Bit of a long shot here, but I've tried everything else: I'm trying to play Knights of the Old Republic on my Surface Pro. I can get it running on Windows 8 just fine. And, in fact, it appears to run fine on my Surface Pro except for one problem: Only one-quarter of the KOTOR screen appears and it's directly centered in the middle third of my Surface's screen.
Posted by6 years ago
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Anyone have any insight on how I might be able to fix this bug?
UPDATE: If I select 'Disable display scaling on high DPI settings' in the compatibility settings for the program, the opening movies will play correctly. However, the program now crashes when it attempts to load the menu screen. (If I don't have that option clicked, then the game only displays the upper-left quadrant of what it's supposed to be showing, but the menu screen loads without crashing).
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Obsidian and Bioware will forever be two studios intertwined and compared. Before Obsidian became what it is, there was Black Isle Studios, who found their start in gaming closely alongside Bioware in the exact same series – Baldur’s Gate. From there, Black Isle did a few things you may or may not have heard of (Planescape: Torment is on more best games ever list than should be humanly possible), but eventually Interplay hit hard times and dissolved the studio, leading to Obsidian to be born independently in the aftermath. Those ties resulted in Bioware suggesting Obsidian handle the sequel, partly out of respect and partly because they saw LucasArts’ contracted time-frame and decide they would not be involved in that work nightmare.
Obsidian didn’t quite meet the timetables for the holiday release either, resulting in the game being technically unfinished, with huge swaths of cutscenes and areas already in the game being dumbed out due to a lack of transition scenes for them, among other reasons. The fact the resulting game ended up being so good anyways, despite having an ending cut to ribbons, is a miracle.
Something to note about Obsidian is that they don’t really do Bioware popcorn entertainment. They make games that like toying with the player or toying with genre conventions, and KOTOR 2 is absolutely in both of those camps. This story takes place a few years after the first, with the war with the Sith now known as the “Jedi Civil War.” A Jedi exile from the times of the Mandalorian War has returned to Republic space through reasons beyond even their understanding, and they are now being hunted by a mysterious sect of Sith as the last Jedi. All other Jedi have died or disappeared, and the exile is now their last major target to take out so their dark ways finally take hold. The exile now needs to survive and look for the jedi who banished them, either to get revenge or get their help against this grave new threat. The party this time, though, is mostly made of morally questionable vagabonds, and it starts to become clear that not a single one of them may be trustworthy. The party includes…
Kreia – The exile’s new master, a mysterious woman who seems to have a past with both jedi and sith. It’s clear she has an agenda, but since she hates every faction, it’s hard to say what that agenda is. What is for sure is that she hates it when the exile is acting saintly or like a serial killer, but she does approve of acts of manipulation. She’s always neutral and can use any force power with no penalty.
Atton – A scoundrel found in a mine station cell. He’s no fan of jedi, but latches onto the exile almost instantly. Hes also one of the few people Kreia can’t read. He’s good with blasters and can get up from fatal blows as long as other party members are still alive.
T3-M4 – The droid from the last game, who’s introduced repairing the returning Ebon Hawk ship and saving the exile’s life. They now has a personality and gets the gang out of all sorts of jams. They also seems to be hiding something from everyone else, taking complete control of the navigation computer…
Bao-Dur – A technician from Revan’s army during the Mandalorian wars and an old ally of the exile. He’s generally peaceful but hides a powerful rage born from the war, among other scars. He has a lot of tech skills and has plenty of strength, making him a great hand to hand fighter.
The Handmaiden – The last (least trained) of the Handmaidens on Telos. She’s an Echani with tons of melee training and joins a male exile on orders of her master Atris as a spy, though her alliances start to shift.
The Disciple – The female exile’s exclusive party member, The Disciple is a scholar looking for jedi relics on Dantooine for the sake of the Republic. His importance runs deeper than that, though. He’s also kind of a tool and almost nobody in the fan base likes him.
