Thrasher
Wheeee!
Actually it had more pointless repetitious trash combat at the end, from what I can remember....
Last edited:
I found the combat in the first game completely devoid of any merit and the combat in the sequel equally pointless, so I'd say they're about the same. However, the writing and NPC interaction did keep me playing KotOR II right to the end. Whether it's worth playing depends on how highly you rate story/NPC interaction as part of the CRPG experience.Seriously? Maybe I won't be picking it up after all....
I found the combat in the first game completely devoid of any merit and the combat in the sequel equally pointless, so I'd say they're about the same. However, the writing and NPC interaction did keep me playing KotOR II right to the end. Whether it's worth playing depends on how highly you rate story/NPC interaction as part of the CRPG experience.
(Obsidian was being rushed by Atari so had to ship an unpolished, practically unfinished game... nothing new)
The combat system didn't bother me as much as the serious lack of any challenge. The game was a cakewalk as was the 1st (and as any Bioware/Obsidian game post BG2/IWD2).
That every fight at that point was against 10-15 pepole made it worse, not better. Why? Because 10 extra pepole meant 11 extra rounds and nothing else. It was a complete waste of time.
Well at least it sounds like they increased the enemy count during battles. One of the things I didn't like about the first KotOR was how small the battles were- rarely ever more than 4-5 enemies on screen at once. They were a huge letdown after some of the majestic battles in the Infinity Engine games.
Well, what's new for one is that Atari published KotOR 2 . Seriously, it was published by LucasArts and to say that LucasArts "rushed" Obsidian is not quite correct.
LucasArts set a date and the game had to be finished by that date. Not a day later.
Entered "The Gates of Delirium"?