+22 more See all photos The creaky Republic I only got a few hours in and it's been a delight to revisit this era of Star Wars, but there were definitely a few hiccups along the way. Since I went full baddie on my original playthrough and remember feeling like a corrupted (but cool looking) monster by the end, I decided to be super nice to everyone this time. A typical dialog with someone you've just saved from thugs might have you choose, "Here are some credits to help you out as you escape these criminals," (□) "You're welcome, be free," (neutral) or, "No witnesses, I'll have to kill you." (□) After experiencing the nuanced moral decisions in those series in the years since, KOTOR's options feel delightfully unsophisticated. Your alignment is determined by dialogue choices, a signature Bioware gameplay element that it'd refine further in post-KOTOR games such as Mass Effect and Dragon Age. Like many Star Wars games before and since, you can then bring light and cuddles to the galaxy as a Jedi or make everyone miserable and look increasingly badass by turning to the dark side. You play as a customizable character suffering from amnesia (always a great way to create a blank slate) and ultimately unlock your Force potential.
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