HK-47 – The assassin droid from the last game, now collected as a shell in the Ebon Hawk’s storage closet. You can repair him by finding his missing parts and recruit him, where he will mock the melodrama from the last game, suggest new ways to murder, and plan a way to hunt down a sudden influx of poor copies of himself spread around the galaxy.
Mandalore – The new leader of the Mandalorians and very clearly Canderous in an iron shell, right down to his old starting stats. Age has left him weakened, but he can still bring the pain like he always did. He offers to help after you prove your worth, but his real reason for joining is because of a certain missing force user…
Visas – The student sith of one of the game’s main villains, Darth Nihilus. She comes from a dead race and invades the Ebon Hawk after you shift into light or dark side, joining upon defeating her. Unlike most sith, her hate seems focused on herself, giving her an eerily submissive personality.
Mira – A bounty hunter who joins you on Nar Shaddaa if you’re light or neutral. She has an unknown past, but what is known is that she’s the target of a very angry wookie. She has a wrist device that shoots special darts and rockets, plus a load of skills at her disposal. Oddly, she does not kill her targets.
Hanharr – Mira’s greatest enemy, a crazed wookie who despises having to give a life debt to anyone and the desire to see every human alive enslaved for what they did to his people. He joins a dark exile and is the only party member who you gain influence with through insults and abuse. Like Zaalbar, he is STRONG.
Goto – A crime lord looking for jedi, who joins you via a remote controlled droid after Nar Shaddaa. He’s a patriot who wants to keep the Republic alive and stable, despite his constant string of horrible acts. He does what he believes needs to be done, but doesn’t care for excessive goodness or cruelty, like Kreia. He can also hack other drones.
KOTOR 2 is a vastly different game in the narrative, trading the enthusiastic fanboyish celebration for a critical and darker tone. There’s still plenty of jokes, but usually with a grim tint to it, and when the game does get serious, it goes to some genuinely shocking places for this franchise. Hanharr and Atton alone have some bombshells you’d never see in the age of Disney. It’s also a darkness earned, changing the old game’s flopped take on redemption to absence and emptiness. Everyone in the game is some sort of broken person, or one that has yet to figure out who they’re supposed to be. This extends to the exile, as they fail to even understand themselves, no matter which alignment you end up in. The central villains are horrific physical embodiments of this, and the conflicts on every world now revolve around misunderstandings, pre-judgments, and a fear of losing one’s identity. The surprising part is that the game wraps so far into this that the whole experience becomes both a deconstruction of RPGs and the Star Wars mythos itself, with tons of discussions about the endless cycle of the Jedi and Sith warring.
Quests extend into all this themeing. Some are familiar good or evil affairs, but the new influence system will often draw criticism from your party members with you, making you question who you’re choosing to be. Other quests play around with seemingly meaningless actions, like finding out someone’s name, and the results of old wounds or absences, like the salvagers and mercenaries causing trouble on Dantooine. Even the game’s mechanics add to all of this and become deconstructive elements themselves, like how your party’s alignments start to shift through your influence.
The main systems are also fixed up and better balanced. Skills are now properly utilized and all have purposes. Security now makes lock-picking useful by making some objects break if you bash containers open, and there are now dialog options related to any and all skill levels that can radically change situations. Stealth is still mostly pointless, though, but only because the level cap was removed and your characters can become absurdly powerful quickly. The perks you can gain are also changed up, removing mostly useless perks like implants and adding in perks that let you use dexterity over strength for melee combat accuracy calculations. Even equipment is more fun to play with, now with tons of random drops that can grant new threads with stat and skill bonuses. There’s even lightsaber stances now, which can change the flow of difficult fights.
Almost everything is better, up until the game’s final act. It was meant to be a huge production in where every character would have their own solo sections, including a part where HK-47 infiltrated a manufacturing plant during an invasion, but there simply wasn’t enough time to make the planned sequences. There’s now a restored content mod out that puts back in finished cutscenes and gameplay segments missing from the original release that helps immensely in explaining what exactly happens, though a few details still need to be filled in with developer notes. Despite this one massive flaw, KOTOR 2 stands above and beyond the first game in almost every way, even to the point where it seems aware of it.
