Trying to give an honest criticism so please don't take this the wrong way.
To be fair I'm half way through the game and going dark, I'm going to restart to get Mira bc the wookie element is a little repetitive for me ( I wish another alien, possibly a Rodian could have filled his slot.)
All this being said I know my view will be a little scewed, but I post now, in the awareness that you will probably be checking more sooner than later.
I think the story is great so far; Voice acting and character development all top notch--especially Atton. What concerns me is the lofty perch of the villian. As games progress especially in the recent market they operate by topping what was last done (we see additional force adds and forms (which I wish looked more distinct)), but I want this genre to continue and luckily it will. But this villian from how he was described was nearly god-like (though yes he couldn't control it, point is he was oof in another realm almost and could destroy planets, so god or demonlike take your pick). How can you top that? A struggle on that scale seemed larger than life in a way that made the game lose alot of the hold it had on me, because it was so unreal (my guy traipsing about the universe treated like bantha fodder by the exchange and others as he is slowly growing more capable of defeating this Being. Give me a flesh and blood opponent. My equal but manipulative, crafty, or adept in fighting, politics, anything as long as we're on the same playing field and save the uber powerful guy for D&D where things have gotten so out of proportion the story is unbeleivable i.e. not fun.
The only other thing that comes to mind is the dark side's character relationship. For the gamer the central character to develop is his or her own, and I do that through relationships with the crew and a little imagination to fill in the cracks. With the crew, as an evil character, my interactions and rewards from them seemed rigid. Not talking about influence, just the nature of my responses. For example, I could thank them leading to more conversation, or clam up and say they didnt know a thing, or call them a slave (<-- improvised here). I wish you could be evil but nice to your crew, let them see that leader in you Kriea talks about. Or maybe reflect with subtlety in the language the "I could be nice or bad" nature in responses at the beginning as you are forging trust that later evolves to the now outright, "I need none of you" (using your crew as implemented tools language) that would spawn concern of crew or thralldom if they have a reason too (specifically that rust you built). This would give thier attachment to him more reality. This goes as well with working with Atris, being Evil and still not killing jedis (but I have yet to figure out if this is possible so please pay no attention if it is).
It's an awesome game and anyone who has even touched it should be proud of themselves for their contribution. I am happy any of you fans and devs have even read this. Even now as I criticize I am eager to restart and finish the game both dark and light, probably all the while regretting all the things I have said here once I experience the full story for what it has to offer. Please, Please, Please keep making KOTOR games they are the best of the SW genre and help take the edge off mediocre life.
Any way I can support let me know
Kenan