I’m just your average autistic Star Wars fan who has dedicated way too much thought, time, and money to the series, so I figured I might as well have something to show for it.
Expect reviews of Star Wars comics, games, books (Legends and canon), movies, shows, LEGO sets, and whatever else I end up getting my hands on, along with lore analysis, commentary, and the occasional random Star Wars thought.
I’m currently sitting on an over $3K LEGO Star Wars collection (mostly discontinued sets, with a few modern ones).
Occasionally I’ll branch out into other comics or books (I’ll be reading the Watchmen omnibus soon, so expect that), but generally most of my media content will be thoughts and reviews.
I’m no authority on any of this, but I am pretty well-versed, and I figured it would be fun to cast my opinions into the void and maybe make some friends along the way.
The galaxy’s least qualified holocron archivist thanks you.
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By popular demand, I have started my first playthrough of Star Wars: Knights of the Old Republic II.
As also requested, I'll be doing a Light Side run.
I've decided I should probably focus less on recapping every story beat this time around unless there's enough interest otherwise. I'll throw a poll at the bottom of this post so people can vote on whether they prefer the full story recaps or just my thoughts and opinions.
If enough people want it, I can always go back and cover what happened during the intro area.
Let's start with the characters.
First up is the dashing astromech himself, T3-M4.
THAT'S RIGHT.
HE HAS RETURNED.
My hype is immeasurable.
Dedicated archivists will already know my opinion, but T3 was easily one of my favorite characters in the first game, so seeing his familiar face....or optic sensor....again was a win.
Next is Kreia.
Kreia is an elderly Jedi who immediately decides she wants to mentor us.
This becomes slightly more understandable when it's revealed she's the former master of Darth Sion.
So far, however, most of her dialogue has consisted of vague mystical warnings,
appearing out of nowhere, "trust the Force", and "emotions lead to suffering".
In other words, she's currently hitting most of the stereotypical Jedi beats.
At the moment I find her more mysterious than interesting, but I also don't think I've seen enough of her yet to make a fair judgment.
Then we have Atton Rand.
We meet him in prison, which feels very on-brand because he immediately comes across as KOTOR II's version of "guy who doesn't trust anyone and carries a blaster", just like Carth.
Unlike Carth, though, he leans much harder into the scoundrel archetype.
Specifically, he feels like A New Hope Han Solo.
Calling it now, At some point this man is going to become an unwilling hero. The setup is written all over him.
Right now I like him well enough, but I'm hoping they don't waste his potential the way I felt KOTOR wasted Carth's.
Finally we have the main antagonist so far, Darth Sion.
Immediately, his design is more interesting than any of the major villains from the first game.
He actually looks intimidating.
He looks unique.
He looks like somebody whose presence should matter.
We still don't know much about his motivations beyond his hatred of both Kreia and the Jedi Order, but visually he's already making a much stronger first impression than Malak ever did.
Character-wise, I think there's a lot more potential here than there was at the beginning of KOTOR.
So for the first time in a while, I'm cautiously optimistic.
Now for the gameplay.
The combat system is basically identical.
Except now there's an unequip button.
And somehow even MORE menu scrolling.
This means that on top of occasionally disengaging from combat for no reason, you can now accidentally put your weapon away and start throwing hands.
While the mental image of my character dropping two swords to beat the absolute shit out of someone with a blaster is very funny, it is not an effective combat strategy.
One improvement I do appreciate is that you can now smash locked containers open.
There's a chance you'll break some of the loot inside, but honestly that's a trade I'm willing to make because I physically cannot leave unopened containers behind.
I also had a brief moment of panic when I realized there was a spacewalk section.
The underwater and spacewalk sections in KOTOR 1 were some of the most miserable gameplay I've experienced in Star Wars.
Then my character started speed-waddling across the exterior of the station like an escaped penguin.
I laughed out loud.
So thankfully that particular issue seems to have been fixed.
Unfortunately, the intro area also ends with a shooting gallery minigame.
And good lord.
The aiming sensitivity is absurd.
You have to mash the fire button constantly.
The cursor flies around like it's trying to escape the screen.
It was genuinely one of the most frustrating parts of the opening.
Overall?
Too early to make any major judgments.
But so far I already find the cast more interesting than KOTOR's opening cast, Darth Sion is making a much stronger first impression than Malak ever did, and T3-M4 remains incapable of disappointing me.
I'm Cautiously optimistic, Which is already a better starting position than KOTOR 1 managed.
After far too long, we finally head toward the Star Forge.
As the Ebon Hawk approaches, we lay eyes on a large space station.
The star forge.
A massive fleet surrounds us and begins opening fire as the Hawk starts failing mid-flight.
We barely escape before crashing onto the planet Lehon.
Lehon is a tropical world littered with the wreckage of crashed ships that were not as lucky as us.
The Ebon Hawk is stuck here until we can repair it and figure out what caused the crash in the first place.
As soon as we step outside, we’re attacked by the local inhabitants called the Rakata.
The Rakata are amphibious aliens split into rival tribes who immediately recognize me as Revan.
The tribe we first encounter, called “The One,” accuses Revan of betraying them years ago after promising to share forbidden knowledge kept from them by the rival Rakata Elders.
I explain that I am technically not that guy anymore, which apparently is convincing enough.
They ask me to retrieve the knowledge I once promised them and wipe out the Elders in exchange for helping me.
So naturally I go speak to the Elders first.
The Elders explain that Revan ALSO betrayed them after using their knowledge to get to the Star Forge and then refusing to destroy it.
At this point every civilization in the galaxy apparently has personal beef with Revan specifically.
I tell them I actually do want to destroy the Star Forge, but understandably they’re hesitant to trust me.
Still, they agree to help if I rescue one of their captured scouts from The One.