Kreia is genuinely one of the best characters in Star Wars canon, a complicated manipulator who pokes holes in old morals long accepted, and usually makes spot on observations. She becomes the first element of the game that suggests this isn’t going to be a normal adventure, and her presence is felt in every moment as it goes. This isn’t an adventure to save the galaxy, despite that happening in the plot. It’s an adventure of identity, and it twists the old norms of the franchise and the norms of classic RPG systems into a cosmic horror story born fro the echoes of a single unspeakable act. It dives into existentialist dread, and comes out with an incredibly human story told with space magic and and laser swords. It’s all because of Kreia, someone so despicable yet so relatable that she makes one question every single story in Star Wars canon once the credits end. Or, at least this should be the case. Maybe it was at one point. They got close to it, at least, they just needed that defining, cementing moment.
The first KOTOR was rocky but entertaining tale of good and evil. It did what it had to. But KOTOR 2 is a tale of everyone else trapped between those two forces, and the conclusions it reaches are haunting and fascinating. KOTOR 2 is a project of reflection and ambition, and it perfectly cements the key difference between Bioware and Obsidian’s work. Bioware leaves you with a smile on your face, but Obsidian leaves you still digesting what you just experienced.
Also Mandalore and Visas have one scene invading an enemy ship where he totally acts like a tsundere dad and a spinoff where they go on adventures of murder and family bonding would be amazing. Please, someone, make this happen.
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How do you follow a game like Knights of the Old Republic, the most famous original Star Wars tale a video game has ever told? Forget about Obsidian's sequel for a moment and imagine it was BioWare staring at a piece of paper wondering how to follow a twist like Revan's. Because once upon a time BioWare was - and it came up with an idea.
Yoda. Not the actual Yoda, because canonically he's untouchable, but someone a bit like him; we know so little about Yoda's almost nonexistent species even someone in his likeness would have the same effect: trust. 'We felt like Yoda was the ultimate - everyone trusts Yoda,' James Ohlen tells me, lead designer of Star Wars: Knights of the Old Republic.
James Ohlen was also lead designer of Baldur's Gate 1 and 2, Neverwinter Nights and Dragon Age: Origins, and director of Star Wars: The Old Republic, the online game. These days he's creative director of BioWare Austin, and he's working on Anthem. He's BioWare through and through.
Yes, Yoda would have been the perfect tool for deceiving you.
'The initial twist in the first two-page concept we had for Knights of the Old Republic 2 was you were going to be trained by a Yoda-like figure,' Ohlen says, 'someone from the Yoda race. That character was going to train you in the first part of the game but then you were going to discover this Yoda figure was actually not the good Yoda you expected..
'He was training you to essentially be his enforcer, a Dark Lord to conquer the universe, and he was going to become the main villain.' Dun dun duunnn!
But this KOTOR 2 concept never made it any further. BioWare bosses Ray Muzyka and Greg Zeschuk called it off. 'It was a very smart decision on their part,' Ohlen says. 'In order for a company to be successful and control its own destiny you need to own your own IP, and we didn't own Dungeons & Dragons or Star Wars. Mass Effect was something we decided we had to do instead of another Star Wars game.'
Bioware
Everyone from the core KOTOR team moved onto Mass Effect except James Ohlen. He had another crusade to pursue. 'I was the only person who left to eventually start concepting on the Dragon Age universe and game,' he says. 'I was like, 'We need to make a Baldur's Gate! We can't give up on it - we need to make something inspired by the Baldur's Gate franchise!'
From the death of BioWare's Knights of the Old Republic 2, Mass Effect and Dragon Age were born.
Originally, Star Wars was only one of a few licenses BioWare was considering. It was the year 2000, the turn of the Millennium, and BioWare was trying to figure out what else it could do.
'Strangely enough, before we picked Star Wars, I remember Ray [Muzyka] coming into my office and throwing a couple of books on my desk and telling me to read them because we were negotiating with the authors,' Ohlen recalls. 'And one of them was the book A Game of Thrones by George R. R. Martin.
