Some months back I did a
review of the mediocre Dragonball Xenoverse.
To keep things interesting I did so in a new format called Why Do I Enjoy This.
I compared the pros and cons of the game individually instead of giving blanket
opinions. Obviously I enjoyed the upsides more than I disliked the downs. I’m
now returning to that formula, but from the other side. Star Wars: Knights of the Old Republic is agreed by many to be a
fantastic game. It’s heralded as one of the best things to come from popular
company Bioware, one of the best games to come from Star Wars, and some of the
best writing to come from the medium. Knowing all this, I purchased the game on
sale years ago.
I quit playing after a
couple hours.
The game just didn’t grab
me. So life moved on, I played other games, and every so often I would stare
guiltily at the installed but un-played Star Wars game. After a year or two, I
gave the game another shot.
I quit playing after
several hours.
Though I lasted a little
longer, the result was the same. I didn’t enjoy my time with the game. An
indeterminate amount of months passed. A let’s play series I watch by the name
of Spoiler Warning started
playing KotOR, so I decided to give it one more try. This time, I made it past
the infamously long first planet. The game started to open up and become more
enjoyable. I kept playing for some time. Yet slowly but surely, it became a
chore. After months of diminishing returns, I’ve accepted I’m never going to
finish this game. I’ve forced myself to open it up innumerable times, and every
time it just bores me. It’s become work to play and I have way too many other
neglected games.
Only about 70 or 80
hours to go, and then I can start the sequel!
Normally, I prefer to
have beaten a game before talking about it. I want to have all the information.
But even knowing a cool twist that happens late in this game, I can’t muster up
the enthusiasm to continue. I’ve sunk a total of about 30 hours into this game
over multiple saves, and I’ve given it as many chances as I could. Now I want
to dissect it, piece by piece, to figure out why I don’t enjoy it. This game is
critically adored, and I can understand that praise. But I just did not care, and we’re here to find out
why.
But first, let’s talk
about the positives.
+ Writing and Characters
Bioware is known for
having good writing, at least by the standards of video games. In particular
they’re known for having good characters. People say this for a reason, and one
of those reasons is Knights of the Old Republic. Your party members are the
best example, showing off distinct personalities while still having
complexities underneath and character arcs to go through. A fan favorite is
HK-47, a passive-aggressive droid who is perfectly obedient yet unsettlingly
(and amusingly) enthusiastic about bloodshed and organic inferiority. Party
members all have optional dialogue you can engage on your ship, and HK’s are
all black humor about how his former masters died.
These interactions are
great, and even though the other characters aren’t quite as memorable your
party, they can still be fun. The setting also feels fairly fleshed out. Of
course, being Star Wars, the greater setting is already established. However,
the game takes place thousands of years before any of the movies, and uses that
distance to expand upon things and build some lore of its own. The overall plot
is simple, but it works and throws some excellent twists your way later on. The
writing of KotOR isn’t always perfect, due to some issues I’ll get into later,
but it does a lot of things well.
+ Visuals and Sound
The visuals of KotOR are nice.
They present a universe that feels very Star Wars without using actual ships or
structures from the movies. The 2003 game was late enough into 3D that it
wasn’t blocky or awkward. It certainly doesn’t look cutting-edge, but they have
enough stylization in the aesthetics that it still holds up today. There’s a
lot of variety and color in the different planet designs, and though sometimes
corridors can get same-y, overall the game looks good.
Your ship looks very
Star Wars-esque without literally being the Millennium Falcon. Although I must
say as names go, “Ebon Hawk” is a bit on-the-nose.
It’s not perfect, but
KotOR still looks fairly nice.
The soundtrack to KotOR
was done by Jeremy Soule, a man best known for his work on the Elder Scrolls
series. I think he’s a talented composer and I really like the more passive
area themes he does. That being said, if I could slip in a brief personal
opinion: I think his dozens of different combat themes are mostly unmemorable
and sound alike. But this is a positive section, so allow me to share what he
does well.
Taris is the first planet you spend time on in KotOR, and it has a very Star Wars
feel to it. There’s a reserved majesty to the softly vibrating background
strings and lonely leading horn.
