Let's Play: Knights of the Old Republic II: Update 23: The Dark Side of the Force

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AD-Stu

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I could be wrong, but from memory it's not always for lack of trying that you don't get full stories out of everyone - the influence system can make a mess of that as well.

I know I've had playthroughs where I haven't been able to get through all the dialog with certain party members because I wasn't able to run up high enough influence with them. As a result, conversations with them just hit a brick wall at a certain point.
 

Evolutionary High

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I thought the influence system is the only way for your party members to spill out their emotions to you.

T3 is the easiest to gain influence with, so is Bao-Dur. That's where it ends though. The rest of the crew is just mysterious whether they like you or not. If it wasn't for some tips I would have never figured out how to unlock G0T0's backstory. Kreia seems to be hardest to unlock, so is Hanharr and HK-47. I think you have to be darkside to get their backstories.


Oh, and Hanharr is the most interesting wookie ever created. I seriously can't remember a Wookie like him in any other Star Wars story. He is completely different from all the other stereotypical Wookies out there. The part where you ask him to describe love was just brilliant, I was totally expecting a typical Wookie answer but he actually gave an extremely compelling description of love, totally didn't expect that. HK also tells you about love, but his answer was more dark humor than anything.
 

AD-Stu

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Yeah, I didn't want to spoiler who the companions we get may or may not be. But now that they're out there I know I've definitely screwed up the influence with Bao-Dur before, because...

...I wasn't able to make him a Jedi like the others
 

Gone Rampant

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woodaba said:
putowtin said:
Sentinel, big question are you playing as female?
No, male, partly because we played a female in the last LP, and partly because I think the story is better as a male, though not for any sexist reasons, just because some of the characters are better for the male PC.
Thank God, you're not getting that asshole Disciple.
 

Smiley Face

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I just finished playing through the restored content mod, and Wow. I mean, I've played this game a few times before, with all its glitches, and it really took me a few times to get everything that was going on. And the Restoration Mod doesn't really change much, it just puts in lines, lines which EXIST IN THE CODE, which give all the context you need to the damn stuff. It really is sad when you realize that they had the ability to make it all make sense, they just didn't have time to put the pieces together.

AND THE HK FACTORY! HOW DID THEY REMOVE THAT? IT IS GLORIOUS! Needs a little tweaking, but, still, GLORIOUS.

As to the influence, I really have to suggest here that you get a guide, because some (G0-T0, HK) have maybe like, 5 or 6 opportunities, maybe more, to get any influence with them, and if you miss more than one or two, you're out of luck. It's tough. Some spontaneous evil may be required.

Getting influence with Kreia is super easy, because there's lots of opportunities to get it while you're exploring her conversation options. Same with Mira, and Visas, and Disciple. Probably also with Handmaiden and Bao-Dur. T3 you just need Repair and Computer skill. But HK and G0T0 are mean bastards, and it's even more frustrating because they're the ones who have really interesting stuff to say.
 

AD-Stu

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Smiley Face said:
AND THE HK FACTORY! HOW DID THEY REMOVE THAT? IT IS GLORIOUS! Needs a little tweaking, but, still, GLORIOUS.
While it was undoubtedly a hell of a lot of fun (sooooooo many solid gold lines), that was one section that I actually thought could've been removed for pacing reasons rather than it being incomplete. Unless they've moved it, then the Restored Content version I played (the first one from a few years back - I think the Team Gizka one?) put it right before the start of the endgame run and while sure, it was fun, it was also a great big deviation from the main plot. So I thought it sort of ruined the pacing of the main story.
 

woodaba

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[HEADING=2]Update 4: Harbinger[/HEADING]

I spent this weekend recovering from the Walking Dead's ending, and replaying it as a Silent Protagonist. If you've been curious about this, let me save you some time: everybody hates you if you do it. Still, brilliant game, and it joins Dishonored and Mass Effect 3 in the race for GOTY.

Last time, we defeated the droid that had wiped out Peragus II, and boarded the Harbinger, a Republic ship that had just arrived, in an attempt to escape.











"Hey, I'm an ex-Jedi. That technically makes me exempt to that. Now, calm down. We need a plan, not accusations."



"I saw this vessel dock - when it did, a fuel pipe entered the fuel depot. It might be behind the force field I saw in the maintenance bay."





"Then, how did this ship dock here?"



"Let's focus on the problem we can solve - getting the drift charts. We can worry about getting to the hangar later."