'That never went anywhere,' he adds, 'but that's how I started reading it - after the first book I was like 'holy s***!' and ran downstairs to the bookshop.'
(Coincidentally, Obsidian also seriously considered A Game of Thrones a few years later.)
BioWare settled on Star Wars because it was, and probably is, the world's most well known fantasy. Publishers know it, banks know it and shoppers know it. 'And,' Ohlen says, 'we were all enormous Star Wars fans.'
The game LucasArts signed up for, however, was quite different. 'When we first signed the deal, all that was known was it was going to be a Star Wars role-playing game done by BioWare,' he says. 'What LucasArts had initially expected was us to do a paintover of Baldur's Gate, and it was going to be a 2D, side-scrolling Star Wars game.'
Kylo Ren's Lightsaber
Is Knights of the Old Republic part of official Star Wars canon? It's a question with enormous implications, not least because of how precious LucasFilm appears to be about any Expanded Universe fiction getting near the films.
KOTOR, however, has a tiny, tenuous claim at being canon, and it's all to do with the design of Kylo Ren's iconic crossguard Lightsaber. Long story short: if the KOTOR series didn't exist, the planet the Lightsaber's design comes from wouldn't exist either.
'That might actually be the case,' Ohlen says.
'The way LucasArts has put it to us when we asked the question 'Is Knights of the Old Republic part of the canon?' is: they don't say that it's not, they don't say that it is.
'What I think their plan is, is to introduce the cool things from the previous canon into the new canon as they need to. I feel like, because Knights of the Old Republic is so beloved, parts of it will make it into the new canon as it comes up or is worth doing. I know that there's a lot of love for Knights of the Old Republic at LucasArts as well.'
You've seen another KOTOR creation actually in a Star Wars film, too.
'One of the cool things someone pointed out to me was - and the first time I watched Rogue One I didn't notice it - you know the hammerhead ship that pushes the Imperial Cruiser into the other Imperial Cruiser?' he says. 'That's inspired by Clone Wars, but actually Dave Filoni [Clone Wars creator] got the hammerhead from our game, The Old Republic. That was one of the coolest things, seeing a starship inspired by our games in a movie.'
But to BioWare, Star Wars meant movies. 'It wouldn't feel true to Star Wars if it wasn't cinematic.' It meant bringing the camera down behind the player and showing a full 3D world. It meant cutscenes and fully voiced characters. More than any other BioWare game, Star Wars: Knights of the Old Republic paved the way for the cinematic style we know BioWare for today.
The Star Wars movies also presented a problem. 'We wanted to be able to tell an epic story,' he says, 'because that was always something we fought for. Even during the Baldur's Gate days we were being pushed to do a very down to earth, non-epic story, and we were like, 'No! You're going to be the son of the God of Murder and it's going to be epic.' We feel like with escapism, you want it to be larger than life.
'But with Star Wars it's harder to tell a larger than life story during the movie era because all of the big events - Luke Skywalker, Darth Vader - happen in the movies.'
The solution came from a Dark Horse comic series called Star Wars: Tales of the Jedi, set thousands of years before - and well out of the way of - the Star Wars films, in an era known as the Old Republic. All BioWare had to do was bump the timeline forward a bit in order to implement technology more familiar to the films - 'the comic books had Lightsabers with cables attached to a power belt, and starships with sails' - and hey presto! Need for speed most wanted 2005 blacklist cars. it had a perfect setting for its own story about a ragtag group taking on an empire.
The next thing BioWare needed was a twist. This was of utmost importance. Of all the moments in the Star Wars films, Ohlen's favourite is Darth Vader telling Luke Skywalker he's his father at the end of The Empire Strikes Back. 'It feels like Star Wars, an episodic movie series, needs cliffhangers and twists,' he says, 'so we wanted a twist from the start.'
There were a lot of boxes a twist needed to tick. 'We needed a twist that was incredibly epic in scope, that when it happened it was like, 'Whoa! that is going to have a big effect on the galaxy'; we wanted a twist that was personal and meant a great deal to the player; and we wanted a twist that made you feel better about things, a twist that made you cooler.'
