Reviews from

in the past


Thoroughly subverts and deconstructs the puerile black and white pro-altruism morality tale that is Star Wars, that's why the final boss is the embodiment of the dark triad (Darth Ayn Rand, she read Beyond Good And Evil one too many times) and you're scolded for falling to the dark side instead of getting a heckin epic badass ending where you and your evil psycho wiefU voiced by Jennifer Hale go on to conquer teh world. It's easy to tell Chris Avellone hated the source material, hence why this game that was meant to lead into a sequel is laden with references to obscure expanded universe crap, which Bioware went out of their way to ignore while making their love letter to the franchise where the hero must collect all the mcguffins and defeat (or become) the evilbadman with a superweapon. Playing as a mayun nets you a martial artist wife-U who blesses you with armor from wisdom (I have this feat IRL) while playing as a gUrl saddles you with a character with as much flavor as a wafer, naturally They made the latter the canon option. End of line.

This review contains spoilers

got like 7 hours in and dropped it, it semes good but i was probably just exausted from the first one.

I really enjoyed it. it treads on a lot of the ground of the original but it has its moments and I really enjoyed some of the more scripted sequences.
that being said the last level is horrid omg a game so focused on playing with a party suddenly forces u into a lonely 2 hours that the game itself is very much not balanced for I really wasn't into it also the game is incredibly buggy and it's easy to imagine why having came out only a year after the original definitely in need of a remaster at least but we will see how the remaster/remake?? of the first game is handled

Best Star Wars game and story

first off - you need to play with the restored content mod for the optimal experience. this is a great game with even greater potential unfortunately hampered a bit by rushed development. There are some bugs and storylines that dont get fleshed out all the way. If they had time to finish it this game would be a legit 10/10. although even in its imperfect state the story and characters are far more nuanced and complex than those in KOTOR 1. The combat is also smoother and more enjoyable to boot.

The Jedi being painted in a negative or ambiguous light almost always signals a promising piece of Star Wars media to me. Anyone who isn’t a raving fan boy or a small child can see that Jedi are a little bit off. They’re a reclusive and supremacist cult of celibate and emotionless space monks who abduct children and force them to abandon all outside relationships. There are however, also good things about the Jedi - they’re very well intentioned and truly want to create peace in the universe, they’re wise in many ways, and they’re also amazing fighters with really cool tech. KOTOR 2 is partially a story about the failure of the Jedi. It earnestly examines the ideology of the Jedi as if they were real and interrogates why they would fail to affect positive change. This is a level of care and thoughtfulness that is practically unheard of in the Star Wars universe. While I love the classic Star Wars films because they’re a fun time, they’re certainly not thoughtful, nuanced, and critical in the way KOTOR 2 is. It’s truly a shame we don’t get more stories that are really trying to interrogate the tropes and conventions of the Star Wars universe.

It’s makes me really sad that this game wasn’t totally finished and that we never got an Obsidian developed KOTOR 3. Obsidian has the somewhat hilarious tendency to helm the sequels to series created by other developers and pretty handily out do them in almost every way. I’m so glad they started (?) that trend with this game.


This is probably the most ambitious and experimental Star Wars has ever been across any media. Yes, even The Last Jedi. I have great respect and admiration for how much of traditional Star Wars lore it tries to deconstruct. What does it really mean to be a Jedi? What does it mean to be a Sith? What is the true nature of the Force and what does it mean to use it? It asks compelling questions to which the player is left to decide what the answers are themselves as they make their choices throughout the narrative.

However, my biggest gripe with this game is that it doesn’t quite stick the landing with what it’s trying to accomplish. I’ve heard the development was rushed and lot of content was cut as a result. And it really shows. There’s plot threads and character arcs that go unresolved and the ending is quite frankly terrible and completely abrupt. There are parts that drag and in general, the gameplay itself hasn’t evolved or expanded in any way from its predecessor.

But I did have a blast with this game. Like, the primary draw of what makes KOTOR great to play is still there and it’s better to take a risk and fail than to turn in something that feels mediocre and doesn’t even bother to try anything new.

KOTOR 2 expands upon the first game brilliantly, and truly brings the galaxy to life, whether on the seedy underworld of Nar Shaddaa to the wild overgrown primal jungles of Dxun. It adds depth, nuance and darkness to the galaxy far far away, and has in my opinion, arguably the second best writing and story in the entire franchise. Obsidian knocked it out of the park with this sequel. The fact that it was rushed in development by lucas arts is a real shame, because the final product with the restored content mod is just brilliant. Kreia is one of the best written Sith lords in the entire franchise, and raises so many interesting questions about free will, the influence of the force and the choices we make. The exile has a fascinating story, and the game really allows you to explore the nature of the force and what it means to be a jedi. I also prefer how it adds subtlety and shades of gray to what had largely been to this point, a black and white galaxy in terms of choices and morality. It's such a shame obsidian never got to release and finish their KOTOR 3, this game is a fantastic sequel that deserved a solid conclusion.

After Episode 9 this game reminded me why do i love Star Wars. Install patches from the fans and enjoy one of the best stories in a galaxy far, far away

Much darker and different atmosphere compare to kotor 1.

