With all the excellence Knights of the Old Republic II brings, there are some downfalls. This is world hub 101, everything works amazingly here, and there are some segments where combat must happen on the Ebon Hawk, and it doesn’t feel cramped or downright awful. In Star Wars: Knights of the Old Republic II: The Sith Lords the Exile can talk to squad mates, create items, upgrade equipment, and advance certain side quests, such as installing extra components in the HK-47 murder droid that has seemingly been left behind by the previous owner. The Ebon Hawk ship returns from the first title, and functions as a great base of operations, a modicum of transportation, and a world hub. Working with all three player-controlled characters is the key to victory in combat, and the seamless transition in the heat of the moment works admirably. Selecting combat options while having the game paused with LB, allows your squad to bulldoze enemy confrontations with ease. You can have an engineer fracture an opponent’s shields, while the Exile goes in for a huge power blow. Combat flows much better and retains a certain tactical/real time aspect to it. Obsidian’s initial ‘if it isn’t broken, don’t fix it,’ attitude on the combat is apparent, as it remains largely the same as the first game, albeit cleaned up a ton for this Nintendo Switch port. “The attention to detail and deep lore is where KOTOR II: The Sith Lords becomes a Rancor to be reckoned with.” Having a diverse cast, reintroducing members of the first title and expanding their personalities, and deepening the lore are elements that fuse to create one of the best 1-2 punches in Star Wars storytelling to date. This serves as a solid reminder of what happened without feeling cumbersome. The title seamlessly guides the player into its universe, even those that have not played the first title by supplementing interactions with highlights of events from KOTOR. The attention to detail and deep lore is where KOTOR II: The Sith Lords becomes a Rancor to be reckoned with. You can even have certain party members become Jedi in their own right, which is an awesome feature. This is an amazing concept that is executed incredibly well, and the title holds well even after the two decades since release. They may bicker back and forth with distaste, adding more flavour to the dialogue sections of KOTOR II. This also applies when having two companions that dislike each other travel with you. The Exile can also push companions so far that they outright leave or attack the exile. Imagine ‘grizzled Jedi veteran,’ and her voice would assuredly show up. The voice acting for the cast is PHENOMENAL, especially Kreia, her voice sounds riddled with fatigue and wisdom. If the leader of the Mandalorians suggests the Exile side with a warmongering General Vaklu over Queen Talia, and the Exile sides with the Queen, Mandalore will lose confidence in the Exile for making ‘bad’ decisions.Įven the droid, T3-M4 is seeping in personality, and quips directed at the droid never receiving a memory wipe become an ongoing gag for the cast. The Exile’s choices affect the storyline tremendously, and as a new mechanic in the series, the main characters’ choices directly affect the companions that follow the Exile.
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