Nowadays, you don't often see terminology like "saving throws" (which determine how effective your attacks are) and "critical threats" (a chance to do extra damage) as you decide how your character will develop it's hidden in the game mechanics and presented in a manner that's less overwhelming to players just starting out. I was also a little put off by the overt tabletop RPG elements that KOTOR immediately flings at you. There's little that takes me out of a game more than obviously reused assets. There are two cantinas, but they have identical layouts and are each home to a Hutt sitting in exactly the same spot (one runs a fighting arena, the other hands out bounties). Taris, the first planet, is a gray cityscape that basically consists of three small hubs. It's a game firmly rooted in the PS2-Xbox-GameCube console era, which shows in the tiny locations and bland backgrounds. The incredible art direction, charming writing and excellent character dynamics hold up, it's just fascinating to accept that even the most iconic experiences can seem dated. Maybe I've watched it a few too many times, perhaps I've seen too many CGI-laden blockbusters lately, but the Death Star sets looked a bit rickety in 4K. This might anger some old-school Star Wars fans: I revisited the original 1977 movie over the summer, but wasn't pulled into it as unreservedly as I usually am. 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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