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Interview KOTOR II Q&A at TheForce

Vault Dweller

Commissar, Red Star Studio
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Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords

<a href=http://theforce.net>TheForce</a> has posted <a href=http://theforce.net/games/articles/qa_kotor2.shtml>the answers</a> to the questions asked by the forum members about <b>KOTOR II: Obsidian Strikes Back</b>.
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<blockquote>In another interview you said that you are exploring the nature of the mentor-apprentice relationship. Does this mean you're going to give the PC a chance to have an Apprentice?
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[Chris Avellone] Can't really say much about it at this time except to say we're exploring a lot of levels of the mentor-apprentice relationship. We'll see.
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In the first KOTOR, some players, myself included, went through the game playing with only the more powerful Jedi in their party. How will you entice players to play with the other, less powerful party members?
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[Chris Parker] We looked at a few different things that should help with this. First, we wanted the ranged weapons to be more powerful, so many of the characters have new feats or special abilities that will make these better. And there are a number of different upgrades to make them more powerful than you could in KOTOR. Second, we have a number of quests in the game that can only be performed by specific characters while other characters are doing something else. As an example, think of Episode 4 where C3P0 and R2D2 had to hang out in that control room while Han, Chewie and Luke went off to find Leia. </blockquote>That mentor-apprentice thing would be cool, and if anybody can do it right, that's MCA.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
 

dipdipdip

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Sounds good. What they speak of here would work to address what I feel was a pretty large problem in KotOR: balance. There was none.
 

Jed

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Re: KOTOR II Q&A at TheForce

How will you entice players to play with the other, less powerful party members?

[Chris Parker] We looked at a few different things that should help with this. First, we wanted the ranged weapons to be more powerful, so many of the characters have new feats or special abilities that will make these better. And there are a number of different upgrades to make them more powerful than you could in KOTOR. Second, we have a number of quests in the game that can only be performed by specific characters while other characters are doing something else. As an example, think of Episode 4 where C3P0 and R2D2 had to hang out in that control room while Han, Chewie and Luke went off to find Leia.
What, make blasters more powerful than vibroswords, why that's ludricrous!
 

Voss

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dipdipdip said:
Sounds good. What they speak of here would work to address what I feel was a pretty large problem in KotOR: balance. There was none.

It's Star Wars. You can't just go and add things to an Intellectual Property just because you feel like it. Particularly with Lucas Arts. You can't fight the Empire, no matter what the movies say.
 

Azael

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Er, they already did major changes to the IP with having vibroswords beat out blasters and everything blocking lightsabers, what's a few more going to hurt?
 

Rosh

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Voss said:
It's Star Wars. You can't just go and add things to an Intellectual Property just because you feel like it. Particularly with Lucas Arts. You can't fight the Empire, no matter what the movies say.

Someone might want to tell BioWare this. Maybe they'll throw Drizzt in, instead.
 

Voss

Erudite
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Az- major changes. Major. As in jedi are not automatically uber and kick ass when compared to just normal folks.

Rosh- they already have. Twice.
 

Azael

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If Episode II did anything good, it was showing that Jedi aren't impervious to attacks from non-Force users. If blasters are improved, both damage wise and fire rate wise, they could pose an actual threat rather than an annoyance.
 
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Episode II relegated the demi-god jedi of the first movies to mere 007 secret police. I hate lucas for that.
 

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