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Star Wars: Knights of the Old Republic

aka: KotOR, Star Wars: Caballeros de la Antigua República, Xingji Dazhan: Jiu Gonghe Wushi
Moby ID: 9734
Xbox Specs
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Description official descriptions

Four thousand years before the events depicted in the Star Wars movies, the political and ideological situation is not much different from what we have seen in the prequel trilogy: the Republic and the Jedi Order are fighting against two powerful Sith lords, Darth Revan and his apprentice, Darth Malak. It is said that the former was successfully defeated by the Jedi, and that Darth Malak betrayed his mentor and is planning to take on the Republic by himself. His aggression is so successful that some Jedi have decided to join his ranks. A seemingly ordinary soldier of the Republic is traveling aboard a space ship that is attacked by Darth Malak's minions. Narrowly escaping, the soldier meets a female Jedi named Bastila, one of those who have fought Darth Revan in the decisive battle. With her help, the soldier must learn to become a Jedi, stop Darth Malak, and discover the truth about his or her own past.

Knights of the Old Republic is a role-playing game that uses the Star Wars D20 rule system, which is similar to the 3rd Edition of Dungeons & Dragons. Character development and combat are handled similarly to BioWare's previous RPGs such as Baldur's Gate series. Combat engine follows similar "real-time with pause" rules. There are only three active combatants on the player's side (as opposed to six in Baldur's Gate). Several characters join the party and can be switched at the player's will.

Eventually, the protagonist will have to train at the Jedi academy to earn a lightsaber and force moves. Force powers include stun, force pull (which pulls opponents or objects toward the player-controlled character), the Jedi Mind Trick, which persuades people to see things the player's way, and many others. The player has various weapons at his or her disposal, from the lightsaber to blasters, grenades, ion rifles, etc.

Throughout the game, the player will visit many Star Wars locations that appeared in the movies, such as Kashyyyk, the homeworld of the Wookiees, the desert planet of Tatooine, and others. Interacting with characters in various ways and performing side quests influences the protagonist's stand with the forces of Light and Darkness. The player can turn the main character into a flawless Jedi, a ruthless Sith, or anything in between. Some of the player's choices influence major events that occur within the storyline.

Spellings

  • 星际大战:旧共和武士 - Simplified Chinese spelling
  • 星際大戰:舊共和武士 - Traditional Chinese spelling

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Credits (Xbox version)

293 People (246 developers, 47 thanks) · View all

Reviews

Critics

Average score: 92% (based on 122 ratings)

Players

Average score: 4.0 out of 5 (based on 339 ratings with 18 reviews)

The Force is still strong in BioWare's games

The Good
When I heard that BioWare's was doing Star Wars, I knew that I'll have to lay my paws on this game the moment it comes out. By and large, I was satisfied: Knights of the Old Republic is a well-crafted, reasonably deep RPG adorned with exotic planets and Jedi powers.

Anyone familiar with the company's most classic offering, Baldur's Gate II, will recognize its design traits in Knights of the Old Republic. It doesn't offer as much freedom and content as open-ended RPGs, but it is skillful at substituting quantity for quality in its optional content. The game firmly follows its interesting main story, yet there are well-written, engaging side quests available on each given planet. You'll want to explore every corner of the world and talk to all the characters to get maximum value out of the game.

The RPG system is a successfully implemented modification of AD&D adapted to Star Wars universe. So instead of wearing chainmail you'll go with the Mandalorian assault armor, ion rifles with +10 damage against droids will replace bows with fire arrows, and you'll be wielding lightsabers only usable by Jedi and not a Holy Sword only usable by paladins. The system is well-balanced and actually features all the traditional classes (fighter, thief, mage, etc.) in disguise - a Jedi Guardian is a sort of a paladin, Dark Jedis make great offensive evil-aligned mages, Scoundrel is much like a thief, etc. Instead of magic there are, of course, Force powers. Now you'll see how cool it is to stun enemies or lift them into the air by the sheer power of thought and concentration. Particularly entertaining are powers such as Affect Mind, which allows you to persuade a character to do what you ask during a conversation.

