Red Hawk
Diamond Member
- Jan 1, 2011
- 3,266
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I remember trying to get the Knights of the Old Republic games to work on an old 2.6 GHz Pentium 4 with an Intel "Extreme Graphics 2" 852 chipset. Normally it crashed on startup, but I managed to get it to work -- something about changing the "flipping policy" in the drivers from "flip" to "blit". It caused metallic objects to lose their shine though, items characters held in KotOR II were somewhat transparent, and of course it ran like crap, but it ran. The desire to run the KotOR games properly is what motivated me to get my dad to buy our first graphics card, the Geforce GT 7300 GT. Ah, memories. 
While the ending did suffer a feeling of "suddenness" thanks to the cut content, I disagree that it didn't provide closure. Rather, if you talk to Kreia, she will tell you visions of the future of your companions. That's a lot better than anything in ME3's initial ending. Lack of closure regarding the Exile (I refuse to call him by the "canon" name, or acknowledge his "canon" gender.
) can be excused because it was sort of a cliffhanger ending, which left fans agonizing for a KotOR 3 that never truly came. It's not the game's fault that it never got a true sequel. ME3 had no such excuse, as it was very specifically the end of a trilogy and the story arc of Shepard's struggle with the Reapers.
Looking back at it, it also seems that KotOR II was more mature in how it handled themes. The story was more of a mystery and an "invisible war" than the grand scale struggle from KoTOR I. Characters had a bit more depth to them, and the love/hate the Force aspect was an intelligent exploration of the Force, its nature, and what it means to Jedi, Sith, and the rest of the galaxy. And it had the maturity to leave it rather ambiguous and up to the player to decide rather than loudly determining which side was good and which was evil. This is all not to say anything bad about KotOR I; the first game was a near-perfect translation of the story mechanics, atmosphere, character style, and universe from the original Star Wars trilogy to RPG form, moved to another time period so the writers were free to do what they wanted with the story. KotOR II is just as good in several rather different ways.
Probably the worst ending ever, until Mass Effect 3 at least. No real closure at all, and if I recall correctly, the game just ends very suddenly. I remember just sitting there thinking, I played 50 hours building up my character and party for this??
The main portion of the game is very fun though, although the opening and closing portions are not close to the quality of the first game. The gameplay itself is much like the first game but with some added features such as trying to train you party members to be jedi and more crafting than the first game. The story though, is very muddled and the love/hate the force thing is never really resolved.
I was hoping at least the muddled ending would be cleared up in KOTOR 3, along with what happened to Revan, but we know how that worked out dont we?
While the ending did suffer a feeling of "suddenness" thanks to the cut content, I disagree that it didn't provide closure. Rather, if you talk to Kreia, she will tell you visions of the future of your companions. That's a lot better than anything in ME3's initial ending. Lack of closure regarding the Exile (I refuse to call him by the "canon" name, or acknowledge his "canon" gender.
) can be excused because it was sort of a cliffhanger ending, which left fans agonizing for a KotOR 3 that never truly came. It's not the game's fault that it never got a true sequel. ME3 had no such excuse, as it was very specifically the end of a trilogy and the story arc of Shepard's struggle with the Reapers.Looking back at it, it also seems that KotOR II was more mature in how it handled themes. The story was more of a mystery and an "invisible war" than the grand scale struggle from KoTOR I. Characters had a bit more depth to them, and the love/hate the Force aspect was an intelligent exploration of the Force, its nature, and what it means to Jedi, Sith, and the rest of the galaxy. And it had the maturity to leave it rather ambiguous and up to the player to decide rather than loudly determining which side was good and which was evil. This is all not to say anything bad about KotOR I; the first game was a near-perfect translation of the story mechanics, atmosphere, character style, and universe from the original Star Wars trilogy to RPG form, moved to another time period so the writers were free to do what they wanted with the story. KotOR II is just as good in several rather different ways.
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