Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Star Wars: Knights of the Old Republic
<a href="http://wickedtoast.com">Wicked Toast</a> posted this <a href="http://wickedtoast.com/article.php?id=139">very detailed review</a> of <a href="http://www.bioware.com/games/knights_old_republic">KOTOR</a> giving it <b>5 out of 5</b> because <i>decisions feel world-impacting</i> and it has <i>upgradable characters</i> whatever it means.
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<blockquote>Finally, and this is perhaps more of a personal issue - playing the Dark Side doesn't feel very Dark. It feels more like you're channeling a drunk bully than a devious and insidious embodiment of Evil. Take for example a quest where you have the possibility of showing an oppressed people a way out of their predicament. The Light choice is easy - you do so, and offer to help on the way. The Dark choice is fraught with possibilities, but your actual choice is only NOT to give them the way to do so. That's more akin to beating them up for their lunch money than making them your agents of chaos - but again, that's just my personal take on it. There are a few quests where you can simply get rich quicker by violence instead of peaceful resolution, but there is a dearth of quests that could be inherently considered "Dark".</blockquote>
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Good point.
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<blockquote>The combat itself is turn-based, yet done so fluidly that it feels like real-time</blockquote>
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No comments. RPG Codex respects all kinda opinions, even the stupid ones
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Spotted at: <A HREF="http://www.gengamers.com">GenGamers</a>
<a href="http://wickedtoast.com">Wicked Toast</a> posted this <a href="http://wickedtoast.com/article.php?id=139">very detailed review</a> of <a href="http://www.bioware.com/games/knights_old_republic">KOTOR</a> giving it <b>5 out of 5</b> because <i>decisions feel world-impacting</i> and it has <i>upgradable characters</i> whatever it means.
<br>
<br>
<blockquote>Finally, and this is perhaps more of a personal issue - playing the Dark Side doesn't feel very Dark. It feels more like you're channeling a drunk bully than a devious and insidious embodiment of Evil. Take for example a quest where you have the possibility of showing an oppressed people a way out of their predicament. The Light choice is easy - you do so, and offer to help on the way. The Dark choice is fraught with possibilities, but your actual choice is only NOT to give them the way to do so. That's more akin to beating them up for their lunch money than making them your agents of chaos - but again, that's just my personal take on it. There are a few quests where you can simply get rich quicker by violence instead of peaceful resolution, but there is a dearth of quests that could be inherently considered "Dark".</blockquote>
<br>
Good point.
<br>
<br>
<blockquote>The combat itself is turn-based, yet done so fluidly that it feels like real-time</blockquote>
<br>
No comments. RPG Codex respects all kinda opinions, even the stupid ones
<br>
<br>
Spotted at: <A HREF="http://www.gengamers.com">GenGamers</a>