Several useful field skills were added to the game. Besides traditional stealth or security skill (which is the same as lockpicking) you have such interesting abilities as computer skill, which allows you to access computers, repair droids, and do other cool stuff. Some areas in the game are almost reminiscent of Deus Ex: you can choose either to take out all the enemies in battles, hack into a computer, making security turrets kill the foes, instruct a droid to turn against its own masters, etc. The real-time-with-pause combat system works the same way as before, though with unfortunate reduction of active player-controlled combatants. You can now "program" your characters for up to three turns - for example, making a priest-type character cast Force Speed, Force Aura, and then attack, without interfering each time the turn is over.

You can shape the main character by choosing either the Light or the Dark way of the traditional Star Wars lore. This affects not only you, but also your love interest, and the game keeps track of your decisions and alignment at all times by adjusting certain gameplay elements (such as the Force powers you are able to learn) accordingly. Like in Baldur's Gate II, much of the fun is derived from interacting with the characters who join you. All your companions have original background stories and fully developed personalities. They would initiate conversations with each other if you choose to take them with you. This encourages experimenting with various party formations, if only to hear what they have to say to each other. Try teaming up the Republican soldier Carth and the Mandalorian Canderous, who were formerly enemies, and you'll witness some hefty word exchanges. Often companions will want to talk to you and provide you with more information about themselves. You can also talk to them whenever you want to, and the conversation lines change as time passes.

The writing is overall excellent. Almost each conversation has numerous trees: you can talk to characters nicely, ask questions, persuade them, lie to them, threaten them, and so on. By the way, every single line of dialogue in this game is voiced (except your character's lines). There is quite a bit of humor in the dialogues; especially amusing are some of the "Dark Side" answers, where your character sounds like some sort of a violently hyperactive first-grader with his constant "Fine. And now I'll kill you!".

The universe of Knights of the Old Republic is a beautiful, living world, which takes full advantage of Star Wars' unique mixture of science fiction and slightly Oriental fantasy. You'll explore ultra-modern enemy bases with deadly assault droids and security terminals to override, shop in booming futuristic cities and settlements, descend into ominous ancient temples, fight using lightsabers in meditation rooms, access spaceships, forests, deserts, and the depths of the ocean.

Those locations come to life thanks to superb graphics. Behold the sunset over the ocean in Manaan, look down into the abyss in the Korriban valley, or descend into the Shadowlands on Kashyyyk. Particularly impressive are the stunningly movie-like cinematic cutscenes, all done with in-game engine. Add to that great music, appropriate sound effects (who doesn't love the buzzing sound of lightsabers?), and above-average voice acting.

Knights of the Old Republic intuitively captures the storytelling spirit of Star Wars and translates it very well into RPG mechanics. Like most good epics, Star Wars is concerned with ethical archetypes - the eternal battle between good and evil. The main plot of the game is in many ways comparable to the one of the movie saga, dealing with similar issues - the nature of mankind, the Force, and so on. In fact, the narrative of the game is in many ways deeper - not to mention more detailed - than the one of the movies. It also has one of the best plot twists in recent memory, almost reaching the heights of the famous paternal revelation in the second movie.

Attention to detail is where the difference between this game's world and the one depicted in Star Wars movies becomes apparent. Star Wars movies threw all kinds of weird aliens into the pot, but did almost nothing to create backgrounds for them. Knights of the Old Republic, on the other hand, builds whole worlds for those species, adding a lot to their credibility by presenting simple, yet convincing small stories. For example, all you knew about Chewbacca from the original Star Wars trilogy is that he looked like a big furball and that he moaned instead of talking. In Knights of the Old Republic, however, you are faced with an interesting issue on the wookie planet Kashyyyk - you meet a wookie chieftain who has sold his own people into slavery in order to become what he is, his brother who was proclaimed mad and had to flee the planet, and their father, who was unable to restore justice. This is just an example of the many comparable quests you'll undertake while playing the game.

