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The figurer RPGStar Wars Knights of the Old Republic II : The Sith Lords , publish by Obsidian Studios in 2004 , transcended its rush release and incomplete gameplay with a spectacular story , pore around the disturbing possibility that the Force was the true antagonist of theStar Warsuniverse . This shameful possible action is explored through its complex part and the invariant struggle of Jedi vs. Sith .
" May the Force be with you , " is a outstanding line in everyStar Warsmovie , used by parting Friend or as a benediction . Is the " Force being with you " a good matter , though ? This is the question that Kreia , the cynical wise man figure fromKOTOR II , urges players to study .
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Chris Avellone , writer and interior designer forStar war Knight of the Old Republic II : The Sith Lords , loves writingphilosophical , character - driven RPGscentered around quandaries of life , last , business leader , and bon ton . For him , grand moral statements in a story are less of import than grand moral questions , and inKOTOR II , Kreia is keen on asking the participant very tough interrogation .
KOTOR II’s Characters Are Skeptical of the Force
At the start ofKnights of the Old Republic II , the player character , a former Jedi banished for committing warfare crimes , encounters a unsighted , old Force - exploiter named Kreia who join the party to avail the booster reunite the Jedi Order and relearn the way of the Force . A fresh , browned - cloak wise man ? So far , so good , except that Kreia does n’t fit the Obi - Wan Kenobi archetype . Her words betray a bitter condescension towards the selfless code of the Jedi and the selfish cacoethes of the Sith . She urges the player fictitious character to control non - Force skills , and expresses distaste towards depending on others – be they party member or the Force itself , a power that , in her view , only misrepresent those who use it .
The Force Compels Players to Go to Moral Extremes
Knight of the Old Republic IIinherits a karma system fromits prequel , the Bioware - helmedKnights of the Old Republic , in which effective / bad deeds increase a Light Side / Dark Side evaluation and unlock certain Force Powers . A mechanic like this incentivizes players to grind major power through strict moral decision – giving coins to every beggar unlocks Force Heal , and burning down an orphanhood moderate to Force Lightning .
We see this in the narrative ofKOTOR IIas well . Jedi stick to tenet for fear of falling from the Light , and Sith overrefinement bystander just to increase their affinity with the Dark Side . The Force rewards Jedi and Sith for clinging to opposing extremes of philosophy . From the opinion of Kreia and other persona , this drives them to combat each other across the coltsfoot , a cycle of state of war that never end .
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The party members inKOTOR IIall suffer some form of secret past : a loveable rogue who tortured Jedi , a investigation droid who head for the hills a criminal family , etc . Kreia , the most secret of all , enshroud her nature up to the end , but we see hints of her own agendum revealed in sealed scenes : self - loathing towards her hypocritical reliance on the Force , hope that the role player character can break the status quo , and a desire to end the engagement of Light versus Dark for good . Without the Force to draw on , the wars between Jedi and Sith would end – or perhaps all life story in the wandflower would be extinguished …
For all the advice and wisdom Kreia purports to share with players , she grant no clear solution at the climax ofStar war Knights of the Old Republic II : The Sith Lords . Does the existence of the Force make theStar Warsgalaxy better or unfit off ? Do the right deeds of Jedi outweigh the cruelties of the Sith ? Only the player ofKOTOR IIcan do these questions : Chris Avellone and Kreia only care that their questions are devote serious thought .
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Source : Lightspeed mag