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 RepĂșblica 2 - Los Señores Sith
Moby ID: 15792

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Critic Reviews add missing review

Average score: 84% (based on 37 ratings)

Player Reviews

Average score: 4.0 out of 5 (based on 97 ratings with 6 reviews)

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

A sequel with many improvements

The Good
This sequel may at first seem to be little different from the original. In fact, looking at the game graphically or based on gameplay, it is the same game but with a different story.

However, as you progress into the game, you notice many new features not found in the original. Although you could upgrade items with your workbench in the original, now you can also break items down and create your own items to use for upgrading weapons and armor. This can allow you to create much better equipment. There is also a lab station now, which lets you breakdown and create medpacks, stims, grenades, and mines. If you use these regularly, you won't have to worry about running out in the sequel. If you don't, then you'll be like me and never touch the lab station. Even so, it's a good addition.

Another useful thing in the game is that some of your party members will create items for you (security spikes, grenades, etc) and your T3 unit will let you upgrade items anywhere you want if it's in your party.

The number of upgrades available for your weapons and armor have been increased greatly, which lets you have a wider variety of choices. There are also many more weapon and armor types available in the game.

As with the previous game, communicating with your party members lets you gain various things. However, in this sequel, this is taken much farther. Talking to your party can gain them more abilities and powers (even create a dual-class jedi by taking on an apprentice). You can also improve your powers greatly by speaking to your party members... everything from increased force points to new force powers to ability to heal your T3 droid. It is strongly recommended that you talk to all your party members often.

Being a lightsaber user, I also am happy to see more color choices in the game. Unfortunately, some of the colors are not very different visually. Such as viridian being almost the same as green, and orange being almost the same as red. Still, more choice in color is great to see.

By taking the time to improve your light or dark side, you will get stat increases, such as +3 Wisdom. You can also get a nice stat increase by finding and using a lightsaber upgrade gem that's tuned to your own being... depending on if you're light or dark side and what class you are, you will gain some very powerful stat increases that get better as you level up.

I like how the game lets you learn about the original game with history and flashbacks. It's a good reminder of what happened in the original and can help people who have not played the original to better understand what led up to where this game is in history.

Dialogs are also interesting in this game. The programmers definitely had a sense of humor when coming up with the interactions between you and your party members and between themselves. All your droids tend to dislike each other and have various issues you'll end up seeing in cutscenes. Mira has some very interesting comments regarding you and your other female companions. Kreia just strives to get you to hate her and also has a very surprising comment regarding you and the handmaiden... which, in turn, gives you a dialog choice that is very funny to hear. The interactions start to bring you to the point seen in games like Planescape: Torment, where the characters really have a personality of their own and aren't just drones as found in most games.

Swoop racing has been improved to include changes in elevation, traffic, and mines. This can make it more challenging than the original races.

There are many lightsaber forms that affect not only how well you battle, but also change the movements you make while fighting. This makes the battles look much more interesting.

The Bad
The worst part of the game are the bugs. Watching the game crash frequently, having issues where swoop races that are completed seem to think you crashed and don't reward you, having party pathfinding poorly handled, having your character suddenly jump (not force jump, this is a bug) halfway across the screen ... often in the wrong direction... these make the game frustrating at times.

Although I understand not giving you a lightsaber at the start of the game, you don't end up getting one for a long time. Although the game is much longer than the original, the time to get your first lightsaber shouldn't be any longer than in the original. Most people, I think, prefer using a lightsaber in a Star Wars game and having to wait is annoying. There are also fewer drops for lightsabers. In the original, I ended up with over 20 red gems... in this one, I'm closer to 5. Granted, you don't need that many, but there just really aren't many colors to choose from for quite awhile into the game unless you start out at Dantooine.

There are many places where you must do everything when you're there, or you won't ever get the chance. Many places will not allow you to return to them after you leave. Although this can help with the plot, it can be annoying when you can't open something because of low skill and then you can't return with higher skill to open it.