The Bad
Knights of the Old Republic was the first BioWare RPG jointly developed for a console. I'm not sure whether that was the decision to blame, but the game displays certain symptoms of simplification, as if the designers wanted to cater to a larger crowd and were determined to make their product mainstream, easily accessible, and user-friendly throughout. You can sense that in the game's overly symmetric structure and formulaic elements creeping into what is still infused with the spirit of the company's earlier work.

I understand that the game has made a transition into 3D, but was it really hardware limitation that forced the developers to reduce the amount of active party members from six to three? I certainly hope I'll be able to play an RPG with 3D graphics and six people in my party some day. I expected at least that the reduction to three combatants would increase the difficulty level, but it is not so: Knights of the Old Republic is noticeably easier than Baldur's Gate games, so you'll need to play it on Hard for a more authentic experience.

There also seem to be less variables in combat and party-building, as well as less items to experiment with. A bottomless inventory and the option to let the game outfit and level up your companions also seem like unnecessary nods to casual players. The game world could have been more expansive; particularly the planet surfaces suffer from artificial borders that cannot be overcome even if you train your jumping ability.

Advancement in Knights of the Old Republic is too convenient. I felt that the game was holding my hand more firmly than necessary. You never have to think about what to do next, and your tasks can be as formulaic as they are predictable. The bulk of the game is occupied by the quest for the Star Map pieces, which involves visiting a few different planets and completing the quests there. The downside of that arrangement is the knowledge that none of those locations is optional and you'll have to complete their main quests to get on with the plot.

The Bottom Line
BioWare and Star Wars: all things considered, it did turn out to be a match made in heaven. Knights of the Old Republic may not be as immensely fulfilling as Baldur's Gate II, but it's still a definite return to form for the company, firmly establishing their leading position in the development of role-playing games.

Windows · by Unicorn Lynx (181775) · 2015

Bioware – you can only admire those clever wizards!

The Good
The people at Bioware have to be true masters in the philosophical art, that is game-design. "Knights of the old Republic" is the most powerful proof therefore, the design of that game is so clever, so smart, it's hard to believe sometimes. One of the most impressing things about this Bioware-baby is actually, how versatile it is, how intelligent it serves the needs of many completely different types of game-consumers...

"Knights of the old Republic" certainly has more mainstream-appeal than all previous Bioware-releases. Remember only "Baldur's Gate". You had to know the quite complicated AD&D-rules-system to have a chance in that game, otherwise you would have been lost without hope. Even then, combat was everything but easy, challenging you to the max. That sure was fun for experienced RPG-players, but frustrating for others.

"Knights of the old Republic" is much more flexible, offering the player three different grades of difficulty. Furthermore, the experienced RPGer can manually determine for each character of the party, which of the numerous attributes, skills, feats and force powers should be further developed – while others simply let an automatic routine do the work. Same goes for inventory-management: the newbies can simply click on a button to dress up the best way possible, while others have room to experiment.

To be honest, the tactical depth of the fights is on neither of the three difficulty-grades as high, as it was in "Baldur's Gate". But more important is, that you always feel, the designers are in control of the difficulty: there is a noticeable learning curve and the game feels always well balanced – this is certainly not a matter of course in roleplaying these days! And I haven't even mentioned, how great those battles are presented. "Knights of the old Republic" uses the well proven "Infinity Engine", which means real-time-combat, that can be paused at any time, to give orders to your party. And watching those combat-scenes sure is a blast, as they manage to resemble the well known movie-scenes in quiet an astonishing way.

But combat is in my opinion not the only thing that makes role-playing interesting. The game also features a really interesting RPG-system with quite numerous possibilities to shape your main-character the way you want. Apart from violent skills you can also learn, for example, to hack into computers for shutting down the security-systems of enemy-bases. Or you can reach your goals by persuading people, instead of killing them. The best thing about the RPG-system is actually, that it reflects the moral choices, you make during the game. Followers of the dark side will develop entirely different force powers as servants of the light. Last but not least, the opportunity to upgrade your equipment is executed brilliantly and allows nice experimenting.

"Knights of the old Republic“ is one of the very rare games, that I truly hold in high regard and that at the same time sold really well. Of course it is likely, that the name "Star Wars" on the box has contributed a lot to the games commercial success – but I don't believe that to be the only reason. Equally important is in my eyes, that people with less time or will to dive deep into the material, are this time not excluded from the joy. And the game manages to stay interesting for the hardcore-fraction as well – I consider myself an experienced RPGer and I can tell you, I had a lot of fun!

Let's go further and reflect about the things, the presentation of a game is important for. I would say, the presentation of a game should create and by all means adhere to a specific illusion. In this case though, the presentation rather recreates a specific illusion – the illusion of the Star Wars movies. And "Knights of the old Republic" does even more: it enriches this illusion quite significant.

A good example is the soundtrack. We hear a lot of familiar themes while playing, as the brilliant score by John Williams is used to a great effect. But there's also a huge amount of original music featured, that hits the typical Star Wars style perfectly – like the beautiful theme, we get to hear on Dantooine. Sound effects also do a lot to enhance the atmosphere: from the buzzing of the lightsabers to the bleeping of the droids, everything is there.

The graphics are beautiful. The game uses a better version of the graphics-engine already seen in "Neverwinter Nights", which means 3D-environments instead of an isometric view. I remember being on Tatooine, that desert planet you know from a couple of movies, and I really had the feeling of entering the world of Star Wars. Landing on Tatooine, you actually arrive in a mining colony first. Building stands next to building, there is a feeling of narrowness somehow. But that's used to a great effect, when you finally leave the colony and enter the vastness of the desert, giving you a fantastic view. And there is an image, that will evoke familiar feelings in the minds of all Star Wars fans: a giant, heavily damaged sandcrawler, just like we witnessed it through the eyes of Luke Skywalker in the very first movie. That giant object in that flat, beautiful landscape serves not only as quite an impressing image, it also recreates the atmosphere of the movies by discreetly referring to them.

So, the images, the game creates, truly breathe the atmosphere of Star Wars. But it does more than only citing the movies. We also visit planets never seen in any cinema, the most impressing one probably being Rakatan. I really felt like walking through a piece of art, instead of just standing in front of it. (I only wished, the Neverwinter Nights engine would allow me more freedom of view, while exploring this wonderful landscapes...)

Of course, the game world is not only depicted through images. You can speak to many interesting characters, you can complete an enormous amount of non-obligatory side-quests, you can always stop and enjoy the many amazing details. The movies simply had no time to show their world in such detail, as they had only about two hours to tell their heroes-save-the-galaxy-tale.

"Knights of the old Republic“ truly outshines the movies when it comes to attention for details. Let's take the games characters for example. Bioware was always great, when it came to characterization – and this time they really outdid themselves. As the game takes place 4000 years before the events of the movies, you won't meet any characters you already know. And trust me: you won't miss them at all, as they will appear flat in comparison to the ones you get to know in this game.

Darth Malak is a great example for a very well conceived main villain. He's not just someone you kill in the end, he's a distinct and almost tragic personality. A character, that can remind you of Shakespeare's "Macbeth" sometimes, as he is indeed a very intelligent person, who became terribly misguided and now spreads tyranny over his world.

The most convincing characters are of course those, that follow you on your journey. They all come with their own background-stories and they talk a lot to you. I was really surprised, when Carth Onassi, a soldier for the Republic, suddenly suspected me of being a traitor. It really gave me the impression of dealing with a living, self-thinking individual – something I rarely felt within the boundaries of a video game.

Adding to that is an absolutely convincing cast of voice-actors, that truly suit their particular roles. Mimics and gestures were also stunningly naturalistic – gotta give credits to the animators. But the most important thing are the dialogues, which are written with perfect style. I found it a pleasant surprise that some great humorous attempts found their way into this overall quite serious game as well. Love that crazy droid HK-47! And really funny are the conversations with the Jawas on Tatooine: those little guys had very amusing ways of expressing themselves...

I still haven't lost one word about the main-story, yet. I haven't forgotten about that. I just wished to spare the best part for the very end of this section.