So I backtrack across the planet fighting approximately twelve million Rakata and several Rancors.
Eventually I rescue the scout, kill the leader of The One, and return to the Elders.
The Elders agree to perform a ritual allowing me access to the ancient temple protecting the Star Forge.
There is one condition.
I must enter alone.
Which I agreed with, knowing the temple is supposedly filled with Sith acolytes and ancient dangers.
Then the game immediately undermines this.
As I dismiss my companions and begin the ritual, Jolee and Juhani suddenly interrupt and insist on accompanying me.
The Rakata priest repeatedly explains that only one person may enter.
I repeatedly tell them please just stay behind.
They refuse.
Eventually the game forces me to persuade the Rakata to break his own sacred traditions because apparently “going alone” was never actually an option.
This annoyed me more than it probably should have because the game spends several minutes establishing rules and how deeply tradition matters to these priests and then makes you betray their trust regardless.
Anyway.
We enter the temple.
And honestly?
It’s mostly just another hallway filled with Dark Jedi.
A few weak enemies.
One very simple puzzle.
A staircase to the roof.
That’s basically it.
At the top we finally encounter Bastila.
Now dressed in black robes with a red double-bladed lightsaber, she announces she’s evil now and that I’m apparently a puppet of the Jedi.
Then she leaves.
Now sidenote:
this actually created a weird lore issue in my brain.
Her lightsaber later returns to yellow, implying she either swapped crystals or simply used another saber entirely.
Which is strange because modern Star Wars lore places heavy emphasis on Kyber crystals bonding specifically to their wielder through the Force.
Bleeding a crystal red is supposed to be an extremely deliberate and painful corruption process.
So Bastila apparently either borrowed someone else’s Sith saber for aesthetics or temporarily swapped out her crystals to aura farm.
I’m aware KOTOR lets Revan swap crystals constantly for gameplay reasons, but I always interpreted that as game mechanics instead of literal canon behavior.
Anyway.
Back to the plot.
We disable the planetary disruption field, repair the Ebon Hawk, and reunite with the Republic fleet above the planet.
The Republic is currently losing badly because Bastila’s Battle Meditation is empowering the Sith fleet.
And unfortunately Battle Meditation continues to be one of the vaguest Force powers imaginable.
The explanation basically amounts to:
“she concentrates really hard and whoever she likes starts winning”
The Republic decides the solution is to send us directly into the Star Forge itself
The Star Forge is YET ANOTHER hallway with enemies.
walk forward
fight Sith
walk forward
fight droids
walk forward
fight more Sith
for an extremely long amount of time.
Eventually we confront Bastila again.
She talks about how much stronger she’s become, immediately loses the fight, and then suddenly both she and Revan start talking about how much they’ve always loved each other.
Which felt incredibly unearned.
Their romance never mattered throughout the story and then suddenly becomes emotionally central during the last ten minutes.
Still, Bastila turns back to the light side and redirects her Battle Meditation toward the Republic fleet, allowing them to start winning the battle.
We continue deeper into the Star Forge until finally confronting Malak.
Who, for some reason, has several captive Jedi floating around the room that he somehow recovered from Dantooine despite actively bombing the planet from orbit earlier in the game.
I should've stopped questioning the logic hours ago.
During the fight Malak repeatedly drains life energy from the captive Jedi whenever he gets weak.
I later learned you can actually destroy the captive Jedi beforehand to prevent him from healing.
Meaning I accidentally fought the hardest possible version of Malak completely unintentionally.
Still beat him though.
The Republic wins.
The Sith lose.
There’s an award ceremony.
Everyone claps.
Credits roll.
And honestly?
The ending kind of confirmed most of the issues I’d already been having with the story.
Revan’s redemption feels unearned because it wasn’t truly their choice.
Bastila and Revan’s romance barely exists until the ending suddenly insists it matters deeply.
Malak never evolves beyond generic evil Sith man yelling about power.
Maybe I’m spoiled.
I got to experience newer Star Wars games like Jedi: Fallen Order and Outlaws near release, and those games did a much better job pulling me into their characters and relationships.
There were believable friendships.
Conflicting motivations.
Good people making bad decisions.
Villains with actual depth beyond “I am evil.”
KOTOR, by comparison, often feels emotionally underdeveloped despite its massive reputation.
That said, I DID enjoy parts of it.
The droids were consistently great.
Korriban was genuinely interesting.
But overall the game was dragged down for me by tedious combat, frustrating controls, shallow characterization, and a story that rarely felt as deep as it thought it was.
Continuing our ongoing first playthrough of Star Wars: Knights of the Old Republic, we finally arrive on Korriban, the desolate Sith homeworld containing exactly one settlement, one academy,
and a metric shit ton of dark side energy.
Immediately upon landing we discover that Czerka Corporation has apparently been working with the Sith the entire time.
The authoritarian right-wing militant regime aligned with the hyper-capitalist slavers.
Shocking.
Absolutely nobody could have predicted this alliance between evil corporations and fascists.
The Czerka workers mention the collapse of their Kashyyyk operation and openly discuss whether continuing Wookiee slavery is still profitable enough to justify the losses.
So I’m glad helping overthrow the corporation there actually mattered beyond morality points.
We enter the settlement of Dreshdae where everyone immediately recognizes the Ebon Hawk.
Apparently this ship gets passed around the galaxy like your mom (haha), meaning whoever currently owns it gets treated like a celebrity.
Conveniently, this benefits me.
We eventually meet the Sith named Yuthura Ban, who informs us we need a token from a registered Sith student in order to access the surrounding ruins where the Star Map may be hidden.
She refuses to help us acquire one.
Fortunately, a group of Sith hopefuls nearby are currently murdering random civilians for fun in order to prove themselves worthy of the academy.
You know.
Normal KOTOR Sith behavior. They'll fit right in among Malak and Bandon.