I wanna preface this by saying that I played this game in both in its original state but for my review I’m playing it with mods such as the Restored Content Mod that makes this game be in its most complete form and mods that fixes the bugs and glitches of the with the community patches as well as making it accessible for modern hardware of PCs since the aspect ration doesn’t fit on my monitor and it makes the game run better overall whilst adding mods that make the game look good


To begin with this game I played both Male and Female Exile with the female Exile being close to canon with the Light Side and Male the Dark Side but with each run I delve into a lot of morally grey options as that’s how I usually feel about it with the Male being more dark grey and Female light with shades of grey.

Knights of the Old Republic 2 Sith Lords is honestly one of my favorite games of all time (I know I didn’t have it on my top5 games on my profile but it’s hard to choose sometimes but I’ll explain it down the line) I personally love how this is basically the deconstruction of the lore about Star Wars we know about as it shows both Jedi and Sith in a very human light that if I’m gonna compare it to the movies is more similar to The Last Jedi but has a more better executions in some area than the movie, this game can be dark and heavy and I love it especially with Nihilus, Atris, The Exile and Kreia who I like for different reason with Nihilus being a wound of the force who is a monster and an absolute threat and menace throughout the game actually scares me just by the mere presence alone as he’s a monster who feeds from the force and that alone just brings out terror through my eyes. Atris who is a fallen Jedi that is very flawed who is very stuck in her ways and overall like the rest of the Jedi but knows that she and the Jedi were very wrong and blames the Exile on the first meeting till the end where everything just broke and overall I like her character as she is broken from the experience and her views have been changed so drastically that it makes her human like all of the Jedi are. Kreia is a fantastic character but also a problem with the whole lore of Star Wars as the community basically misconstrued her views and moral as being a “Grey Jedi” and Grey Jedi as a whole has very conflicting views since in my personal opinion I don’t think there is a thing called Grey Jedi as I believe that there are force users who are Jedi and wants to do good but doesn’t exactly align themselves with the views and morals of the Council and as this game shows they are a problem that caused a lot of the misery throughout the galaxy with noticeable events such as Anakin Skywalker who was failed by the Council and was easily manipulated by Palpatine to kill off the rest of the Jedi Order since their actions such as not feeling emotions, failed to listen to his problems and and offer any peace to his mind since they basically would chastise him from being human and experiencing love, joy and sadness is what caused Palpatine to easily manipulate him and created Darth Vader and allowed the Empire to rule for years. With that note Kreai philosophy while cruel definitely has points toward her wisdom as she is very pragmatic but also is a great teacher to the Exile and even points out the hypocrisies of the Jedi and Sith Order as they have flaws within their system and in the very end wanted both of the order to crumble and disappear as they were no longer needed and just needs to be force users who embraces their humanity and makes herself a villain and overall a very interesting character that I found myself ageeeing with. Lastly the Exile while your own main character like Revan has their own backstory Meetra Surik (canon female exile) has a interesting backstory that coincides with Revan with the Mandolorian wars and instinctually cutting herself off from the force is a very strong character that honestly could rival a lot of notable Jedi throughout the years as Kreia puts her willing cutting herself off the force and not having an over reliance of it like most Jedi are with the force has made her stronger as the force doesn’t dictate her ability to do things but make her resourceful and human and learning from those experience has overall made her a force to be reckoned with and it shows in the game as obtain your lightsaber does make her a very strong threat and overall Meetra Surik like Revan is one of my favorite Star Wars characters of all time.


Character appreciation aside the whole game (again I nodded the game to be at its most complete form) is a very fun experience and honestly can be really broken as I made a build with the droids that ended up being more powerful than all of my Jedi companions combined and a force to reckoned with and I have a lot of fun with this game as a whole as with the morality system has more grey options than black and white options allowing the player be as free as they want with little to no repercussions unlike the first game as it’s morality system only deals in black and white and not allowing pragmatism. The characters and story of this game is the highlights of this game positives as like I said in the beginning this game is a deconstruction of what we know about Star Wars lore as it paints the whole Jedi and sith orders in a very flawed and human light and I prefer more for Star Wars to be that way since it is more relatable and realistic and shows how both sides has their own flaws and I feel like this is why I love about this game, even the Jedi who you rescued ends up betraying you as they do fear you and honestly it’s the highlight moment for me as it shows how even if you save them they’re human and make mistakes and while they do want to do good they ended up doing bad things and throughout the movies and tv shows I think this is perfect. Hell it’s not only the order that the are the highlight, the world of Nar Shadaa is a world that teaches you the flaws natured of everything as it’s both an area that allows you to shape your Exile and also an area where Kreia teaches you her philosophy as she criticizes you actions whether light or dark and teaches you how to be pragmatic even if she can be a bit dark at times but overall the game is such a wonderful masterpiece by Obsidian who made tons of my favorite games that are on or above this game level and that’s where I should start staing my negatives about this game

This game is a very rush and incompletely mess just like every Obsidian game because like Fallout New Vegas the game is super buggy and glitchy to the point where if you commit to an unmixed run it will crash your game multiple times and since this game was made in just 14 months they ended up cutting up a lot of content and the reason why the fan base recommends you play it in pc no matter what because the game is incomplete without it and makes the whole game make sense as there are gaps where it doesn’t make sense at all that will only make sense with the restoration mod plus community patches and fixes are needed to make sure this game doesn’t crash in your pc and honestly I don’t blame Obsidian for rushing but the restriction that was placed on them because it’s the reason why this game is so incomplete


