Techtite's PC Game Reviews! |
"The RPG of the year in every sense of the word. If only this would be made into a whole series of games...or at least a mission pack? Please?" ---from the review
----------------- You may also wish to buy: Star Wars, Knights of the Old Republic: Official Strategy Guide
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Star Wars: Knights of the Old RepublicClick picture to order this game (PC/windows version) A Techtite ReviewAlso available for X-box. (duh). Who wouldn't expect this game to be a slam-dunk? While Star Wars games are nothing new for LucasArts, this was designed by Bioware; the same RPG gurus that made Neverwinter Nights and Baldur's Gate. In Star Wars: Knights of the Old Republic, they have done what few would ever dream possible; a whole RPG set in the Star Wars universe, with over a dozen interesting lead characters, an extremely engrossing story, and the best chance you'll ever have to wield a light saber in an RPG game. What more could a Star Wars fan want...? Answer: nothing.
What do I mean by that last line...? Not unlike many Jedi games (including Jedi Academy) you can follow either a dark or a light path of The Force, leading to two totally alternate endings. You can become a Dark Jedi and defeat Malak to become the new ruler of the Sith, or you can follow the more obvious, "Happy Ending" and restore peace to the galaxy. Personally, I prefer the latter, though suit yourself. It's a "happy ending" either way, I suppose, depending on your own personal taste.
On Dantooine, not only are you a prospective Jedi, but you also have your own ship! This is good, because on Dantooine you come across what Darth Malak and Darth Revan found, five years ago: an ancient Star Map. Incomplete, it only leads to the sites of the other maps that complete it. In your quest to find these other star maps, you can travel to the wookie world of Kashyyyk, the Sith temples of Korriban, the aquatic Manaan, and yes, of course, Tatooine. The best part for PC gamers is that we can also travel to a space station orbiting Yavin --no, not that space station!-- for an additional (however tiny) side level that X-Box's version of the game doesn't have (HA!). What's really cool about this star-map-quest part of the game, is its total independence. Any one of these planets can be visited and revisited at will. Many quests can even be abandoned and restarted later, if not abandoned completely, if they are not the quest for the star map. It's all up to you (a phrase I really love when reviewing any game, don't you?). There's a lot to see here, as is the case for any well designed RPG. Up to nine characters join you in your travels, two of whom are totally optional to have join you at all(!), dependant on your actions. Among these allies, five have optional side quests of their own, which are accessible only if you "get to know them" (i.e., talk with them often, take them on multiple away missions, etc.). If your character is male, there is an optional Bastila "romance" side quest; if your character is female, there is a similar romance possible, with Carth. Each world has around half a dozen optional quests in themselves. All the largest worlds also have mini games possible, like "pod racing" and a card game called Pazaak (sort of like "21", only better). As I said: there's a lot to see here.
What makes this game shine, however, is how far it goes to make these characters seem so...real. It is not uncommon for your companions to have a chat during any "lull" in your travels (when mapping out the desert of Tattoine, for example). At one point, I found Carth and Bastila bickering over how easily Bastila was kidnapped by a mere band of mercenaries on Taris. You can decide to join in the teasing, or defend Bastila's honor; it's up to you. Mission may also ask like any teenager would, why Bastila doesn't use her Force tricks "for fun." This is just a pair of examples, among many. Such lifelike conversations reach their peak when a totally engaging plot twist occurs, causing your entire party to discuss what has just been revealed, in full. It just made the whole story far more engaging for me, for the game to take the time to allow the characters to have this conversation; a conversation that, if these were real characters, they would obviously need to have. The final levels are all the more effective because of this one scene.
Gripes...? For one, not unlike the feeling many people have with The Phantom Menace as a whole; the first world, Taris, was a story that barely needed to be told. With no Jedi skills yet, and many quests to complete before you can escape this planet's cold grasp, it will be several hours of game time before you can even hold a light saber! Granted, you meet Bastila soon enough, and she can use a light saber just fine, and yet...it's not the same, you know? However, there's no denying the thrill the game offers, from your first step on Dantooine. Meeting the leader of the Jedi Council is one thing (a little fellow that looks like an ancestor of you-know-who); when you get to "assemble" your own light saber, however, there is nothing more than goose bumps to be felt by even the most agnostic of Star Wars fans. So, yeah, Taris may be long and wide before the game gives you a light saber to play with (an upgradeable light saber, no less!). It gets better though. Big time.
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