So I kill them and take their tokens instead.
Yuthura then escorts us into the Sith Academy where we meet the academy master, Uthar Wynn.
Uthar explains that in order to impress him we must either manipulate, betray, or kill people, retrieve ancient Sith relics.
Very normal educational environment.
Before entering the tombs, Yuthura secretly approaches me and reveals she wants to overthrow Uthar during the final trial.
Apparently she believes she’s been overlooked for advancement despite being one of the academy’s strongest members.
Her plan is simple.
We both enter the final tomb alone with him.
We kill him.
She's suddenly the headmistress now.
Honestly this is probably the most functional climbing of the corporate ladder I've seen.
I agree to help her and head into the tombs.
And honestly?
This was probably my favorite section of the entire game.
The Korriban tombs are the first time the game really made me feel like I was exploring ancient history instead of just moving between combat arenas.
The atmosphere is genuinely pretty decent.
Ancient traps.
Buried Sith Masters.
Half-forgotten artifacts.
Old stories hidden inside ruins.
Environmental story telling.
THIS is the kind of stuff I wanted from an Old Republic game.
I would absolutely play an entire spin-off game about exploring ancient Sith tombs and off world temples as some non-force adept archaeologist.
Honestly, give me a Tomb Raider style game starring Doctor Aphra immediately.
I will say though, the planet has an aggressively “Egyptian planet” aesthetic in the funniest possible early-2000s sci-fi way.
KOTOR really did:
water planet
city planet
forest planet
Egypt planet
Which is weirdly common in older sci-fi games.
We already had:
Manaan = water planet
Taris = city planet
Kashyyyk = forest planet
and now Korriban = evil Egypt planet
This is not even specifically a KOTOR criticism.
I just think it’s hysterical that “Egypt planet” was once considered an essential worldbuilding category.
Eventually we gather far more Sith artifacts than necessary and return to Uthar, who finally grants us access to the final tomb.
The main obstacle inside is a massive pool of acid blocking the path forward.
To solve this I head left and encounter…
a Tower of Hanoi puzzle.
For those unfamiliar, it’s the puzzle where you move stacked rings between poles without placing larger rings on smaller ones.
In other words, the Sith apparently protected their darkest secrets with a children’s daycare activity.
Now luckily I’ve done this puzzle before so it wasn’t difficult.
It was just incredibly funny.
Especially because after solving it, the reward was basically nothing.
On the opposite side of the tomb I instead encounter two massive Terentateks.
Since the game forces me to enter the tomb alone, this fight was slightly harder than usual.
Unfortunately “slightly harder” in KOTOR still mostly means:
pause
heal
spam abilities
repeat
After killing them, I obtain two ancient Sith relics:
a fire grenade
and an ice grenade
Which raises a lot of questions about ancient Sith technology.
Mostly
why are grenades sitting in thousand-year-old tombs.
I throw the ice grenade into the acid pool, freezing it solid and allowing me to cross.
Beyond it waits my initiation gift
a Sith lightsaber.
I return to the entrance where Yuthura finally turns on Uthar and announces her betrayal.
At which point I immediately betray BOTH of them.
They call me a fool for trying to fight them simultaneously.
Then they both die almost immediately.
Which is admittedly disappointing because the game spent a long time building this confrontation up only for it to end like every other boss fight:
very quickly.
Still, Korriban was easily my favorite planet overall.
The lore was stronger.
The puzzles were more engaging.
The choices felt more impactful.
I even managed to convince several Sith students to abandon the dark side entirely, which made my actions feel more meaningful than:
“kill thing because quest marker said so.”
Ignoring my continued issues with the combat and movement systems, this is the first section of the game where I genuinely understood the potential of the Old Republic era.
There’s something really compelling about digging through forgotten tombs and piecing together the lives of ancient Sith Lords, smugglers, and fallen empires.
Honestly it’s funny seeing one of these posts end on such a positive note for once.
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Continuing the KOTOR review, the Ebon Hawk sets course for the next planet, but we’re suddenly caught in a tractor beam.
A Sith capital ship called The Leviathan has us completely dead to rights, and the game gives me a choice of who stays behind to rescue the crew after capture.
For plot reasons, apparently only ONE person can do this.
Naturally, I choose T3-M4 because he's small, fast, good at hacking, and already the most competent member of this team
Meanwhile Bastilla, Carth, and I are dragged before Saul Karath, Carth’s former mentor during the Mandalorian Wars.
Saul interrogates me while threatening to shock Bastilla every time I refuse to answer honestly.
Now despite the game giving me almost no reason to actually like Bastilla so far, I feel bad but still refuse to cooperate because we do not negotiate with terrorists.
During the interrogation Saul casually reveals that Malak destroyed the Jedi Enclave on Dantooine.
I immediately become skeptical.
Bastilla tells me to trust him despite saying that massive loss of life should create a disturbance in the Force.
Which feels odd considering in Star Wars: Episode III, Revenge of the Sith, Yoda senses individual Jedi dying across the galaxy during Order 66.
You would THINK an entire Jedi enclave being vaporized would produce a similar reaction.
Instead the game points out it's own plot hole, shrugs, and moves on.
Saul informs us Malak is on his way, but says it’ll take some time before he arrives.
Cut to T3-M4.
A fellow droid attempts to hack him, which T3 responds to by essentially cyberbullying it until it explodes via malware.
T3 zips through the Leviathan opening security doors and freeing the crew while proving once again that the droids are better than the meatbags. (Thanks to HK-47 for the anti-human slur)
After regrouping, Bastilla, Carth, and I make our way toward the bridge in order to unlock the hangar doors.
Unfortunately the final door is locked.
Which requires a detour.
Which requires a spacewalk.
Meaning the return of the painfully slow environmental movement sections from Manaan.