As with the previous game, the plot is very fragmented. Each planet has its own story which supposedly all works together into one larger plot. However, there really isn't very much combining of the plots into one larger plot. About the only real thing combining the planets is the need to get all the Jedi Masters together. In most cases, if you complete everything on one planet, you never have to return. There's no comment about how you helped to restore a government or helped to get the fuel source for Telos...

The Bottom Line
If you liked the first game, you'll love this one. The new features really make the game an improvement over the first, even though the gameplay isn't changed. You definitely need to play the original first, as this game builds off the original a lot. If you're looking for cutting edge graphics, weren't a fan of the original game, or just don't like Star Wars, then this game isn't for you.

Windows · by Riamus (8480) · 2005

Obsidian's debut, and a brilliant sequel.

The Good
Being a fan of Black Isle's Fallout and Planescape Torment RPG's I was looking forward to seeing what Obsidian would do, as the company was founded by Black Isle members, as I'm sure your aware. Well it’s a sequel, and it's one of my favourite types of sequel, in the vein of DOOM2, Thief 2, Fallout 2 etc - i.e. essentially more of the same! Using the same engine for a third title in the series would of course be pushing it, but it's all good and proper for another 'once round the block'.

I played Bioware's KOTOR through with a female light-side character so I decided to play the second game with a male dark-side character, and it was a lot of fun, there's always opportunities to be irredeemably evil and belligerent, whenever there's the opportunity to be a pitiful goody two shoes, indeed as some of the dark-side dialogue responses were so funny in the first game I only managed to become a rather weak light-side character early on and it was only with an irritating level of self discipline and tongue biting that I managed to get on in this manner, and I'm pleased to say the laugh out loud responses are still crop up throughout the second game. There's some pretty major branches in the way you choose to solve problems or play throughout events in the story line, both light and dark-side characters will be presented with the same problem, but it's up to you which path you choose, may the force be with you...

The game is in 3D, but you can only look up and down about 30 degrees or so, although doing so often reveals the sheer scale of the surrounding architecture, some 'Wow" moments can be missed if you don't look up every now and then! As previously mentioned the game uses the same engine as the original KOTOR, so there's also no levels above levels, you can't jump over things or crawl under them, or swim - whilst playing the first KOTOR outing this kind of left me longing for the real-time fighting in and out of the scenery(and swimming) of Appeal's beautiful Outcast. These limitations are, however, soon forgotten or hardly noticeable as there is just too much fun to be had(incl. Force Powers), besides the 3D environments do add a good level of immersion, and did I mention that they offer some of the most fun gaming to be had in recent times?

So it's a while until you get a light saber, but patience is a virtue - as is collecting bits and bobs so you can construct one at a workbench. There's workbenches and lab stations dotted throughout the game, both enable the breaking down and creation of items, many items can also be upgraded. There's in engine cutscenes galore, and plenty of FMV sequences, I didn't nearly unlock all of them - as talking to your party members can gain or lose the level of influence you have on them, gain dark side/light side points and experience points and unlock extra background storyline or FMV's. Your party members, be they comrades or mere pawns in your destruction of the galaxy, are all very unique and hail from all walks of galactic life. Every single line in the game is voice acted.

The Bad
Although the game is stated to support Windows 98 on the back cover I experienced numerous and frequent crashes to the desktop, always whilst loading and transitioning to another area of the map, this was with an ATI radeon card the latest patches installed(at time of writing the latest version is 1.0b, it's about 12mb worth of downloading and is available from the LucasArts website). So I played it on XP and this solved the problem, only one crash throughout the majority of the game.

I encountered some other bugs when I first loaded up the game, there was one where the swoop bike got stuck on the roof of the track – but this got fixed in the latest version.

Some of the more 'dungeon-crawly' times can get a little tedious occasionally and the combat become a little easy on the normal difficulty during the latter half, though there is a hard difficulty and mowing down hordes of opponents did really add more to the experience;)

The Bottom Line
A brilliant sequel with lots of happenings to find yourself in as the story progresses, on a par or even better than the original, but do install the patches!