Manaan is a pristine, peaceful and carefully neutral city floating atop a planet-wide
ocean. Its theme captures its stark white corridors and sparkling sunset waters
well. Calm and flowing, this is definitely one of my favorites.
The pristine Ahto
City, on Manaan. It looks nice and the aesthetic means you don’t have to put
much in it! Hooray!
Dantooine has music that reminds me a bit of World of Warcraft, though that could just be
the particular sound font of horns. The tinkling opening brings to mind the
start of a new adventure, fitting since this is the world of the Jedi academy.
The rolling plains that make up the rest of the planet are represented well in
the sparse and open sound of the latter half.
- Combat
And so the complaints
begin, not with a trickle, but with a flood: The combat in KotOR sucks.
I considered burying the
lead, gently lowering this point down on a fluffy cloud of qualifying
statements, as is my tendency. But this is something I want to be blunt about.
Whenever I try to say something nice about it I feel like I’m just ticking a
checkbox to appease others. I don’t like this system, and that’s important
because of how much of the game it encompasses. RPGs typically stand on two
legs: The writing and the combat. The story and characters here may be fairly
strong, but the withered stump of a leg that is this combat makes it hard for
the game to stand.
The first and foremost
problem with the combat in KotOR is that it’s based on D&D. Dungeons &
Dragons and similar tabletop roleplaying games have very chance-based combat
systems. Though your stats can help, the results of a battle can vary wildly on
the roll of a die. This works better for these systems because every turn can
take minutes to sort out, and battles as a whole can take upwards of an hour.
On top of that, in these games one person plays the role of a game master,
commanding the opposition and planning the adventure. That means if things turn
out to be unbalanced or exceptionally bad luck comes your way, they can soften
the blow or give you a chance to change things.
“Jim, why aren’t the
goblins aren’t accepting our diplomacy?”
“YOU MURDERED SEVEN ALREADY!” “Oh,
so we should be rolling intimidate.”
Tabletop combat in a
video game inherits all of its downsides with none of its benefits. Video games
automate all calculations and move at positively blazing speed by comparison.
With so many battles playing out in a short time, you are guaranteed to have
luck determine the outcome of a fight before long. In a tabletop setting this
can be an interesting setback that changes the course of a narrative. Here it’s
just a frustrating failure state. Video games are also far more restrictive
than tabletop ones. You can’t ask the DM if you can swing from the chandelier,
break into diplomacy with the blood-thirsty goblins, or other improvised acts.
Everything you can do is set in stone, and boring to boot.
Here is what you do to
win at KotOR character-building and combat. Pick one of the following: melee,
ranged or force powers. Now upgrade a damaging ability, like power attack, to
its fullest capacity. Now spam that ability, spam some type of healing when
you’re about to die, and quicksave before every fight. Congratulations, a
winner is you! Hopefully you chose something involving force powers for the
main character, because like six hours in you’re forced to change your class to
a Jedi whether you like it or not. There are small nuances to the combat you
COULD use, but why would you? Brute-forcing it is easier, the rewards for extra
thought are minimal, and the heavy degree of randomness makes it all feel like
an unsatisfying mess regardless.
The action bar in the
bottom center will give you an idea of the complex tactical genius I whip out
for this game.
The abilities you have
access to are boring and very narrow in potential. Things like extra damage,
passive stat buffs and a bunch of stuns behind saving throws. If you’re
wondering what saving throws are, allow me to explain by way of a parable I
made up just now out of spite:
The Monk and the Monkey
Once upon a time there lived a wise monk who lived alone in the
mountains. He spent his days in solitude but for a pet monkey he kept as
company. One day, the monk received a visitor from a foreign land, begging for
his assistance. The stranger came from a village that was once a year beset by
a terrible beast. The beast cried out in a terrible voice that assaulted the
brain with paralyzing waves. It then descended upon the helpless and disposed
of them at its leisure. The stranger asked the monk for help because he was
world-renowned for his mental fortitude.
