The real problem was that they took a brilliantly written game (probably the best written one I've played) and ended it with a combat slog.arc1991 said:Kotor 2...
Yey! you killed Kreia and all the Sith!...Now i will just fly away and start the credits, hope your happy!
I mean sion was cool, that made a lot of sense and played to the strong suit of the game, it being one of the few where adversarial conversations are common elements and really work (The discussion with Atris springs to mind, it's in lieu of a boss fight and it works perfectly). The bit with Kreia makes her motivation make perfect sense and really ties together her philosophy of finding oneself or finding oneself lacking in conflict and her role as your teacher, and the focus on what Revan was actually doing. The problem is that's the only writing there, good as it was. What are your party members doing? Why is there such a massive slog with none of the writing that made the game good? What that sequence really wanted was something like Planescape: Torment where you see what your party members are doing and so on, rather than a gigantic block of no combat without any interludes (like in the onderon end sequence).