Final Fantasy 2 – Retrospective

Final Play Time: 25:22

Overview

Final Fantasy 2 is generally disliked by fans. Square took a lot of risks in this game, and while those risks don’t really work, they I’m glad they took them. It shows the developers are willing to not just do the same thing all over again; this game presents a new world, new characters, and new mechanics, something that would be repeated with each game that followed.

Final Fantasy 2 logo
Image Copyright Square-Enix.

Story:  5

The Emperor of Palamecia has been conquering kingdoms and villages. He has led armies of monsters and the undead. Our heroes are exiles from the Kingdom of Flynn, which has recently fallen to the Empire. They are rescued by the rebellion, which is led by Princess Hilde and her father. As the characters join the rebellion, they must prove their skills in battle as they seek plans for the Empire’s secret weapon, the Dreadnaught airship.

Where Final Fantasy told the story of a time-loop involving elemental beings committed to destroy the world, Final Fantasy 2 goes for a less-convoluted and far less interesting story about an evil empire determined to destroy the world. The story is told better, but it is not engaging. I remember being in high school and staying up late to get to the next plot point in Final Fantasy 4 or 6. Playing those games was like reading a book that I just couldn’t put down. And while there are twists and turns, sacrifices, and a journey into the tower of Pandemonium itself, I never felt compelled to find out what happened next. I am glad, however, that there was a greater emphasis on storytelling in this game. And some of the story ideas and themes will return in Final Fantasy 4 and 6, to much greater effect.

The main cast and the Emperor.
Art by Yoshitaka Amano. Image copyright Square-Enix

Characters: 3

We have three main characters throughout the majority of the game: Firion, Maria, and Gus. The team is supplemented by rotating fourth characters: Mindu, Josef, Leila, Gordon, Gareth, and Leon. (The names vary based on the version of the game played. I played the PSX version.) Each character has a distinct personality, which can be fun. But the personalities are fairly broad. Firion is the hero. Maria is strong-willed. Gus is not very intelligent. The rotating characters have more distinct personalities, but just enough to tell them apart. There are no tragic backstories to discover here. The most interesting characterization, however, is Leon. He is Maria’s brother and the friend of Firion ad Gus. He vanishes after the game’s opening, only to reappear later as the Dark Knight of the Empire. He even goes so far as to proclaim himself Emperor after you kill the current Emperor. It is not clear why he betrayed his friends and joined the Empire. I wanted more from this.

Presentation:  5

Music: Nobuo Uematsu composed the music for this game, and as always, it is wonderful. The battle music is some of the best in the series, and the over world theme has a particularly melancholy feel.

Tone: I’m sure it is due to the music, but this game feels darker. The world feels empty. This emptiness escalates after the Empire unleashes its second super-weapon, the Cyclone. Many of the towns you visited before are destroyed. By the game’s end, only two cities remain: Flynn and Mysidia. In the end, there is nothing for the world but to rebuild. Even friendships are left in ruin. The music and the story fit together well. Intriguingly, so do the mechanics (see Gameplay).

Design: The world is smaller than it initially seems, but you spend a lot of time running back and forth between the rebel base and new locations. The missions are clearer in this game than Final Fantasy 1, though the backtracking gets old after a while. The dungeons are designed well, but there is a distinct pattern of treasure being on an opposite path or opposite side of a room than the stairs to the next level. Curiously, there are many doors that lead to empty rooms. This makes the game more frustrating, but I think these rooms may have been designed for extra grinding.

Gameplay: 5

And here is the real reason this game is hated: the levelling system. It is brutal. Gone is the XP-based system of FF1. FF2 uses a system that is based around actions taken in battle, both your actions and the actions enemies take against you. If you want to get better with swords, use swords in battle. If you want stronger magic, use the spells you want to improve. It gets a bit trickier with HP/MP. When you start battle, the game records your current HP/MP stats then compares them to your end-of-battle stats. So, if you want to gain HP/MP, they must decrease in battle. This led me to waiting until after battle to heal. It also meant I used magic far more than I normally do. I tend to conserve magic-replenishing items, but in this game, I spent a lot of time grinding for gold so I could buy more ethers to refill my magic.