Overall in my modded run I would give it 5 stars as this game is a masterpiece to play and it’s one of my favorite Star Wars game to date and I hope the remake of the first game would be more like this but in its original state I would give it 2 stars because the game is a mess and while I don’t blame Obsidian for rushing this game to release, it is very clear that the game wasn’t even finished and wasn’t ready to be out yet and this rush decision is why it’s a mess as it is today in its original state and I don’t love that at all as I consider this game to be a wonderful game like New Vegas but was mired with a myriad of problems that are caused by it’s rush development

Sorry for the very long review but I’d not really geek out on a game if it isn’t warranted and I only do it to a few games that meant a lot to me so this is one of my favorite games and it’s worth your time with a. Modded pc run

This game is not as good as the first game, but it is not the game's fault, entirely. A lot of its ideas are a lot of fun. I like how it tries to make a grey character, but the story wasn't given enough time to be good enough. There are also a ton of glitches in many aspects of the game. The combat is still outdated and also feels a lot slower. The levels are fun but just aren't crafted as well.

Buggy, incomplete, but still great.

I said incomplete, but honestly the DLC adding cut content back into the game adds almost nothing to it. Some of that content was cut for a reason (it sucked)!

One of the greatest what if stories in gaming. If only the developers weren't put under crunch to finish this game so quick. God, what a game this could've been. I mourn that everytime i remember this game. Still absolutely worth playing.

I have a hard time deciding whether I liked this more or less than KOTOR 1. Both games are absolutely fantastic, but the highs of this game are so incredibly high, while the lows are realllllllly low. Nar Shaddaa. If you've played this game you'll know how terrible this part can be.

This game also has the problem of having a godawful Steam port and also literally being broken and unfinished apparently?? I used the Restored Content Mod so I wouldn't know but that's what I've heard. But mod aside the port is just really bad, sometimes it would take minutes for me to load into an FMV and then another couple minutes to load back into the in-game cutscene, only to have to wait even longer for another FMV, into another in-game cutscene.

All in all, holy shit I loved this game so much I want to get all the achievements eventually

Update: I got all achievements :)

Slightly glitchier than the first, but one of the best example of "gray jedi" anywhere in Star Wars media. Gameplay builds on the first one too.

Traya is the most misunderstood character in almost any medium I've ever seen. Had the best writing potential of the series, but damn was it held back a bit.

consistently interesting and fun characters and gameplay, with one scene that had me holding my breath in awe. Score might rise after a couple replays

The sequel to the 2003 game of the year, Knights of the Old Republic. Often considered the weaker of the two games. That is not true. This game is what Bioware could only dream they could write.

This game is an introspective, contemplative and philosophical discourse on the whole of the Star Wars franchise, taught through the game's narrative and characters. Written by Chris Avelone the man who wrote New Vegas also. This game is unlike almost any RPG I've ever played, the RPG asks deep existential questions about the universe, war, the nature of good and evil, morality, how different perspectives change our interpretation of history and events. Deep and thoughtful.

The only issue with the game is that it was rushed to completion to meet a deadline (a theme with Obsidians games) and as a result is incomplete. Best way to play is with the Sith Lords Restoration mod.

Awaken.

Cold, sterile whirrs of the orchestra haunt the air as you gaze upon the two gender, three class selection yet again. Each string plucked, each horn blasted, every meticulous arrangement give way to the being’s charred mien, its toxic animosity plaguing the environment’s atmosphere. Yet, ironically, it’s from this upsetting disposition that merely makes it more alluring, as it bares its tale for dissection. This is the side of Star Wars very few have dared to venture towards, with fewer still having ever done so today.

As for the PC side, I appreciate Aspyr getting the go-ahead on re-releasing it on Steam and GOG alongside widescreen and even Mac OS & Linux support, with a downgrade path available for those who decide to dabble in such for one reason or another, but we can still embellish it with mods like before: JC’s Minor Fixes as well as their Supermodel and Feats Fix, Head Model Fix, Prestige Saving Throws Fix, and finally Widescreen UI Fix plus Improved Widescreen Experience are all the important stuff you’ll need for your descent into KOTOR2’s underbelly, and thankfully there’s no extra steps to get this all working on the Steam release. “But what abou-” save all questions until the end, thank you. I’m unsure of how the mobile and (relatively) recent Switch port are, but once again this is part of Xbox’s backwards compatibility if you’re more concerned with playing it out-the-box instead. This is gonna be a long spiel that could’ve probably been trimmed a bit, so the TL;DR is that it’s about as epic as Paranoia Agent.

To expand on what I meant by its bold venture, it should be important to reiterate the time period this was released in, and again I’ll run through this quickly since it’s old grounds. Bioware constructed the first game as a means to combine the meat of A New Hope’s space serial escapade feel with the aesthetical and newly encroaching ideas the Prequel films were, though in a polarizing fashion, establishing. Double this with the Extended Universe reaching as far as it ever has, and it resulted in a move that paid off immensely, quickly becoming the fastest-selling Xbox title at that time in just four days and critical acclaim from critics, newcomers, and fans of the IP. Bioware, however, didn’t pick up the offer to do a followup - though James Ohlen did reveal an idea as to what they could’ve done - and instead focused on other endeavors, these experiences and certain ideas being utilized in Jade Empire, Mass Effect 1, and Dragon Age Origins. Because of this, they suggested newly formed Obsidian Entertainment, mainly containing ex-Black Isles alumni many of whom were close to Bioware, to take up the reins for a successor. Drafting up its story before the the first game had finally hit the shelves, as well as founder and CEO Feargus Urquhart sharing that lead designer and writer Chris Avellone was currently combing through everything related to the IP besides the first game, the original KOTOR graphic novels, and the original movies. Of course, blood was spilt during the course of conception staining the package’s physique, but that’s for a later discussion. What resulted from the scour and cogitation is a narrative that slowly turns into a thesis analysis about the brand’s iconographies and writing facets.