Now unlike Manaan, this section contributes ABSOLUTELY NOTHING.
There are:
>no enemies
>no puzzles
>no hazards
>no meaningful dialogue
It is literally just slowly walking in a straight line through space because apparently the developers thought:
“You know what this section needs?
Less momentum.”
Regardless, we eventually reach the bridge where Saul Karath waits with several Sith troopers and Dark Jedi.
Saul taunts Carth a bit before combat starts.
And honestly?
This is the first fight in the entire game that gave me any actual trouble.
Bastilla died almost immediately.
Carth got reduced to roughly half health.
But then I discovered Advanced Lightsaber Throw, which turns the fight from fair to trivial.
Saul eventually falls, but before dying he whispers something to Carth that sends him into an immediate rage.
Carth starts cursing out Bastilla and the Jedi Council, accusing them of hiding the truth from us the entire time.
Naturally my character asks:
“What truth?”
To which Bastilla responds:
“I’ll explain later.”
Which is the narrative equivalent of putting a blanket over something and yelling “DON’T LOOK AT THAT YET.”
We unlock the hangar and attempt to escape.
Then Malak shows up.
And finally reveals the big secret:
the player character is actually Darth Revan.
Now honestly, if you’ve been paying even the slightest amount of attention, this reveal is about as shocking as discovering the suspicious amnesiac Force prodigy personally connected to Revan’s disappearance might secretly be Revan.
The game then immediately drains all remaining subtlety out of the moment by replaying EVERY previous hint in a montage like it’s worried the audience got distracted jingling keys in front of their own face.
Then it somehow gets EVEN LESS subtle by showing Revan removing his mask in a flashback and revealing:
surprise.
It was me the whole time.
The four of us then proceed to have a surprisingly calm and cordial conversation about the fact that I used to be one of the most feared Sith Lords in the galaxy.
Honestly everyone handles this information WAY too well.
Unfortunately the reunion is interrupted when Malak freezes Bastilla and Carth in place before attacking me directly.
I get him to half health almost immediately, at which point he runs away.
Which makes him feel even MORE like a sad excuse for a Darth Vader cosplayer.
I chase him through another set of corridors, beat him up AGAIN, and then Bastilla suddenly intervenes and tells us to flee while she holds him off.
For some reason, my character actually listens to this instead of helping her finish off the primary antagonist while he’s weakened.
So Carth and I leave Bastilla behind and escape aboard the Ebon Hawk.
After returning to the ship, I explain to the crew that I am apparently Darth Revan.
And honestly?
Everyone takes this information shockingly well.
Like I’m pretty sure if my friend suddenly revealed they used to be space Hitler I’d have at least a FEW follow-up questions.
Now here’s my issue with this whole sequence:
Bastilla sacrifices herself for the Star Forge, but the game still hasn’t properly explained what the Star Forge actually IS, what it DOES, or why it matters beyond:
“Go find it.”
So the emotional weight doesn’t really land for me because the stakes still feel weirdly vague this far into the story.
Why are we prioritizing finding the final Star Map over killing Malak when we literally had the opportunity?
Why is Bastilla sacrificing herself for something we barely understand?
The game keeps trying to build urgency without fully explaining why I should feel urgent.
And that kind of summarizes my feelings on the story overall.
It constantly tries to be subtle before immediately explaining itself five more times.
It hints at mysteries and then panics that the audience might not understand them.
The pacing feels bloated, the combat still feels tedious, and despite the “big reveal,” I still don’t feel particularly emotionally attached to most of the cast or invested in the larger conflict.
Continuing our ongoing first playthrough of Star Wars: Knights of the Old Republic, we arrive on the ocean planet of Manaan.
Immediately it’s clear there’s a diplomatic dilemma going on.
We run into Republic and Sith representatives arguing in public, where the Republic agent explains that the Selkath, a species of catfish-people, maintain strict neutrality in the ongoing war.
This is because they control the entire galaxy’s supply of Kolto, the most potent healing substance currently known.
Meaning both the Sith and Republic are forced to play nice or risk losing access to the space Tylenol.
A lot of Manaan revolves around a winding side questline, which ive avoided talking about up to this point, so I’m mostly sticking to the main story content here.
I head to the Republic embassy, where they immediately tell me they may help locate the Star Map…
but first I have to do something for them.
Shocking.
Apparently the Sith intercepted a Republic submersible droid and they need its data recovered quickly.
They hand me a lead on an access card for the Sith embassy, which requires completing a “security puzzle” that amounts to doing basic math.
As a former chemistry major, this ancient Sith encryption technology was unfortunately no match for basic addition and multiplication.
I infiltrate the Sith base, fight my way through a handful of guards, and eventually discover several slaughtered Selkath.
I retrieve a token from one of the bodies and move into the next room, where surviving Selkath reveal the Sith have been secretly training young Selkath in the ways of the Force in order to infiltrate the government through political puppets.
The Selkath don’t fully understand they’re being manipulated until I hand over the token and a datapad from the Sith master literally explaining the entire evil plan in writing
Very convenient that they just had their secret plans lying around.
I retrieve the Republic droid data and leave the base.
Only to immediately get arrested.
Apparently entering the Sith embassy and leaving behind a hallway full of corpses violated local law.
I’m brought before the Selkath court and decide to represent myself.
I explain the Sith grooming operation, present the evidence, and the judges immediately acquit me of all charges.
Upon my arrival back at the embassy, the Republic ambassador thanks me for returning the data and then immediately reveals the Republic has secretly violated the neutrality treaty by operating an illegal underwater mining facility.
Communication with the facility was lost after workers uncovered ancient ruins beneath the ocean floor.
Multiple rescue teams were sent afterward.
None returned.
Naturally this now becomes my problem.
