Vic
Savant
take away the big twist at the end and what have you got? classic bioware gather the 4 widgets degeneracy. no, thank you.But theres lots of reasons to why story in Kotor 1 is better.
take away the big twist at the end and what have you got? classic bioware gather the 4 widgets degeneracy. no, thank you.But theres lots of reasons to why story in Kotor 1 is better.
Kreia was wrong. Humanity itself generates part of the Force, and her assumption that things would be better without its influence is based on nothing.She's in checkmate because a malevolent Force doesn't allow for the redemption of its ultimate enemy. Despite rearing an Ubermensch, it rejects her conclusions, yet she's still proud of it. There would be no call for pride if the Exile was merely a tool rather than in concord with the Force. The joining of the individual will with the collective will to act with unified purpose.It doesnt matter if you tried to save Kreia, this doesnt checkmate her point. If the force tried to save her, it was still the force's purposes which still act like fate pulling its strings.
Kreia was wrong. Humanity itself generates part of the Force, and her assumption that things would be better without its influence is based on nothing.
Gathering a number of artifacts is nothing but a premise (widely based on journey to the west) it doesnt matter to the actual execution of a story nor it does mean its worse by having it. In fact, the idea of exploring this world in search of this relics while Malak not only searches you but things are slowly twisting and the dynamic between dark side and light side are becoming tighter over time is part of why story is so compelling.take away the big twist at the end and what have you got? classic bioware gather the 4 widgets degeneracy. no, thank you.But theres lots of reasons to why story in Kotor 1 is better.
I'm sorry but do you play video games for the story?Gathering a number of artifacts is nothing but a premise (widely based on journey to the west) it doesnt matter to the actual execution of a story nor it does mean its worse by having it. In fact, the idea of exploring this world in search of this relics while Malak not only searches you but things are slowly twisting and the dynamic between dark side and light side are becoming tighter over time is part of why story is so compelling.
Stories are context in fact, the thing is that for a game, context is everything and largely the difference of being invested into something or simply not caring enough for it.I'm sorry but do you play video games for the story?Gathering a number of artifacts is nothing but a premise (widely based on journey to the west) it doesnt matter to the actual execution of a story nor it does mean its worse by having it. In fact, the idea of exploring this world in search of this relics while Malak not only searches you but things are slowly twisting and the dynamic between dark side and light side are becoming tighter over time is part of why story is so compelling.
Bwahahahaaha...
Seriously, it's not as deep as you describe. Also, fuck story in video games, read a book instead.
Story in video games can never be worth of serious discussion, it's just context to the combat. And in the worst cases it is used to disguise unimaginative copycat gameplay.
I think that's true for casual players, how many times are you going to kill the evil bad guy? You'll opt out of being a storyfag eventually and start appreciating what video games really are about: the gameplay.If a player has to deal with a well written compelling villain, it will feel more engaged and invested into actually killing said villain, same is valid for the entire plot
Did you play the other bioware games too? They all use the same gather 4 widgets formula which gets really on my nervesi do enjoy gameplay on Kotor which already makes it a 100x times more compelling than lets say, arcanum
I play for the whole package so cant say i wouldnt care for one or another, instead for what the game truly is as a product.I think that's true for casual players, how many times are you going to kill the evil bad guy? You'll opt out of being a storyfag eventually and start appreciating what video games really are about: the gameplay.If a player has to deal with a well written compelling villain, it will feel more engaged and invested into actually killing said villain, same is valid for the entire plot
The Force doesn't corrupt, it speeds the already corrupted to certain ends. Kreia is wrong because she believes corruption comes from without, when it comes from within.She quite vocally spelled against the notion of a Jedi having to live in balance with the force or be corrupted, the force plays for both sides, it gives power to redeem, save and move but also can corrupt, distort and manipulate.
Never forget the beggar sequence. KotOR 2 is a fraud.
Let's lecture directly at the player about agency and about how our actions can have unforeseen consequences.Never forget the beggar sequence. KotOR 2 is a fraud.
Going for that eitherThe "moral balance" shit in KotOR 2 is retarded. I ended up dismissing it because Kreia was the only one going on about it and she ends up being literally fucking evil anyway. The idea that good and evil need to balance is retarded and is completely absent from the original films. There is no "light side", there's only "the Force", and the "Dark Side" is a corruption of it. Pretty simple.
I think its because very few enemies use force powers. Only the endgame Sith use them, and even then, it hardly makes any difference.As for difficulty, i simply dont care much (altought kotor 2 was a bit too easy for my tastes)
This and the fact you can go beyond level 20, at the endgame i was insta killing everything in my way, it got way too easy since ive had way more tools compared to kotor 1's level 20I think its because very few enemies use force powers. Only the endgame Sith use them, and even then, it hardly makes any difference.As for difficulty, i simply dont care much (altought kotor 2 was a bit too easy for my tastes)
Kreia was Avellone's insert.