The first game popularized (and perhaps introduced, but it bears repeating that side stories were bountiful during this era) the idea of a Gray Jedi, one that isn’t wholly siding with either the Jedi or the Sith’s teachings. Nowadays multiple people have simplified the term into the defacing statement “Force-Wielding Centrists”, and understandably so considering the rampant and crass fixation this has garnered during this span. Though in fairness there is more to the ideology than that; Jolee, the progenitor painted in a Neutral alignment, still had his heart set on the belief of the Light, mentoring the MC via his life story and anecdotes meant to teach and guide their fate and affecting actions in accordance to a number of events including The Twist, as well as what comes after. Though he has his disagreements with the Jedi Council, such as his own thoughts about what love can do to a person, his major dissatisfaction from the Council comes from his trial treatment of doing/contributing to A Lot Of Dumb Shit being given a pardon, with the justification being a “hard lesson of wisdom” and “mitigating the circumstances” after the wartime, even being offered a chance of becoming a full Jedi. In his own words, that was when the Jedi had failed him. If you’ve played both games, you can see where I’m going with this: Kreia, while utilizing the same mentorship, is the inverse of Jolee in almost every way: instead of once beholding to Light, she has unburdened herself from it and the Dark entirely; instead of divulging his past as a way to teach the pupil, she surrounds herself in a wall of deceit, rarely letting herself be open for any reason whatsoever; instead of a kooky grandpa confiding and nurturing you in his own special way, it instead feels like a snide grandma is looming over you, cautiously creating a barrier mostly enclosed to not let its secret eek away, yet containing a crack little enough to allow and lure in personal dialog exchanges. Neither of them deal in absolutes, they’re beholden to their goals under the roots of what was once something they confided in, and it's from their experiences and turmoils that shape their ostentatious pupils during the course of each game’s adventure. This is also where the best part of the game is unleashed.

Since Chris Avellone was the main writer for a majority of the events within this game, it should be relayed that a lot of his penning focuses on three aspects: relics of those old and forgotten, the bruised and demoralized psyche of man, and goth chicks manifested chains that shackle someone or something down. Kreia, largely and rather blatantly attributed as Chris Avellone’s spokesperson, prattles and challenges the nature of Star Wars’ good v. evil mantra, as well as how it uses the Force as a predetermined, all-powerful, metaphysical entity. It’s pretty plain to see, really, especially since he was open about it in a blog post over on the Obsidian forum page, going as far as to detail other influences such as Ravel Puzzlewell from his prior work Planescape Torment, the ending of Chinatown, and illuminating on one draft for the game’s story that got scrapped save for a few ideas. The details are those not many have ever divulged unto: if the Force, an entity that engenders itself onto places, subjects, and even basic commodities is a constant metaphysical practice, what happens if one is just… excised from its grasp? Severed from the cord, be it willingly or from immense destruction? Echo is used in curious intent, whether it’s by caustic trauma or corroded history, the past is ever-present to all that you meet in your venture. This idea manifests in two forms, the first being that the endeavors you witness are all tied to a scar buried deep within the planet’s core: Telos, a shambling pulse for the Republic’s longshot war rebuild project that can be further driven by either the Ithorian’s Ecologism beliefs or Czerka Corp’s Economistic desires; Nar Shaddaa, borning a refugee and bounty hunting hotspot of those plagued by recent battles from the Mandalorians and the Jedi Civil War, who’s inhabitants can either be mended with charity or drove further into pain unto a bygone end, all under the watchful eye of The Exchange; Dantooine and Korriban can be revisited, and in their bombed runoff lie either a discordant community of settlers and mercs trying to breathe anew in the aftermath or a pile of corpses intoxicating and fuming the air with decrepit energy and influenced thralls from their agony; Onderon, though very much well off compared to the last planets, suffers from an internal power struggle between those that rely and compel upon a strong reliant ally, or keep their independence and sought to fend for themselves amongst political trickery and faking deals, while its old jungle moon Dxun seeps with wartime feeling, as the creatures of this land occupies much of the old battlegrounds and encampments while Mandalorians keep to themselves in training for their triumphant return. All touched by war, all feeling the wake it has left behind, an abundant amount of denizens terminating the distinction between what makes a Jedi and what makes a Sith, all serving as a practice for yourself to endure and learn from, where the reactions grow into a potent substance further in.