Windows · by Jack Lightbeard (2685) · 2006

Impending classic beset by major hindrances

The Good
The year 2003 was a year wrought with lameness for the gaming world. Many may disagree, but I found nary a game that year piqued any splinter of interest. Thankfully, Lucas Arts gave us Knights of the Old Republic, probably the best release of that year, let alone the best RPG. It boasted the literally malleable and ever-popular Star Wars universe, BioWare’s design skills, and more than anything, and an engaging story that crushes anything George Lucas has mustered in recent times. In 2004, developer Obsidian attempted to continue that greatness with Knights of the Old Republic II: The Sith Lords.

In the grand scheme of things, it is very similar mechanically to its predecessor. The graphics engine, the conversation system, combat, travel, menus, and character system remain virtually unchanged, so players shouldn’t expect any disconcerting overhauls with these aspects. However, some very convenient modifications have been made in some of said aspects to make playing a bit less frustrating than in the original. Firstly, the combat system has been tweaked to allow control of the party’s behavioral stance; character units can be commanded to be aggressive, stand ground, or be ranged. The big plus of this is that when an enemy is sighted, your party won’t run in all guns blazing toward the enemy, something that grew very annoying when you were attempting to be stealthy, or simply weren’t prepared to attack. The “Ranged” stance is particularly useful if certain characters aren’t specialized in melee combat (such as characters with blasters or Jedi Consular). Secondly, the menus have been tweaked for convenience as well, mainly by categorizing items under separate titles, so that one isn’t scrolling all up and down trying to locate a particular item [I found this to especially be a problem with data pads]. Third, the character system has been updated to include a slough of new Feats and Force Powers which, of course, add some more fun to combat, but I won’t list them here. Another nifty (but inconsistent) feature is the ability to influence the alignment of your party members during conversation.

Unfortunately, these are about the only good aspects I can congregate for this review. While the aforementioned improvements are welcomed and cause the gameplay to be more manageable, well
shift your eyes below.

The Bad
While the prequel began with an anxious and semi-intriguing, yet short preliminary mission, KOTOR II begins with an optional (and tedious) introductory mission with T3-M4 aboard the torn asunder shell of the Ebon Hawk, with nothing but two unconscious bodies for company. Playing as T3-M4, you roll around the ship making what repairs you can to get the Hawk space worthy again; aka, “A Day in the Life of an Astromech Droid”. Though this mission provides some quaint fun on first-time play, I can’t see myself wanting to play each time I install the game. After skipping or playing through the introduction, your character wakes up in a kolto tank (I guess bacta had yet to be discovered) on a fuel mining asteroid station, wherein the game officially begins. If there were a better metaphor for the game’s overall design and player experience, I’m not a skilled enough writer to think of such.

The design of the game is noticeably inferior to BioWare’s. While the handy yet comparably diminutive mechanical improvements are a good thing, they are a galaxy away from maintaining the quality of the prequel. With the exception of the first character to join your party (and one certain sarcastic and bloodthirsty yet loveable character from KOTOR), the rest of the characters lack any kind of peculiar and/or charming charisma to inspire the player. The characters in the original game were a group of widely varying beings from completely different backgrounds, different alignments, skills and areas of expertise, but each one brought their own useful and appealing element to the game, like any good RPG should possess (or like the Star Wars films). I could barely wait to take each party member with me on different planets/missions and experiment to see what results I would get, or to converse with each one to find out more about their personality and personal history. Instead, you’re given a party of humdrum; boring characters that don’t motivate you to do any of the latter
in fact I would have been ecstatic to dismember most of them with a lightsaber. The game is also riddled with strange and game-stopping bugs (usually contained within conversation triggers) that even the patch failed to repair. The only path around these bugs is to either reload a saved game, or even such seemingly trivial actions as entering a room from a different door where a conversation will take place (?!). With a few notable exceptions (most all of which involve hijinks on the smuggler planet of Nar Shaada), the planets/missions themselves are exercises in pure tedium. Rather than wanting to carry out various trial and error experiments during the missions, I just wanted them to
end.

