However, main character recognizes Bastilla perfectly when he/she sees her image in the dark-side tomb in Coribban. Main character does not seem to recognize Bastilla here. One critical error is the following: If the main character takes time to work on the memory core of the astromech droid, we have a 3D message from Bastilla. However, there is way too many of them, and it is apparent that most are not intentional, but unfinished. What happens to the force bond between Kreia and main character at the end? How come main character does not die? What happens to the force-sensitive characters trained by main character? How come the main character defeats "Hunger" in one battle, whereas he was able to destroy the whole Jedi council plus a planet full of force-sensitive sentients? What happened to Revan? What happens to the main character? Why does "Pain" not kill Kreia when she is caught defenseless at the beginning of the game, and why does he become an apprentice again at the end, both actions against the Sith Code? Some of these unresolved issues are apparently intentional. However, it is apparent that there are many holes and unresolved mysteries in the plot. The plot line is intriguing, and there is much room for role-play. I think that the only reason I was disappointed with Kotor 2 is that I had played Kotor. Still waiting for KOTOR 3.Īs a Star Wars fan and a role playing games fan, I loved the first game. Questions about Revan, the Exile, the fate of the galaxy and the threat from the Outer Rim are all left unanswered. This game doesn't end, it STOPS: "anticlimactic" doesn't quite convey it. The worst thing about KOTOR 2 is its lack of closure. It's like swatting flies with a sledgehammer. Some Force powers are absurdly overpowered: a couple of them are so deadly that when you use them a half-dozen enemies will drop dead at your feet. Gameplay isn't as good as narrative in particular, combat is often unbalanced. Villains are also fairly interesting and more creative than the first KOTOR's Malak. Special mention to Sarah Kestelmann's Kreia, who is both creepy and strangely sympathetic: one of the best Star Wars characters outside the original trilogy. Characters are memorable, voice acting fine. You can also train some of them as Jedi (or Sith if you go for the Dark Side). Naturally, mistreating your allies may ruin your relationship. The companions' attitude towards the player is constantly evolving: for example, a certain character may appreciate loyalty, another deception some party members will despise evil decisions, others will approve them (the morality system is based on the Light/Dark Side contrast, albeit with a few twists). The influence system is excellent this was one of the first RPGs to make extensive use of it. However, the middle section (let's say the central 75% of the game) is as great as the first KOTOR. ![]() The first couple of hours are slow and tedious, as the Exile is marooned on a space station the final act part is horribly rushed, with subplots introduced and quickly discarded. Many games start and end strongly but have lot of padding in between: KOTOR 2 is the opposite. ![]() Bastila from the first KOTOR has a brief but poignant cameo. His companions include Kreia, an enigmatic old woman, Atton, who at first seems a Han Solo clone but hides a few secrets, droids T3 and HK-47 and a few others. The main character is the Exile, a former Jedi searching for his surviving Masters to warn them about the return of the Sith. While KOTOR 2 has some flaws its predecessor lacked, it also features some neat improvements, like the influence system. Obsidian's Knights of the Old Republic 2 is a compelling RPG set in the Star Wars galaxy, the sequel to one of BioWare's best games.
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