- Jan 1, 2011
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I've replayed both Star Wars Knights of the Old Republic games recently. The original Knights of the Old Republic received much praise when it first came out. For example:
"Knights of the Old Republic asks you to do two things really: a)guide the story through your conversations and decision making and b)utilize the hybrid turn-based combat system to whoop ass on whoever needs it. Both elements are extremely rich and very rewarding once you get into the game and understand what's going on." -- IGN
Though the PC version review at Gamespot had this to say:
"The game's main storyline isn't remarkable and eventually boils down to squaring off against your standard bad guy, and the main plot twists along the way don't really seem plausible. You'll encounter so many great little subplots and characters as you go along that this really won't matter."
Now I loved Knights of the Old Republic, from the moment I first got to play the game (2005/2006, I believe). It's one of the first games I ever played that had a serious attempt at storytelling. But despite being serious, was it really a good attempt? Going back and replaying it...the game's story just doesn't hold up. And the reason it doesn't hold up is because of the characterization (or lack thereof), both of the villains and of your own main character.
The villains are incredibly one-note. The villains you face either simply want power, get off on being jerks to other people, or are personality-free mercenaries hired by the first two groups. The villains that the main villain sends after you, Calo Nord and Darth Bandon? Next to no development for the former, absolutely no development for the latter. They make Kai Leng from Mass Effect 3 look like a competent, welll-rounded individual. The villains for each sub-quest in the main quest? Kashyyk: Chuundar is just out for power. Korriban: Uthar Wynn has power and likes it that way (Yuthura is a little more complex, but she sort of counts as an anti-hero as she tries to ally herself with the player and can be turned good). Manaan: There is an interesting subplot about the Sith trying to subvert the Selkath by kidnapping and reeducating their youth, but the Sith master behind it turns out to be just some faceless dude with barely two lines to squeak together. Tatooine: Czerka is the villain I guess? There's no real personified antagonist on Tatooine. Darth Malak himself is where he is simply because he desired power; there's sort of a dynamic that you, the player, used to be his master, but that is never used for much more than you shouting out "I am stronger, I am your master!" and Malak shouting back "No, I took your place, I am stronger!" Then when you beat Malak, he's just kind of like, "Ok yeah, you were stronger all along" and dies.
The villains are all simply bland, uninspired, and undeveloped. The second game had much better villains. Kreia's motivations cannot be pinned down to anything as simplistic as she just wants power or gets off on being evil (and in fact she despises people with such simple motivations). Sion has a personal vendetta with the Jedi, and continues his existence just to kill them despite being in constant pain to do so. Nihilus is inhuman in his motivations, driven by an uncontrollable hunger. And the individual villains? GO-TO does things because he believes it will help the Republic, in his rather distorted view. General Vaklu fights on Onderon both out of a desire for power but also out of a genuine belief that his world would be better off if they left the Republic. Atris believes that she is ensuring the future of the Jedi even as she falls to the Dark Side. Azkul on Dantooine is pretty flat, though.
And even setting the second game aside, just look at antagonists from other RPGs...I'm not going to bother to list them all, but the Mass Effect series, Dragon Age series, Alpha Protocol, Deus Ex Human Revolution, etc, all had better antagonists. Even Skyrim, for all its bare bones plot, had a more interesting antagonist in Ulfric Stormcloak than anything in Knights of the Old Republic.
The other half of how this makes the story bad is the main character. And the tragic thing about it is that it had all the potential to be an amazing story. You, the player, were this vaunted Darth Revan all along? Your mind was destroyed in an attack (or, possibly, the Jedi Council erased your memories) and the Jedi Council gave you new memories? It was the idea of Bastila, your supposed friend, to use you to uncover secrets locked in your forgotten memories? That's brilliant. There are so many possibilities for open-ended character development there. What kind of effect would that revelation have on a person? How would you cope? Do you reexamine your motivations and decide what you want? If you were "light side" before, does the knowledge of the true nature of your past cause you to fall to the Dark Side? Do you examine the teachings of the Sith as you never felt motivated to do before? Or do you resolve to keep fighting for the Jedi and the Republic because you genuinely believe what they stand for? Do you keep fighting against the Sith but distance yourself from the Jedi? Do you blame Bastila personally for what she took part in? Do you find it in yourself to forgive her for that, after taking time to think on it? Maybe the Jedi didn't so much as "reprogram" you as they caused your personality from before you fell to the Dark Side to resurface. Maybe that way, they can be seen as restoring you to your true self, so all your actions are genuinely your own? If you are Light Side, do you ever have to confront the fact that your former self is responsible for atrocities?