In theory, it is an interesting system. I like The Elder Scrolls games, and they also have a level system based around the skills you actively use. It encourages you to find your play style and stick to it, and it even forces a bit of role-playing. But the system in Final Fantasy 2 is almost more difficult to use and figure out. For example, I tried to increase my Evasion stats so my characters would be harder to hit. By game’s end, I only had one character with an Evasion of 6; the others were either 4 or 5. From the research I did online, this is a low number, and Evasion is super important in this game. I think I spent three hours trying various methods to try to increase this stat, and I could never see any progress. Everyone stayed where they were. In the end I made it work, but it was still frustrating trying to figure out how to increase this one stat.

Also of note, the difficulty would spike suddenly when entering new areas. I frequently thought I had the game figured out, only to cross into a new section of the map and get killed in a few hits. And worse are the dungeons early in the game when you have low MP, but encounter Adamanoises (turtles) that have a high physical resistance but low Ice magic resistance. I think it was Kash’ion Castle that I got to the boss, beat it, then realized I didn’t have enough magic to easily get out of the castle. Nor did the game let me use Warp. I had to use the Memo Save (temporary save) after each battle (unless I did I made a few inexcusable mistakes) and slowly make my way back to the world map for a regular, permanent save. I frequently found myself unprepared for these difficulty spikes, and started micromanaging my stats as much as possible. I tried to do as much of this as possible without using the exploits in this version of the game. This meant I didn’t target my own teammates.

But the mechanics are interesting in that they make you feel like the characters. These characters are not warriors. They have to prove themselves to the rebellion. And, with that in mind, the game makes you prove yourself by making you just as unskilled as them. You can develop your characters however you want, but you have to be patient and train for it. However, it really helps if you figure out how the game calculates your stats, so you can try to be strategic both in and out of combat.

Personal Enjoyment: 4

I was excited to play this game, but the mechanics really wore me down over time. I probably could have finished the game sooner, but typically waited until I was in the mood to grind before playing it. I didn’t spend too much time grinding for stats. I spent most of my time grinding for gold. And each time I entered a new area, the difficulty spike was very discouraging. But despite this difficulty, I was shocked at how easy the final boss was: Two hits with a Blood Sword, and he was finished. After hours of struggling through the Jade Passage and Pandemonium, I was expecting more of a fight. It was my own fault, though, for using the Blood Swords.

Overall, there were a few times the game was fun. I definitely enjoyed that the storytelling was more dominant and that more effort was given to characterization. As always Uematsu’s music is a joy to listen to. I’m glad to finally cross this game off my list, but I doubt I will ever come back to it.

Final Rating: 4/10

Final Fantasy 2 end screen

One Page Review: Bastion

A one-page review is a short review that I write by hand on a single page. Once I get to the end of the page, I end the review, polish it up, and post it.

Bastion title screen
Image copyright: Supergiant Games, 2011.

Bastion was the first game developed by Supergiant Games. You play as The Kid, who awakens to find his city, Caelondia, destroyed by the Calamity. The game is an action RPG on an isometric grid. You make your way to the Bastion, the place where survivors are supposed to gather in case of emergency. If the Kid can collect the Cores from the ruins of Caelondia, he can restore the city. Along the way, he discovers additional survivors, including Rucks, the narrator; Zulf, an ambassador from Ura; and Zia, a Uran raised in Caelondia.

The visual design is beautiful. Each level is meticulously detailed. Pieces of the stage appear as you walk. The music is wonderful and truly adds to the world building. The gameplay is easy to pick up, but the isometric map can make targeting difficult. And late in the game there is a platforming section that can be a pain to navigate due to the layout. But for the most part, the perspective works and allows you to see an amazing amount of details.

The Kid returns to Bastion to talk to Rucks.
Image copyright: Supergiant Games, 2011.

The game has a surprisingly deep characterization and story. A new game plus mode opens up new gameplay options, so even after you beat the main game (which I did in about 8 hours) there are plenty of challenges to keep you busy. And the game gives you some choices late in the game that affect the ending.

All in all, if you are looking for a unique action RPG with great designs, amazing music, and dry sense of humor, check this one out.

Verdict: Highly Recommended for action RPG fans.

Final Fantasy 2 Introduction

Original Final Fantasy 2 box art

Original Release Date: 1988

Playthrough Platform: Playstation

My History with the Game: Despite owning the PS One remake, I have never played all the way through this game. What I remember about the game is that the story was stronger and more dominant than the first game and that the game mechanics are very different. The mechanics are based around what actions you take. At the time, I didn’t care for this, but in the intervening years I have become a fan of The Elder Scrolls. I’m actually looking forward to the mechanics now. I think this is the only Final Fantasy game that uses this type of character progression. And I really like that Square established early on that they would take risks with these games and not just duplicate what came before. But more than anything, I am excited about playing a Final Fantasy game that I have never played before.

I can’t wait!

Final Fantasy 1 – Retrospective

Final Play Time: 15:22

Final Fantasy logo

Overview

Final Fantasy was the game that saved Square and launched the long-running, extremely popular series. It’s hard to recapture the context of this game and recognize how ground-breaking it was at the time. It feels dated, but this game revolutionized the jRPG genre. I’ve played through this game multiple times, and in honor of this year being the 30th anniversary, I have played through the game once more. Again, this was a groundbreaking game at the time, but this review reflects my experience with the game on this play through.

Story:  4

Final Fantasy starts with a “save-the-princess” trope that soon evolves into story that requires you to revive the elemental crystals and defeat the elemental fiends so you can open a time gate to fight an ancient evil, close a time loop, and erase an alternate dimension where chaos rules. It actually sounds cooler than it plays out. Most of the information on the plot is held until an info-dump prior to the final dungeon and a bit more prior to the final boss. The concept is good, but the execution is a bit weak. That said, I’m happy Square was ambitious with the concepts, and high concepts continue throughout the series.

World Building:  5

As world building goes, there’s not a lot to this one. There are your standard elves and dwarves, kings and queens, and so on. This game feels influenced by Dungeons & Dragons but with a bit of Japanese spin. When the game story introduces us to the ancient Sky People and their lost civilization, the world starts to expand a bit. In fact, lost civilizations with advanced technology become a trope in other Final Fantasy and Square games. But its treatment here is small. It’s interesting, but there’s not much to it. I wanted more lore than I got. But, it was a step up at the time. Compared to the lore in games like The Legend of Zelda (most of which was in the manual and not the game.

Characters: 0

Deep characterization was not really a thing when this game was released. While Garland, the ultimate evil in this game, is said to have succumbed to darkness and hatred, this isn’t something that we ever really see. Again, it is told, not shown. None of the main characters area really characters, merely avatars of the player.

Gameplay: 7

As I mentioned before, this game is seems influenced by Dungeons & Dragons. The most noticeable instance of this is the magic system, which is divided into spell levels, and each level only allows a certain number of casts. Once you have used all available castings, you must rest. Instead of short and long rests, you have sleeping bags, tents, and cabins, each of which restores increasingly greater amounts of health and magic. The combat requires a bit of strategy if you want efficient and quick combat, though in the remake there is less need for this strategy as in the original version (which didn’t re-target monsters as they died). The combat can be fun, but it can also be brutal at times. I spent a lot of time early on grinding gold and XP, and I still struggled against some monster later in the game. Combat can be frequent, too. Sometimes it is hard to go more than five steps without a random attack. This can be incredibly frustrating if a character dies, and you have to go back to a chapel to revive them, but you keep getting attacked. Let’s just say that I learned to hate the Marsh Cave at a very young age. I’ve always felt the game got easier after that. Or at the very least, gold was easier to come by after that.

Personal Enjoyment: 5

I’ll confess, I’ve never really cared for Final Fantasy. It was one of the few games I had on the NES, and it was years before I beat it. My love for the series actually started with Final Fantasy IV (2). That game won me over with the story and characters, and it was because of that game that I later went back to Final Fantasy I. I almost never think about it with fondness. Nor do I think of it with dislike. It’s just . . . there. I appreciate it as the starting point for this series, and I smile at the callbacks. But when it comes to craving a Final Fantasy experience, this first game has never been one I revisit with excitement. It kind of pains me to say all this. I appreciate what it did at the time, both as a game and for the RPG genre, but for me, it is a miss. It is an artefact that has many elements that would carry through into later games. And in those later games, they would often be used to greater effect.

Final Rating: 4.2/10

Final Fantasy 1 Introduction

Final Fantasy strategy guide by Nintendo Power
I still have this, though it is about to fall apart.

Original Release Date: 1987

Playthrough Platform: Playstation

My History with the Game: I first played this game on the NES back in the early 90s. I didn’t fall in love with the series through this game. It was hard. Very hard. I re-played this game after falling in love with Final Fantasy IV (2) and VI (3). I have played through and beat it three or four times, once on the original system and subsequently on the Playstation Final Fantasy Origins re-release.

I have wanted to do a Final Fantasy playthrough ever since the release date was set for FF XV. Unfortunately, I didn’t start because I didn’t have easy access to Final Fantasy XII. But, since the HD remaster of XII was announced, I’ve decided to move forward on this goal. It also gives Square-Enix time to push through more patches and updates to Final Fantasy XV.

I’m nearly finished with FF. In the story, I have just picked up the Warp Cube, so my next stop is the Sky Tower. For future installments, I plan on writing an introduction before starting each game, then writing a final review as I complete the main story. I’ve finished most of the games in this series, but a few here and there will be new to me. I’m looking forward to revisiting old friends and meeting new ones.

My plan is to stick to the numbered games, so no Mobius, Crystal Chronicles, Legends, Adventures, Crisis Cores, sequels, etc. (This isn’t a hard rule, though. I reserve the right to change this according to my fickle nature. And because I already have FFX-2.). Also, I am not going to play XI and XIV since I don’t particularly want to jump into an MMO.

So, I hope you will join me for this on again, off again series. I’m going to take my time to enjoy these games and finally play my way through the series.

Dragon Age: Origins (PC)

Overview

Dragon Age: Origins is a game by the renowned RPG developer Bioware. The game takes place in the kingdom of Ferelden, and follows the last two Grey Wardens as they attempt to form an alliance against the Darkspawn. As of this post, I have put over 104 hours into Dragon Age: Origins, most of which was devoted to three different playthroughs of the main quest.

This review contains spoilers for the game.

Dragon Age Origins cover

Story:  8

On an overall plot level, DA:O didn’t impress me much. Ferelden is a world of humans, dwarves, elves, ogres, dragons, and Darkspawn (which are not orcs but can be read as orcs).  While these have become commonplace in post-Tolkien fantasy and so aren’t unusual, I struggled to get in to the game because I’ve seen these tropes time and time again. The true test, though, is what the developers do with these tropes. In this story, the Darkspawn are undead minions of Arch-demons (the resurrected old gods who take the form of dragons). For reasons not currently known, the Darkspawn want to destroy the races of Ferelden. Normally they lurk underground in the Deep Roads, but if they come across an Arch-demon, they gather their forces and invade the surface, an event that is called The Blight. An order of warriors, the Grey Wardens, was founded centuries ago to fight the Darkspawn and lead the races of the world against the Blights. The Grey Wardens are formed from volunteers, however, and their numbers wane between Blights. So, this is your typical good versus evil. The Grey Wardens are fascinating. You are introduced to them through Duncan, who recruits you after tragedy befalls your character. (You have seven different character origins you can choose: noble human, mage elf or human, noble dwarf, lower caste dwarf, servant elf, and forest elf. Each character origin has a different inciting event.) But in addition to this overarching narrative as you attempt to gain support for the Blight, you become embroiled in the politics of Ferelden as Teyrn Loghain orchestrates the deaths of the king and all the Grey Wardens except you and Alistair. His motivations are rooted deep in his personal history in fighting for Ferelden’s freedom from the Orleasian Empire. So, despite some played-out, heroic fantasy tropes, the journey is worth it as Bioware fleshes out a world that is deeper than what it looks at first glance. More on this world below.

World Building: 8

So, the heroic fantasy tropes were a bit off-putting at first. But as stated above, delving deeper into this world propelled it above my initial impression. In Ferelden, elves are outcasts and were once an enslaved people. They have largely lost touch with their old ways, and are working to recover their heritage. However, there is a distinct division in elf society between city elves and forest elves. The city elves are technically free, but tend to be segregated and treated poorly. This was an interesting twist on how elves are typically portrayed in heroic fantasy. But the world building I found most interesting was that of the mages. In this world, magic puts mages in touch with the Fade, the spirit realm where demons exist. If a mage is weak, he or she could become a vessel for a demon, which—depending on the demon—can lead to great acts of evil. Mages are born with the ability to use magic, just as people are born with the ability to use the Force in Star Wars. In an attempt to keep the mage population under control and useful to the kingdom, the Circle of Magi (the governing body of mages) is controlled by the Templars, a division of The Chantry. Thus, magic is controlled by the church. All mages must be sent to the Temple. A sample of their blood is taken and stored for tracking purposes in case they escape. After studying their trade, a mage undergoes a test called The Harrowing, in which he or she enters the Fade. If they survive and return without being possessed by a demon, they become a full mage. Otherwise, they die. If, after study, they don’t show the required control and aptitude for magic, they are made Tranquil through a process that severs their connection to the Fade and strips away their emotions. It is thought that without these things, Tranquil are undesirable to demons.

All of these elements (and many more I have not mentioned) elevated DA:O above the heroic fantasy crowd. While the Darkspawn themselves never felt like anything but a generic evil to me, the history, politics, and human machinations gave new flavor to this old formula.

Characters:  10

Without a doubt, the characters make this game. Over the course of the game you can team up with ten playable characters (1 is available via DLC and 1 is referred to as a secret character, and is available late in the game). Each character has a distinct personality and responds positively or negatively to your actions, dialog choices, and gifts. As characters grow to like you more, they unlock bonuses, but if they dislike you, they may leave the party. It’s a fascinating mechanic, and definitely builds and fleshes out mechanics started in Star Wars: Knights of the Old Republic. But as much fun as role-playing the relationships can be, what is more fun is the banter. As you walk through forests, ruins, and cities, the characters talk to one another. It’s fun to listen to Alistair beg Wynne to mend his socks, to Leliana criticize Alistair’s cooking, to Morrigan’s cynical comments to Leliana, and so much more. I frequently stopped my journey to the next location just to listen to the banter. You genuinely build a comradery with these characters, and I long for more stories with them. Knowing that future games don’t feature these characters in leading roles is a disappointment. But, if future games have characters this strong, I’m sure I’ll cope.

Gameplay: 8

It took me a while to figure out how much fun this game could be. I came from a jRPG background. More specifically, I came from a Final Fantasy background. I was used to grinding and maxing out characters, and that was how I approached DA:O. This approach was wrong. This game rewards building a cohesive party rather than maxing out individual characters. There is a level cap of 25 (I think), and so it is not possible to max out a character with all available skills for their class. Once I figured out that strategy was necessary (and once I discovered the Arcane Warrior specialization), this game became a ton of fun. Mage builds offered me the most enjoyment because of their sheer power. In most other games I tend to focus on a type of ranger build (stealth + basic combat focusing on long range + item crafting). In this game, I prefer to let the other characters focus on combat and stealthing while I break out the heavy area-of-attack spells to direct the enemies where I want them. And when I learned some spells combine and enhance one another . . . yeah, I may never go back to a non-mage build in DA:O. Creating a cohesive party is the key to succeeding in this game, and it is so much fun. Beyond that, the level design is great in ruins and buildings. The forest designs don’t quite work for me, and the fields/roads are also underwhelming. But these are all vast improvements over KotOR, which was the previously played Bioware game. While this game doesn’t offer you the level of freedom of an Elder Scrolls game, Dragon Age: Origins gives you plenty to do and quests have satisfying variety. You can play as selfish or as selfless as you want, and your choices will carry over into future games, as I understand it. I look forward to playing the DLC as well as Dragon Age II and Inquisition to see how the world develops.

