Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords
<a href=http://www.gamebanshee.com>GameBanshee</a> posted a <a href=http://www.gamebanshee.com/previews/kotoriipreview1.php>preview</a> of <b>KOTOR 2</b>. Don't expect to find a lot of new info for obvious reasons, but overall I liked it much more then the Gamespot preview.
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<blockquote>In the original, it was common for players everywhere to use the characters they became most efficient with, which meant that the Jedi Jolee, Juhani and Bastila were used more often than any other set of party members. Since they were Jedi, there was really no reason for keeping say, Mission or T3-M4 in your party when you could wield the power of these dominant companions unless you wanted the flavor or additional quests. In The Sith Lords, different companions may be off doing their own mission, thereby "allowing" you to utilize some of the other party members more often. It is said that each companion will have a uniquely helpful ability or trait and that missions will be designed to take advantage of these, encouraging diversification.</blockquote>That was the part I didn't like in the first game. No matter how high my character's security skill is, only T3-M4 can open that lock, and only Mission and Jolee can disable the force fields.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://www.gamebanshee.com>GameBanshee</a> posted a <a href=http://www.gamebanshee.com/previews/kotoriipreview1.php>preview</a> of <b>KOTOR 2</b>. Don't expect to find a lot of new info for obvious reasons, but overall I liked it much more then the Gamespot preview.
<br>
<br>
<blockquote>In the original, it was common for players everywhere to use the characters they became most efficient with, which meant that the Jedi Jolee, Juhani and Bastila were used more often than any other set of party members. Since they were Jedi, there was really no reason for keeping say, Mission or T3-M4 in your party when you could wield the power of these dominant companions unless you wanted the flavor or additional quests. In The Sith Lords, different companions may be off doing their own mission, thereby "allowing" you to utilize some of the other party members more often. It is said that each companion will have a uniquely helpful ability or trait and that missions will be designed to take advantage of these, encouraging diversification.</blockquote>That was the part I didn't like in the first game. No matter how high my character's security skill is, only T3-M4 can open that lock, and only Mission and Jolee can disable the force fields.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>