Nope, nothing so complex! There are three basic attitudes you can pick upon the revelation:
1. I am not Revan anymore, I serve the light.
2. Yes! I am Revan! Bow before me, you worms!
3. Oh, I'm Revan? Huh...ok.
The character of Revan is really no character at all. There's no arc where there was so much potential for an arc. Either he's a successful Jedi experiment or a failed Jedi experiment. If Revan chooses to stay with the Light Side, it's not because of any personal growth or decisions which he had agency in: it's because the Jedi Council's reprogramming of Revan was successful. Revan has few personal motivations to stay with the Light Side; any underlying motivations can just be seen as Jedi reprogramming. And if Revan turns back to the Dark Side, then it's because of his nature from before the reprogramming resurfacing and undoing the reprogramming. Light Side Revan is the product of a grave violation of human rights. What the Jedi Council did to Revan is no ultimately no different than what Malak did to Bastila, reprogramming her by torturing her until she gave in to the Dark Side. And it doesn't help that Revan's light side dialogue options really sound like someone who's been programmed to take such a simplistic (and corny) view of good and evil seriously. "I am a servant of the light" "You are no match for the light", etc. Heck, even if the game went as far as to seriously suggest that Revan's lightside behavior was only because of Jedi programming (thus also allowing the player to refute the notion) that would be a point in the game's favor. But no, it's hardly ever brought up, and if it is it's quickly brushed aside without really allowing the player to respond.
The Exile (I refuse to use that stupid sounding "canon" name) is a much more interesting and developed main character. There are a few things that the game predefines for you -- you followed Revan into war against the Mandalorians, but you returned to face trial before the Jedi and were cast out of the order. Instead of fighting, you left for remote corners of the galaxy, and were only recently found. But why? Why did you follow Revan into war? Why did you choose to face trial before the Jedi, unlike the others who had followed Revan? Why did you leave Republic space for a time? The game leaves you with many options to answer these questions, and it influences the story because it can be seen as why you do what you do in the story. The game even has a whole level, the Sith tomb on Korriban, which is essentially a character study on the character of the Exile (and also is sort of a callback to Luke journeying into the cave on Dagobah in The Empire Strikes Back). It makes for a compelling main character.
And again, there are better examples (to varying degrees) of main characters in other games: Hawke from Dragon Age II and Adam Jensen from Deus Ex Human Revolution are both better. The Warden in Dragon Age Origins can have an arc thanks to the events that establish the character in each origin story. Commander Shepard is fairly bland himself (and has a similar missed character opportunity in being dead for two years then coming back), but his actions can at least be seen through the lens of the background you pick for him, and he does get something of an arc and personality in Mass Effect 3. Overall good main characters in RPGs are harder to find than good villains, but there are much better examples than Revan.
So what do you get when you put a flat, uninteresting hero up against flat, uninteresting villains? A flat, uninteresting story, that's what. Nothing interesting really ever happens in the main story for Knights of the Old Republic, aside from the one moment where you find out you're Revan that ends up going nowhere. The next most interesting thing might be Bastila turning to the Dark Side...but that's both clichéd and boring, because that too was forced by Malak rather than something that actually came out of Bastila's character. And its resolution is nothing special either, it just boils down to if you have enough persuade points to save her. Now I'm not saying that the RPG element of using persuade shouldn't have been there, but that there should have been consequences for Bastila's fall. Maybe you could make a difference in her actions but ultimately she still turns her back on the Jedi? Maybe she has to die in order to stop Malak? Something interesting that could have you in suspense. But nope, you just talk no jutsu her back to the light side, and she's standing with you in the celebration at the end.
So, if the story's not all that good, what is good about the game? Well, there are party members which are interesting to talk to, Jolee and HK-47 in particular. Some characters even get an character arc, like Carth (I've never really agreed with how fans seem to dislike Carth). But none of that really ties into the story (as opposed to many of the party members playing important roles in the story in KOTOR 2). The setting is fun to explore, but it's really just borrowing and building on the established Star Wars world. Maybe it's fun and challenging to use a deep RPG battle system to defeat your enemi--
http://www.youtube.com/watch?v=-s4LqtBFGz8
Oh. Right. (starting at 2:10)
I still love Knights of the Old Republic for some of its characters and for being part of forming my gaming tastes to what they are now, and for being a game that does prioritize the story, but the story itself...it kind of sucks, really. And I think that some of the similar problems with Commander Shepard's character can be traced back to Knights of the Old Republic, as much of the same BioWare team for Knights of the Old Republic went on to make Mass Effect. Knights of the Old Republic II (which was handled by a entirely different team at Obsidian Entertainment) had a much more original and interesting story thanks to a better main character, villains, and overall writing, IMO.