The other sense is one of ethnomethodology, centering its experiment around your crew and the main pieces of the story. Largely brought about by a common goal, the party this time around is of a dichotomous feeling, rarely ever trusting each other on a deeper level aside from yourself. G0-T0 and returning T3-M4, though harboring secrets, has one taken to the side of approaching means that receive the most benefit and anyway while the other keeps to himself to honor the wishes and promises of his old comrades among his new ones, hoping to one day meet them again. Bao-Dur and Mandalore - who’s not so subtly exposed as the returning Canderous - have been marred by the experiences of the Mandalorian War, yet while one seems to have deep regret for his actions despite them being necessary due to breeding and expounding hatred, the other seems to seek a return of their glory days in a front to keep themselves from fading from existence, as well as to prove useful to one they used to call a friend. Handmaiden and Visas are two trainees under a Jedi/Sith, marginalized from either being the offspring of an infidelity affair or enslaved after the vanquishing of her kind, both either reaffirmed or further drowned under the tutelage of the Male Exile, whereupon females cannot be able to recruit the Handmaiden at all. HK-47, though not having a difference within the crew, aims to figure out the newfound creations of droids under his module, belaboring his rusted assassination skills against the fresh machines that stalk everyone. Mira and Hanharr, though bounty hunters with forceful upbringings, has one seated with pervasive beneficiaries so that no one else has to face a loss of companions, or march towards brutality to fuel their revenge against those that had broke his spirit physically and mentally, a narrative that’s mechanically felt as you can only get one or the other through Light or Dark methods. The Disciple and Atton Rand are both people that seemed to have a personal history with the old Jedi order and certain clusters of them, but while one carries their memory on through historical foundings and musing, the other wants nothing to do with that anymore, seemingly harboring a deep-rooted trauma while continuously feigning acknowledgement of it. This is also where the Female Exile can vie for one or the other and in turn fuel jealous remarks, with Disciple getting the boot if you’re playing as a Male. Through this disharmony sings life that the old Ebon Hawk crew couldn’t achieve before, something that bellows stronger as it possibly can with the newly introduced Influence mechanic allowing gain of (dis)trust depending on what you do/respond to someone/something. Some have criticized this for being something that requires hyperspecific setup and rollouts to get the most out of everyone, and while true in some regard, I find that the approach that this falls under bolsters the concept of the thread being told here.

Many hardcore enthusiasts proclaim this theological exercise is about Avellone himself “hating” Star Wars, but that is fundamentally untrue. He fell in love with KOTOR1, saying that he wouldn’t have changed much of anything in it from that blog post at all, and it’s a feeling that has remained consistent since. It’s a nagging topic that I loathe discussing in relation to this game, the duology, and the brand as a whole, this position as a “deconstruction” or “subversion” of Star Wars quite simply isn’t the case. Inspect the insignias, unravel the metaphors and allegories buried beneath, and what unfolds is an extension of ideas that had come before and even after. If we pertain this to just the movies, most of them follow a character, usually our MC, being tasked with a herculean objective that confronts their predisposed ideas and mannerisms, and the falling action and aftermath that follows after. This had happened with Luke and Vader in the Originals, this had happened to Obi-Wan and Anakin when the Prequels were coming out, and it had even happened in The Last Jedi with Rey and Kylo, where the exploits challenge their faith and companionship of the people and themselves, self-identification against an armada of fascistic forces hoping to weaponize the past for arrogant pragmatisms. It had also happened with the last game’s protagonist, laying upon the meaning of the Jedi’s actions amongst their harsh yet rare punishments and stubborn ideologies, and it continues again with the form of the Exile, a being drastically altered after participating in the Mandalorian War on the side of Revan’s army. From witnessing a grand hero(ine)/villain(ess)’s rise to action and the archetypical storytelling that follows against Darth Malak’s iron fist, here you witness the consumption of power and might the Force delivers upon those who overly rely on it through the thematic bridges of Darth Sion’s intense pain and hatred being the ironic fuel of his livelihood, Darth Nihilus tossing their humanity aside to become a husk in an all-consuming quest to feed off Force energy for dominance, Atris’ feverish upholding and fixated search of Jedi and Sith teachings soon clouding her mind and inner emotion thereby dooming anyone near her, and the old Jedi Council walking away from it all and harboring their own set of opinions as to what the trail ever actually meant to them, most carry out in the background as you face each planet’s own set of dilemmas that as well tie back into the idea. This, all of this, is the embodiment of two sides of a principle that George Lucas himself was familiar with, serving as drive of not just the first movie, but the bone to Star Wars’ foundation as a whole. They serve to complement each other, not to upstage another.

With a number of analytic nerd bullshit said, I don’t want to barter this as a “you play this RPG for the story” deal, cause the inner mechanics are still quite interesting and robust to go over. The combat function of this will be quick because er… to be real, little has changed positively or negatively. You can largely copy the paragraph I wrote in my KOTOR1 review and paste it here with little deviation. Well, I suppose that wouldn’t be true? Even on Peragus Mining Facility combat has seen some small yet well needed tweaks. We have stances now, finally, making the friendly AI easier to be relied upon by giving them what you’re setting them up as and leaving them to it even if they can still be just as dumb and “awkwardly standing doing nothing” as ever. Dice rolls, modifiers, and other little influences are tuned up and/or overhauled to help alleviate fights, making it much more worthwhile to use stuff like stims, grenades, and even mines and stealth which I almost never used in the previous game across all my runs. There’s been some added Force Powers with a select few now having a utility effect for certain hazards such as Stun Droid for mines, as well as new feats making it much more fulfilling to craft different builds to slot different niches onto a member. That last aspect is less so an outright improvement of KOTOR1 and more so righting a wrong made; in 1, there weren’t that many scenarios where it felt like you could use one partner over another for a particular obstacle, be it because the skills are all simplified that it made the diversity lesser or because it just wasn’t necessary altogether. Because of all the changes being made, this has thus been ameliorated so that you do have reasons to create different strike teams, like having Atton on mine/stealth duty while Handmaiden/Mandalore take up the soldier aspect, or Visas doubling up damage and support, or Mira blasting foes away alongside her explosive wrist rockets and poisonous darts, and more. Party composition feels more alive than ever, especially now that you’re able to convert more people into Force-wielders to help give them just a bit more of an edge, even in its most fringe cases.

