

Some Force powers are absurdly overpowered: a couple of them are so deadly that when you use them a half-dozen enemies will drop dead at your feet. Gameplay isn't as good as narrative in particular, combat is often unbalanced. Villains are also fairly interesting and more creative than the first KOTOR's Malak.

Special mention to Sarah Kestelmann's Kreia, who is both creepy and strangely sympathetic: one of the best Star Wars characters outside the original trilogy. Characters are memorable, voice acting fine. You can also train some of them as Jedi (or Sith if you go for the Dark Side). Naturally, mistreating your allies may ruin your relationship. The companions' attitude towards the player is constantly evolving: for example, a certain character may appreciate loyalty, another deception some party members will despise evil decisions, others will approve them (the morality system is based on the Light/Dark Side contrast, albeit with a few twists). The influence system is excellent this was one of the first RPGs to make extensive use of it. However, the middle section (let's say the central 75% of the game) is as great as the first KOTOR.

The first couple of hours are slow and tedious, as the Exile is marooned on a space station the final act part is horribly rushed, with subplots introduced and quickly discarded. Many games start and end strongly but have lot of padding in between: KOTOR 2 is the opposite.

Bastila from the first KOTOR has a brief but poignant cameo. His companions include Kreia, an enigmatic old woman, Atton, who at first seems a Han Solo clone but hides a few secrets, droids T3 and HK-47 and a few others. The main character is the Exile, a former Jedi searching for his surviving Masters to warn them about the return of the Sith. While KOTOR 2 has some flaws its predecessor lacked, it also features some neat improvements, like the influence system. Obsidian's Knights of the Old Republic 2 is a compelling RPG set in the Star Wars galaxy, the sequel to one of BioWare's best games.
