
(XBX)
Release Date: 11th February 2005
Developed By Obsidian Entertainment
Publisher: LucasArts



Review: Star Wars Knights of the Old Republic II: The Sith Lords (XBX)
When BioWare unleashed the first instalment of Star Wars Knights of the Old Republic, it not only revived a flagging licence, but also created a modern-day role-playing classic. Success begets sequels, but thankfully the respected developer decided to move on - and in so doing passed the baton to Obsidian Entertainment.
For your premiere console release there can be no bigger challenge than attempting to match - or surpass - the critical acclaim of the original. Therefore, it comes as no surprise that Obsidian has decided to play it safe with Star Wars Knights of the Old Republic 2: The Sith Lords, and build its sequel upon the very foundations laid out by BioWare. However, the state of Obsidian's bedrock has been the subject of much debate, and Gamestyle will look at the reasons why in its gaming survey.
The main strength of KOTOR was its epic storyline, which created emotional ties with the player and even converted those unfamiliar with the Star Wars universe. Not since Final Fantasy VII has a game instilled such sweeping emotion (and indeed devotion); trying to improve upon the narrative was - and is - an impossible task, and in retrospect KOTOR 2's storyline tries, but ultimately fails. Again, there are female characters to interact with but this time around the multiplicity of personality becomes confusing. The sense of the unknown is also diminished as many locations from the first game are revisited again. Regrettably, much has changed in this universe in only five years; the Jedi are hunted down by the emerging Sith and are on the verge of extinction. The opening few hours are brutal, as your character becomes the most wanted person in the universe - never able to rest or drop their guard.
Several planets are in a state of turmoil, and so consumed with in-fighting that the dawn of a new dark power has gone unnoticed. Amidst the unrest you are tasked with discovering your true identity and then walking the path of either the dark side or the Jedi. Gamestyle cannot fault the quality of storytelling here; there are many strands to follow and these shed new light on Revan, the iconic wars and the evolution of the Sith. The characters are interesting, in and of themselves, and the source of further information to digest, savour and act upon.
The storyline is what you make it: tinker with responses and satisfy your curiosity while receiving dark or light points. This not only impacts upon the story but also on the people around you (and likewise their perceptions of you). The actual points system for experience is again moulded from the original; in fact, there is little need for seasoned KOTOR players to even refer to their manuals - such are the subtleties. One concession is that your character can now receive new powers far quicker than before; this makes for a better playing experience - being able to harness new Jedi powers that previously seemed a long way off.
The opening and middle sections of KOTOR 2: The Sith Lords are spent on the run, avoiding confrontation with the Sith. The first planet is a virtual reprise from the first game, as you strive to escape via the Ebon Hawk. Only when you've reached the outer rim do you realise that the shackles of linearity have been loosened: instead of being magnetically drawn to your next destination, you have the choice of several. This brings up a process of trial and error - because when native creatures prove too powerful, you can always skip across the galaxy in search of easier objectives. This superficial freedom makes for a welcome change, but the open-endedness quite often leads to a familiar destination: 'bug city'.
BioWare's adventure caused many copies of KOTOR to crash, and highlighted some obvious differences between Xbox drive mechanisms. This time around there can be no excuse; trying to account for every in-game variable has proven to be Obsidian's undoing. On several occasions Gamestyle was confronted by the true 'dark side' of play: a crash bug on Dantooine which proved irreparable until we had completed a mission elsewhere. The only remedy we can suggest is to save your game regularly - and in different slots - and try not to do anything unexpected by way of mission deviation. Not exactly the KOTOR 2 'upgrade' that we'd hoped for, after paying upwards of £30 for the privilege.
In fact, there's so much content lifted from the previous incarnation that you really do have to question the retail price, and even the time taken in development. The combat system operates on the same principles as before, so if you vehemently disliked it then, there's nowt to appease. The opponent AI is simplistic, and can be easily bamboozled by running away, attacking from long-range or engaging in some 'Tom & Jerry' high jinks (ie, running with the Sith Lords in tow until your health replenishes; stopping, firing and then running off again). Repeat until your opponents are vanquished - not exactly an intoxicating blend of gameplay (and Gamestyle won't even bother to mention the repetitive Swoop racing or endless rounds of Pazaak).
Visually, it's déjà vu all over again. The juddering framerate, sticky animation and troublesome camera all make triumphant returns; the only noticeable improvement comes with lighting effects, but such niceties are overridden by the intrusive loading screens. At least the soundtrack and voice-acting is of the highest standard, and certainly encourages the player to persevere in spite of the hardships already outlined above.
The lack of an Xbox Live option is especially disappointing, as there will be no opportunity to correct outstanding bugs nor offer fans an additional planet or mission(s) to download. Without these benefits, Star Wars Knights of the Old Republic 2: The Sith Lords still remains a sizeable undertaking - and one whose strength of character will likely overcome its substantial flaws. In closing: Obsidian's much-anticipated sequel could be considered a disappointment, not because it bites off more than it can chew, but because it seems content to sit in neutral.
Rating: 7 / 10
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