Personal Enjoyment: 8

I spent over 104 hours (so far) in this game. Not bad for a game that, initially, didn’t impress me. But, after delving in and out over a few months, I hit a streak around Orzammar (the dwarf kingdom) that kept me going non-stop. Suddenly, everything came together for me, and I was hooked. I felt like cheering as Alistair gave his speech to the assembled army against the Blight. I loved the moment where I lead my team through the gates of Denerim as crowds of soldiers cheered. I (ahem) cried as I made the choice to sacrifice myself in the fight against the Arch-demon, allowing Alistair to live and be king. And then I played through the game two more times in a year-and-a-half. I think that is high praise. So, why not a ten? There are still moments where the game lags for me. There are places where I have to force myself to play through them (specifically, the Dalish quests). And again, I really wish there was more on the Darkspawn. I want to know more about why they do what they do. Everything else is so well thought-out, the Darkspawn seem a bit lacking in comparison. But, there are two more games and a lot of DLC missions. These could have the additional depth that I want.

Overall, though, I wouldn’t spend over 100 hours in a game if I didn’t enjoy it. I admit, my first playthrough I got to a point where I just wanted to get to the end of the game, but the last few hours were so good that they prompted me to immediately start a new class build so I could play the game again. The journey was worth it, and I expect I will play through this game more times in years to come. I can’t wait to continue seeing how this franchise develops.

Final Rating: 8.4/10

Star Wars Legends: Knights of the Old Republic 2: The Sith Lords

Overview

Knights of the Old Republic was made by Bioware, but KotOR 2 was made by Obsidian. I have enjoyed games by both companies. I was a bit nervous about KotOR 2, however, because I wasn’t impressed with KotOR 1 and I had read that KotOR 2 has many bugs due to a less than ideal release schedule. I picked the game up during a Steam sale and used the Sith Lords Restored Content Mod, which purports to restore much of the content cut from the game and to fix most of the game-breaking bugs.

kotor2loadscreen

Characters:  9

As with its predecessor, KotOR 2 has very good characters. You play as the Exile (named Meetra Surik in later Star Wars Legends novels. I will refer to the character as Meetra). The Exile has been traveling the Outer Rim since she was removed from the Jedi Order, her punishment for following Revan against the Mandalorians. The Exile was the only Jedi to return to the Council for judgment. As the game progresses, you pick up a number of companions, each is memorable, and a couple even start as adversaries. The characters have distinct motivations, and your interactions in relation to their motivations increases or decreases your influence, which dictates how much about themselves they reveal. The NPCs are also interesting. When you find the Jedi Masters that exiled you, each has a distinct personality that makes them memorable. The NPCs help make the game-world feel fleshed out.

Story:  8

The story of KotOR 2 is much more complex than KotOR 1. Where the first game was a straight-forward Star Wars story of good versus evil with a very good twist, KotOR 2 is a meditation on war, consequences, autonomy, power, meaning and hope. It is a far darker game, and this darkness comes from the ideas it explores. The titular Sith Lords also represent ideas, from Sion who is the Lord of Pain to Nihilus, the Lord of Hunger. KotOR 2 lives in the grey areas of the Star Wars mythos. It outright rejects the idea that the Sith are evil and the Jedi are good. Instead, the Jedi are flawed humans with immense powers whose philosophy didn’t help them when they faced near annihilation. The Sith are also humans, but they are ruled by desires that have taken over all other impulses. Much like C.S. Lewis’s description of damnation, the Sith Lords are humans who have given themselves over to an idea to such a degree that they have ceased being human and are now a living expression of that idea.

As part of this exploration of the grey, the Exile awakens on Peragus Station, an Outer Rim mining station. She doesn’t remember how she got there, but after exploration she finds only two living beings on the station: Atton, a rogue, and Kreia, a Force user. Hostile droids roam the station, and dead bodies of station workers fill the halls. As you investigate the station and try to find a way off, a Republic cruiser arrives at the station, and Kreia warns of the Sith Lord on the ship. This opening is extremely creepy and unnerving, and it strongly sets the tone of the game through the music and visuals.