What if..? Eventually someone hit the nail on the head. 'The initial idea of the player as the villain came from Cam.' That's Cameron Tofer, who was going to be the executive producer on the game, but who left BioWare to co-found a small studio called Beamdog nearby (a studio which enhances some of BioWare's old games). If Tofer hadn't left, Casey Hudson wouldn't have stepped in to fill his executive producer shoes, and if Hudson hadn't stepped in then he might never have gone on to spearhead the Mass Effect series in the way he did. It might never have happened!
Tofer's initial idea was fleshed out by Hudson and lead writer Drew Karpyshyn, 'and the twist,' Ohlen says, 'was in the very first two-page Word document for the game'. Revan, however, wasn't. He might be gaming's most famous Sith Lord but the twist, unequivocally, came first.
Rummaging through the pitch drawers.
BioWare didn't spend much time on Revan at all. 'Darth Revan was less of a character because he was going to be the player, so we didn't actually want to develop him too much,' Ohlen says. 'Darth Malak was the one we spent more time giving a character arc to and a background to and a personality to.' And no prizes for guessing which wheezy movie Dark Lord he's modelled on with his large stature and robotic jaw, albeit with splashes of red instead of all black.
Revan's name took all of about three seconds to conjure. 'The funny thing is, people on message boards will try and guess at the incredible depth we went to name the characters,' Ohlen says. Could Revan be an old English spelling of 'raven', and mean a dark-haired and thievish person? Could Revan come from the noun 'Revanchism', which means 'a policy of seeking to retaliate, especially to recover lost territory'?
'What they don't realise..' Ohlen adds with a chuckle. 'Maybe I shouldn't be revealing this because it wrecks the mystery!
'I think I flipped through a book and there's a villain in one of my D&D campaigns - a lot of the names came from my old Star Wars campaign I ran as a teenager - called Revanac, and I was like, 'That's not very good, I'll just lop off the last part.' Revan, boom, done.'
There was one Star Wars movie character BioWare knew Knights of the Old Republic couldn't do without - and one whose inclusion would have a far reaching effect on both the Mass Effect and Dragon Age series.
'One of the cores to Star Wars is the Millennium Falcon,' Ohlen says. 'The Millennium Falcon is as important a character as some of the main characters like Han Solo and C-3PO and all the rest. We wanted to have the Ebon Hawk be your own Millennium Falcon, we wanted it to be a core of the game. It was, essentially, your home base.'
Being in the Ebon Hawk made you feel like you were flying around space, but you weren't, it was an illusion - you only ever saw cinematics of the Ebon Hawk flying down onto planets or away from them. It was also an area you could have, as Ohlen says, 'more intimate conversations and character moments'.
'It worked out really well for us,' he says. 'It was a good place for you to roleplay with your companions and to make the world feel bigger than it actually was.' The idea stuck and BioWare would use it again and again. 'The Normandy [in Mass Effect] was modelled after the Ebon Hawk; even your travelling campsite in Dragon Age: Origins was modelled after the Ebon Hawk.'
The Old Republic
But not everything worked out well. 'We had to cut an entire planet,' he says. 'We were going to have a planet called Sleheyron,' which was also from his old D&D campaign, 'and we actually did the content and built one of the levels for it. It was going to be a gladiator world run by the Hutts. But we were forced to cut that world.
'We also had more endings,' he adds, 'but the endings were expensive so we had to get them down. We were going to have multiple endings based on all these different choices you were going to make,' a bit like at the end of Dragon Age: Origins, 'but it just didn't make sense. The ending had to be a big, epic cinematic moment with space battles and all the rest, so we cut it down to two.'
The dice-rolling D&D mechanics weren't a great fit for a cinematic Star Wars experience either. 'Some of the things were forced on us by circumstance,' he says. 'Knights of the Republic would have been a better game with a better combat system, but I don't think we would have been able to finish the game if we hadn't been able to leverage so much stuff from Neverwinter Nights.'
