Here's an interesting article from Gamespy about the abrupt ending of KOTOR 2 and some of the things that got lefy out. An excerpt:
He goes on to give LucasArts a little grief over the amount of time given to developers.
Quote:
| The storyline is engrossing. It's deeper than KotOR's, expands on the events of the first story, fleshes out the mythology of that era in Star Wars history, and it allows for a lot more depth in the interactions with your sidekicks. That's saying something, since the original title's story, history, and character progression were pretty nifty. But just as the story is starting to wrap up and the "Oh, okay, I think I get it" moments are starting to eclipse the "Wait ... what?" moments (and there are a ton of the latter), the game basically gives up and initiates the mediocre endgame. In short, I'd have knocked a full second star off the game's review score, bringing it down to three, because of the terrible way in which it abandons everything that made it worth overlooking the bugs, right at the end. So who's to blame for this? Well, my friends, I did some digging around on the Internet, spent some time on various forums, and found some interesting information. There are massive endgame sequences fully scripted (in the screenplay sense, not the programming sense) that give your sidekick characters much more robust endings. There are even paths that can be taken where some of them will kick off, sacrificing themselves for the main character. Some of the dialog is startlingly moving and all of it would be much better than the poor attempt at Fallout's "glimpse into the future ending" that the game provides. |





