Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review KOTOR 2 approved at RPG Dot

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords

<a href=http://www.rpgdot.com>RPG Dot</a> has posted a <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1082>review</a> of Knights of the Old Republic II. The game has scored <b>86%</b> and the rare <b>RPG Dot Gold Award</b>.
<br>
<br>
<blockquote>Character creation - which I consider an essential element to any good RPG - was outstanding in KotOR 2, but role playing pleasure was somewhat deficient at the same time. While I am sure that there are many who enjoy taking on the role of various NPCs throughout the game, I found the all-too-often mandatory relegation of the in game role playing to be more frustrating than enhancing to the overall gaming pleasure. For example - playing the light sided Jedi that my hero was - I did not enjoy being dropped, in game and without any notice or preparation, into the role (in my case) of Mira. In that situation - I found myself suddenly in her shoes (and seeing her capabilities, weaknesses, equipment, etc. for the first time), in an underground arena, and faced off in a life-death struggle with the vastly stronger, evil wookie - Hanharr - who was just seconds away from terminating both Mira, and my game, permanently. Having finally (after numerous deaths) subdued Hanharr, Mira was just about to congratulate herself when a nasty pack of Kath hounds was released into the same arena - resulting in more deaths (and a lot of "colorful" maritime expressions). Even then, after I finally managed to defeat the Kath hounds with Mira barely in one piece - I then had to deal with numerous (and I do mean numerous), very tough, bounty hunters throughout the area while blindly feeling my way around to try and ascertain some means of opening up the area so that my Jedi hero could enter and take over the fray. And that scenario was just one of several that more than doubled the number of hours normal game play was slotted for.</blockquote>
<br>
Sounds like the infamous IWD2 waves of monstersTM design technique
<br>
<br>
<br>
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
I don't mind a bit of a slaughter to spice things up, it is when I am driven through the whole game (or a significant chunk of it) with endless waves it becomes a problem.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom