Star Wars: Knights of the Old Republic II - The Sith Lords

aka: Jiu Gongheguo Wushi II: Xisi Lingzhu, KotOR 2, Star Wars: Caballeros de la Antigua República 2 - Los Señores Sith
Moby ID: 15792
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Five years after the events depicted in Knights of the Old Republic, the Sith have become stronger and more determined to rule the Galaxy. The Jedi Order is nearly exterminated. A mysterious ex-Jedi has been exiled from the Order and is traveling alone. This Jedi had served under Darth Revan (when the latter was still on the Light side of the Force) during the Mandalorian Wars, but due to enigmatic circumstances was forced to retire. Now the past is catching up with the Jedi, and soon he or she will have to choose the side to fight on.

The Sith Lords looks and plays very similarly to its predecessor, also being based on the Star Wars d20 role-playing rule set (which, in its turn, is similar to the 3rd Edition of Dungeons & Dragons) and having the same combat engine, character development, and a Light and Dark ethical system, which judges the player's decisions and actions and influences story events and characters' responses. Additions to the gameplay include a lightsaber-crafting system, which allows augmenting lightsabers with various items, new Force powers, and the possibility to influence the alignments of the characters in the player-controlled party through conversation choices and other decisions. Most of the exploration and the combat sequences is done using a party of three, including the protagonist and two companions. However, certain parts of the game will force the player to travel alone, or to control a party made exclusively out of companions.

A large part of the military equipment can be upgraded using any workbench that can be found throughout the game world, including one available at all times on the ship that the player uses to travel between planetary systems. Different types of items have more than one piece that can be augmented. For example, the armor has two slots for upgrades (overlay and underlay), while ranged weapons have three (targeting, firing chamber, and power pack), and lightsabers have six. The easiest way to get additional upgrades is to either buy them or loot them, however they can be created as well at a workbench with the right components and enough repair skill. Medical items are a different sort and they can be crafted using lab stations.

At various moments during the game, the player has the opportunity to play some mini games: a card game called Pazaak, shooting targets using a turret from a first-person view, and swoop racing.

Spellings

  • 旧共和国武士II:西斯领主 - Simplified Chinese spelling

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Credits (Xbox version)

332 People (259 developers, 73 thanks) · View all

Reviews

Critics

Average score: 83% (based on 59 ratings)

Players

Average score: 4.0 out of 5 (based on 140 ratings with 10 reviews)

The First one was great, the second one is...WOW!

The Good
The Sith Lords is such an enormous game I'm surprised it doesn't take up all 50,000 MB in the XBox. Still, it's worth every byte. I love the really wide variety of Lightsaber colors (they have a silver crystal. SILVER!). And the fact that they kept the spirit of the previous game and the movies. As soon as I heard "The Jedi" music in the music section of the main menu, I immediately fell in love with it. It's even better the John Williams (sorry fans).

The Bad
It's pretty much the same storyline as the first one accept instead of finding the Star Maps, you find the remaining Jedi Masters. Another blow is not allot of the original characters are in this game. Real disappointment. You only see Carth Onasi on the Dark Side story, Bastila in the tomb on Korriban and at the end of the dark side story, and Darth Revan at the end of the tomb on Korriban.

The Bottom Line
KOTOR II makes it to Number 3 in my top games of all time. Simply nothing else can be said. It is just fantastic. Here's to Knights of the Old Republic 3

Xbox · by M.Allen (83) · 2006

I find your lack of faith... disturbing

The Good
The first Knights of the Old Republic was an excellent game that did a lot to bring serious RPGs closer to the mainstream without making too many compromises. The development of the sequel was entrusted to Obsidian, a new team consisting of veteran RPG designers that contributed to some of the turn-of-the-millennium most beloved classics.

Sith Lords is very similar to the first game, having a nearly identical gameplay system with only a few light modifications. Item-crafting is one of those: you can spend hours at the workbench manufacturing your own upgrades and assembling weapons and armor. Generally, these seem to be more items and more different types of accessories, stimulants, Jedi techniques, and feats. The difference is not striking; but at least nothing was taken out or further simplified. A few battles are actually more challenging than in the first game, though overall the difficulty level remains more or less the same.

Sith Lords improves upon the original game's characterization, dedicating more gameplay time and more refined interaction possibilities with your companions. Using what is probably the game's coolest new gameplay mechanic, you can affect their alignment through dialogue choices and actions of the protagonist. Everyone will respond to what you say and do in one way or another, and the results are sometimes quite far-reaching and unpredictable. In general, the sequel treats ethical issues in a more complex fashion, with more parameters and variables than before.

The characters in Sith Lords are deeper and more enigmatic than the companions you have encountered in the first game. A seemingly lighthearted womanizer will eventually reveal a tormented soul covered by scars of war, and his moral instability will prompt you to make choices. A woman who had to serve a Sith Lord who destroyed her entire home world can still be brought to the light - or crushed forever by the dark side if you decide to pursue that road. One of the typical examples of how the game takes familiar humorous Star Wars icons and fills them with new content is an evil wookie who hates those who have shown him mercy; gratitude is unbearable to him, and he constantly seeks death. The main antagonist of the story, not revealed until later, is also significantly more interesting than the rather standard villain of the predecessor.

The sequel has a noticeably darker, more brooding mood than the first game. The main character has even deeper moral problems to deal with, and overall the story feels more mature, less schematically executed. The quality of the writing is perhaps even higher than in the previous installment, and its style is more thought-provoking, bringing back memories of Planescape: Torment. Like before, much attention is paid to the content of side quests; particularly interesting are those related to your companions, since they allow you to find out more about them and open new conversation choices.

The Bad
Sith Lords was clearly either released too early, or something happened during development that caused designers to cut out large chunks of content. Particularly towards the end, the game feels garbled, with underdeveloped plot branches and a rushed ending that ignores many decisions the player has taken throughout the course of the story. There is a fan-made patch that supposedly restores much of the original content floating on the net, but I haven't tried it yet.

My main beef with Sith Lords, however, is its excessive similarity to the previous game. The problem is not the recycling of the engine or lack of any significant additions to the gameplay mechanics, but the refusal to go beyond the boundaries in structure and world design. To illustrate this, consider Fallout 2, which hardly invented anything of its own, but stuffed a familiar formula with as much content and experiments as it could. Sith Lords, on the other hand, copies so much that it often feels more like an expansion pack with a new story than a full-fledged sequel.

The game's adherence to formula can get irritating. In the original game, the excuse for traveling to other planets was collecting specific items; here, it is meeting specific people - in both cases, the plot wouldn't budge until you completed the whole thing. The world of Sith Lords is by no means larger than that of the predecessor, and the developers employ very similar methods in the design and layout of individual planets. There is little sense of continuity, traveling is restricted, and nothing was done to correct artificial borders that noticeably limit exploration.

The Bottom Line
Sith Lords lacks the polish of the first game and could have been bolder and more expansive in its design and its treatment of gameplay. However, despite being a rather timid sequel, it is an enjoyable RPG with tasty writing, quality quests, and interesting ethical themes open for discussion. May the Force be with you, Obsidian.

Windows · by Unicorn Lynx (181780) · 2015

A potential classic, held back by the rush to publish.

The Good
Obsidian Entertainment has stuck with the original formula in terms of how the game runs but tweaked it, so that it's just right. There are more information screens, healing can be performed on other party members with medpacks, and you're now able to use workbenches and lab stations to breakdown or create new items of your own (provided you have the requisite stats).

The sound and music as always is well done, with the voice acting of most of the major characters being of good quality and the music being what you typically expect from a Star Wars game or movie.

The storyline of this game is very interesting and much more darker than the first game. However it fails to resolve properly (as you'll see mentioned in the next section).

The Bad
The graphics in the game is becoming rather dated as it uses the same engine as the original KOTOR. Occasionally, the activation of some Force Powers (e.g. Force Enlightenment) would result in the screen going blurry while you run, but would remain blurry when you return back to your normal running pace.

The most major gripe with the game however is how obvious it is that this game was rushed. The number of bugs that this game has in showing cut-scenes, dialogue trees, quests, AI pathfinding behaviour, application crashes etc. is quite horrendous and shows a lack of any quality assurance whatsoever. True many of the minor technical issues can be fixed with a patch, but another thing that was rushed that is causing much anger to fans of the original KOTOR, is the ending. It has been recently leaked out what Obsidian Entertainment had initially planned for the ending and it would've explained a lot of plot holes that multiply as the game comes to a close. When I was playing the ending chapter, everything was rushing by so fast that I didn't have time to appreciate the fruits of my labour - one of them being the increasing of influence of your NPCs. What's the point of spending the time to improve your characters and get along with them, if you don't learn anything about them or even have a use for them at the end? Very disappointing.

The Bottom Line
If you're new to the KOTOR universe, this game is pretty good, if you can get past all the major bugs and all. To fans of the original KOTOR, it's a double-edged sword. On one hand, you'll better appreciate what's going on in the universe since you have past knowledge. On the other, you'll be disappointed by the ending since it just doesn't have the same amount of choice and grandeur that the original managed to achieve. In the end, it sometimes feels that what I've really bought is an expensive, long and buggy expansion pack, rather than the sequel to a previous GOTY winner. Overall, I give this game: 6/10.

Windows · by Rambutaan (2782) · 2005

[ View all 10 player reviews ]

Discussion

Subject By Date
Re: @#$^$%@#$^!!!!!!!!!!!!!!!! Zovni (10504) Jan 3, 2011
OpenGl Drivers hell.. Scott Monster (986) Apr 25, 2009
@#$^$%@#$^!!!!!!!!!!!!!!!! Scott Monster (986) Apr 20, 2008

Trivia

1001 Video Games

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

Cut content

KOTOR2 was originally intended to have a longer more well developed ending involving the rest of your party members. However this was cut out and it is rumoured that Obsidian Entertainment was pressured to finish the game in time for the holiday season by Lucasarts. They were only given a 12 month development timeline.

A part of the cut material was an entire planet inhabited by droids. Unfortunately, the entire planet was cut from the game due to time constraints, making several of HK-47's subquests impossible to complete and leaving a crucial subplot unresolved.

The influence system that was introduced to the KOTOR series in this game was originally going effect the game far more than it did in the final version. Like the HK factory and other things the time constraints forced Obsidian to scrapped most of the consequences of influencing certain characters to the Light or Dark Side. An example is that in the original version if you influenced Atton to the Dark Side he would KILL the Disciple, and if you influenced him to the Light Side he would sacrifice himself to save the Exile and the rest of the Ebon Hawk crew. In the end, because of lack of time, the influence feature did little more than change the characters appearance (if the went to Dark Side) and gave them a little more attitude.

Cut content restoration

Because Obsidian was not allowed to work on the game post-release, fans worked on mods to restore the content. The effort by the modding group Team Gizka failed, but the unrelated project "The Sith Lords Restoration Project" was eventually released in 2009. As of 2012 it reached version 1.7 and is still in further development.

Game start

The events of the original game are relayed from the player to another character, giving the player the option to base the sequel on either ending (and the protagonist's gender) the original game offered.

References

  • At the end of the game when the exile asks Kreia about the future she says something along the lines of "The Mandalorians die out over the course of millenia, until the only relic left of them will be a bounty hunter clad in their armor, killed all too easily by a Jedi. She is referring to Boba or Jango Fett (or both) from the Star Wars movies.
  • If you ask Kreia about what will happen to the Republic in the future, she will claim that the republic will fall over the course of 1000 years. This is referring to Star Wars: Episode III where, 1000 years after KOTOR 2 according to Star Wars continuity, Emperor Palpatine destroys the Republic and reforms it as the Galactic Empire.

Awards

  • GameSpy
    • 2004 – #5 Xbox Game of the Year
    • 2004 – Xbox RPG of the Year
    • 2005 – Best Character of the Year (PC) (for Kreia)
  • PC Powerplay (Germany)
    • Issue 02/2006 - #3 RPG/Adventure in 2005
    • Issue 04/2006 - #4 RPG/Adventure in 2005 (Readers' Vote)

Information also contributed by Rambutaan and Zack Green.

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Contributors to this Entry

Game added by Kartanym.

Nintendo Switch added by Plok. Xbox One added by Kennyannydenny. iPhone, Macintosh, Android, Linux, iPad added by Sciere.

Additional contributors: Rebound Boy, Unicorn Lynx, Jeanne, tarmo888, MegaMegaMan, Cantillon, Patrick Bregger, FatherJack.

Game added December 7, 2004. Last modified February 16, 2024.