The right knights
KNIGHTS
'Star Wars' sequel shows that the Force is with Lucasarts
By Levi Buchanan
Special for the Tribune
Published December 9, 2004
This may come as a surprise, but there are must-have games on the Xbox this holiday season other than "Halo 2." The original "Star Wars: Knights of the Old Republic," released in 2002, is widely regarded as the console's best role-playing game -- and possibly the best "Star Wars" vid ever made. It probably helps that the series takes place long before the events of Lucas' prequel films, which have failed to trigger the cultural impact of the first trilogy.
This week's long-awaited sequel to "KOTOR" did meet a major bump on its way to store shelves. Developer Bioware jumped ship, leaving its technology in the hands of a less-experienced game house, Obsidian Entertainment. Normally, this is a huge sign of trouble -- but in the case of Bioware, the firm just wanted to concentrate on an original game of its own, next year's "Jade Empire." And it turns out that, thanks to an updated game engine and considerable talent, Obsidian may be Microsoft's next star developer.
"KOTOR II" unfolds several years after the first game. While you may have downed the fierce Sith Lord Darth Malak, the tentacles of evil have squeezed the galaxy to the breaking point. Most of the Jedi knights have fallen to Sith attacks, with only a few elusive Jedi eluding their grasp. Naturally, you play one of the crafty ones, a disgraced, amnesiac war hero with -- wait for it -- a heart of gold.
Or maybe not. Like the first game, and this summer's RPG "Fable," you have complete control over the fate of your in-game avatar. You don't necessarily have to make Yoda proud and stick to the light side of the Force. While the events of "KOTOR II" certainly lead to a showdown with the Sith Lord Darth Sion, you can indulge your dark side tendencies. Depending on which Force alignment you choose, you can learn devastating new powers such as the Force Crush.
A Jedi fights with more than the Force -- no "Star Wars" game is complete without light-saber play. Close-quarters combat feels a lot faster and nimbler in "KOTOR II," and with the addition of customizable light sabers, it's a lot more personal. Crystals, lenses and power cells can be used to craft new sabers.
Dialogue plays a huge part in "KOTOR II." Not only does the story reveal itself through clever conversations, but there are times when only a silver tongue will get you the information you need. And dialogue is directly related to your character's influence rating. Your ability to influence your compatriots' actions and loyalty changes depending on whether or not you offer them encouragement or scorn.
"KOTOR II" will take you from one end of the galaxy to the other. You begin your quest for survival on a mining asteroid, but as soon as you have a spaceship, the galaxy is at your fingertips. The planets are a little more varied than our own solar system, from the jungle paradise Dxun to the sinister Korriban, shattered homeworld of the Sith. Obsidian has done a remarkable job infusing each planet with an individual look and feel, keeping this galaxy an interesting, unpredictable place.
The quest structure of "KOTOR" also feels significantly revamped in "KOTOR II." Gameplay branches out more organically. Quests no longer feel like fetch runs or simple "go here" missions. Instead, events are tied directly to the story, and many help you recover forgotten Force powers or learn fascinating bits of your personal history. And not every mission is action-oriented. One early sequence places you in conversation with a droid that must be tricked into revealing information by deft speaking skills.
"KOTOR II" continues Lucasarts' incredible upswing. The "KOTOR" franchise and last fall's "Battlefront" have gamers no longer viewing "Star Wars" games with a wary eye before laying down their $50. If you've already played "Halo 2" to the point that there are grooves in the disc, "KOTOR II" is the perfect game to keep your Xbox warm into the beginning of 2005.
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