We already know this, but seeing as we weren't given the explanation with C4 on the Ebon Hawk in the beginning without the Restored Content mod. As with Alpha Protocol, despite the game's assertions to the contrary, it's generally better if you get as much influence with your compatriots as possible.

As for what they like, Kreia is ironically rather simple in that regard. Show that you listen to what she says, and treat her with respect, and you'll get influence. Simple as that. Atton is a tougher nut to crack. He generally likes it if you're nice to him, but some of the things that can give you influence with him is just... weird. We'll be trying to get max influence with everyone, which can involve a bit of metagaming from time to time.



"Sorry, Kreia, the Narrator was droning on about stuff anyone reading this probably already knows. I'll be more mindful of the present in the future."





And so, we make our way through the winding corridors of the Harbinger. Just a lovely stroll, with nothing to dampen our moo...



...Oh hai Sith Assassin. Watcha doing there?

Yeah, this level is crawling with these buggers. Would be a lot more atmospheric if the game didn't jump up on the table and say "LOOK LOOK INVISIBLE BUGGERS KILL THEM WE DON#T WANT YOU TO GET SCARED, NOW DO WE?"







The first squad done, we proceed to the bridge.



However, we do stop in this room. Because it wouldn't be KotOR II without Holorecordings!















Seems like a gross missallocation of resources to use one of the Republic's last cruisers still active as a taxi. So why is this passenger so important?





























Interesting thing to note here: that admiral dude? He's actually Carth, if you played the last game Light Side. Obviously, Carth couldn't be with is now for reasons of being mutilated, but it's clear that the Admiral's role was written with Carth in mind.

So why does he care so much about the passenger?











We find some Jedi Robes in a nearby container, because I guess the Captain was a connisuer of Jedi memorobilia.



After making our way through another group of assassins, we find ourselves on the bridge of the Harbinger.



Cheery. We access the nearby console.



















Look at this game. No other game would go to the lengths of subtitling silence for those with hearing impaired. This is why this game kicks the ass of all others.







0_0















That's what I'm wondering too: since Carth isn't the Admiral, that removes personal motives for finding us. But...is the Republic that desperate to find the Last of the Jedi (who technically isn't even a Jedi), or is there something deeper at play here?





Corpse...could that have been...





Well, at least he's not completely useless.







You can't hear it, because unfortunately, the game isn't as good as subtitling plot relevant info as it is silence. A blood-curdling scream follows the crashing of glass...



"That's what you consider an 'unusual noise'? A gravelly-voiced scotsman declaring that he's coming for Jedi? I'd say that's more of a weird statement than an unusual noise. At least I know there's someone else with the same fetish I do..."

"I think the voice meant that it was coming to take the Jedi."

"Oh. Ohhhh. Well, this is awkward."

"If it's any consolation, I'm probably not going to live long enough to truly appreciate the horror."

"Right! Well...um...







Having downloaded the asteroid drift charts, we continue through the Harbinger, fighting our way through the Assassins.









After dispatching our opponents, we find another armor for Jedi in a nearby container. I guess the Captain's...interests...it makes a tad more sense.



It's better than our current armor, but it does make our character look a tad...



...um...let's go with camp.

"This feels disturbingly comfortable."

Not the time, nor the place, Bob.



We make our way through the Harbinger, on our way to the fuel line.







"These were my quarters."



"When I was on board the Harbinger."



I want to briefly touch on something that I think sets KotOR II apart from a lot of RPGs. Our character has a past. This might not seem all that major, but considering how many characters in WRPGs are nothing more than blank slates, it's an interesting take on it. Baldur's Gate, Icewind Dale, Dragon Age (kinda), Alpha Protocol, all of these games star people who either have very little or no pasts at all. Even Planescape: Torment, the character you play is so different from his past incarnations, he can be considered a different character. The Exile DOES have a past, and it defines who they are. I'll examine this more later, but I do love the little touches here and there.

Inside, we find an armband, Bob's Armband, to be precise, and little else of value. We continue through the ship, fighting through another metric fuckton of Sith Assassins, before finally arriving at the medbay. There, we discover....this.



Dafuq?



We check the medical computer nearby for clues.







"Eh, that's just Adam, Barbara. He has a tendency of turning invisible and staring at women. That, and ordering something in the mess hall, then claiming that he never asked for it."







Wait, all his bones were broken and put back together, before he died? Why is a Star Wars game creeping me out? They're not supposed to do that!









Pity they didn't have the benefit of a HUD, that shit makes things way too easy on these Sith.



