![]() The theme of a lot of these characters is their actual flaws and inner conflicts that contradict their archetypes. ![]() Kreia is the backbone of the characters in KOTOR II, the mentor, turned betrayer, turned manipulator, and each interaction with her is not a question of strength, but a conversation built on belief, making her both mysterious and complex enough to be continuously fascinating to listen to. Essentially her entire goal in the game is tied to her own thoughts and philosophies about the force and how the force is not necessary. Then, of course, you have Kreia, who for my money is one of the best characters in the franchise. You can help in atoning for his past crimes and even unlock his own force sensitivity, something he has hidden within himself due to his own self-hatred for the Jedi. Atton Rand, the ‘Han Solo’ type, for example, turns out to not be a roguish character at all, but instead a troubled man who hunted and tortured Jedi for years due to the Mandalorian Wars. My personal favorite companions showcase why these types of characters need to be seen in a remake. IT would take the work of modders to bring back the Droid Planet, along with a lot of the planned events for the games ending, which sees the story and narrative elements peter out by the time you hit Malichor V. ![]() Other areas were implemented, but cut, such as the Droid Factory Planet based on the production of HK-51s, the upgraded counterpart to HK-47. There were a lot of ideas Obisidan considered for KOTOR II, from visiting Alderaan to setting up small plot elements for a potential sequel where the Jedi Exile will attempt to track Revan. Oh and redesigning the interface was also "a huge waste of time." There's a reason why so many cutscenes take place on the Ebon Hawk, and that's because Obsidian could ensure people would be standing in the right places when they triggered. And all those cutscenes we had, the in-engine sequences: all of those were such a huge pain in the arse to set up and we could never count on them reliably." -Chris Avellone We should have removed all mini-games-that was a huge waste of time. "There's a number of design decisions we could have done to de-scope the game.
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