Stat management itself has been vastly augmented, fully embracing its RPG heritage that was dabbled with before. While you can blow through the preceding title with a meager pile of skills, all of them are now integral for one build or another, especially in regards to the newly revamped lab station and workbenches where you can craft new materials, ingredients, even some armaments to help bolster your entourage’s prowess, which also means that some PMs can be the builder of these items so long as they have met the required stats. The three Jedi classes from before - Guardian, Sentinel, and Consular - are now changed in a way so that each one isn’t necessarily stronger or weaker than the other unless you’re super specific on metagaming, on top of three new prestige classes for the Jedi/Sith side allowing even more opportunities to craft an idea that’s unique for your playthrough. If you wish, you can also choose to not wield a lightsaber at all, never hindered or besmirched for this and giving higher meaning in a roleplaying, challenging, or “fuck it we ball” sense. I opted for a Monk-style build, mainly dealing with unarmed attacks with a dash of supportive Force powers and Shock, which was pretty damn amusing. With changes to perk pickups now allowing for cross-classing, or using the Dex attribute as the leading hit chance, and regenerative health/Force capabilities comes more wriggle room to branch out from designated roles, as well as skill checks being introduced to help give your character more of an edge in information or decision making, even if some understandably prefer the more truncated and easy-to-understand mold Bioware had shared before. There’s still a smidge too much combat, and the DnD calculations are just as numb-inducing as ever, but coinciding with how this title is just as easy to break as ever, most of them at least try to be more grand in scale and evocation, such as the Two-Front Siege in Onderon, Nar Shaddaa’s companion swaps befitting a heist, Dantooine almost getting there with the Settler/Mercenary conflict, the entirety of Korriban, and others that would make this review much longer than it already is. Helping matters is that the morality aspect is less cheese-inducing, the prose for the dialog option being more sensible, acutely worded options and the aforementioned skill checks helping to instill a better sense of involved conversations. So long as you aren’t being outwardly hostile or abiding the virtuous code, you can be as sassy/sarcastic/downright goofy as you want to people, which is a godsend when going through the two titles back to back. Heck being evil’s pretty cool now since it’s at least entertaining, like getting one or both guys to kill themselves a la jumping into Shaddaa’s center hole, forging a dead salvager’s will to claim all of their possessions, being able to manipulate people’s actions into your own gain, the works. I don’t think there will ever be an RPG that will truly get the mechanical side of moralism just right, but in this case, it isn’t suffering from overzealous ambition or foolish pride… mostly.

Alright time to drop the mystic nasal-voiced YouTuber BS and talk about what I don’t like, and even find to be strict downgrades. KOTOR1’s pacing is akin to A New Hope, and 2’s with Empire Strikes Back; one’s quick and seamless transitions help goad you into following the action more succinctly, while the other’s more focused on the introspective journey and highlighting the turmoil of what has happened to the world since, even if it results in a disjointed and plodding shift. For a specific example, I love the Peragus Mining Facility introduction. It’s such a great setter for the type of mood and tone this establishes, and is also one of my favorite tutorial prologues - er… one that’s after the actual tutorial prologue anyway… - ever in a game. Aping System Shock’s scenario to tell the tale of an out of the way facility, one that’s necessary for another planet’s hope of survival and Republic’s war efforts, to the decrepit ship that is the Harbinger where Sion makes his brooding, shocking entrance that continues to play up the player’s backstory and integral slot of what has and will happen, all the meanwhile teaching the player the different tools and trades the sequel either keeps the same or changes from before, alongside a clear improvement of texture and graphical quality and even cutscene direction, is a fascinating route to take that pays off immensely. It’s such a great opening that I even spent more time here than I reasonably should have across my numerous starts, I love it that much. Telos, however, drags it down poorly. Like, the Citadel Station stuff is fine. The abundance of loading zones and the small sidequest platter makes exploration rather meek, but the overall layout is compact enough that it doesn’t get super tedious, plus we got more chances of setup within the narrative, party banter, and worldbuilding/atmosphere. However, it just doesn’t stop there, now we have to head down to the surface because we need to pick up Bao-Dur, and you get thrown into so many combat encounters with minefields and stupid AI shenanigans that it gets exhausting - and that’s before you enter a station where even MORE enemies and trap-ridden spots! What the hell happened?! How did we go from such breakneck pacing in the first game and ESPECIALLY in the opening hours of this one, to drudging through this muck of muted/heightened greens, yellows, and grays? I can’t believe Atris’ facility is one of the first instances I’ve had where I thank God that I’m being blasted by pure white in something, it’s such a refreshing scene that also includes one of the best (and initial) dialogue sequences in the entire game, just you and Atris in an endless battle of back-talks and inquisitive setup that then kickstarts the second act.