The Republic loans us a submarine, and I bring:
T3-M4 for hacking and Jolee Bindo to spam force heal while I take care of the actual fighting.
We descend to the facility and discover a surviving mercenary explaining that the Selkath workers suddenly became feral and started killing non-Selkath personnel.
Eventually I locate an environmental suit allowing me to travel across the ocean floor.
And this is where the game became psychologically damaging.
Movement underwater is ATROCIOUS.
In a game where movement already feels like briskly jogging through knee high snow, the underwater sections somehow reduce it further into a halfhearted shuffle.
Turning interrupts causes you to completely stop.
Everything is absurdly far apart.
The environment is almost entirely empty.
You slowly trudge through the ocean while periodically getting attacked by Firaxa, giant shark-like creatures that are immediately defeated by a sonic pulse from your suit.
They aren’t dangerous.
They are merely another inconvenience.
But eventually enough mild inconveniences stack together into one major inconvenience.
After approximately twelve centuries of underwater walking, I encounter surviving scientists who explain that a giant Firaxa has been attacking the mining rig and is likely the reason the Selkath became aggressive.
I’m given two choices. Either poison the giant creature, or destroy the mining infrastructure.
I choose to destroy the rig.
Mostly because at this point the mining operation had annoyed me enough that I was emotionally siding with the fish monster.
I complete the environmental puzzle, blow up the injector, and the massive Firaxa peacefully allows me to pass deeper into the ruins.
Beyond it lies the Star Map.
Upon leaving, we’re confronted by Darth Bandon, or as I continue to call him internally, Mr. Brandon.
Do not ask how this man got here.
We are at the bottom of the ocean.
There is one submarine docking bay.
Only our submarine is there.
On second thought, maybe he got dropped off and then they left like a mom leaving their kid for a sleep over.
My character dramatically recognizes him from the tutorial section where he killed a Republic soldier.
I, meanwhile, genuinely did not remember he that was him.
He looks so aggressively generic that I didn't commit him to memory.
He and his two lackeys immediately die in yet another extremely easy boss fight.
We return to the surface where I am once AGAIN arrested by the Selkath because apparently every major event on this planet somehow becomes a courtroom tv show.
I explain that I destroyed the mining rig in order to save the giant Firaxa.
The judges suddenly become extremely interested upon learning the creature may be the ancient progenitor of their species.
They acquit me, once again.
As a certain space fascist once said:
“I love democracy.”
We return to the Ebon Hawk and prepare for the next planet.
At this point in the game, the amount of tedious busywork is really starting to wear on me.
Even something as simple as a fast travel system would massively improve the experience because Manaan involved so much slow backtracking that I started feeling like I was being punished.
The characterization also continues to disappoint me.
Darth Bandon showed up, killed some random people, appeared again, instantly died, and now his storyline is over.
Meanwhile Jolee Bindo’s characterization so far has mostly been:
I am old.
I am intentionally abrasive.
this reminds me of another story from my past.
Which makes him feel less like a person and more like a recurring cutaway gag from Family Guy.
Continuing our ongoing first playthrough of Star Wars: Knights of the Old Republic, I just progressed to the point of picking up the Star Map located on Kashyyyk, the Wookiee homeworld.
Our latest and final addition to the gang is:
>Jolee Bindo, a human Jedi who is deeply jaded and disconnected from the Order
We land the Ebon Hawk on Kashyyyk, where I decide to bring Zaalbar along since he’s local.
He immediately informs me this may be a bad idea because he was exiled from his village after accusing his brother, Chuundar, of selling fellow Wookiees into slavery.
As it turns out:
he was completely right.
Specifically, Chuundar had been selling Wookiees to the already cartoonishly evil Czerka Corporation.
Czerka has apparently settled on Kashyyyk and allowed shareholders to rename the entire planet “Edean,” which is again heavy handed late stage capitalism.
I speak with the head of operations, who immediately chastises me for not keeping my “pet” on a leash.
I inform him that Zaalbar is an equal.
Then we leave before I end up reducing the shareholder value.
On our way out, we discover more Czerka employees covering up the murder of a Wookiee slave who they referred to as “corporate property.”
So naturally we kill them.
Listen.
If your organization openly practices slavery and refers to sapient beings as inventory, I feel like the moral high ground disappears very quickly.
We continue to the Wookiee village, where we discover Chuundar has usurped control after selling his own father, Freyyr, into slavery.
He agrees to let us use the elevator leading to the Shadowlands, where the Star Map is located, but only if we leave Zaalbar behind and deal with another “mad-claw” roaming the forest floor.
The Shadowlands are the lower levels of Kashyyyk, where sunlight barely reaches and everything is trying to kill you.
On the way down we meet Jolee Bindo, who is a grumpy old man with disapproval of the jedi order.
He tells us we won’t be able to go deeper in the forest without his assistance, but refuses to help until we deal with another group of Czerka hunters trying to drive the local wildlife to extinction.
We happily oblige.
Rather than killing them outright, we convince the underpaid workers to shut off the sonic emitters keeping predators away.
The local wildlife then immediately begins hunting the corporate expedition.
Nature is healing.
Jolee joins the party and we continue deeper into the Shadowlands until we finally locate the Star Map.
It’s guarded by an ancient droid who decides I’m “unworthy” and sends several combat droids after me.
After dismantling his security, he changes his mind and allows me access to the map.
We eventually encounter the “mad-claw” haunting the Shadowlands, only to discover it’s actually Freyyr, Zaalbar’s father and the former Wookiee chieftain.
He explains that he regrets exiling Zaalbar and only believed Chuundar because Chuundar was the eldest son.
Freyyr explains that if we retrieve the Blade of Bacca, an ancient Wookiee relic embedded in the back of a Terentatek, he can reclaim his position as chieftain.
We go fight the Terentatek, in what turns out to be another disappointing boss fight.