The plot of the game was truly an unwieldy, shoddy story to be behold. Admittedly, it is in fact difficult to depict the faults without giving away said “plot” (I use that term loosely), something I never take delight in doing, even if I happen to find it to be less than desirable in many facets. I would that guess that it could be compared to the following scenario: if the overrated hack of a director named M. Night Shamaylan was given the opportunity to write and direct a Star Wars film, it would more than likely end up very much like the plot of this game. Much like every other aspect of the game, instead of sitting in front of my monitor with great anticipation of what would unfold, I just wanted it to
end.

The Bottom Line
What we have here is a paradigm example of rushing the development of a game to hit stores shelves in time for the holiday season, something publishers never seem to learn. Not to mention the more detrimental dangers of changing developers in the middle of a series. As another reviewer said, this game has the feel of a buggy, glorified expansion pack, rather than a legitimate sequel in its own right. And in my own opinion, I fail to see how anyone could view this as an “improvement” over the first game. At the very least, it’s the game development equivalent of delivering the script of a notable and reliable director into the hands of college drunk and letting them overhaul said script for their own devices.

This game is worth owning for completist purposes, but I can’t see any other reason for purchasing this tedious, bug-ridden refuse with plot holes the size of the Betelgeuse.

Windows · by HandofShadow (49) · 2006

Better than the original, this game provides fantastic, accesible RPG-ing with some compelling moments.

The Good
With a slightly different flavour from the original, Knights of the Old Republic II : The Sith Lords (k2 from now on) keeps just enough continuity with the original to be accessible, enjoyable, and at time extremely compelling. Because it is a sequel, it lacks the features that made KOTOR I a unique and superior to many RPG’s on the market, but while it doesn’t pave any new road, k2 provides an excellent gaming experience, even superior to its predecessor in many ways. This review will be written primarily for those who have not played the first KOTOR game.

As in all RPG’s, the fundamental questions of quality relate to storyline and character quality. Are the quests good? Are the characters memorable? Can I make meaningful alignment-related (e.g. good/evil) choices? Can I customise my character sufficiently to provide a ‘role-playing’ experience? Is the plot interesting? I would argue that in terms of these RPG/plot/character questions, k2 excels.

The plot starts out a bit confusingly, as you wake up on a station (in the age-old gaming plot device) without any recollection of how you got there. The confusing bit for the player, and a weakness of the story, is that somehow the CHARACTER seems to know a bit about his history, but you, the player know absolutely nothing. It’s quite odd to learn about your character by seeing him say ‘I used to be a Jedi.’ There are other hackneyed plot bits throughout, but it’s important to remember that this is an RPG, so the line between ‘hackneyed’ and ‘epic’ can become blurred.

These weaknesses aside, the plot is quite good. You’ll travel with your band of characters throughout the galaxy to different planets. You’ll then be embroiled in numerous minor and major quests that drive the ultimate story line about your main character.

The ‘boss’ bad guy is not revealed until quite late in the game, a la Neverwinter Nights. I’d argue that this is a strength to the game, as it makes the experience more compelling.

The characters throughout the game are fantastic. NPC’s abound, as well as the standard ‘commoner’ characters. ALL of the human conversations are voice-acted, and quite well I’d add. The NPC’s you interact with are usually memorable and lifelike. There are few ‘caricature’ characters in this game. Your character is a sort of anti-hero, another commonality between this and KOTOR I, but there’s a distinct subtlety to his anti-heroism. He has just enough mystery to be intriguing, but not enough to be clearly crafted as the ‘mysterious’ character. I think playing it through with a female character would be even more interesting, as anti-heroes are so rarely female. There is apparently the option to pursue romantic ties between your character and others, but I haven’t gotten around to it yet. Too busy force-choking people.

