bluerosy Posted April 3, 2005 Share Posted April 3, 2005 I'm one of those rare people who got their introduction to the KotOR world with The Sith Lords, and I was able to see II without any biases from having played I. Twas an experience that gave me a very unique viewpoint and I'll just tell you what I saw from my point of view from playing the two games backward. Prepare for a long post... Plot Advancement/Game design The Sith Lords: Influence made finding out about characters prohibitively difficult. This aspect of the game wasn't intuitive enough such that the average gamer would be able to tell when and where to do what, in order to get what they wanted. It was a bad decision to base an important plot advancement aspect such as character background, on a device that didn't guarantee the gamer would be able to find out everything. Lots of "huh" moments cos of that. One very interesting thing about the sequel was that light and dark side choices began to blur. You could select what you thought was a light side choice and dark side outcome could occur (e.g. giving the beggar on Nar Shadda money, and seeing him getting robbed cos of it). Original: Gaining character backgrounds based on experience points was a good way to let the gamer know about the back stories in stages. This guaranteed the gamer would be able to find out everything, and also keep interest piqued throughout the game. In this sense, it was good to keep things simple to avoid giving gamers a "huh" moment, which occured pretty often in TSL Bosses/Combat The Sith Lords: Definitely more difficult than the original. The end game, where you fight on telos/ravager, has Mandalore as a forced character, which means that you're weaker cos he is non-Jedi. Not to mention, Malachor V, where you are forced to travel alone and where you face Storm Beasts that really threaten to whip your ass. I found those were much more difficult than the Sith army waiting in Trayus Academy and that was only the preliminary endgame! Bosses were a walkover, however, except for Kreia and her lightsaber grandchildren. I liked the feats. My TSL Guardian was more powerful than my original game Guardian. Original: When I played the original's endgame I was like huh? I actually have a PARTY with me for the endgame? This is so easy compared to Malachor V/Trayus Academy, where I was saving every two rooms - I was that terrified of dying... Malak and his Jedi grandchildren were so repetitive. It got boring after awhile cos I used my run-and-saber technique. Was a Guardian so I saved my precious Force Points for Master Speed. I found Bastila reminiscent of Darth Sion (the resurrecting aspect) and also Kreia (a member of your party who becomes final boss aspect). I enjoyed turning Bastila to light side. That was the only combat aspect that I preferred over the sequel. I didn't like the animations for feats, especially Force Wave. It was fine-tuned in the sequel and much better done there. Storyline The Sith Lords: The writing is simply brilliant. Where the original failed in depth and dimensionality, the sequel succeeded in creating a dark, deeply disturbing and most importantly, resonant storyline. Who would have conceived of Force "wounds" and a final boss who was neither Jedi nor Sith (Kreia, who wants to get rid of the Force)? Here's where the game's ambitious complexity succeeded very well. The plot devices simply absorb you into the story. No one ridicules the storyline, it is only weakened by the ending. The game asks pertinent questions about light and dark as well as the Force itself, and gives them a depth that transforms these concepts into more than children's science mythology. George Lucas should shake in his Stormtrooper boots. Original: The light side and dark side are flat, 2-dimensional concepts with a very clear line drawn between the two. Yawn. Boring. So Enid Blyton. Characters The Sith Lords: I far preferred the sequel in terms of characters. They somehow seem to resonate very deeply - and they provoke debate, as seen in the countless threads and polls on this forum. They have a lot of depth and believability. I think this has to do with the absolutely superb voice acting and the superior writing. There are very few cheesy lines here and all characters are very 3-dimensional, like real people. Original: I found the characters extremely 2-dimensional and flat. They felt forced, more like caricatures than real people. Not to mention the voice acting was terrible ESPECIALLY for Bastila Shan. Well admittedly she's probably the best looking female character out of both games, but her voice acting was terrible ("You cannot win, Revan" at the start was groan-inducing ) There were just cheesy lines galore. Romance The Sith Lords: Do you ever think Obsidian MEANT for girls to hate Disciple and want Atton? It gives so much more depth to the story when you think of all the unresolved sexual tension between your character and Atton that is simply expressed in this one line in the entire game: "If you ever think you're alone, play pazaak in your head because when you do, you'll be playing pazaak with me." Just ONE line can have worlds of meaning. Slam me for being a fangirl, but I think it's Obsidian's way of creating believable romantic tension. I don't know about the male options though. I always played as LSF Guardian Original: Carth's voice acting and line scripting were so bad that when he said "I love you" on the Unknown World, I nearly laughed out loud. It wasn't written well enough not to look cheesy and forced. There was never any feeling of romantic tension building, and suddenly wham, he thinks he loves you? Ugh. This is not Mills and Boon... Anyway, I think Atton was better looking than Carth. Carth's animation looked like crap. Conclusion KotOR was revolutionary for its time, but TSL has taken it one notch higher in terms of sheer complexity and storytelling finesse. RPG games are all about the story, and while the original came up with a fantastic game engine, Obsidian has fine tuned it for a truly ambitious storytelling attempt where the original's story fell flat. Of course, this backfired in some ways e.g. the influence factor which over-complicated things and was not fine-tuned enough, as well as an ending that did not give a conclusive ending. Perhaps Obsidian merely wanted to add to the open-endedness and sense of mystery that pervaded the game? Who knows. There may be some questionability about TSL's quality with regards to the cut endings, but when seen from the perspective of how it improved over the original, it's a really brilliant game. I absolutely prefer the sequel. Now I'm all prepared to get slammed by the TSL-naysayers... ;P Link to comment Share on other sites More sharing options...
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