Hi. This is my first time posting. I had some comments and suggestions on KOTOR II. I know it is too late to change anything, but I thought maybe some of these ideas and concerns might be taken into account in future games.
I don't understand why the rather short (and in my opinion, fun) tutorial was optional, but Peragus was not. Peragus was boring and long and the player had to go through it before they could start making decisions- which was the fun part. I understand that Peragus was essential to the plot, but there must have been some way to get the plot across without having to go through the entire thing.
When T3-M4 finds the broken droid that helped him on the Ebon Hawk, he should have made one of those R2-D2 sad noises. That would have been a nice touch, IMO. I know that not all players would recognize the droid if they skipped the tutorial, but, as I've said before, I don't know why the tutorial was optional since you can't "jump straight into the action" anyway.
Also, I got lost on Peragus. For some reason, I had a hard time finding my way around the docked ship and going through the fuel line. I think the designers should have added a "locked door" feature to this level of the game that is used in many other games. This "locked door" would keep the player from back-tracking into unessential/not useful areas. Or they could have payed special attention to the map on this level so that it was easier to find your way around.
Citadel was another problem. The first time through I managed to finish most of the issues there without ever visiting the security office. At least visiting the office and getting the main plot out of the way should have been automatic. At the very least, they shouldn't of made you hunt for the office. It should have been located in a highly visible area right outside your apartment.
Of course, I have to mention the ending. A visual aid would have helped the enjoyment factor tremendously. I know that there would have to be a different scene for each ending element and maybe the game was shipped before everything was ready, but even a static or semi-static picture with Kreia's voice would have been nice. Maybe that wouldn't go well with the dialogue tree, but I don't see why that particular tree was designed that way anyway. Of course everyone wants to know what happens to their allies and what the effects of thier decisions were!
Influence- I really like the idea of influence, but it seems like there wasn't much influence going on. As far as I could see, influence was just a replacement for the timer used in games like Baldur's Gate 2 (great game). Other than jedi training and light/dark changes there wasn't very much going on. I was hoping that you could perhaps change how your characters behaved and behaved towards each other in a major way. Teaching jedi was a very cool feature, but subtle changes in your NPCs would have been absolutely great.
non-combat features- I thought the non-combat or at least the non-combat centric features were greatly developed in this game. However, I don't understand why the end of the game was a purely non NPC combat gauntlet again.
I loved the new features like dual strike feat, charisma combat bonuses, great uses for skills, and influence over your NPCs. Then the game ends in an NPC free zone that happens to be one long combat gauntlet. I doesn't make sense from a design perspective and I didn't enjoy it as a gamer.
I truly enjoyed the middle portion of the game. Some areas could have been better, but it far exceeded my expectations. I liked the skill uses, the multiple tasks building up to one goal, the attack on the settlement...really, I liked almost everything. But then the game started to end just when I was looking forward to seeing/doing more.
The inventory should have had a better sort feature. In RPGs, I tend to be a packrat and if I recall correctly, this inventory system was actually a step-down from KOTOR I. I don't understand why it was left like that.
Finally, Kreia should return her items. Is it realistic? No. But it really sucks when all your best equipment gets stolen by an AWOL for good NPC.
There were a lot of other things in this game I had problems with, but I assume that if Obsidian had more time to make this game, they would have been improved or resolved- just based on past work and interviews given by some of the members. I won't mention the issues here.
I continue to look forward to Obsidian's work and I hope they do a better job in the future. Portions of this game were absolutely fantastic! If anyone else has comments they would like to add, please feel free to post them here.