Well, you could certainly summarize, that you once again have to stop the evil plans of some evil guys. But that is not, what the story is really about. The real theme of the story is quite actually ethics. That theme is at the bottom of every little quest, it hides in nearly every dialogue and is the centre of every single of the countless little stories, the game tells within its big one.

I recommend, you also read the review by JazzOleg, as it is most interesting, what he wrote about the ethical conflict and the behind-standing philosophies, comparing the Jedi to Chinese monks. However, my own thoughts went into completely other directions, as I found it most surprising, that even your worst enemies, the Sith, follow their own moral code – something, the movies never told us.

You actually not only fight the Sith, you get to talk to them, as well. And in doing so, you will discover, that they are still human, that they have still feelings, after all. They are misguided. "Knights of the old Republic" strongly emphasizes on the fact, that everyone can fall to the dark side, every person has that potential. The Sith are often portrayed as extremely selfish, they are actually quite focused on their career. A lot of their thoughts circulate around intrigues, around ways to climb up the ladder in their hierarchy. It fits to their Darwin-like philosophy of a natural selection, where only the strongest survive. That philosophy – the fact, that there's always danger from the lower ranks – makes sure, that only the strongest stay in leading positions. And when only the strongest are in leading positions, it strengthens the Sith as a whole.

It is actually quite easy, to see some parallels to reality here. We live in an achievement-oriented society, that works in many ways quite similar. And I believe, our society also tends to teach young people, to care for themselves mainly. So, were the movies basically just a science-fiction-fairy-tale, you can easily establish a more down-to-earth-like view on "Knights of the old Republic" and actually see "the dark side" more or less as a metaphor for self-centered real-life-behaviour.

What I was often asking myself, while playing, is the following: is it possible, that a game with such a strong emphasis on moral decisions can also lead to reflections about your behaviour in real life? And when that is true, can such a game actually teach people something valuable – especially the younger ones? I'm not sure about that. But nevertheless – call me crazy, if you want – I really see some deeper value in "Knights of the old Republic". Even if it's just a Star Wars game, it definitely goes beyond pure entertainment.

The Bad
There really isn't much to say in this section, at least nothing really important. But for the sake of completeness...

The role-playing-system is quite interesting and well executed, but not to be called perfect. There is a number of talents, that proofed to be rather useless. Why invest points into "security" (nothing but lock-picking), when you could easily bash everything open by using your weapons? Putting points into some passive force powers like "Force Immunity“ or "Force Energy Resistance“ was close to waste them, either.

I already mentioned, that the engine doesn't feed you with as much freedom in view, as I would have liked it. Also, the exploration of the planets was often restrained by rather ridiculous limitations. There you stand sometimes, having gained the maximum level in your "Force Jump“-ability, and a tiny little rock has the means of blocking your way. Very strange...

The Bottom Line
You might have already realized, that I'm extremely enthusiastic about this game. Normally, I don't use superlatives in such an inflationary way. But it just seems appropriate to me, when it comes to "Knights of the old Republic" - I simply call it a triumph for the video game industry.

You should really check this out, even if you don't like Star Wars. Even if you're completely new to the genre, this is no hindrance, as the game really takes not-so-experienced players by the hand. The only thing you should be sure of is, that you really have the time for this game, because it really is absorbing and once you're into it, it can be hard to find back into the real world.

Windows · by micnictic (387) · 2008

A New Hope...

The Good
Just when you thought Star Wars games had nothing to offer except arcadey Rogue Squadron-type garbage and generic movie spin-offs along comes BioWare to save LucasArts from it's own stupidity. I mean, I was surprised myself after playing it, and it goes without saying that this is the best Star Wars game since XW: Alliance, not to mention one of the best games ever based in the adventures of a galaxy far, far away.

As mentioned BioWare deserves all the credit for making this game the stellar success it was, applying all their experience and design prowess to Lucas's franchise, besides they had their work cut out for them from a gameplay point of view. BioWare can be credited for being the developers that brought back D&D to the CRPG world, in no small part due to their success at translating the D&D mechanics in a way that was both novel and efficient. Unlike most gamers seem to know, Star Wars already has a P&P RPG adaptation know affectively as the Star Wars D20 system and it is this system that KoTOR uses instead of the D&D system as noted elsewhere. Of course, one can argue that the Star Wars sys. is really a cloned version of the D&D mechanics, but in fact it has a skill system of it's own and already defined class and racial distinctions. Thus BioWare only had to readapt their already superb D&D translation to fit the Star Wars system and presto! Instant Star Wars RPGing!!

Playing KoTOr thus has a lot in common with previous BioWare titles like Baldur's Gate, with it's paused real-time combat system, inventory management and spell/item usage being just like those good old Infinity engine games. A few refinements have been added, like the option to queue a series of actions for each character and lay out a basic battleplan (for instance, heal then attack, then use shield, then attack, etc.) but it's basically the same old thing, which is good, no need to mess with a good thing.

The look of the game is however substantially different from the Infinity engine games, switching to a third-person perspective 3D environment from which you interact with the gameworld from a much closer perspective. No need to worry about subpar 3D action/rpg hybrids tough, KoTOR doesn't have you jumping around or doing stupid arcadey things, you still handle the game from a mouse-driven interface (tough the wasd keys have been added to the mix for obvious reasons) with the interaction with the gameworld being based around single clicking for targeting whatever you want to use and then selecting the proper action from a context-sensitive pop-up menu.

The party has also been modified in it's size now toned down to 3 party members including your main character (created through an instantly recognizable BioWare-esque character creation scheme that also allows you to choose sex and model). These party members include everything from Wookies to droids to Jedis, each with unique personalities, backstories and personal quests that enrich the gameworld. In true BioWare-form these characters offer a lot of free conversations and information not only on each quest but also on the locations and character they meet, including each other, which also means those wonderfully amusing exchanges between party members from the BG games returns, with some truly funny moments that include a certain Jedi using her powers to make someone else trip, or a droid having psychotic outbursts.

The skills and force powers (the "magic" in the game) are very well executed, and the game manages to include everything from sneaking (which requires you to ditch your party momentarily) to hacking, repairing and using the good ol' Jedi mind trick on the NPCs for your benefit. Weapons are also very well balanced, with a good mix of meele and ranged weapons, some which can be modified (like the lightsabers) to include different items that cause unique status effects or modify stats for more customized combat.

The 3D engine is surprisingly robust, being able to handle the complex game mechanics as well as providing some of the most amazing graphics for a game of it's kind. Truly KoTOR is a gorgeous game to behold, and probably the most beautiful rpg ever made. With incredibly hi-quality models, texture details and effects that are nothing short of amazing. The engine is also quite scalable by 2003 standards as it not only includes special effects like smooth shadows for pixel shading-capable cards but it also allows for gameplay on lesser cards all the way down to GeForce2 MX series boards. Basically anything that has T&L will do, thus ensuring no one has an excuse for missing out on this masterpiece.

The graphic quality however shouldn't be too much of a surprise when you consider the gigantic resources LucasArts must have thrown at the game. If there's something that can be said of all Star Wars games, regardless of whether they are good or bad, is that they look and sound the part, and KoTOR is no exception. The game is your all-around triple-A product, with the fantastic graphics I mentioned above, plus incredible SFX straight from the Lucas sound libraries, a dynamic orchestral soundtrack befitting the Star Wars name and other niceties such as a streamlined interface that manages to take most of the clutter out of inventory management, with separate slots for accessing health, power-ups and force powers in an orderly fashion. Animations are incredibly well made, with most combat animations being a sight to behold, truly seeing two Jedis duking it out will leave you speechless as you see them dance around, lash at each and parry unsuccessful attacks. Most amazingly EVERY line of dialogue is spoken, with no exception!! (save for the lines your own main character says), this is a baffling achievement (and surely accounts for most of the 4gbs or so the game takes up during installation) specially when you consider this is a classic PC RPG (even if it was released first for the X-Box) with lots of dialogue trees. Plus, dialogue is fully lip-synched and acted, with characters frowning and smiling believably depending on the tone of the conversation... heck! In true Star Wars spirit, the aliens speak their own wacky languages with the subtitles being your only way of knowing what they are saying!

Finally, the cornerstone of every good RPG is acknowledged with a superb storyline that truly makes the game stand out from the competition. The story deserves a chapter of it's own, and by the time you pick the game up you'll find out that all that hype and critical acclaim wasn't missplaced. It not only manages to be a surprising and twisty ride that manages to keep you glued to your seat and playing through it just to find out where the plot takes you next, but it also works wonders to justify the way the game introduces the Jedi classes, and most importantly captures that adventuring, planet-hopping, good vs evil fantasy spirit Star Wars enbodied (a long ago...). In typical BioWare style, the game also has numerous subplots and sidequests for you to toy around with, with some extremely interesting examples that prove sidequests don't need to be just a distraction to build up experience, like a court-drama trial where you put your ethical beliefs in the stand while trying to defend an apparent murderer with interplanetary interests in the balance among the finest examples.

The Bad
There are some rather annoying touches that I blame mostly on the broader approach to please console gamers as much as hardcore RPGers the game has. For instance... does EVERY console rpg need to have a stupid card-collecting Pokemon-esque mini game? It appears so, and if KoTOR wanted to play with the big boys in console land it needed to include one, as well as two other needless but mostly harmless minigames.

Also some stuff is simplified for the sake of "consolity" such as no inventory weight or space limitations (meaning you have the classic "black hole" with you in which everything fits and you never get encumbered). More importantly, there's no penalization for changing equipment on-the-fly, and that is a somewhat cheap detail.

However that is mostly bitching, a true problem with KoTOR lies in the fact that all the characters level up regardless of whether they are in the party or not. This IS a significant design flaw as it negates the main reason for you to specialize certain characters with certain skills, and that I'm afraid I can't blame on console sensibilities...

But as you can see there is hardly anything wrong with the game, sure we can start bitching all you want about every detail you can think of, as everyone wants to do when discussing truly great games, but it's just that: bitching. I mean, if it really bothers you that there's no blood in the game or that the alien languages are actually looping soundtracks meesa thinks you should get a life boyo.

The Bottom Line
BioWare does Star Wars. That pretty much should tell you everything you need to know about the game, a superb CRPG with excellent gameplay, outrageous production values and fantastic storyline. Knights of the Old Republic not only manages to be one of the best Star Wars games ever made, but also one of the best CRPGs released to date. Truly not one to be missed, a masterpiece in every sense of the word.

Windows · by Zovni (10504) · 2005

[ View all 18 player reviews ]

Discussion

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KotOR for teh cheaps! Should I? Slug Camargo (583) Oct 4, 2009

Trivia

1001 Video Games

Star Wars: Knights of the Old Republic appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Development

  • Bastila Shan's character was originally meant to be Vima Sunrider, a Jedi from Dark Horse Comics' Tales of the Jedi series. The name Bastila was originally meant for Juhani's character. Eventually, it was decided to create a different character rather than use Vima Sunrider. The new character was named Bastila, while the other character who bore this name was named Juhani.
  • Master Vrook Lamar is voiced by Ed Asner, of Lou Grant fame.

Endings

There are two different endings, based on the choices your main character makes. A third, funny ending can be accessed by pressing a button combination just before the final confrontation with Darth Malak.

Inconsistencies

Despite the nature of Hutts seen in the Star Wars films and various literature, none of the Hutts met in Star Wars: Knights of the Old Republic is a kingpin of organized crime, and most have almost nothing to do with criminal activity at all.

Juhani

When the player first meets the female Jedi Juhani, they can choose whether to turn her back to the light side or kill her. When doing the latter, the player will have a showdown with another female Jedi who claims to be her lover (she also makes an appearance later in Korriban in which she makes a final attempt to avenge her lover). Furthermore, when playing as a female character and taking her with, she will occasionally flirt with the player in classic Baldur's Gate II fashion and, by the end of the game, confess to have romantic feelings (which the player can return). These two females are thus the first homosexual characters in the Star Wars universe.

