
Why KOTOR 2 succeedsĪs I stood in front of the sink, hot water sloshing off of a sauce-covered plate, I wondered: Did any Star Wars stories not use the Force as a fallback plot device? A handful, sure. It’s a way of telling the audience, “just go with it.” This lets the heroes conquer impossible odds and the villains concoct outlandish plans, of course, but it also forces (heh) the audience to surrender to the story rather than try to analyze it.

I began to realize that Star Wars stories, from the old EU to the new Disney trilogy, have gotten into a bad habit of using the Force to hand-wave any questionable story decision. During the course of the story, the Force lets characters enter battle trances, deflect starship missiles, create lightning storms in space, lay dormant for centuries, create indestructible records and even transfer a consciousness into a new body. But characters in Dark Empire rack up Force abilities like they’re special skills in a video game. Granted, the Force should be mysterious, and its powers not fully defined. No, KOTOR 2 was ambitious, they say, but ultimately it’s too unfocused and ambivalent to reach quite the same heights as its predecessor.
#Kotor vs kotor 2 gameplay mod#
Not even the most comprehensive fan mod could completely fix its technical problems. Furthermore, KOTOR 2 was a buggy, unfinished game, with a ton of cut content and dangling plot threads. It’s dark, it’s deliberately paced, it’s about morally gray characters, and it ends on an uncertain cliffhanger. Knights of the Old Republic II, the KOTOR-boosters argue, is more like The Empire Strikes Back.

How Disney killed the most interesting thing about Star Wars.