So, if you guys managed to get through that ponderous text wall, what do you think? How does Knights of the Old Republic hold up compared to its sequel and to other games?
"Knights of the Old Republic asks you to do two things really: a)guide the story through your conversations and decision making and b)utilize the hybrid turn-based combat system to whoop ass on whoever needs it. Both elements are extremely rich and very rewarding once you get into the game and understand what's going on." -- IGN
Though the PC version review at Gamespot had this to say:
"The game's main storyline isn't remarkable and eventually boils down to squaring off against your standard bad guy, and the main plot twists along the way don't really seem plausible. You'll encounter so many great little subplots and characters as you go along that this really won't matter."
Now I loved Knights of the Old Republic, from the moment I first got to play the game (2005/2006, I believe). It's one of the first games I ever played that had a serious attempt at storytelling. But despite being serious, was it really a good attempt? Going back and replaying it...the game's story just doesn't hold up. And the reason it doesn't hold up is because of the characterization (or lack thereof), both of the villains and of your own main character.
The villains are incredibly one-note. The villains you face either simply want power, get off on being jerks to other people, or are personality-free mercenaries hired by the first two groups. The villains that the main villain sends after you, Calo Nord and Darth Bandon? Next to no development for the former, absolutely no development for the latter. They make Kai Leng from Mass Effect 3 look like a competent, welll-rounded individual. The villains for each sub-quest in the main quest? Kashyyk: Chuundar is just out for power. Korriban: Uthar Wynn has power and likes it that way (Yuthura is a little more complex, but she sort of counts as an anti-hero as she tries to ally herself with the player and can be turned good). Manaan: There is an interesting subplot about the Sith trying to subvert the Selkath by kidnapping and reeducating their youth, but the Sith master behind it turns out to be just some faceless dude with barely two lines to squeak together. Tatooine: Czerka is the villain I guess? There's no real personified antagonist on Tatooine. Darth Malak himself is where he is simply because he desired power; there's sort of a dynamic that you, the player, used to be his master, but that is never used for much more than you shouting out "I am stronger, I am your master!" and Malak shouting back "No, I took your place, I am stronger!" Then when you beat Malak, he's just kind of like, "Ok yeah, you were stronger all along" and dies.
The villains are all simply bland, uninspired, and undeveloped. The second game had much better villains. Kreia's motivations cannot be pinned down to anything as simplistic as she just wants power or gets off on being evil (and in fact she despises people with such simple motivations). Sion has a personal vendetta with the Jedi, and continues his existence just to kill them despite being in constant pain to do so. Nihilus is inhuman in his motivations, driven by an uncontrollable hunger. And the individual villains? GO-TO does things because he believes it will help the Republic, in his rather distorted view. General Vaklu fights on Onderon both out of a desire for power but also out of a genuine belief that his world would be better off if they left the Republic. Atris believes that she is ensuring the future of the Jedi even as she falls to the Dark Side. Azkul on Dantooine is pretty flat, though.
And even setting the second game aside, just look at antagonists from other RPGs...I'm not going to bother to list them all, but the Mass Effect series, Dragon Age series, Alpha Protocol, Deus Ex Human Revolution, etc, all had better antagonists. Even Skyrim, for all its bare bones plot, had a more interesting antagonist in Ulfric Stormcloak than anything in Knights of the Old Republic.
The other half of how this makes the story bad is the main character. And the tragic thing about it is that it had all the potential to be an amazing story. You, the player, were this vaunted Darth Revan all along? Your mind was destroyed in an attack (or, possibly, the Jedi Council erased your memories) and the Jedi Council gave you new memories? It was the idea of Bastila, your supposed friend, to use you to uncover secrets locked in your forgotten memories? That's brilliant. There are so many possibilities for open-ended character development there. What kind of effect would that revelation have on a person? How would you cope? Do you reexamine your motivations and decide what you want? If you were "light side" before, does the knowledge of the true nature of your past cause you to fall to the Dark Side? Do you examine the teachings of the Sith as you never felt motivated to do before? Or do you resolve to keep fighting for the Jedi and the Republic because you genuinely believe what they stand for? Do you keep fighting against the Sith but distance yourself from the Jedi? Do you blame Bastila personally for what she took part in? Do you find it in yourself to forgive her for that, after taking time to think on it? Maybe the Jedi didn't so much as "reprogram" you as they caused your personality from before you fell to the Dark Side to resurface. Maybe that way, they can be seen as restoring you to your true self, so all your actions are genuinely your own? If you are Light Side, do you ever have to confront the fact that your former self is responsible for atrocities?
