The game is entertaining, which I find to be the sinle most important criterion in judging a game. Ultimately I have been pleased with my purchase and my gaming experience, but I have had a few issues with the game. <br><br>
Stationary should mean stationary unless the player orders them to do otherwise. I've had too many situations where a character that I am trying to heal away from the battle will run on when I switch to a healer. Another aspect I have disliked about control is that my characters will often run from one battle, immediately to a second when there are enemies that they can spot, yet still out of range. This quickly and negatively impacts the health of my party, and I generally find myself loading the exile with stims to take out an entire party of bad-guys single-handedly, or if I feel that I am too cheap, I'll reload from the last save point.<br><br>
I like the influence system and I wish to see it return, however, I wish to see it upgraded and made more true to alignment. It's odd when people with red backgrounds have problems with you killing innocents. As your influence makes your party darker, they should become more accepting of your evil ways. Handmaiden may be impressed by your goody-goody ways early on, but if you start to become dark, and she has gained respect for you, and you are convincing her that dark is the way to go, she should respond more darkly. The opposite is true for characters that you are bringing into the light, they should eventually get beyond their urge to kill everyone and everything. The system is a great start and I see some great potential there.<br><br>
In addition to the problem I just mentioned with the influence system, I would like to see it become a little easier to lose influence with your party members. I found my first time through on the Dark Side that my character being short and cutting off conversation simply created dead-ends in the influence system. My perception of the Dark Side, particularly the Marauder type that I was playing is that it is not terribly philosophical, so I essentially told people to shut up. Even if I might need to engage in philosophical debate with my party to significantly alter their alignment, I would think that constantly telling my companions to shut their mouths would cause for some significant loss in influence, rather than remaining neutral. <br><br>
Fun game. I gave KOTOR a 9.8 on my personal scale and I give KOTOR:II a 9.5 on my personal scale. The difference in score is really only represented by an intangible feeling I received from the game. I suppose some of the problems I've had with KOTOR:II have me feeling somewhat less excited about the game. Again, great game, I feel I have spent my money and my time wisely. I hope for a KOTOR:III with these improvements, and hopefully some more new twists, although I pray they're implemented a little better than the influence system. =D