Juhani is actually a boy's name in Finland and Estonia.

References

Naturally the game features numerous references to the Star Wars movies: * The line "My name's [your character's name], I'm here to save you", which is what was said by Luke Skywalker when saving Leia Organa. * Mission Vao says "I have a bad feeling about this" at least twice. This is an homage to a repeated line in each of the Star Wars films. * Probable ancestors of characters seen in the films can be seen in this game or are at least mentioned in literature. Examples include: Galduran Calrissian - Probable ancestor of Lando Calrissian, Cassus Fett - Probable ancestor of Jango and Boba Fett, Komad Fortuna - Probable ancestor of Bib Fortuna, Admiral Forn Dodonna - Probable ancestor of General Jan Dodonna. The wealthy Organa family is also mentioned early on in the game. * T3-M4 and Ebon Hawk are modeled in part after R2-D2 and the Millennium Falcon respectively. * Darth Malak was modeled in part after Darth Vader. The game programmers wanted to create a Dark Lord of the Sith who would instill images of Vader's character without being a near-complete carbon copy. Malak was given a cybernetic vocal implant, and the rest of his body was left alone. * On Taris, the player has a goal to capture Bendak Starkiller. Starkiller was the name that Lucas originally wanted to use for Luke before changing it to Skywalker.

Secrets

Some droids are doing the robot dance. They pivot at the waist and jerk their arms in a style that emulates the popular 80s dance.

Awards

  • 4Players
    • 2003 – Best Console Game of the Year
    • 2003 – Best Console Role-Playing Game of the Year
    • 2003 – Best PC Role-Playing Game of the Year
    • 2003 – Best Console Story of the Year
    • 2003 – Best Console Voice Acting of the Year
    • 2003 – Best PC Voice Acting of the Year
  • Computer Games Magazine
    • March 2004 - #1 Game of the Year 2003
  • Computer Gaming World
    • March 2004 (Issue #236) – Game of the Year
    • March 2004 (Issue #236) – Role-Playing Game of the Year
    • March 2004 (Issue #236) – NPC of the Year (for HK-47)
    • March 2004 (Issue #236) – Best Story of the Year* GamePro (Germany)
    • February 13, 2004 - Best Xbox Game in 2003 (Reader's Voting)
  • GameSpy
    • 2003 – Game of the Year
    • 2003 – Xbox Game of the Year
    • 2003 – #3 PC Game of the Year
    • 2003 – PC RPG of the Year
    • 2003 – Xbox RPG of the Year
    • 2003 – Xbox Game of the Year (Readers' Vote)
    • 2003 – PC RPG of the Year (Readers' Vote)
    • 2003 - Best Music of the Year (PC)
    • 2011 – #16 Top PC Game of the 2000s
  • GameStar (Germany)
    • February 13, 2004 - Best PC Game in 2003 (Reader's Voting)
    • February 13, 2004 - Best PC RPG in 2003 (Reader's Voting)
  • Golden Joystick Awards
    • 2003 - Xbox Game of the Year
  • PC Gamer
    • March 2004 - Game of the Year 2003
    • April 2005 - #19 in the 50 Best Games of All Time list
  • PC Games (Germany)
    • Issue 02/2004– Best Adventure Game in 2003 (Readers' Vote)
  • PC Powerplay (Germany)
    • Issue 06/2005 - #10 Likeable Secondary Character (for HK-47)

Information also contributed by MegaMegaMan, PCGamer77, piltdown man, Rabbi Guru, Scott Monster and Zovni.

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Contributors to this Entry

Game added by JPaterson.

Macintosh added by Corn Popper. iPad added by GTramp. Nintendo Switch added by Rik Hideto. Windows added by Trunks. Xbox One added by Kennyannydenny. Android added by Kabushi. iPhone added by LepricahnsGold.

Additional contributors: Rebound Boy, Unicorn Lynx, Indra was here, Zack Green, Apogee IV, Zeppin, Paulus18950, Cantillon, Patrick Bregger, FatherJack, Evolyzer.

Game added July 16, 2003. Last modified February 16, 2024.