The original Star Wars: Knights of the Old Republic was a landmark RPG
for the Xbox and a remarkable game in pretty much every way possible. KOTOR
applied Bioware's proven RPG chops to the exciting mythos of the
"galaxy far, far away" and gave the rabid Star Wars fan base a game
that was worthy of the franchise's name. It certainly wasn’t surprising
that LucasArts would want to capitalize on that success by releasing a
sequel quickly. A scant one year after KOTOR hit shelves, fledgling
studio Obsidian Entertainment takes over the reigns of the series and
delivers us Star Wars: Knights of the Old Republic II: The Sith Lords.
While Obsidian’s team had a good RPG pedigree prior to forming their
own studio, their first combined effort meets with mixed results. The
Sith Lords contains most of the same great elements of the first game,
but it's obvious that the sequel was rushed and doesn't have quite the
exciting punch of the original.
Shortly after the events of KOTOR, the Jedi ranks are decimated by
their war with the Sith, and a new shadowy threat creeps across the
galaxy, wiping out the last vestiges of the order. As you awake out of
stasis on a strange vessel, you find that you are not only the last
living Jedi, you're the last living person on the ship. You're naked
and weak; all of your equipment, all of your friends, and even your
command of the Force are lost. Your situation is dire; escaping the
dead craft is your first step to finding out why your ship was
destroyed, why you can’t control the Force, and why it seems like the
entire galaxy wants you dead.
Though The Sith Lords' story is a bit different than KOTOR, this
opening eerily mirrors the beginning of the original. You'll recall
that you're awakened in KOTOR, naked and powerless, on a Republic
vessel under attack. As you progressed through KOTOR, you unlocked
latent Jedi abilities, and your forgotten past, en route to challenging
the mighty Sith and ending their war on the Republic. As you progress
through The Sith Lords, the story follows a very similar vein. While
you don't have amnesia this time around, you do spend much of the game
remembering the decisions that brought you to reject the Force and walk
away from the Jedi. It's still an interesting story, and the plot is
more personal than KOTOR’s, but it just feels like you're replaying the
same game again. Ultimately, the game is disappointing as you travel
around the galaxy, revisiting the same places that you went, and
following the same story that Revan did in the first game.
There is one element of the story which does stand apart and is by far
the most interesting piece to the plot's puzzle. Your first companion,
an old blind woman named Kreia, is an intriguing character throughout
and will give you pause many times to consider the path that you are
taking. She is a thinly disguised Jedi, but her allegiance to the Light
Side of the Force is tentative at best. While she is far from the best
fighter you'll acquire, you might find that you'll keep her in your
party to see how she'll react to what you do. She questions your
altruistic decisions to fight other people's fights or give a hand out
to a beggar. However, she also chastises you for bloodthirsty acts of
violence and deception where it isn't called for. As you engage her
more and more, you discover a rich history to this woman, and start
picking out bits of her sometimes dark past. Kreia is an amazing and
deep character and is a breath of fresh air to what is mostly a stale
game.
The rest of your companions are less interesting, but serviceable.
During the course of the adventure, you'll pick up a group comprised of
the standard Star Wars character types. This includes a female bounty
hunter, a naive monk-like fighter, a crazed Wookie, a scruffy Han Solo
wannabe, a shady criminal boss, and a couple of others. You'll also be
reunited with HK-47, the assassin droid from KOTOR, whose villainous
demeanor and dismissal of humans as "meatbags" is still hilarious;
conversations with him are always entertaining. You'll engage each
party member in conversation to bring out their pasts, but there's more
to the dynamic this time around. KOTOR didn't really reward you for
talking to your companions, except for maybe getting an item or some
experience. In The Sith Lords, on the other hand, choosing the right
conversation path will lead your companions to grow closer to you,
which changes their Light Side/Dark Side alignment to match up closer
to yours. If you can get these people to bond closely enough with you,
you may have the option of converting them to Jedi. By the end of the
game, your party will become a Jedi wrecking crew, slicing through all
but the strongest enemies. Putting another few lightsabers in the hands
of your three man team is incentive enough to speak with your
companions, draw out their history, and open their eyes to the Force.
Like KOTOR, every character in the game has full voiceover for their
dialogue, and the actors' skills are very impressive throughout.
Beyond getting to know your companions, you'll spend a lot of time
wandering from area to area, talking to people and taking on various
quests. They are the standard mix of fetch quests, assassination
missions, and a few "talking quests" where you'll try to resolve a
dispute by getting each person's side and acting as an arbitrator. Like
KOTOR, these quests are well done in making you feel that your actions
have real consequences. A key battle on Dantooine involves you being
recruited to protect a settlement from marauding bandits. You can
choose to help the settlement or to let the bandits pay you off to
sabotage it. This seemingly random quest is one major milestone that
changes a pivotal confrontation you'll have later in the game. Like
KOTOR, The Sith Lords is worth a second playthrough, just to see how
the story changes when you choose the Light Side or Dark Side.
Combat was an exciting part of KOTOR, so The Sith Lords doesn't mess
with its successful formula much. Combat still takes place in a hybrid
real-time, turn-based setting. You can pause at any time to give orders
to your party, or just sit back and let them wade into the fray and
hack away at the enemy. There's a lot of turn taking, number crunching,
and hidden dice rolls happening behind the scenes, but combat still
looks fluid and dramatic, especially when two lightsaber wielding foes
square off. Several different lightsaber styles are added to the mix,
and add a bit more depth to saber combat. You'll learn these different styles during your adventure, which offer a number of bonuses
and penalties to different categories like parrying, blocking blaster
fire, and dealing with multiple enemies. Each style has a couple of new
animations to add some visual flourish to your fights. Blasters still
feel useless, as many of your enemies carry melee weapons and will
close the distance before you get more than a shot or two off. While
that's a bit off-putting, you likely won't care since you know it's
only a matter of time before you switch to exclusively using
lightsabers anyway.
However, combat also exposes The Sith Lords most glaring problem. This
game was developed in a very short period of time, and it shows. Where
elements were recycled from KOTOR, the game is smooth and looks as good
as the original. The pieces that Obsidian added lack a lot of polish.
More effects were added to combat to spice up the visuals, but they
wind up dragging down the framerate to abysmal levels when multiple
attacks, force powers, and grenades are all onscreen. By
the end of the game, it feels as though you're trying to play The Sith
Lords on an underpowered PC rather than a console. The cutscenes in the
game look awful, with jerky animation and a surprising lack of visual
and auditory punch. New areas and textures are dull and flat, and some
of the new characters simply look ugly. There's also quite a few
conversations that infinitely loop where it doesn't make sense, and
you'll probably get caught in a conversation that will freeze up the
game, forcing you to restart from your last save. These issues are all
unfortunate, especially because any of them could have easily been
cleared up during testing if given time.
“Rushed but good” is the most accurate description for Star Wars:
Knights of the Old Republic II: The Sith Lords. Throughout most of the
game, you follow the same path as you did in KOTOR, more or less, while
occasionally running into bugs and technical limitations that could've
been resolved in quality assurance testing. Some of the pieces of the
story show glimmers of greatness, but one year isn't enough time for a
new developer to start from scratch and recapture the spirit of KOTOR
without merely mimicking it. The Sith Lords is still a very good game,
but it could've easily been a great one if Obsidian had more time to
make it great.