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Obsidian Entertainment positions its Knights of the Old Republic II as the series’ equivalent of The Empire Strikes Back. True to its film inspiration, the game starts off with the familiar environment of its predecessor, then chops off a hand or two, throws in some dark philosophy and darker plot twists, and wraps up with an ending that leaves people screaming for a sequel…or maybe just screaming.
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Given the popularity of the first Knights of the Old Republic and the speed with which KOTOR II was developed, it’s not a surprise that The Sith Lords uses the same engine, same core gameplay, and even some of the same maps, characters, and sound effects as the original. There are a number of enhancements and tweaks, such as the concept of party influence and an expanded workbench system, but the basic system still revolves around flying to planets, talking to people, and either solving problems or making them worse. Those who disliked the first game’s mechanics, especially the ‘real-time turn-based combat’-- I think I got Dark Side points just for typing that -- will find nothing redeeming in this one. Newcomers who are interested in KOTOR II should play the original first, since The Sith Lords makes so many references to that game’s events and characters. For those who played KOTOR and liked it, the big question is how the sequel measures up. For me, it surpasses the original in some ways, and falls far short in others.
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KOTOR II is hurt the most by glaring errors like broken quests and half-removed subplots, looping and inconsistent conversations, and inappropriate dialog choices. At one point the main character can discuss a pilot and say either that “I love him like a brother” or “I love her like a sister”. This, combined with the fact that Revan constantly alternates between being “she” and “he”, means that there is either a really weird disturbance in the Force, or else the publishers pushed this game out far too quickly. In addition to the scripting problems, I experienced technical glitches throughout: characters getting stuck in walls, battles that went from having frames per second to having seconds per frame, and so forth. One time the game faded out for a cutscene and never faded back in, leaving me fighting blind in the resulting combat. (The blasters and the screaming stopped after awhile, so I must have won.) I had no technical issues with KOTOR, so I’m puzzled as to the nature of the problems here. Regardless of the source, the lack of polish is embarrassing in such a high-profile title.
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In terms of gameplay, the decision to use the same engine and core design philosophy works out well. The pure appeal of donning the Jedi robe and lightsabers is inexplicable, and to critics it’s laughable, but for fans it’s part of what makes the series special. The opening and closing couple of hours unfortunately feature corridors of enemies patiently waiting to get bopped (think Doom 3 with better lighting), but otherwise KOTOR II manages to recreate the same experience as the original. The game offers 30-40 hours of play and some fun quests ranging from ‘storm the castle’ to ‘dress up like a slave girl and dance’. Memorable characters and a combination of snappy dialog and a few notable voice performances add to the cinematic feel. A couple of returning characters sneak in as well; a mercenary is more battered, and more interesting, this time around, and a formerly whiny love interest grows up with a short and moving request late in the game.
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Even the dark side gets better play this time. An advisor makes rational and compelling arguments for self-interest at every point, and in general, the people and places of the previous title have taken a turn for the worse. This gloomier atmosphere helps make The Sith Lords distinctive and somewhat troubling. To avoid spoilers, I’ll just say that where the original story is about redemption, the sequel is about loss. You play an exile who has done some questionable things, and even if you go light side you’re not playing a hero. The developers avoided a KOTOR-style plot twist, opting for more of a sustained darkness throughout. They go a little overboard sometimes—the writers should be banned from using the words ‘wound’ and ‘echo’ ever again—but generally they succeed.
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The plot is open to interpretation, but it’s pretty clear that something is seriously wrong with the galaxy in general and your character in particular. Clues are sprinkled inside party conversations, in the force powers you acquire and how you acquire them, and even in the speed with which you level. The themes of consequences, grief, and responsibility are well integrated and the story rewards a little thought and reflection.
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By the time the credits roll, your character is adrift in any number of ways, and quite a few friends and allies are lost, dead, or in trouble. You’re left wondering what just happened, and what’s going to happen…and you’re not entirely happy about it. In this, the game succeeds at being the Empire Strikes Back to its predecessor’s New Hope. It’s not easy to love, but it’s worth playing.
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