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  Star Wars Knights Review

Star Wars Knights of the
Old Republic 2: The Sith Lords

The titles just keep getting longer. The sequel, obviously, to the SW Knights of the Old Republic role-playing game, Sith Lords is very like its predecessor, so it's a sure bet that if you liked the first one, you'll go this one too. There's a certain coolness inherent in being a Jedi that nothing can really tarnish, and this game has it in spades, with the bonus of just a touch more moral ambiguity than the franchise sometimes shows.

You're probably going to want to play Sith Lords twice, once from each side, guidance-counsellor and kitten-skinner. There's enough variation, both in the skills you can use, and in the way people react to you, for the game to be significantly different depending on your alignment. And how Sithly you become isn't decided by pushing a button during character generation, but completely by your words and actions. So you can be just a little bit bad, or 'misunderstood'. Thing is, it's not always entirely, blindingly, crushingly clear what the 'good' or 'evil' thing to do is, and that's really what Sith Lords has going for it above other RPGs. You travel with two companions, and you can actually have philosophical discussions with them. As well as, y'know, dragging them into fights and levelling them up kicking opposition-guy ass.

The blend of action, exploration, and role-play is pretty good. It feels like a complete package rather than a poorly-disguised beat-'em-up. Yet you'll still get to cut through a power of midriffs with your lightsaber - as soon as you find it. You start the game waking up with no memory, and worse, no weapon, and you'll spend the first few hours of the game feeling like you're wandering around without your pants on. You will get your baby, though, and you can use workbenches and labs around the game to modify and build equipment and make "stimulants". Yes.

The sound is pretty good, especially the voice talents. There's hours of speech through the game, though you will be listening to big chunks of it in alien languages with subtitles. Again, sound effects come straight from the movies, with the accompanying rush of something that familiar and iconic.

The one thing that really does let the game down is the graphics. Not only are they pretty basic by recent standards, but even with that little detail in the game, you still get problems with frame rate and lag. Sometimes cut scenes will include invisible characters (accidental, not a Force power). Visually, Sith Lords just isn't that impressive.

There are little problems with dealing with the AI of NPCs, which are pretty endemic to the genre. Trying to get a member of your party out from behind a rock, or stopping them independently changing weapons when you're not looking, can be pretty infuriating. Also, your starting character's traits are obviously low, and this includes their dexterity, giving you that old familiar problem where you literally can't hit the broad side of pretty much any inanimate object.

What keeps you going with Sith Lords, though, is the same thing that pulled you through the first game: the story. Sith Lords beats the hell out of most of its competition when it comes to plot. The games take place thousands of years before the movies, and have a real sense of engagement with the Jedi mythos - you're actually involved, and the things you do have real consequences, not just for you, but for the worlds around you. The compulsion of needing to know what happens next will draw you in past the game's little problems.


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