First Encounter
By Danny Chihdo
Far sooner than initially expected when the original release
date of February 2005 was announced long ago (at an E3 far, far
away), Star
Wars Knights of the Old Republic II: The Sith Lords is
upon us! And, despite a change of developers, the latest
installment of what we can only hope will evolve into a
KOTOR sub-franchise outdoes the original in every respect
while keeping the rock-solid core of a brilliant, accessible
role-playing game.

New worlds, new creatures … same
awesome lightsabers.
So that gets the "does it measure up?" question out of the way.
It most certainly does, and that's no mean feat for Obsidian, even
if many of their designers also worked on some of the best-known PC
RPG classics in history (Baldur's Gate and
Fallout, to name just two). As the game opens five years
after the end of the first KOTOR title, you're injured and
unconscious aboard a very familiar starship—the Ebon Hawk,
back again and now the ride of your new character. How that
happened—heck, how any of this happened, especially the
apparent elimination of the Jedi Order—is not immediately clear,
though the opening crawl reveals that whatever ending you achieved
in the original game, the Sith ultimately destroyed the Jedi. What
else is clear is that you are quite possibly the last Jedi in the
galaxy, an exile who doesn't even have a lightsaber but holds the
fate of the Order in his or her hands. It's a very different feel
from the beginning of the first game, when the Jedi were plentiful
and powerful despite the ongoing war with the Sith. This setting is
much more reminiscent of the classic trilogy, with the Jedi's light
nearly extinguished and the evil Sith empire in almost total
control of things.
Will you help save the Republic, or conquer it once and for all?
The choice is yours, and it's not nearly as simple as it was the
first time around. Dialogue trees are involved and sometimes even
challenging. And, as your adventure takes you to seven different
planets and through an eye-popping number of new side quests and
missions—including the ever-popular swoop racing and pazaak
mini-games—you'll find that this is definitely not just a retread.
In fact, Halo 2 or
no Halo 2, we're looking at another serious Game of the
Year candidate.

Master Chief isn't the only one
dual-wielding.
Obsidian introduces the concept of "influence" in the sequel,
which—whether you know it or not—was something sorely missing from
the original game. Remember how everyone in your party maintained
exactly the same alignment they had when you met them, no matter
what you asked them to do or how you used them? No more. Now each
character in your party will react to the main character in
different ways according to how you treat them. There's a lot more
than just a "good" or "evil" response, and not every character will
react to the same dialogue in the same way. Influence can be gained
by intimidating another party member, for example, or by praising
them. And, often, what influences one character will turn off
another, so you have to put all of your leadership skills to use.
Even location can influence another character, if they're in
comfortable surroundings or think they have reason to trust you
because of where you're talking to them.
Your hero's skills (and those of party members) with mechanical
gadgets and chemicals are also now crucial to the full experience.
Remember those odd bits of dialog from the first KOTOR
that seemed to indicate you could buy new parts for your swoop?
And, yet, you really couldn't? Well, now you can break down pieces
of equipment (either broken or intact) to create new items
depending on your needs. Low on health? Get to a workbench and use
your skills and knowledge to whip up a medpac.

Gotta love that Force
Lightning.
Combat options have been greatly expanded with the inclusion of
new lightsaber and Force forms. Lightsaber forms, which are the
domain of the Sentinel and Guardian classes, are strictly
combat-oriented (unlike the first game, you'll be a Jedi from the
start, but you'll still have to wait to get your lightsaber—it's a
major quest, in fact). Certain forms are better against different
types of enemies, and will change both your character animation and
your chances to hit and do damage. And, they just plain look cool,
especially as you grow in level and the lightsaber animations
change with you. Force forms, on the other hand, augment and change
the way you can use Force powers, and are available to the Jedi
Consular. On top of all that, you can now graduate to Prestige
Classes—highly focused character types like Sith Marauder or Jedi
Weapons Master that will make your hero even more powerful.
What you do with that power, now that's up to you. Will
you journey to the demon moon of Dxun and steal the power of the
ancient Sith Lords for your own, or will you resist temptation and
stay in the light? Will you attempt to save whoever you can on the
imperiled Peragus station, or will you leave innocents to die? Who
do you serve? Who do you trust?
Me, I can't wait to find out. Then find out again, and again, and
again …