Telos isn’t the only place where the pacing is shot, but it is very much the most egregious spot. Since we’re still under Bioware’s McGuffin Structure, you’re prioritizing planets in any which way, although this time it’s more obvious as to which speck is more or less fulfilling in their breadth of content. I (and from the looks of it, most) follow the order of Nar Shaddaa -> Dxun/Onderon -> Dantooine -> Masters Of The Palace -> Korriban, which meant I had to saddle up on more exposition, more queries on key figures, and having to come to grips with party builds since that’s what NS is centered around. I do think it’s a rad place, as well as how it ties into the game’s mechanical and thematic revelations, but doing that after Telos’ slogful third adds a bit of salt to the wound, especially since this also has its last third be centered on combat. Dantooine feels utterly lacking in meat even despite the unfinished nature, being credulously absolute about its faction storyline when almost every other beat either obsequiously or holistically illuminates the inner turmoil boiling within everyone. Dxun and Korriban are… actually pretty well paced, given their stories, so no major ire there. The overall art direction and compartmentalized layout soils it as well, gone is the classification of a planet's distinct color and texture, they now typically share the same greens, greys, and yellows, mainly surrounded by hard materials and boxy structures that’re even more copy-pasted than KOTOR1’s rooms, gnawing into repetition a fair bit. There's also the difficulty, but let's be real here, if you're accustomed to CRPGs, neither of them are gonna test your mettle much, so arguing about which game is "more busted and pitifully easy" is incredibly moot - if you’re a newcomer entirely, well, prepare for some spikes early on. I have a couple of other reservations, but they’re either wholly subjective (I’m not as into Mark Griskey’s compositions as Soule’s, but it’s still pretty damn good ambiance with its own set of grand slams), comparatively minor and/or the same issue as before (still able to exhaust companion’s arcs within a few rounds of exchanges, and I find any attempt to idolize Revan’s past stratagems to be really annoying), or is tied into the absolute biggest issue and the thing this game’s known for, being unfinished.

Of all the post-Black Isle “broken” titles I’ve played, this one is the most immediate. Alpha Protocol manages to skate by freely despite its blunders, Vampire The Masquerade Bloodlines and New Vegas’ seams hold on for about two-thirds, and though little playtime was made I hear Arcanum and Temple Of Elemental Evil are on the same boat. KOTOR2, meanwhile, has its essence feel mangled right about the time you exit the first act, which in turn either lessens or worsens. While the people at Obsidian admitted their overambition bellied up the workload, LucasArts rushing it out to meet a Christmas deadline had ultimately doomed it, and with it came many attempts to stitch, alter, and overall duct-tape it all into one package. Ideas and executions cut short due to this, and it makes what could’ve been very intriguing and bombastic setpieces and events feel skewered and stilted by comparison, with the only truly whole places being in its first act, Korriban, and Dxun/Onderon. Because of this, it also means the exploration of the two umbrella thoughts - selflessness and pragmatism - are undercut due to some leaning much more to one side than another, something that likely would’ve been avoided if given a proper format pass. This all comes to a head with Malachor V, the planet where the belligerent bonds and war-torn disillusions have been born form, being so routinely mocked for being so utterly lacking in content, so disjointed in its attempts to finalize each arc for the 11-party entourage, so vapidly dull in what its attempting to tell in battle, that the ending quite literally jumpcuts to the credit crawl after the climactic battle has come to a close, several threads abruptly aborted before they could ever have a chance to show themselves. One of the more known cut pieces, M4-78, can be restored thanks to the Enhancement Project mod, but there’s a reason for a consensus of saving it for a future run; it’s boring as hell and contributes little to the grand scheme outside of a conversation with a Jedi Master who was supposed to be there, and considering most of what it showcases have been repurposed or reorganized into other areas as expressed by designer Kevin Saunders in an old forum post as well as dabbling into this in GDM’s Post-Mortem section of their April 2005 issue, this again adds to the tale of its fractured state.

There’s also the famous Restored Content Mod, some insistently declaring it’s a required install for not only its namesake, but also the numerous bugfixes it contains. And, listen, those bugfixes are indeed valuable, but the reason I held off on mentioning it til now is because the “reinserted cuts” only pertains to about 10-15% which, by the way, only majorly bandaids that last stretch, meaning you might not even get to see much if you abandon early on! Outside of that, the rest falls victim to hyperfixation, in that anything not in it must’ve clearly been from unavailable time, not from change of plans/ideas mid-development. Additional fights in a game already filled with them, awkward cuts to dialog/cutscenes that do nothing but fill up time on info you infer or already know about, rubberbanding lost scenarios half-cooked like HK-47’s assault on a Telos factory or shoving in unneeded standoffs Atton and Bao partake in during Nar Shaddaa’s rescue arc, and even a few sidequest changes such as those found with Dantooine’s Kaevee and Saedhe’s original head model. By adhering to the author's intent so strictly and rigidly, they circled back onto the same overambition that befall those before. I’m not saying the leaders behind this project are all awful, clearly they’re passionate about their goal and love, earning them all kudos from both Obsidian’s staff and Aspyr’s, but I don’t doubt that there was a reason Aspyr couldn’t be able to put this on the Switch after all. If you still want to play TSLRCM despite it all, then heed my advice: after making that your first install, go after the Tweak Pack and Community Patch to mitigate and enhance the overall flow, then install the mods from the beginning. I also recommend the Darth Sion & Male Exile mod to give him more depth than he would’ve otherwise if you weren’t playing as a female.

