’t please the D20 brigade; however, the action-led combat suits Jade Empire far better than the alternatives ever would; it cleanly fits the theme of the game. It also means those people who usually shy away from stat-fest games can enjoy the charms that Jade Empire has to offer too.

“You have offended my family and you have offended the Shaolin Temple.”

That’s not to say the combat lacks depth. Although on the surface it might appear that mashing the attack button is sufficient to win each bout (which is true to an extent) switching between styles leads to powerful “harmonic combos”, which can kill enemies instantly and sometimes rather gruesomely. There is a definite crimson tide to the proceedings; very Kung Fu. Even so, the unsophisticated nature of combat, and the ease of difficulty on anything but the highest setting, means some will find this side of the game sadly lacking. Ultimately there is little need to do anything more than button bash, meaning it’s a bit disappointing.

Throughout the game the player is able to learn new techniques from a number of NPCs, causing permanent changes to the character stats. To supplement this, gems can be collected that fit into the slots of an amulet which is acquired near the beginning of the game. These are awarded for completing quests, or gained from the various vendors littered about the world. The gems will boost the three main stats, or supplemental areas such as intuition, intimidation and charm, skills that can influence the choice of replies in conversation.

“Soon you'll be unconscious through lack of oxygen; it's an ancient technique.”

Other than gems and techniques, there is little else to character progression. There is no equipment to collect or items to recover health; this is done by praying at shrines which will revitalise the hero in full. Levelling is also very simplistic, allowing the player to upgrade health, focus and chi and distribute points to fighting styles in strength, speed and chi cost. It is a little lacklustre, even for those not into complex levelling systems, as despite given the choice of different characters at the beginning of the game, the chances are that they’ll all become the generic fighter in the end.

Similarly to KOTOR, the player has the choice of following a light or dark path through the game; here it is represented as the way of the Open Palm or Closed Fist. The responses given in dialogue or actions taken during the game determine which of these paths the story follows, and given there are quite a number of mutually exclusive outcomes, it gives rise to at least two play-throughs. It is completely obvious as to which option will steer the story arc down the “Fear-me-for-I-am-evil” or “Look-at-my-golden-halo” course, but at least this way the player can progress down their chosen path without wondering whether the decision made will inadvertently affect their character development.

"Suppress all human emotion and compassion. Kill whoever stands in thy way, even if that be Lord God, or Buddha himself. This truth lies at the heart of the art of combat."

What will sell Jade Empire (and something it has in spades) is Oriental charm; from the story to the environment, the fighting to the character interaction, it’s all very enjoyable and immersive; which is exactly how an RPG should be. Whilst the story might be full of clichés and a touch on the short side, it gels together properly, making sure that all the loose ends are tied up nicely, whichever of the multiple endings is eventually reached. If it was BioWare’s aim to leave the player with the impression that they really do know Kung Fu, they’ve succeeded admirably.
Feedback via Forum or Email us ntsc-uk score 8/10
JadeEmpire Box Art
System: Microsoft Xbox
Genre: Role Playing Game
Developer: BioWare
Publisher: Microsoft
Players: 1
Version: United States
Reviewed: Jun 2005
Writer: Marty Greenwell
Pros:
- Gorgeous to look at
- Accessible and involving story
- Kung-Fu!
Cons:
- Combat is a little shallow
- A touch on the short side
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