(This is part of my journey going checking out Star Wars: Knights of the Old Republic II: The Sith Lords. You can follow the entire series on the Retro Gaming page.)
It’s weird when you come back to a game that you never beat but have played several times before. You know that there’s a lot of brand-new content coming once you hit a certain point, but up until then it’s well-trod territory. It’s like that for me and KOTOR 2. Everything through Telos is pretty familiar to me, and I know that I harbor a dislike for this bland station that followed another bland station from the beginning. Oh well, let’s get this worked out.
As we settle into an apartment — because KOTOR 2 does love shamelessly appropriating from KOTOR 1 — restlessness settles in and our attention is gripped, GRIPPED by the ringing of a phone.
I love how the game actually gets annoyed that I’m taking too long to answer it. You are not the boss of me, Atton. We’re going to watch Deal or No Deal and then play some Magic for a while.
As we twiddle our thumbs, we get two calls — one from the Ithorians and one from Czerka Corp, both asking me to take sides in a land contract dispute on the planet below. Also, station security frees me but says that I’m still impounded until the Republic arrives. That sounds ominous. Time to skedaddle!
We start doing the normal RPG routine when you arrive in a new area: methodically explore it, loot everything that’s not nailed down, interact with locals to see if there are any quests to be had, and get into trouble. In one of the apartments a man gets all riled up that I’m looting through his things (most CRPGs seem to include at least one such character to give you pause about doing this), and I flip out at him and initiate combat. One dead guy later, and I’ve started to walk down the Dark Side. Oh noes!
Oddly enough, Keira is more upset than Atton. She chastises me while Atton sputters about how he got caught up in the moment and it was over so fast. Strap yourselves in, kiddies, it’s going to be a bumpy ride.
I’m kind of super-cheesed that the game took away all of our weapons and other equipment except for the body armor we were wearing, so until I get replacements or get them back, we’re going to have to melee for now. I go ahead and beat up an Exchange thug in the hallway just because I can, and also for those sweet dark side points. By the time I leave Telos, I want to be a full Sith Lord. Or at least as un-Jedi as I can possibly be.
Even though the original KOTOR games are much more crude, graphically, than SWTOR, you can see the inspiration that the MMO devs took from this series. There’s a certain shuttle waiting area in KOTOR 2 here that was definitely replicated in some of the stations in SWTOR, and the cantina is a familiar sight indeed.
Telos Station is, essentially, a long twisty hallway. There’s the apartment area, the cantina/shop area, and the loading docks. It’s really a shame that this far into the game, I’m still stuck inside grey metal walls of a controlled environment; feels like the opening flow didn’t go quite right. I hoover all of the quests I can find and make sure to be as gruff as possible.
Good news: I got all of my gear back from the security center. Bad news: Mr. Droid here tells me that someone’s stolen my starship, so even if I could get clearance to leave, I don’t have the means. They parked it down on the planet, so I guess we’re going to get that road trip we wanted sooner or later.
I do start working aggressively for Czerka, even though the company is laughably evil. The KOTOR series has not always had the best record for presenting options that weren’t either lily white or black as sin, although arguably the games do have their moments of tough choices. The Ithorians who oversee the planet keep telling me how much pain I’m in and how if I help the planet, the planet will help me, but I’m not going for that Captain Planet Final Fantasy VII Gaia nonsense. I’ve got a doohickey on my head and I’m OK.
Let’s just say that over the course of an hour and a half, I become a rather despicable human being, murdering and thieving and enslaving my way across the station. For someone who most always plays a very goody-goody character, it’s really fascinating to see what’s programmed into the game for those who walk a much darker path.
Postcards from Syp’s vacation! I do raise an eyebrow at the fact that at one point, I slaughter an entire squad of TSF security agents… and there is no consequence for that. I even talk to the head security guy and he seems blissfully unaware of the whole exchange.
All paths lead to the Exchange — the criminal mobster empire that’s been trying to kidnap me from before the start of the game. It’s with deep satisfaction, then, that I march straight into their headquarters and blast the living crap out of everyone there. Teach them to mess with a grumpy ex-Jedi.
As an aside, how awesome do I look in this picture? That mask was worth every bit of the 6,000 credits I paid for it.
While the game does present you with options at the conclusion of the Exchange “dungeon,” it doesn’t really matter what you pick. You’re going to have to kill both bosses to proceed. And so I do, and Czerka is really quite pleased with my assistance. The company agrees to give me a shuttle ride down to the planet to help me find my ship.
THEN JUST LEAVE, KREIA. GAH!