Nope, nothing so complex! There are three basic attitudes you can pick upon the revelation:
1. I am not Revan anymore, I serve the light.
2. Yes! I am Revan! Bow before me, you worms!
3. Oh, I'm Revan? Huh...ok.
The character of Revan is really no character at all. There's no arc where there was so much potential for an arc. Either he's a successful Jedi experiment or a failed Jedi experiment. If Revan chooses to stay with the Light Side, it's not because of any personal growth or decisions which he had agency in: it's because the Jedi Council's reprogramming of Revan was successful. Revan has few personal motivations to stay with the Light Side; any underlying motivations can just be seen as Jedi reprogramming. And if Revan turns back to the Dark Side, then it's because of his nature from before the reprogramming resurfacing and undoing the reprogramming. Light Side Revan is the product of a grave violation of human rights. What the Jedi Council did to Revan is no ultimately no different than what Malak did to Bastila, reprogramming her by torturing her until she gave in to the Dark Side. And it doesn't help that Revan's light side dialogue options really sound like someone who's been programmed to take such a simplistic (and corny) view of good and evil seriously. "I am a servant of the light" "You are no match for the light", etc. Heck, even if the game went as far as to seriously suggest that Revan's lightside behavior was only because of Jedi programming (thus also allowing the player to refute the notion) that would be a point in the game's favor. But no, it's hardly ever brought up, and if it is it's quickly brushed aside without really allowing the player to respond.
The Exile (I refuse to use that stupid sounding "canon" name) is a much more interesting and developed main character. There are a few things that the game predefines for you -- you followed Revan into war against the Mandalorians, but you returned to face trial before the Jedi and were cast out of the order. Instead of fighting, you left for remote corners of the galaxy, and were only recently found. But why? Why did you follow Revan into war? Why did you choose to face trial before the Jedi, unlike the others who had followed Revan? Why did you leave Republic space for a time? The game leaves you with many options to answer these questions, and it influences the story because it can be seen as why you do what you do in the story. The game even has a whole level, the Sith tomb on Korriban, which is essentially a character study on the character of the Exile (and also is sort of a callback to Luke journeying into the cave on Dagobah in The Empire Strikes Back). It makes for a compelling main character.
And again, there are better examples (to varying degrees) of main characters in other games: Hawke from Dragon Age II and Adam Jensen from Deus Ex Human Revolution are both better. The Warden in Dragon Age Origins can have an arc thanks to the events that establish the character in each origin story. Commander Shepard is fairly bland himself (and has a similar missed character opportunity in being dead for two years then coming back), but his actions can at least be seen through the lens of the background you pick for him, and he does get something of an arc and personality in Mass Effect 3. Overall good main characters in RPGs are harder to find than good villains, but there are much better examples than Revan.
So what do you get when you put a flat, uninteresting hero up against flat, uninteresting villains? A flat, uninteresting story, that's what. Nothing interesting really ever happens in the main story for Knights of the Old Republic, aside from the one moment where you find out you're Revan that ends up going nowhere. The next most interesting thing might be Bastila turning to the Dark Side...but that's both clichéd and boring, because that too was forced by Malak rather than something that actually came out of Bastila's character. And its resolution is nothing special either, it just boils down to if you have enough persuade points to save her. Now I'm not saying that the RPG element of using persuade shouldn't have been there, but that there should have been consequences for Bastila's fall. Maybe you could make a difference in her actions but ultimately she still turns her back on the Jedi? Maybe she has to die in order to stop Malak? Something interesting that could have you in suspense. But nope, you just talk no jutsu her back to the light side, and she's standing with you in the celebration at the end.
So, if the story's not all that good, what is good about the game? Well, there are party members which are interesting to talk to, Jolee and HK-47 in particular. Some characters even get an character arc, like Carth (I've never really agreed with how fans seem to dislike Carth). But none of that really ties into the story (as opposed to many of the party members playing important roles in the story in KOTOR 2). The setting is fun to explore, but it's really just borrowing and building on the established Star Wars world. Maybe it's fun and challenging to use a deep RPG battle system to defeat your enemi--
http://www.youtube.com/watch?v=-s4LqtBFGz8
Oh. Right. (starting at 2:10)
I still love Knights of the Old Republic for some of its characters and for being part of forming my gaming tastes to what they are now, and for being a game that does prioritize the story, but the story itself...it kind of sucks, really. And I think that some of the similar problems with Commander Shepard's character can be traced back to Knights of the Old Republic, as much of the same BioWare team for Knights of the Old Republic went on to make Mass Effect. Knights of the Old Republic II (which was handled by a entirely different team at Obsidian Entertainment) had a much more original and interesting story thanks to a better main character, villains, and overall writing, IMO.
So, if you guys managed to get through that ponderous text wall, what do you think? How does Knights of the Old Republic hold up compared to its sequel and to other games?