The monk agreed to help, and went into complete isolation. The months
before the beast came he spent every day from dawn til dusk in intense
meditation, attempting to strengthen his mind. The week before the beast came
he ventured into town and spent all his savings on artifacts of mental
strength, which he wore about his person. The morning before the beast came he
drank a powerful alchemist’s brew to strengthen his mind against intrusion.
Then the moment arrived, and the monk stood resolute in the center of the
village, monkey at his side, as the beast emerged from the woods.
The beast crawled out from behind the trees, a hideous amalgamation of
pulsating flesh with a gaping maw. It glared at the monk and his pet with a single
baleful, bloodshot eye, and then struck. The monk froze in place and fell to
the ground, completely paralyzed. The monkey shrieked, fear-pooped on the monk’s
face, and ran away.
Perhaps it would have comforted the monk to know, as the nightmare
monster descended upon his shit-stained visage, that he had a 3/4ths chance to
resist the beast whereas the monkey only had 1/4th. Then again, perhaps not.
So quite a few fights end
up as an awful game of “who can stunlock who first”, with the determining
factor not being skill but the roll of a die. And when the roll itself is so
important, why bother spending lots of money and time to increase your chances?
That’s what you have a quicksave button for.
The combat system in
KotOR is difficult to learn yet shallow and unpredictable. In other words, it’s
the opposite of what it should be. Sure, the game is easy enough that you can
muddle through, but it’s not difficulty that’s stopping me here. Fighting in
KotOR feels like a chore I have limited control over, and which goes counter to
all the things I admire in RPG combat. Considering the large portion of the
game this takes up, this is...unfortunate,
to say the least.
This image has no
bearing on anything. I just hit my screenshot key at the PERFECT TIME.
- Out-of-combat Gameplay
I’ve beaten on the combat
so much the horse isn’t just dead, we’ve already scheduled and attended its
wake. So let’s look at the other gameplay on display. You can walk around, talk
to people, and interact with terminals. Talking to people lets you make
choices, but that’s typically limited to getting more information or choosing
one of the games dull, one-dimensional moral splits. More on that later. The
point is that actually changing the course of coming events through dialogue is
rare, and even when it’s possible the speech check is just that: a check. The
game rolls a die and adds your persuasion skill, or has a separate check for
the force persuasion skill. That’s all the input you get. You don’t even see
the result beyond passing or failing. There’s no indication how difficult
certain speech checks are, which is good because they secretly make some of
them literally impossible.
It’s true that plenty of
other games have dialogue as limited as this. But it’s significant here because
I find the combat so deplorable. I’m counting on the story to pick up the
slack, but there’s barely any enjoyable input I have into the “game” part of
this video game. Case in point: hacking. The one other bit of agency you have
as a player, this allows you to use computers for things like scouting future
rooms, dispatching enemies, unlocking doors and reactivating friendly robots. This
is better than nothing, but it’s ultimately just paying a certain amount of
computer spikes for help with combat or opening a door. The rare occasions when
it’s something further are pretty mediocre puzzles, stuff like basic logic
problems.
Here on the deserts of
Tatooine, a sleazy hunter was about to be murdered by malfunctioning droids
sent by his wife. The only way to stop them? Elementary school word problems
solving for X.
- Morality Meter
Being a Star Wars RPG
where you can play a Jedi, it’s only natural that KotOR has a light side/dark
side meter. Performing good deeds will net you light side points and vice
versa. This sets you on the path to one of the games two endings, gives you
short term reactions from NPCs and party members, and lessens the cost of
whatever force powers you’re aligned with. Morality meters were a fairly new
concept when this game came out, so I applaud them for trying something new and
letting your choices actually impact the game. That being said, I don’t think
what they have here is very well implemented.
For one thing, the
objective morality of Star Wars is at odds with the type of story Bioware wants
to write. If you want a detailed setting with rich backstories, political
struggles and interesting moral dilemmas, you can’t have objective good and
evil. Assigning good and evil points to actions shunts every exchange into one
of two categories. Encounters could be a frustrating exercise in assigning
arbitrary morality to complex issues. Alternatively, they can be comically
overblown “build orphanage or murder puppy” affairs. The latter is what
morality systems typically go for, KotOR included.