The corpse...woke up? Are we pulling Zombies into Star Wars now? Let's see that camera footage.











Ok, this is actually pretty unnerving, but I can't help but think of this when I see this shot.


DARTH ZOMBIE SCOTTISH SUPERMAN TO THE RESCUE!



There's nothing else in the medbay that's really important, so we continue on our way.





Kreia's actually pretty decent with a sword. You think an old hag like her would be useless with it, but no. Just who is she?







And she knows Kung-Fu too! Pretty badass, I must say.



Bob, that's just uncalled for.





Just before we proceed to our objective, we dive into the maintenance bay to see what's what.



The datapad reads:

"I don't know whether this new HK-50 droid is a blessing or a curse. After the destruction of the last droid when it accidentally stepped on a frag mine, the HK has taken it's place without a hitch. The problem is, it doesn't take commands very well. And, most of the time, I have no idea where it's been. There have been reports of it being sighted in the crew quarters, with the captain, in maintenance, even the medlab, of all places. And when I ask the droid about it, the snarky git gives me a smartmouth response about facilitating communication. I don't know who commisioned these HK models, but I don't like them. They're the Windows Vista of HK droids."

Sounds like HK-50, all right.

We continue through the ship, before arriving on the maintenance deck.



"Hey, Bob, I can see up your skirt."

"Shut up, Atton."



"What's wrong?"



This is actually some subtle foreshadowing, believe it or not.

"We'll have to be careful then, but we have to keep moving."





"Damn, that's a shame. I was hoping you'd croak at some point so I could nick that snazzy jacket of yours."

"Yeah, not happening."

"Shit."



So, now we have two different systems to tell you when shit is about to down, and they barely use either.



We're in so much danger that we're just casually strolling down the hall.





Do you ever get the feeling that you're being watched?



Slenderman?



Not quite.



ohfuckohfuckohfuckohfuckohfuckohfuckohfuckohfuckohfuckohfuckohfuck



OHFUCKOHFUCKOHFUCKOHFUCKOHFUCKOHFUCKOHFUCKOHFUCKOHFUCKOHFUCKOHFUCK







"Is that what blinded you?"

"No. One day I typed Gabe Newell into Google Images without safesearch on and...well...it doesn't matter. Go."





"Kreia! Dammit! Who's going to be our third musketeer now?"

Heeding Kreia's advice, we continue towards our objective.











We head to the nearby console to clear the path.









"The past few hours have been pretty crazy, in case you were sleeping. After homicidal protocol droids, psychic old ladies, invisible sith, ZOMBIE sith, I think running through a fuel line is relatively sane. Now come on."



Meanwhile...





Wait, what? Master?



That's Kreia talking, in case you don't realize.



















"HERE'S MACJOHNNY!"

And, with one fell swoop, Kreia's hand falls from her body.















"My hand....it felt like...ah...it was dipped in...frozen carbonite..."

The Star Wars nerd in me is screaming in fury at that, but, whatever. Let's assume that Carbonite was the Old Republic word for "Boiling Tomato Soup" and move on.





Back to Peragus. Nearly there, people. The end is in sight.

At the end of the tunnel, we spy an old friend.





"God, finally! I've been out of this game for too long. The true hero is BACK, baby! Fuck me, that Protocol Droid's ion charge stings like a *****."

"I know. We ran into the "protocol droid" earlier. He attacked us too."



"Hey, T3, don't blame yourself. If you hadn't gotten us outta the administration level, we never would have made it this far anyway."



"You're Damn Right. Now, come along, Minion. We're outta here."

"Come on then, we have to hurry."



Inspecting a nearby container, we conveniently find...



...just what we need. Now, let's get outta here before those robots show up ag...



SON OF A *****. I'll spare you having to watch them die again.

After killing all the robots, we access the nearby terminal.







Yes! Time to get to the hangar, people.



WHEN WILL THE ONSLAUGHT OF BORING FIGHTS END? Though, I must admit, there is some appeal in watching a grown man in a dress kung-fu fighting robots.



After dealing with them, we proceed to the docking bay.



Nearly there people, nearly there...









"We could always break the window."

"No, no, that would just be impolite. We have to think of something else..."



"What? The console?"



"He said he can open the door to the hangar, he just needs to access the terminal."



"Short answer: plot convenience. Long answer, well, that's a story we really don't have time for. I'll explain when we're not being chased by a hundred invisible assassins that slaughtered an entire cruiser of Republic soldiers, alright?"



T3 goes and does just that.





