KotOR satisfies 1Up
KotOR satisfies 1Up
Review - posted by Saint_Proverbius on Sun 23 November 2003, 02:37:22
Tags: Star Wars: Knights of the Old Republic1Up has drawn up their review of Star Wars: Knights of the Old Republic, giving it a 8.5/10. It's a pretty good read, and even covers some of the downsides of the title, like this:
Choice, whether acknowledged or not, does present a few problems. The first of which is looping goofiness. Sometimes it can be difficult to discern whether or not all the talking and decision making that just occurred had any relevant effect on the path ahead. And so, because things in KOTOR are not always cut and dry, it's possible to run a loop with people, repetitiously chatting about the same things again and again simply because I wanted to advance down a certain road but didn't know how or even if I was supposed to at that certain point. It's also possible, in these non-branching situations, to go back and rewrite history. Pursue one course of action -> continue speaking -> cause dialog string to loop -> pursue another course -> loop it again. In a sense it may seem like this tree is broken, but keep in mind the loop only occurs during non-pivotal encounters. I'd like to believe loops of any and every kind were left in to ensure that players could go back and speak to people, relearning what they inevitably forgot, but a more robust notes system and cues from NPCs (Hey buddy, we already talked about this) could have done away with the conversational loop of death altogether.
You can also use this to keep trying Persuade checks until you get a Success on them. Wheee!
Spotted this at Blue's News.
Choice, whether acknowledged or not, does present a few problems. The first of which is looping goofiness. Sometimes it can be difficult to discern whether or not all the talking and decision making that just occurred had any relevant effect on the path ahead. And so, because things in KOTOR are not always cut and dry, it's possible to run a loop with people, repetitiously chatting about the same things again and again simply because I wanted to advance down a certain road but didn't know how or even if I was supposed to at that certain point. It's also possible, in these non-branching situations, to go back and rewrite history. Pursue one course of action -> continue speaking -> cause dialog string to loop -> pursue another course -> loop it again. In a sense it may seem like this tree is broken, but keep in mind the loop only occurs during non-pivotal encounters. I'd like to believe loops of any and every kind were left in to ensure that players could go back and speak to people, relearning what they inevitably forgot, but a more robust notes system and cues from NPCs (Hey buddy, we already talked about this) could have done away with the conversational loop of death altogether.
You can also use this to keep trying Persuade checks until you get a Success on them. Wheee!
Spotted this at Blue's News.