'If they could shape entire planets or galaxies..'
Star Wars: Knights of the Old Republic was released in 2003, made by fewer than 100 people. 'It was actually one of the more enjoyable development experiences,' Ohlen says. 'When we started we were like, 'We want to make the greatest Star Wars game ever made!' BioWare, we're very competitive, so at the beginning of any of our projects it's always 'we need to just blow it up!' But by the time we got to the end, we were all exhausted.'
They'd ask themselves: 'Did we even make a good game?' But they were too close. 'I had played it through it too many times, like 200 times,' Ohlen says. 'When you say a word over and over again it ceases to have meaning - it was almost like that for me.'
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Kieron Gillen, now a comic book writer, reviewed Star Wars: Knights of the Old Republic for Eurogamer - and he didn't mince his words. Had BioWare made a good game? 'Knights of the Old Republic is the best Star Wars game since X-Wing and/or Tie Fighter, if not ever,' he wrote. 'Got that? Great. Now get this.'
Obsidian, a friend of BioWare's, would make Knights of the Old Republic 2, and independently managed to come up with a strikingly similar story idea. 'I've learned that there's only so many ideas in the world,' Ohlen says with a shrug. (BioWare's Jade Empire recycled the traitorous Yoda idea, too.)
BioWare returned to the Old Republic era years later with huge online game Star Wars: The Old Republic, which promised to contain several games' worth of stories. But it never quite scratched the KOTOR itch (recent expansions Knights of the Fallen Empire, and Knights of the Eternal Throne, came closest). Perhaps it's why the hunger for a new Knights of the Old Republic is still so strong - why a chorus of 'We want KOTOR 3!' erupts at every mention of 'Star Wars' and 'game' and 'story'. EA closing Visceral Games and 'pivoting' the single-player Star Wars game in development there hasn't helped.
But how likely is BioWare to ever return to Knights of the Old Republic in a proper single-player way? Where is there any room alongside the all-encompassing development of Anthem, a multiplayer game of the scale and ambition of Destiny? It doesn't look hopeful, yet Ohlen doesn't snuff out my hopes like I thought he would.
'Given a chance to work on Star Wars in the future, I would definitely enjoy that,' he says.
'What I would do is empower other people to tell their Star Wars stories, be the mentor who helps them bring their vision of the ultimate Star Wars story to life. KOTOR was very much a passion project, a love letter, in my mind, to the original Star Wars trilogy and particularly to The Empire Strikes Back. That's something I don't think I'd do again, but there's other people's love letters to Star Wars that could be quite amazing.
'Could BioWare do another Star Wars game?' He thinks for a moment. 'That would be really awesome. The entire industry would love to see that, so hopefully it happens.'
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ScreenshotsDescription
It is four thousand years before the Galactic Empire and hundreds of Jedi Knights have fallen in battle against the ruthless Sith. As the last hope of the Jedi, you must lead a band of freedom fighters in an epic struggle to save the galaxy.