But well, that’s sort of the thing regarding this title, isn’t it? There’s poetic irony in a game about husks and cataclysmic trauma bearing weight for the process of healing via (dis)compassionate bonds, reinvigoration of self and faith, and confrontation about selfish desires and fallen ideals be so warped by the mandated whims of a publisher looking for big bags during the holiday, amongst the sea of mainly old blood looking to develop their own studio after their last one was seeing signs of burning down from within and above. There’s a looming, harrowing presence that follows the two studios that nurtured its being following suit, themselves having experienced cycles of discarded ideas, woeful collapse, and revitalized spirit. There’s a heartwarming sensation pulsating through the community resuscitating life into this and its predecessor in their own ways, when most everyone have either moved on or is keeping newfound exposure in limbo. There’s vindicated conceit in knowing that something I had been pouring my time onto since I was merely five, something that had already affected my mentality long before I knew about the confounding and everchanging nature of moralism, seemed to have clutched unto others and taught them much of the world as well.

At last, I now see what I’ve been looking for amongst the dead.

kino but get the mod for restored content pls

all-time classic, missing content though and flawed but I'm biased

My favorite piece of Star Wars, ever. Takes one of my favorite franchises and builds upon it in ways that were never done again.


This review contains spoilers

(This review is made after completing the game with the Restored Content Mod installed, which is the only way to experience the full intended game in its entirety)

Obsidian does it again. They brought us away from a relatively on the rails story with a pseudo open world (exactly what Bioware is known for, see: Mass Effect) that is Knights of the Old Republic, and presented us with the option to actually do whatever the fuck we want to in Knights of the Old Republic II: The Sith Lords.

Despite Revan the first game’s protagonist being the actual Dark Lord of the Sith, it never really felt quite right or fulfilling playing as a Dark Side character. You HAD to help the Republic, yes you were given the option to reclaim your throne from Malak but it never really made any sense narratively. Fundamentally KOTOR 1 is about saving the Republic from the Sith Empire. KOTOR 2 is about deciding the fate of the Jedi order post-Revan, and there is much much more validity to the idea that a disgruntled Jedi Exile (our player character) being manipulated by a Sith Lord (Kreia) would actively participate in ensuring the downfall of the Order. Playing and choosing the Dark Side options feels natural even if cartoonishly evil at times, and not at all out of place as in the first installment where it felt like they were added out of necessity. There is a whole nother real story being told as you kill off the remaining Jedi holdouts, it doesn’t feel like you’re an evil character stuck carrying out the path of a hero; you are an evil character with your own motivations and desire end point.

Once again just like the first game, the party members are A+++. Games like this live and die by the characters and their journeys, and this game knocks it out of the park. Whoever came up with the idea to allow you to train your companions as Jedi/Dark Jedi deserves endless praise showered upon them for the rest of tim.

Additionally, this is the best implementation of Dungeons & Dragons rules in the Star Wars setting by far. About the only thing KOTOR 1 edges it out on is the leveling system, the 20 cap in DnD exists for a reason and was handled better by Bioware in the first installment of the series.

[Note that everything I say here is contingent on the Restored Content Mod being installed. I'm not sure how many of my complaints would be addressed by removing it, but given the improvements I doubt they could ever be sufficient to make playing the game unpatched the preferable experience]

Some of the best character writing I've ever seen in a game alongside a very interesting story that puts the rest of the Star Wars franchise to shame for how much it meaningfully engages with the universe compared to anything else I've seen. Yet I can still only give it a 7/10 because of just how much its brought down by a mess of bugs and some godawful combat that did so much to sour the overall experience.

Kotor 1 was an alright game. The story and characters were generally good and I enjoyed my time with it enough to warrant a recommendation. The combat, while bad, was also unobtrusive and easy enough that I didn't need to worry about it all that much, instead sticking to the areas where the game was at its best.

Kotor 2 took both the strengths and weaknesses of the first game and amplified them both. The writing was a substantial improvement both in regards to the main plot (which makes this game my favorite piece of Star Wars media) and especially in the characters (with this game's cast being consistently great). But just as Kotor's strengths were made better, its flaws were made so much worse.

While the first game was buggy, it was never enough to outright hurt my experience. A few annoyances here and there but overall the glitches were of minimal importance. Kotor 2, by contrast, is a buggy mess than rendered the game nearly unplayable at multiple points and required me to close and reopen the game, adjust my settings, reload old saves, and more on dozens of occasions. And while I understand a lot of this is thanks to its very short development time, that doesn't make the final product any better to play.

But even more egregious for me was the combat. I didn't like Kotor 1's combat but it was simple and easy enough that I could get ignore it for the most part. This game (or perhaps just the Restored Content Mod?) made combat a far more integral part of the experience, ramping up the difficulty, adding far more encounters, and really forcing me to engage more deeply in what the system had to offer. Which would have been fine if the combat were actually enjoyable but that isn't the case. Its slow and boring, heavily reliant on RNG, poorly explained in-game, and wildly oscillates between painfully easy to frustratingly difficult. I legitimately had to cheat and turn on god mode in order to get through some sections because of the brick walls the game was expecting me to get past just while playing on Easy. Meanwhile I could get part the first game on Normal with barely any deaths outside of boss fights. I get the impression that the developers really enjoyed how the combat of the first game worked and wanted to give it a bigger role here, but for people like me who disliked the first game's combat their decision made Kotor 2 feel genuinely unplayable at points.

It really is a testament to the game's writing that I'm willing to put up with the gameplay and still recommend the game overall. If the story were on the same tier as the first game I would give this game a 2.5/10 and delete it from my computer at the first opportunity. But the game's stellar writing actually makes the game worth getting through.

INFLUENCE GAINED: KREIA
INFLUENCE LOST: KREIA