Brilliant Double Entendre: Unlike just about every other
Star Wars game out there,
The Sith Lords is strictly a classic-style RPG. While the action may look fast and furious, the speed of your trigger finger won’t help you much. The battles flow visually in real-time, but are all on a turn-based system where it’s your skills and hit points that decide a battle, not your speed with a mouse and keyboard. If you want to successfully “facilitate communications,” you had better make sure you build your character intelligently. Every time you level up, you get to choose which attributes, skills, feats (special abilities and attributes), and force powers you acquire. You’ll need the right set of skills and powers to successfully “end hostilities.”
That’s not to say The Sith Lords is a carbon copy of its predecessor, certainly not; there are some major changes. As I mentioned before, they’ve removed a few of the more worthless skills from the original and incorporated new ones. It’s unfortunate, however, that the ball seems to have been dropped in regard to the auto level up feature. Perhaps I’m just out of my league, but most of the time it seemed the choices made were odd at best, and crippling at worst.
The most substantial change is in the way you interact with your companions. In the original, you were able to alter your own alignment, but your companions were forever trapped in their roles as light side and dark side. This time around you have greater influence on your comrades. When you interact with them, your choices can increase and decrease your influence over that character and they will respond more to your own alignment. So if you take a thoroughly evil character and succeed in raising your influence over them while gaining light side points, you can turn them back to the light.
One disappointing aspect of the game is the mini-games. Rather than introduce some fresh new things to do, the same three games found in KOTOR are repeated in The Sith Lords: Pazaak, Turret games, and Swoop Racing. To be fair, both Pazaak and Swoop Racing have incorporated a few new aspects, though Swoop Racing seemed rather broken as I would often run directly over a speed back and receive no boost.
So it seems Obsidian played it safe with Star Wars: Knights of the Old Republic II: The Sith Lords, not changing very much from the original and producing what ends up being an expansion pack more than a real sequel. But hey, who can blame them? The original was incredibly fun, and the sequel is just as entertaining as the original. This is a great purchase for anyone, but especially for Star Wars fans.