Can you master the awesome power of the Force on your quest to save the Republic? Or will you fall to the lure of the dark side? Hero or villain, savior or conqueror…you must choose wisely as you alone will determine the destiny of the entire galaxy! Features: • Immersive, action-packed Star Wars role-playing experience with customizable and evolving playable characters. • Choose from nine customizable characters to build your party of three adventurers, including humans, droids, Twi’leks, Wookiees and more. • Journey spans seven different worlds including Tatooine, Sith world of Korriban, Jedi Academy on Dantooine and Wookiee homeworld of Kashyyyk. *** Please Check System Requirements Prior to Purchasing. *** ** System Requirements ** Operating System: Mac OS X 10.6.8 Processor: Intel chipset | CPU Speed: 1.8 GHz or faster | Memory: 512 MB or higher Hard Disk Space: 5.0 GB free disk space | Video Card (ATI): Radeon X1600 | Video Card (NVidia): GeForce 7300 | Video Memory (VRam): 128 MB Recommended System Requirements: Operating System: Mac OS X 10.6.8 | CPU Speed: 2.4 GHz | Video RAM: 256 MB NOTICE: Integrated video chipsets are not supported (THIS INCLUDES 2010 MACBOOK PRO(low end models); 2010 MACBOOK AIRS AND 2010 MAC MINIS.) NOTICE: This game is not supported on volumes formatted as Mac OS Extended (Case Sensitive) LucasArts, and the LucasArts logo are trademarks of Lucasfilm Ltd. BioWare and the BioWare logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. © 2003-2017 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & ® or ™ as indicated. All rights reserved. Aspyr is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark of Aspyr Media. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. All other trademarks and trade names are the properties of their respective owners. What’s New
* Greatly improve performance for certain graphic cards
* Fixed dropping audio sounds effects
2.2K Ratings
Saving Glitch
I have to say this game is top one of my favorites but something is happened and I'm unsure if later in the future it will come to haunt me or not. I had saved the game at a point and oddly enough, in the load section of the game to pick up where I left off the picture of where I last saved does not show. It's just a white black screen. That what happens now every time I try to save a game. I can still save and pick up where I left off but it's sort of annoying to have to keep track of time instead of just seeing the picture of where I left off. Also if I try to delete a saved game the blank white picture screen stays and says 'Old Saved Game' with 0 time. I'm not really sure what is going on but I hope maybe they will do something to fix this. Also to out of curiousety I tried to load one of these 'old saved game' and the computer crashes. So does anyone know of a way to fix this? I really hope that there is or an update comes along to fix this. From what I've seen on other reviews I don't know if this has happened to anyone else or not. Hopefully this is not something that later will come and kill my game.
Also I have hopes there will be a KOTOR 2 app soon. KOTOR II now please! (And reboot KOTOR III while you’re at it)
Game is outstanding. It starts out slow when you don’t have access to a lightsaber but once you do it’s great. Took me 26 hours to beat, though I tried to be thorough with the quests so I’m sure you could do it faster. Also, be prepared for a decent amount of slow travel… Tatooine’s Dune Sea is a vast area of virtually nothing but sand, which is a little boring. I know this is useless now but it would have been cool to still be able to play around after you beat it - instead, once you kill Malak, they take you through some cut scenes and then return you to the main menu. You can’t continue questing or leveling up after that. Also, truly would have enjoyed further character customization. Regardless, worth every penny, definitely a good way to procrastinate around finals for me :) No noticeable bugs playing on a late 2011 MBP i7 16GB RAM.
Now if only we could get KOTOR II back… it’s been a very long time since I played that. And for the love of God, please reboot KOTOR 3, I know it was cancelled in its production, but with SW Episodes 7, 8, and 9 on the way, there’s going to be a MASSIVE market. Battlefront is already taking advantage of this, but I’d rather play an RPG as a customizable character with a versatile storyline manipulated by decisions you make along the way, not some guided storyline that the Battlefront games usually bring to the table. Overall awesome game though, just wish there were more like it! One of my new favorite RPG games!
I'm not going to lie. In the beginning, this game seemed like a really boaring game. I played for about an hour moving around trying to figure out what I was going to do. The controls were a bit weird to get used to, but after I figured out how to adjust them it was great! After not playing it for a few weeks, I decided to go back and try it out. Best move of my life (not litterally, but I think you get my point)! I've had a blast playing this game, and even though the price is a bit high, it's worth it, trust me!
I was able to play the game with all of the advanced graphics setting on, and as high as possible on my 15' Early 2010 MBP with 8GB of ram, quad-core 2.2GHz i7 processors, and a Intel HD 3000 graphics card. FLAWLESS game playing. Only ONCE did it freze up and that was because I click around and hit too many buttons at the same time. I quit the game, restarted it, and it proformed flawlessly after that. On occasion, once I kill and enemy (or ally, depending if I'm going to be Dark or Light), I wasn't able to get my character to move for a few seconds. This never happened during a battle, only after a 'wave' passed, and even then it rarely happened. All in all, this is a superb game an NOT getting it (provided you have the right coputer to operate it) would be a mistake! Information
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