We retrieve the blade and return to the village, where Chuundar predictably loses his mind and attacks us alongside the Czerka guards he surrounded himself with.
Zaalbar ultimately sides against his brother after briefly wavering because Chuundar is charismatic enough to make slavery sound “practical.”
Not gonna lie, I did NOT enjoy hearing one of my companions almost get talked into pro-slavery rhetoric.
Chuundar dies, Freyyr retakes his place as chieftain, and the Wookiees immediately begin overthrowing the Czerka occupation.
As we leave for the Ebon Hawk, we pass Wookiees openly attacking the corporation throughout the settlement.
So naturally we help.
No slaves.
No masters.
As we set course for the next planet, we get a scene where Darth Malak introduces his “secret weapon”:
Darth Bandon.
I’m sorry but “Darth Bandon” just sounds like a guy named Brandon, which is quite possibly the least intimidating name.
He enters the room, unnecessarily kills a few random people just in case you didn't know he was evil, and leaves.
The scene clearly wants me to think:
“Oh man this guy is dangerous and a loose cannon.”
Instead I just sat there thinking:
“okay.”
And honestly that summarizes a lot of my feelings about the story so far.
The writing has been surprisingly shallow in a lot of places.
The villains are mostly evil because they’re evil.
The heroes are mostly good because they’re good.
Whenever the game wants to make something morally wrong, it usually handles it with all the subtlety of someone throwing a brick through your window with “THIS IS BAD.” written on it.
I’m struggling to get attached to most of the cast outside of the droids, which is apparently revealing uncomfortable truths about how much I like silly little robots.
And at this point in the story, I still don’t really feel a strong sense of urgency or emotional investment.
The fights are usually easy but tedious, the antagonists feel underdeveloped, and the victories themselves rarely feel satisfying because combat feels more like a chore than overcoming actual danger.
At this point I’ve progressed through Dantooine and Tatooine, finding the first two fragments of the mysterious map leading to the Star Forge.
The new members of the gang are:
HK-47, a “normal protocol droid” (assassin droid)
and
Juhani, a Jedi who briefly fell to the dark side before renouncing it
I REALLY like HK-47 so far. He reminds me a lot of 0-0-0 from the Star Wars: Doctor Aphra comics, who is basically a protocol droid rewired into a torture robot.
I land the Ebon Hawk on Dantooine at Bastila’s request in order to meet with the Jedi Council.
Starting from this point, Bastila suddenly becomes a completely different person. She’s no longer emotional and spiteful, but instead acts like someone who puts WAY too much importance on being a Jedi. Thankfully, this somehow makes her more bearable.
She leads us before the council, who immediately sense a strong Force presence within me. Bastila acts like she sensed it too despite very obviously not doing that earlier, presumably to save face in front of the council.
The council is cautious, but decides that because of the current war they’re willing to train an adult who hasn’t been conditioned since childhood, so long as I complete the Padawan trials.
These “trials” consisted of:
>a memory game
>building my first lightsaber
>and being told to go investigate the source of dark side energy in the ancient grove
I head into the grove alongside Bastila and Canderous, where we find a pale Cathar woman named Juhani meditating on some rocks.
She explains that she accidentally killed her master during training, panicked, embraced the dark side for power, and fled into exile.
We defeat her very easily, which immediately causes her to realize:
“wait maybe evil DOESN’T automatically make me stronger”
We convince her to return to the council and explain herself honestly.
Now, the issue here is that the Jedi Council we see during the prequels would ABSOLUTELY not forgive her. They would’ve dispatched a Jedi hit squad before she finished her apology. This is one of the more interesting flaws of the Jedi Order that characters like Qui-Gon Jinn are meant to challenge morally.
Luckily for Juhani, she’s dealing with the Dantooine Council instead, who seem significantly less corrupt and dogmatic.
Or so I thought.
Because they immediately reveal that Juhani DIDN’T kill her master. Her master only pretended to die in order to see whether Juhani would fall to the dark side.
So maybe scratch that “less corrupt” thing.
They psychologically traumatized this woman as a social experiment.
Later, Bastila and I share a vision of Darth Malak and Darth Revan discovering an ancient ruin on Dantooine.
The council explains that Bastila and I are linked through the Force and need to work together if we want any chance of defeating Malak.
We enter the ruins and meet an ancient robot who explains that “The Builders” created the “Star Forge,” while refusing to elaborate on either of those terms whatsoever.
He essentially said the equivalent of "some guys built a thing"
We eventually uncover a damaged star map containing several planets, and decide to investigate Tatooine next.
Juhani joins the crew, thankfully, because I genuinely felt bad leaving her alone with the people who psychologically damaged her for research purposes.
We arrive on Tatooine in the corporate-owned settlement of Anchorhead, where we’re informed we legally require a permit just to leave town.
Peak capitalism.
While searching for the Czerka Corporation office, we stumble into a droid shop where a merchant offers us a “completely normal” protocol droid.
The droid immediately begs us to buy him while VERY insistently clarifying that he is DEFINITELY NOT an assassin droid because assassin droids are highly illegal.
Naturally, we purchase HK-47.
The merchant also explains that HK speaks the language of the Tusken Raiders, which becomes relevant almost immediately when Czerka offers us a permit in exchange for committing genocide against a local Tusken tribe.
We agree.
Lying, obviously.
Outside the city we discover miners pinned down by Tuskens near a sandcrawler. We fight them off and loot their clothes.
This is relevant later.
I am aware this sounds concerning.
Further into the desert we discover the Tusken settlement and disguise ourselves using the stolen robes in order to speak with the tribe’s chief.
It turns out the Tuskens have been attacking miners because the mining operations are actively drilling through their homes and destroying their land.
Typical capitalist behavior to blame an indigenous group for their own genocide.
