The Exile strikes back.

User Rating: 9 | Star Wars: Knights of the Old Republic II - The Sith Lords PC
Knights of the Old Republic II is the sequel to the acclaimed Star Wars-based RPG from Bioware. This time the reins are handed over to Obsidian Entertainment, creators of Neverwinter Nights 2 and featuring many of the same developers as the now-defunct Black Isle Studios. Unlike the first game, KotOR II was more-or-less simultaneously released on Xbox and PC in early 2005.

For a game released a mere 18 months after its predecessor, it is not surprising that on the surface little appears to have changed between KotOR and KotOR II. In fact, a cursory glance at a pair of screenshots would yield precious few differences; indeed even several hours of play would not convince one that we were playing a different game. The game mechanics, graphical engine, interface, controls... these are all more-or-less the same. Gameplay is still very much focused on travel and exploration; talking to the natives and blasting, slicing or Force-choking your way through any foes which dare stand in your way.

The gameplay mechanics and character building system are based on a variation of the D20 system, most famously used in 3rd edition D&D. This allows each character to have set stats in each of six attributes (strength, constitution, dexterity, intelligence, wisdom and charisma), levels in several non-combat skill areas such as computer use or demolitions and a selection of combat related feats that enable different weapons and skills to be used. The combination of these attributes, skills and feats enables an almost limitless range of character types to be created, although they are loosely grouped into a small number of generic classes. So whether you are planning on playing a brutal melee fighter, a Han Solo scoundrel or a master of diplomacy, there is opportunity enough to make it so. In addition, Jedi characters can also choose from a wide range of Force powers – light, dark and neutral – that may differ in effectiveness depending how naughty or nice you have been during your travels. For instance, light-side Jedi will suffer penalties when attempting to use a power such as Force Lightning.

Combat can be somewhat slow and quite methodical, rewarding good strategy and a cool head, yet it never drags and KotOR II manages to retain an action-packed feel throughout. Combat is determined on a purely statistical basis – your chance to hit, the damage you do and whether you can survive or not are all reliant on your character's stats – yet all those boring dice rolls and whatnot are kept strictly behind the scenes, allowing your attention to be focused on your characters and what is often a beautiful ballet of combat mastery on screen. Swords and lightsabers, blaster pistols and bowcasters, grenades and mines, a dazzling array of force powers and fighting styles – all do their part to suck you into this colourful and deadly universe.

It's not all about blasting your way through, however. Most RPGs reward exploration and alternative methods to duking it out in combat and KotOR II is no exception. Throughout the course of the game you will have the opportunity to explore cities and wilderness, deal with everyone from beggars and thieves to generals and Jedi masters, solve countless side-quests, talk your way in to and out of all sorts of trouble and even gamble away your hard-scrounged cash on Pazaak, the Star Wars equivalent of Blackjack.

Yes, it's all extremely familiar to players of the original KotOR. These are all aspects of the original KotOR that were done very well. If it ain't broke… well, you get the picture. But, despite the rampant similarities, Obsidian have made countless subtle changes to and improvements over the first game. A longer and more intriguing plot, better character development, more options for character and equipment customisation and an increased effect of your choices on gameplay and story progression.

In many ways, KotOR II is actually a better game than its predecessor. However, a fully realised sequel should progress in all areas, and this is where most of KotOR II's faults lie. As necessitated by the short development cycle, KotOR II is not the lightyears-ahead sequel many fans of the first game would have hoped for. Instead, I prefer to look at it as a companion piece to the original KotOR, the two titles as separate halves of the same game.

Although the Star Wars universe is the perfect action setting it is always a refreshing change to see a game with a slightly more measured approach enter the fray. KotOR II delivers nicely; just like the first game we are given a deep, intriguing role-playing experience in a world that has so much mythos just crying out to be explored by a game.

Again set 4000 years before a certain blond brat picked up a lightsaber (thus allowing as much poetic license as possible) the story is connected to the plot of the first KotOR. However, you do not reprise the role of Revan, the protagonist of that game. Rather you play the role of The Exile – an outcast from the Jedi Order attempting to re-establish a connection with the Force, all the while trying to stop the Sith from taking over the galaxy and helping – or hindering – the Republic in creating peace and order. You are able to travel to a reasonable handful of worlds in-game, each vividly detailed and unique although it must be said that none are as memorable as the worlds from the first KotOR. Aiding you in your journey are a wonderfully vibrant cast of characters, with some familiar faces returning (do not fret, HK-47 fans) and some new blood too. The development of these non-player characters tends towards the morally ambiguous; indeed your choices throughout the game not only directly influence your character and whether he or she leans towards light or dark, but also influence the direction of your companions too.

On to the technical side of things, although there are slight improvements in some graphical areas, for the most part not much has changed. KotOR II features the same Bioware Odyssey engine as the first KotOR, itself based upon Bioware's previous Aurora engine (powering Neverwinter Nights, amongst others) and even back in 2005 it was starting to show its age. Textures, models and environments are detailed enough and genuinely stunning in places but overall are not a patch on even slightly more recent games. I shall also take this opportunity to make a brief note on system requirements. When the KotOR games were initially released they were notorious system-hogs; and while nobody should have problems running the game on a modern system I still found areas of severe slow-down evident on some maps – this is running on a high-end machine – which points to a general lack of optimisation. Throw in a couple of critical bugs here and there and it is obvious KotOR II could have benefited from a little longer in development.

Now, if there's one thing a Star Wars game must do in order to be considered great, it is to achieve high marks in the audio category. Thankfully, KotOR II shines. From that famous opening theme to the instantly recognisable sounds of specific weapons and ships, everything is exactly how we hear it in our heads. That hum – the one we made when we took up sticks as children and play-acted Luke and Vader's duel – is there. The original musical score fits pleasantly with the licensed Star Wars music, getting the overall theme down to a tee. Voice acting is also top-notch with some names returning from the first game – but no Jennifer Hale, unfortunately – and some great additions, including Grey DeLisle, Kelly Hu and theatre legend Sara Kestelman.

Overall, despite being slightly disappointing as a sequel, KotOR II remains an excellent game in its own right and one that should be in any gamer's collection. Star Wars fanatics and RPG nuts will love it; nobody else should dismiss it either.