Blaine
Cis-Het Oppressor
I made it to Malachor V yesterday. With TSLRC mod, this game is indeed excellent, with fantastically written branching dialogue, wonderfully realized characterizations (particularly of Kreia), and a fair bit of C&C and freedom of choice. It's also quite long and will satisfy any size queen (I'm definitely a size queen).
The best area in the game, by far, is the HK factory. I can't believe they cut that from the original, deadline or no.
I'm a bit bummed out, because it's only during the last 1/5th of the game that character builds really come into their own, and the last 1/6th is also when the game finally starts throwing lots of good loot at you, so that you can heavily customize cool gear for your dudes. Before that, you muddle along with whatever you happen to find and jam upgrades into. You'll get to enjoy your exceptionally strong, well-equipped companions for about half a planet before you're railroaded through the endgame with one or two of the shittiest and most boring companions, and then all on your own. Also, it's a shame you don't get Force Enlightenment and Force Mastery earlier. The good loot, Force Enlightenment, and Force Mastery should come no later than 2/3rds of the way through the game, so that you can enjoy them a little longer.
I'd forgotten how hideously overpowered the main character becomes near the end, especially if male/with the Handmaiden and high Wisdom. My Jedi Master's attributes right now at level 28 with no buffs are 14 STR, 22 DEX, 24 CON, 18 INT, 42 WIS, 16 CHA, 25 Fort/22 Reflex/49 Will, and 52 Defense. Also, there seems to be little or no mechanical reason to play through the game as anything other than a Jedi Consular + whatever with high Wisdom, because it doesn't die, never runs out of Force Points, buffs the living shit out of itself/the party, and completely locks down (or if Dark Side, flat-out demolishes) entire swathes of enemies. It also still dishes out very good melee damage, though probably only half as much as a Guardian heavily specialized for dual-wielding, extra attacks and high damage.
The best area in the game, by far, is the HK factory. I can't believe they cut that from the original, deadline or no.
I'm a bit bummed out, because it's only during the last 1/5th of the game that character builds really come into their own, and the last 1/6th is also when the game finally starts throwing lots of good loot at you, so that you can heavily customize cool gear for your dudes. Before that, you muddle along with whatever you happen to find and jam upgrades into. You'll get to enjoy your exceptionally strong, well-equipped companions for about half a planet before you're railroaded through the endgame with one or two of the shittiest and most boring companions, and then all on your own. Also, it's a shame you don't get Force Enlightenment and Force Mastery earlier. The good loot, Force Enlightenment, and Force Mastery should come no later than 2/3rds of the way through the game, so that you can enjoy them a little longer.
I'd forgotten how hideously overpowered the main character becomes near the end, especially if male/with the Handmaiden and high Wisdom. My Jedi Master's attributes right now at level 28 with no buffs are 14 STR, 22 DEX, 24 CON, 18 INT, 42 WIS, 16 CHA, 25 Fort/22 Reflex/49 Will, and 52 Defense. Also, there seems to be little or no mechanical reason to play through the game as anything other than a Jedi Consular + whatever with high Wisdom, because it doesn't die, never runs out of Force Points, buffs the living shit out of itself/the party, and completely locks down (or if Dark Side, flat-out demolishes) entire swathes of enemies. It also still dishes out very good melee damage, though probably only half as much as a Guardian heavily specialized for dual-wielding, extra attacks and high damage.