The chief explains that all he really wants are moisture vaporators so his tribe can relocate deeper into the desert away from the miners.
So naturally we run all the way back to Anchorhead, buy the vaporators, and jog briskly all the way back through the gigantic empty desert.
The chief is genuinely shocked we helped him at all, explaining that most outsiders only ever try to kill his people.
He rewards us with information about the next Star Map location, warning us that it’s guarded by a Krayt Dragon.
He also gifts us his Gaffi Stick before sending us on our way.
At the cave entrance we meet a Twi’lek with the last name Fortuna, who explains that he rigged the cave with explosives and only needs us to lure Banthas to the entrance.
While doing this we get attacked by more Tuskens, who apparently view Banthas as sacred animals, continuing the very unsubtle parallels between Tusken culture and indigenous peoples.
Eventually we lure the Banthas over and the Krayt Dragon emerges.
And when I tell you this is the WORST Krayt Dragon design I’ve ever seen, I mean it.
Modern Krayt Dragons are these massive eldritch sand leviathans that swim beneath the dunes hunting through vibrations in the earth.
This thing looks like a monitor lizard that just smoked a blunt and now has the Bantha-Munchies.
Fortuna immediately detonates the explosives and kills it almost instantly, which feels incredibly underwhelming for a creature whose hide is supposedly resistant to lightsabers and blaster fire.
Inside the cave we retrieve the second Star Map fragment, only to get ambushed on the way out by bounty hunters led by the supposedly dead Calo Nord.
I kill him again.
This time I also loot his clothes (yes, again, I'm sorry) just to make absolutely certain that if he somehow comes back AGAIN, he’ll at least have to do it half naked.
We return to Czerka and present the chief’s Gaffi Stick as “proof” the tribe has been wiped out, successfully avoiding helping a corporation eradicate an entire culture.
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Continuing my first playthrough of Star Wars: Knights of the Old Republic.
(added a split bc it's crazy long my bad)
I’ve now stolen the Ebon Hawk from the surprisingly Italian-sounding crime lord Davik Kang. Genuinely, this man talks like a Chicago mobster. Every time he opened his mouth I expected him to say “You come to me... on the day of my daughter's wedding...”
The gang has now expanded to include:
>Bastila Shan, Jedi prodigy and professional whiner
>T3-M4, an Astromech who is the greatest thing in the galaxy
>and Canderous Ordo, who currently has the personality depth of a filled in swimming pool
Unfortunately, getting here was not smooth.
I somehow managed to progress past THREE scripted sequences without triggering any of them. I ended up in the sewers before even meeting Mission Vao, meaning I literally could not rescue Zaalbar because the game forgot to introduce me to half the plot.
So naturally I had to reload an old save and lose multiple hours of progress.
Then I accidentally talked to the wrong NPC first. Because I had already explored so much, I’d found the items he needed beforehand, which caused an entire camp to relocate before I finished their main questline. Once again: reload save.
Then came my favorite bug.
There’s a scene where a man is being mauled by a rakghoul while trapped behind a gate. Since I’m trying to do a Light Side run, I heroically chose to lower the gate and save him.
The cutscene plays dramatically. Carth and my character rush forward to protect the innocent civilian.
And then…
nothing happens.
Everyone just stands there breathing heavily while the civilian politely waits for death to arrive.
I reload the save. Same thing.
I reload AGAIN. Same thing.
Finally I choose the Dark Side option and leave the gate closed so the man gets violently ripped apart in front of his friends.
THAT cutscene works perfectly.
The game apparently decided this random man needed to die or else I could not progress
After finally getting through the sewers and rescuing Zaalbar, Carth starts opening up about the Mandalorian War. During this conversation he says the war ended five years ago.
The VERY NEXT loading screen says it ended four years ago.
So either Carth forgot one full year of his own military trauma, or the narrator is lying to me.
We later infiltrate the Black Vulkar base to secure a better accelerator for our swoop bike, allowing us to enter the race to win Bastila back from the gang.
I somehow won on my first try, which triggered a vision of Bastila confronting the Sith Lord Darth Revan.
What’s funny is that her dialogue in this scene is delivered with absolutely zero energy. She’s confronting a genocidal dark lord and sounds like she’s mildly suggesting someone not wear shoes in the house in all lowercase like “stop it revan”.
Meanwhile the music and visuals are acting like this is supposed to be the most dramatic moment in galactic history.
Afterward, Bastila tells me I might be Force sensitive because I’ve been having visions. Which immediately became confusing later when some random Sith officer instantly senses the Force in me with no problem.
So apparently this highly trained Jedi prodigy is less perceptive than unnamed Sith General 2.
Eventually we meet back up with Canderous, who offers to help us steal Davik’s ship, gives us a droid, and explains how to escape the Sith blockade for basically no reason whatsoever.
Even Carth, whose primary personality trait is distrust, has no problem with this.
We then head to the droid shop, where I threaten the life of a minimum wage employee because I can’t afford the droid otherwise.
And this is where we recruit the BEST character in the game, T3-M4.
I think it says a lot that my favorite companion so far is the one incapable of speaking Galactic Basic. The writers physically cannot make him annoying because his dialogue consists entirely of beeps and whistles.
And honestly?
Hell yeah little man.
T3 helps us infiltrate the Sith base, where we slowly fight our way to the top floor and steal the launch codes needed to escape Taris.
Around this point we also meet Darth Malak, who currently feels like mom saying we have Darth Vader at home.
They’re clearly trying to invoke Vader’s presence, but Malak lacks the same intimidation factor. Vader would casually murder someone for questioning him. Malak just vaguely threatens to maybe kill his admiral, and then allows the guy who actively is showing he would question his orders to hold a high position of power. This is exactly why Vader is so feared. Anyone who questions him is cutdown and replaced immediately without hesitation.
