Kotor 2 iso download free






















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This is a game that Obsidian is touting as the Empire Strikes Back to the original game's New Hope - a tale with a darker tone and a feeling of constant danger throughout.

And from what we've seen there's absolutely no reason to doubt them or their ability. So just who is dead and who is alive? Who was male and who was female? Who became evil and who remained pure? The Sith Lords takes place five years after KOTOR and, although a little bit of balance has been brought to the galaxy, the way in which people played through the first game must still be seen to hold sway in the second.

Cleverly then, and doubly so seeing as first-timers won't even notice it, The Sith Lords will take key dialogue choices you make early in the game hinting at, for example, whether certain people were generally good sorts or evil bastards , and collate them to find out just who was alive, dead, good or evil in the game that you played. From this you'll be able tb come across various character cameos or not, if they snuffed it and play within a world at least partly of your own creation.

It's five years after Knights Of The Old Republic and the perennially endangered Jedi once again stand on the brink of extinction, thanks to the Sith. Nothing new there then, eh? Or is there? You see, while the basic premise of this RPG may sound hackneyed, new developer Obsidian - taking over the reins from Bioware - is determined to build on the original's massive success by injecting a tantalising concoction of new features into the sequel.

We took a trip to the developer's offices to find out the facts about the second KOTOR straight from the Tauntaun's mouth. First things first then: character creation.

Producer Chris Parker assures us that it's remaining virtually untouched from the previous game's system. Not so the inventory. This means higher-level characters are now able to pull off stunning new combat animations.

Building the anticipation, Chris then lets us see one of the new mini-games first-hand. It's a typical Lucas-scribbled hanger shootout, in which you man a turret of an escaping ship and cut down advancing Sith soldiers. Of course, KOTOR'S most outstanding feature was the quality of its plot, something the hugely experienced Chris Avellone the brains behind many of the most recent Black Isle scripts and chief storywriter here is keen to replicate, with a tale that casts you as the galaxy's last surviving Jedi.

What's more, having been kicked out of the Jedi order years prior, you've become estranged from the Force. Which is pretty damn handy considering you've forgotten them all.

Also joining your merry band is hawkfaced Atton Rand, a charismatic rogue who helps you fill in your memory banks, as well as mucking in with combat - during which he'll no doubt be able to utilise his massive conk as a secondary weapon. Fleshing out the party line-up, meanwhile, is a T3 unit droid - a tin box on wheels that beeps like a broken alarm clock, a bit like R2D2 only even more annoying. With 16 new Force powers and Feats including Force Sight - the ability to see through walls , plus a host of new weapons such as Wrist Rocket Launchers, there's more than enough to excite any Star Wars fan.

Well, it's hard to say for sure at such an early stage, but from the looks of things we're talking a lot more Empire Strikes Back than we are Super Bombad Racing In truth, Spaceballs had darker moments. Here though, the comparison between game and film is apt, for not only is Sith Lords the chronological centrepiece for a planned KOTOR tnlogy, but as the last of the Jedi, you're joined by a leathery-faced old mentor, entrusted to relearn the way of the Force, only to eventually stumble into one of those dank caves that exist only so young Padawans may face their fears in this one, your weapons you will need.

Moments of scene-stealing aside, there is in fact a sinister and unnerving atmosphere of distrust that runs through the game, forged in large part by a cast of new characters that are more ambiguous and complex than those of the first adventure.

For all the tightly scripted dialogue and faultless delivery, the polygon personalities of KOTOR Episode I were easily labelled as good or bad.

In Sith Lords, you have characters that aside from a tiresome off-the-shelf rogue from the very beginning portray ambivalence, hide secrets and display flashes of emotion and humour. Ultimately, while the plot twists are more obvious as the game nears its inevitable climax, the characters do a fine job of masking what small deficiencies there are in the story itself. Knights Of The Old Republic has effectively grown up Or reached adolescence, at least.

The storyline continues rather obviously on from events of the original game, which saw Jedi fight Jedi in a bloody battle to near extinction. As the game begins the Jedi Council is no more, the Old Republic is close to collapse and the Sith, though weakened after the Mandalorian Wars, are keen to hunt down and destroy once and for all the remaining members of the Jedi Order.

Sadly, for the sake of democracy and free speech, it would appear only one remains - you - the problem being that having renounced the Force and been forced into exile, you've no idea of your sudden importance.

So you awake, as you did in game one, in a strange place with only your underpants to defend you and an uncanny sense that your place in the unfolding story is rather pivotal. If you've completed the original game, it can take some time to tie up your experiences there, with how things have actually turned out, now that a definitive reality has been set - arguably making it more advantageous not to have played the first KOTOR at all.

For those that have, developer Obsidian has been modestly successful in circumventing prime fiction abuse by offering dialogue choices that will hopefully recall how you played the first game. Despite this there are one or two responses that appear wildly and temporarily out or character, and whilst these could be explained away as personality flaws - fleeting moments of subconscious blather on the part of the speaker - in terms of story it does highlight occurrences where continuity is partially lost.

Although to be fair, only the harshest critic would let these instances hinder their enjoyment of the game. It's almost as if the inhabitants, furniture and decor have changed but the house remains the same. So for example, instead of beginning at The Endor Spire the doomed staging post of the first game , you start on Peragus, a seemingly deserted mining outpost equally bound for extinction.

From there it's on to the planet Telos where criminal gangs bicker, the authorities fight to assert control and legitimate businesses crave your protection - much as they did on Taris in the original game. It will seem for a while as if you're filling in time until the adventure starts proper, and you may well wonder when you might at last get your hands on a lightsaber.

Long before you are finally reunited with the glowing sword thingy, let me assure you that you will be gripped - for me, this was just as the game opened up to allow access to a number of planets. In fact, whilst I was mentally drumming my fingers fearing I was merely interested in the proceedings rather than absorbed, I realised that as new characters were introduced, I was beginning to question their motives more than my apparent lack of them.

In one session later on, I actually spent almost two hours talking to my party members aboard the Ebon Hawke, when I really should have been out exploring. Your choices as to whether you follow the Dark or Light side of the Force cleverly has some influence on those around you, so by befriending one person in your group, you risk alienating someone else who may deem them a threat. This was a feature of the first game, but here you can turn even the most peaceable follower of the Light into a bitter and twisted receptacle of evil.

Kind of. Choices of allegiance and game structure aside, much of what characterised KOTOR as a classic game remains in the sequel. The combat system is noticeably unchanged, save for the ability to switch weapons without entering the inventory screen, again offering purists turn-based depth married with all the spectacular action of real-time.



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