On top of this, the evil
options are even worse than usual, because they’re all so petty and juvenile. I
want to plot diabolical schemes that grant me power at the expense of others.
What I get to do is shout at people like a child, stamp my feet when I don’t
get my way, and unsuccessfully ask for more money. Evil doesn’t feel like a
path the developers wanted you to take, but rather a bone they threw you. Only
two of your nine companions are evil and only one is neutral. Taking along
companions that don’t agree with your alignment leads to conflict, but it’s less
tense party dynamics and more an earful of whining.
There’s one final problem
with morality meters, and that’s pulling the player out of the experience.
Since being good or evil is tied to practical things like abilities, every
choice you make has those consequences weighing down your decision. It’s hard
to get invested and roleplay when you’re constantly thinking about stats in the
background and your options are limited to Asshole McMurderface or Dutiful
ProtagonistMan. There’s little benefit to the system the way it’s implemented.
It’s a hassle, it’s unsatisfying, and it’s a constant reminder that you’re
playing a video game.
- Nitpicks
The interface in this
game is tiny and irritating to operate. Cycling through skills in combat is done
by pressing miniscule arrows on the top of icons. When you’re reading a journal
in your inventory, it’s from a tiny scroll window in the bottom sixteenth of
the menu, which itself only takes up about one-fourth of the screen. 2003 wasn’t
that long ago. They could’ve done
better at the same cost.
What’s the best way to
read detailed documents and backstory? Why, from a twitter window, of course!
Your companions are the
most interesting characters in the game, but they’re rarely tied to the plot.
They can sometimes offer a single line of dialogue in response to a quest, but
that’s about it. They have conversations on your ship and all of them have some
sort of side quest related to them, but most of their character moments are
divorced from the main plot.
Loot from anything but bosses
or quests is useless. This game only lets you sell items for 1/4th
of their value, so the crummy loot amounts to insultingly little cash. On top
of that, the combat system makes upgrades so incremental and unnecessary that
it’s a drag to bother with any of it.
Oh boy, I can sell
this equipment for a whole 12 CREDITS! Now all I need to do is loot about five
hundred and I can buy a single piece of barely noticeable upgraded equipment.
Why DIET
You’ll enjoy Star Wars:
Knights of the Old Republic if you like...
Good Writing and Characters: The game’s biggest strength. Though
writing is of course subjective, there’s a good amount of effort and thought
put into this story and those who inhabit it.
Star Wars: I don’t claim to be a massive fan, but this game seems
to have gotten the essentials of the setting down really well, while smoothly
integrating its own lore and story.
3rd Edition D&D Combat Injected Directly into a Video Game:
This one is purely conjecture on my part, because I don’t know what it’s like
to have TERRIBLE TASTE.
On the other hand, the
following issues could force your opinion
in the other direction. Eh? Get it? Force? Y’see it’s a joke about Star Wars
because-
Lackluster Combat: With too many issues to summarize in a single phrase,
the fights in KotOR will be unsatisfying for many. If you’re anything like me, they’ll
drive you up a wall.
Morality Meters: Not a fan of being pestered by simplistic
good-to-evil bars? Then this good deed readout will darken your day.
Did I Mention the Combat?: I did? Oh sorry, I forgot.
Rolling Dice: Even outside of combat, every aspect of this game
ties back into random rolls modified by skill checks. If tossing the dice isn’t
your style, enjoying this game will be a gamble.
I Lied About Forgetting the Combat: I totally knew I’d already
mentioned it.
Star Wars: Knights of the
Old Republic is a game many people love. I can see glimmers of greatness
glinting beneath its depths, but I just can’t bring myself to dive back in. The
multitude of issues that needle me during play drag the experience down, and
the combat isn’t so much a needle as a spear through the heart. If you love
this game: That’s great! I’m glad people out there enjoy it and it makes plenty
of sense to me that they do. However, for me, this game will stay locked in a
galaxy far, far away.
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