Eventually you learn that the Jedi have vanished. Many people think you are the last Jedi. With the Jedi gone, the Republic is on the verge of collapse due to the cost of the Jedi Civil War. The Republic has also committed to restoring the planet Telos, one of the first planets to be devastated by Revan. Telos has become a symbol of the Republic’s ability to restore peace and heal the galaxy from the war. Unknown interests have placed a large bounty for any Jedi, so you have bounty hunters hounding you. Also on the hunt are HK-50 droids that are being produced from an unknown location. Their mission is to kill you. And through all this, Revan, once Sith Lord now hero of the Republic has vanished. With a new Sith menace striking quietly from the shadows, the Exile and her team are the only ones who can stand against the new threat, and your decisions in the game determine if the Jedi Order will be restored or if it will die out, and the Republic along with it.

Vision: 8

What was it trying to do?

I think it was trying to continue the story of KotOR while adding new depth and philosophical analysis to the Star Wars mythos.

Was it successful in doing it?

Yes . . . though with caveats. The game was full of bugs, and while the mod fixes many game-breaking bugs, there are still quite a few issues with pathfinding, team warping/response, and random background changes during dialog scenes. These bugs are distracting and take away from the story. Additionally, sometimes the plot and motivation are not clear unless you take certain dialog options. While I don’t think there is anything drastic here, these small issues add up over the course of the game.

Would I like to see elements of this added to the New Canon?

This is a great story with a lot of critique of the dualism present in some Star Wars stories. So, yes, I would love to see this story adapted into the New Canon in some way.

Gameplay: 8

As mentioned above, there are a lot of bugs. While nothing broke the game, there was one bug that I feared would. While dealing with the Red Eclipse assault on the Ebon Hawk, when the mission ended, the game would load the next map, and my character would die. On the third attempt, I made sure I had maximum health before initiating the final dialogue for the mission, and this fixed the problem.

There isn’t much change in basic gameplay from KotOR 1. There are a few new Force powers, new Feats, and new Influence mechanics. I also liked that my ratings on different skills sometimes offered different dialogue options . . . and these weren’t always better choices. Sometimes they might annoy the other character. But while the gameplay hadn’t changed much, there was something about the game that was more fun than KotOR 1. Maybe I understood the combat better; maybe Obsidian tweaked it a bit. Either way, I enjoyed it more.

The level design was much improved in this game. I think the only places that I didn’t enjoy the level design were revisiting levels from the first game, and that was only Dantooine and Korriban. All other planets in KotOR 2 were new, which I appreciated. They felt like real spaces, and I could often get a feel for where things were without constantly referring to the map.

Also, there are a few places where you get to play as NPCs or as one of your companions. One mission had you play a re-programmed protocol droid, one was a solo mission for HK-47, there were frequent instances of playing solo as Mira, and in one section you get to choose a team to rescue the Exile. These missions broke kept me on my toes and forced me to use characters that I hadn’t specifically used. They forced me to branch out a bit, and I appreciated this.

And the music definitely fit the game. While Jeremy Soule’s music in KotOR 1 was good, Mark Griskey’s score for this game was atmospheric, dark, brooding, and always seemed to fit the situation.

Personal Enjoyment: 8

I struggled to quantify this category. Up until the end of the game, KotOR 2 was a solid 9. The ending, however, is sudden and lackluster. A third game was definitely being set up, but that has, sadly, never come to fruition. (Although, the Revan novel builds off some of the ideas that were setting up the sequel, though doesn’t go in the direction that Obsidian was initially planning.) When I finished the game, I didn’t have that feeling of satisfaction that comes from finishing a great game. While I enjoyed most of my time playing the game, the ending definitely doesn’t feel worth it. I was very glad that I was reading Revan alongside KotOR. It provides a type of epilogue. But more on that later.

In general, I think KotOR 2 is a conceptually stronger game than KotOR 1. The improvements made to level design and the new Feats and Force Powers are great, and I love the philosophical questions and the story in this game. There are a few places where KotOR 2 could have improved on gameplay over the first game, and the bugs that are still present even with the mod are highly distracting. And again, that ending is just not satisfying. Overall, even with these flaws, I still prefer Knights of the Old Republic 2: The Sith Lords over its predecessor. If you liked the gameplay of the first game and want to wrestle with some deeper questions about the Force, the Jedi, war and mass destruction, hope, and redemption, I recommend checking out this game . . . with the Content Restoration Mod, of course.

Final Rating: 8.2/10