Additionally, ALL of the party members have distinct personalities, most of which are quite engaging. The meddling Kreia drives me up the wall, I chuckle at HK-47’s commentary, and also enjoy getting to know the somewhat-too-obviously-elusive Atton. It makes for satisfying gameplay to know that there are 8 or so people you can choose to have hang around your character. Like in the original, the party members you choose will interact with one another and you and you can learn more about their respective histories through fighting alongside them, much as you’d expect from real life, were you to be a space-faring adventurer
An additional element to this game that sets it apart from the original is that your main character will have ‘influence’ with each of the other characters. This influence is affected by whether or not you treat them well, agree with them, etc. The more influence you have, the more this character will ‘open’ up to yours in dialogue, and also the more their alignment will switch along with yours.

The quests contain the garden variety fetch quests. But in addition to the bread-and-butter quests you’d see in any RPG, there are a number of interesting minor quests available. Sometimes they involved playing two NPC’s off one another, sometimes there’s a betrayal involved, etc. Overall, the minor quests are good, if not great. Incidentally, a fair number of them involve puzzles which vary in difficulty, which might please the adventure-gamer within some players.

The major quests, which further the story line, are fantastic, and require their own paragraph. There is a great deal of party shuffling in this game (a la Final Fantasy 3 & &) but this is never a pain because all party members earn experience together (see gameplay comments below). Instead, it becomes really exciting to split the party up to see how other characters interact and get a chance to see how strong they’ve all become. I was riveted by all of the times in which your party gets split up. Usually, the cuts between groups are quite frequent and are tied to actual plot cliff-hangers with reasonable levels of importance (e.g. one of your characters appears to be dead). These are actually some of the best moments I’ve had in PC RPG gaming.

All in all, the RPG elements of k2 are fantastic, above and beyond the quality present in the first.

The gameplay is also excellent in its own right, even if it builds on its predecessor. It’s all a complex series of stats and dice rolls, a la D&D 3rd Edition. However, rather than simply having one motion for ‘attack,’ each melee move or blaster shot technique has a number of animations. The effect is that it appears to be real-time fighting even though it’s actually a series of rolls. Clever. One will eventually see all there is to see in the combat system, but this is to be expected and is hardly much of a weakness.

There are feats, skills, attributes, and force powers to contend with for each character. Obviously, non-force users don’t get force powers. The number of feats has been increased since KOTOR I, which I feel is a positive thing. KOTOR I felt like dumbed-down D&D 3rd Ed (no comment) and k2 has done much to increase the complexity of choices available to players. Still, much remains the same. There are two basic paths to combat: ranged and melee, and within each are three feats to use for attacking. There are also 8 or so skills (computer, repair, etc) which are identical to KOTOR I. Suffice it to say that there is a reasonable amount of customisation available, but not as much as in a proper RPG. But this is also expectable. Think of k2 as Neverwinter Nights with training wheels.

Actual in-game control is fluid and intuitive. There is a optional training scene at the beginning of the game to assist in orientation to the control of the game, but many won’t need it.

The Bad
The graphics and sound are beginning to look and sound their age. With the source engine, far cry, doom3, and all manner of other great graphical engines, k2 is dated. Full stop. The sounds are also mostly recycled from a) John Williams’ now 25-year-old score or b) the same as in KOTOR I. The dated quality of the graphics and the samey-ness of the sounds are clear weaknesses to the game. Still, because this is an RPG and not a FPS, I’d argue that they are minor weaknesses.

The Bottom Line
To summarise, KOTOR II is a fantastic game. It is simple compared to other RPG’s out there, but it is also accessible, engaging, and entertaining. It has an excellent plot, memorable characters, and a reasonable amount of room for character customisation. While its graphics and sound are a bit drab, these weaknesses are not significant when compared to the strengths, as this game contains some incredible gaming moments. And hey, who DOESN’T want to be a Jedi for a little while?

Windows · by Marty Bonus (39) · 2005

Contributors to this Entry

Critic reviews added by chirinea, Wizo, Jeanne, Zechs_, Xoleras, jaXen, Tim Janssen, Emmanuel de Chezelles, Evil Ryu, Scaryfun, Patrick Bregger, Alsy, Samuel Smith, Alaedrain, Thomas Helsing.