"Let's move it, people! I don't feel like having a vibroblade stuck in my gut today."

After making our way through a batallion of robots, we come to this little area.











We dispel the gases from the tunnel, allowing us to keep moving.



At long last! We're here!



"No, I'd rather stay and die at the hands of the Sith. OF COURSE WE'RE LEAVING"









And here is the infamous turret sequence. Suddendly, KotOR 1 style Sith Soldiers appear out of nowhere, and begin shooting at you. It's a boring, monotonous, baffling sequence, that seems like it was shoved in here because they HAD to have a shitty turret sequence somewhere.



It was also incredibly flawed in the original release, where it was actually beneficial to let all the soldiers past so you could kill them yourself and get the EXP, because you don't get EXP from the turret sequence. Thankfully, that has since been fixed by the Restored Content mod.



A couple do slip through, because I am incompetent.









Hell yeah! But...what about...



Yeah, it really is that sudden in the game. She just...appears here. Bear in mind, last time we saw her, she got her hand cut off, and was at the mercy of Darth Nameless One. How the hell did she get here? Personally, I like to imagine a scene where Kreia goes all out on her force powers, force pushing her assailant through a wall, butchering countless Sith Assassins, forcing Nameless One to call in reserve Assault Troopers, and Kreia jumping into the Ebon Hawk as they troopers attack it. Because, as we saw earlier with that kick, she's clearly badass enough to do that.

"Kreia? Your hand - what happened?"



"You got it, lady. Fasten your seatbelts, everyone. This is gonna get bumpy."















T3! Watch your mouth! Even I'm offended.



"Can we jump to hyperspace?"





"Isn't there anything we can do?"





This is the first real choice in the game. Do we:

1) Take our chances and try to dodge the Harbinger's fire as best we can, hoping to escape the field with our asses still firmly attached to the exterior, or

2) Destroy an asteroid, causing the whole field to go up, giving us a chance to escape but most certainly destroying Peragus and killing anyone that might still be alive somewhere on the asteroid.

You have 3 days, starting from the posting of this update, to make your choice. Good luck.
 

Gone Rampant

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The thing I think that really made this game better than 1 (Alongside everything else, including the Glorious Master Mod), was that the Jedi and Sith robes have *really* badass longcoats. As a Whedon fan, that made me very happy.

And then, looking back, I just realised I missed both of those armour pieces. F**k.

Anyway, as for Peragus, DS. I'd say why, but me and spoiler boxes go as well as Leroy Jenkins and pre-placed landmines.
 

Reven

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I vote for taking our chances and dodge, makes you look much more badass if you pull it off :p
 

Gone Rampant

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OK, borrowed a spoiler thing.

It doesn't matter if you blow up Peragus or not, as people blame you for it anyway- I think Obsidian added it in as catharsis.
 

The_Lost_King

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I vote Destroying the Asteroid fields. I like being the dark side. Thought I am probably going to get overwhelmingly out voted because people on this site are goody-two-shoes..
 

Reven

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The_Lost_King said:
I vote Destroying the Asteroid fields. I like being the dark side. Thought I am probably going to get overwhelmingly out voted because people on this site are goody-two-shoes..
Actually I liked DS for the first Lp, but (as someone that knows what will happen and choices) that going lightside in this game is nowhere near "goody-two-shoes" and in fact, the light side choices can often have a few good jokes, and you know, seem like what a general good person would do without seeming like the usual "lawful good blessed paladin of righteous puppies and lolipops"
 

Soviet Heavy

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I vote light side on the Peragus blower upper. Look at how wildly the Harbinger shoots when it follows you. It was going to go up in smoke anyways, whether the Hawk shoots or not.
 

AD-Stu

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Light side, let's see how good a pilot this Atton actually is ;)

And yeah, that damn turret sequence... *shudders* it was stupids
 

gamptrak

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Atton needs to prove his worth. Kreia has already shown her awesome power, being able to make it to the ship with one hand and surviving Darth Creeps-me-the-hell-out. So go light side.
 

sage42

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Let Harbinger blow it to bits, that way we don't have to lie later. Because lying, boys and girls, is wrong. And everybody hates it when people are wrong. About anything really.

About the armor I always thought it looked silly for a male exile. But for the female Exile it works incredibly well. Decent armor that doesn't restrict the force powers. And the later versions are even better, hell I've gone whole playthroughs wearing that armor on my Female exiles. MAYBE getting an upgrade in time for the endgame.
 

woodaba

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Looks like the light has pulled ahead after that surge. But will it remain there?