Star Wars: Knights of the Old Republic II The Sith Lords

Brief Description

This is the second role-playing game in the Knights of the Old Republic series (review of the first game). It uses the same game controls as the first, and has the same production values. You don't need to have played the first to play this game, but they are both quite enjoyable.

This game begins after the Jedi Wars. As far as the Sith can tell, there is only one Jedi left. You happen to be it. There is a massive bounty on your head; bounty hunters and the Sith are after you. The story starts a few years after the previous game ends.

Game play and hints

Darkside exile Your appearance and that of your companions
changes as you move to the dark side.

The game starts with an optional prologue, which is designed to teach you the basics of the game. It can easily be skipped by going to a certain area in the Ebon Hawk. If you have played the first game, you'll find the interface to be very familiar. You can still go through the prologue, it will get some items that assist you with the first portion of the game.

As with the first game, decide early if you are light or dark side and stay with it. Mastery of the force brings rewards but only when you have complete mastery of dark or light.. This time, going to the dark side not only warps your appearance, but the appearance of those you influence. Unlike the first game there is a little variety in the companions that will be available in the game. A male exile gets one different companion then a female. A dark side jedi gets one different companion then a light side.

Workbench Workbenches are far more useful.

There are some other changes from the first game. Scattered around the planets you have to explore are workbenches and the rarer lab benches. Lab benches allow you to create your own chemical based items (healing packs, stimulants, grenades and mines). You'll still find these things and be able to buy them, but once you (or one of your companions) has the skill, you can make your own. Workbenches allow you to upgrade armor and weapons. They also now allow you to create the components you need for upgrading your equipment. You may want to use various of your companions for creating the upgrades, different skills allow you to different items. Anyone can use items to upgrade weapons and armor.

Gripes about Star Wars: Knights of the Old Republic II The Sith Lords

Buggy, varying from minor amusing things to major show stoppers. Minor things including characters partly walking through walls, Bao-dur fusing with his remote and entrances to new levels not quite working properly. Show stoppers may mean your game suddenly halts, but you may be able to play on after a reboot. I have heard reports of games having a problem which makes it impossible to continue but it didn't happen to my game.

The interface in the upper right has two icons (inventory and journal) which flash when something changes. It's almost impossible to get the inventory one to stop flashing for any length of time. A minute after I open the description of each new content item, a few of them get reset and set it off again.

The end of the game is very abrupt and unsatisfying. Until that point, there is good story, plot and character development. Then the end arrives and you are left with many questions.

Conclusion for Star Wars: Knights of the Old Republic II The Sith Lords

Due to the bugs and the fact that the end just doesn't live up to the build up, I'd rate this as 3 1/2 to 4 stars of 5. If you have played the original, you'll probably enjoy this one. But not as much.

Some final thoughts on the game.

If you missed the first game, do go and play it.

Once again, parts of the dialogue of this game is funny. At one point, your companions are discussing tactics. "Which one do you want?" "I want the one who is stupid enough to talk to us instead of attacking when he had the chance."

Handy Guide to Interacting with Role Playing Games