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Prisoner24601

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  1. Now that is the funniest thing I've heard in a long time... You made my day!
  2. 2005 But yes, she has a point. Does it really matter whether Revan is a man or woman, play it how you want. Have to ever heard of the force, my friend. I think someone needs to throw away stereotypes. Even though im a guy, and think of Revan as a guy. :D <{POST_SNAPBACK}> Exactly. That's what the force is for... Seriously, you're worried about realism in a video game battle where the pc can choke someone with their mind and summon a lightning storm. I don't think that we're the ones being silly here...
  3. But here's the thing, your finding the Revan/Bastila relationship to be more interesting than the Revan/Carth one is a matter of personal taste. Personally I think that the opposite is true. The Revan/Bastila story is basically a story of forbidden love between two Jedi with a bit of redemption thrown in at the end. To me, it is the kind of story (forbidden love) that we see all the time. I find the Revan/Carth story to have more creativity. I mean, come on, she's indirectly responsible for the death of his wife, the capture of his son, and the death of his homeworld. The theme in that arc being forgiveness, trust, and redemption, and I think that story has a lot more emotional punch to it. But really, which story is better is purely a matter of opinion. As others have pointed out in this thread, if Lucas Arts, Bioware, and Obsidian wanted Revan to be strictly male, then they wouldn't have given the gamer a choice at the beginning. The fact that there is gender confusion in some of the dialogue is most likely due to sloppy editing on the part of the programmers. I mean, these are the people who misspelled Onasi and had one of the most incoherent endings to a game that I
  4. You ever play Planescape: Torment? If you don't max out Wisdom, Intelligence and Charisma, you practically miss out 1/2 of the background to the plot. And you might not ever find this out unless you are told or you do it by accident. And believe me, that game was deeper, more complex and more in need of exposition than KOTOR 2. And yet, it's still a goddamn masterpiece. This not giving everything to you, right away, it's a Black Isle trademark is what it is. The reason it fails here is because there is not enough in KOTOR 2 besides the main plot to sustain you, unlike in Torment. <{POST_SNAPBACK}> You know, I don't mind not having everything spelled out for me in the first hour of playing a game. I played through PS:T several times and greatly enjoyed the expierence. Not once in that game was I confused as to what was going on. But here's the thing, when you are standing on a desolate planet at the end of a game, wondering where you are, why you are there, how you got there, and where your party is... well... that's just poor game design. I shouldn't have to go message boards in a desperate search for the main plot. If I don't understand the main plot, that's not my fault as a gamer, that's their fault as designers. It's their job as storytellers to make sure their audience understands their story. Does this mean that they have to spoon feed the plot to us? No. But the story at the end shouldn't leave people scratching their heads and wonder what the hell just happened. And here's the kicker... I really loved this game until the plot began crashing down after the council at Dantooine. This is a good game, that could have been a great game had it spent a few more months in development.
  5. You know... this is a very interesting take on that scene. It makes a lot of sense to me. Wow... what a shame that they cut all of this out. If they had included this into the ending, this would have truly been a stellar game. Although I'm kinda glad that the Dustil bit was cut. That would just be too depressing.
  6. Ahhh... thank you... It makes much more sense now. I suspect that part of my problem was that I couldn't get influence with Bao-Dur, who probably tells the pc a lot of this. As far as the plot went, I really loved it until the confrontation on Dantooine. I enjoyed the moral ambiguity that the game explores (are the Jedi actually helping people or was the order useless and stagnant) and the look into why Revan took the actions that s/he did. I just wish it would have been easier to get major game revelations, because I was scratching my head by the end of the game.
  7. Exactly. Personally, I wasn't upset that I didn't get every character's back story on the first play though or even with the ending where Kreia predicts everyone's future. In fact, I expected there to be things that I missed. But a plot where people are confused as to what the hell is happening in the main story line is just poor game design. After Dantooine, I had no idea what the hell was going on. Heck, I didn't even know I was on Malachor V in the end until I looked at the map. I have no idea really what happened at Malachor V that was so traumatic (other than a lot of people dying - which is typical in a battle), or why my character suddenly decided to go there which is a major plot point. I shouldn't have to play a game several times to figure this out or for the game to make sense. I feel that I played the game pretty thoroughly. It took me 40-50 hours to finish the game, but at the end I was simply confused. It
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