He eventually orders the bombardment of the entire planet because he’s impatient searching for Bastila, which feels less terrifying, and more like a child throwing a Scrabble board because they're losing. He simply feels like he's evil for the sake of being evil.
Eventually Canderous brings us to Davik’s estate, where Davik tells us not to leave our room or his guards will kill us on sight.
We immediately leave the room.
Naturally this results in us accidentally walking in on a guy trying to hook up with an alien masseuse before we finally locate the Ebon Hawk.
Davik and his bounty hunter Calo Nord confront us at the ship, but the fight ends almost instantly when the Sith bombardment collapses the ceiling onto them.
Honestly? Kind of underwhelming for what felt like it was supposed to be a major showdown. They spent the whole game thusfar telling us how crossing this guy is a fate worse than death.
Now for my biggest issue with the game so far:
the combat.
The best way I can describe it is “asynchronous turn-based combat,” which is a nerdier way of saying it somehow manages to feel both tedious AND mind-numbingly boring at the same time.
You click attack. Your character jogs over and auto-fights somebody. Except half the time your attacks miss for reasons unknown.
If you accidentally click something wrong during combat, your character may suddenly stop fighting entirely and just stand there getting beaten to death while you desperately try to make them remember how to punch someone again.
Special attacks require menu scrolling. Healing requires menu scrolling. Everything pauses your attacks. Half the difficulty comes from fighting the controls instead of the enemies.
The combat somehow creates the illusion of active gameplay while letting the AI handle everything.
And unfortunately, because combat makes up such a massive percentage of the game, that issue keeps dragging the experience down for me.
Continuing my ongoing review of my first playthrough of Star Wars: Knights of the Old Republic.
I just got to the undercity of Taris after exploring the surface and lower levels for a bit. I’ve yet to play the card game, Pazaak, which is going to have a high bar to clear because I LOVE Kessel Sabacc from Star Wars Outlaws. I love it so much that I’m genuinely considering buying a real set of the cards/shift tokens/dice.
Let’s start with the good so people don’t think I’m just shitting on the game for being popular.
I think Carth Onasi is actually a pretty good character. He’s a grizzled Republic veteran who stayed behind on the ship to make sure you escaped alive. He acts as the voice of reason, which is desperately needed because your dialogue options tend to swing between:
“I love you. We just met, but yes, I will go find your dog’s tennis ball. I would die for your dog.”
and
“Fuck you. I will kill you, loot your corpse, and possibly kick a child on my way out.”
Carth being cagey around your character makes complete sense. You’re a random new recruit who appeared out of nowhere and somehow ended up as one of only three survivors of a full ship massacre, the other two being a superpowered space monk and a war veteran with PTSD.
I also really like Mission Vao and Zaalbar so far. Mission is a young, spunky Twi’lek girl, and Zaalbar is her massive Wookiee caretaker. They’re loners surviving in the slums who found a sort of home in each other. They work really well as a duo, a small and clever girl paired with large and intimidating beast. Mission honestly reminds me a lot of Toph Beifong.
Now for my grievances: the Curse of Glup Shitto.
For those not terminally online enough to know that phrase, “Glup Shitto” refers to the very Star Wars habit of giving side characters absurdly specific names like Savage Opress, Sly Snootles, or Elan Sleazebaggano.
Ironically, I actually think most of the character names in KOTOR are fine. “Carth Onasi” just sounds like an Irish guy. “Mission Vao” sounds like someone vowed to complete a quest.
My actual Glup Shitto grievance is the dialogue itself.
Sometimes it feels like characters are speaking entirely in fictional nouns. You’ll get lines that sound like:
“This Gnarffer is gleebing like a Korbat from the desert moon of Traggis Five.”
It reminds me of how Starfire talks in Teen Titans, except there the awkwardness is intentional because she’s literally an alien learning English, and it's making fun of how absurd sounding she is.
As someone who once wrote half a fantasy novel, hated the direction, deleted it, and started over, I’m hardly the supreme authority on fantasy writing. But I do think fictional terminology works best when it’s used sparingly.
If you mention a “Korbat,” for example, it feels more natural to say:
“Remember when we were trapped in those caves while a colony of Korbats kept slamming into us? That’s what this guy reminds me of.”
Now the audience can naturally infer that a Korbat is some aggressive cave-dwelling creature without needing three made-up nouns and a fake planet name crammed into the same sentence.
I’ve started playing Star Wars: Knights of the Old Republic for the first time.
I have no nostalgia or childhood experience with the series, so don't take any scathing comments as a personal attack. It's just me and my Switch 2 23 years late to the party.
I'll be dropping the ocassional play-by-play thoughts as I go. Expect a more informal style that ocassionally dips into lore applications. All of the posts related to this will be tagged #piratedholocronkotor. Below the split is my immediate thoughts after finishing the tutorial
Since this is my first time, I'm looking to maximize damage. I chose a soldier and maxed strength, self healing, dual melee weapons, and flurry for the added attacks.
The controls/fighting system are clunky so far. I'll give it some grace as it is from 2003. As far as lore implication, I notice that despite this being over 1,000 years before the rule of two, they cannot stop themselves from using sith and dark Jedi completely interchangeably when they kind of don't need to. The term of dark Jedi usually just describes a Jedi who has fallen to the dark side. Dark Jedi in modern cannon is a more important distinction since sith can only encompass two people. The term sith is descriptive of dark side users under the "sith" banner. Because you can have more sith at this point, shouldn't all 'dark jedi' within the sith ranks just be called sith? It wouldn't matter that they used to be Jedi, as they are now under the Sith banner. They mostly just use the term to refer to Sith troopers who use lightsabers or the force, which seems like such an unnecessary distinction. That may be a small gripe but that's all I can think about any time I hear the Dark Jedi term used for these sith.