GOG.com
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games

KOTOR 2: Not enough puzzles and too much text

Click here and disable ads!

KOTOR 2: Not enough puzzles and too much text

Review - posted by Vault Dweller on Thu 16 December 2004, 13:58:48

Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic II - The Sith Lords

Wired has posted a 2-page KOTOR 2 <a href=http://www.wired.com/news/games/0,2101,66013,00.html?tw=wn_tophead_3>review[/url], bitching about windy jungles of monologues, excessive dialogues, confused ending, and the lack of teh clevar puzzles.


There were other times when we were bored out of our skulls, especially given technical glitches that would cause three-minute, mini-anime movies of plot exposition that were cool the first time to play again. A visit to a planet to advance the master story line involved dipping into convoluted subplots that were like hacking through jungles of monologue.

The exposition and dialogue are often leaden and excessive, and it's hard to consistently get a grip on what's important and really advancing the story. The moral for developers may be that in both video games and movies, sometimes what you put in is less important than what you leave on the cutting room floor. LucasArts, please keep that in mind for the inevitable KOTOR III.​
The reviewer also thinks that Godfather II was "an improvement on the masterpiece that preceded it", so feel free to disregard his opinion entirely.

Thanks, MarFish

There are 22 comments on KOTOR 2: Not enough puzzles and too much text

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.035310029983521 seconds