Above all others, Knights
of the Old Republic stands out as the quintessential epic Star Wars video
game. There are brilliant ones, there are classics, and there are fan
favourites. However, few have ever reached the heights of Bioware’s first game,
to the point where even those who lack any knowledge of the Expanded Universe
deem it a worthy successor to the films. It’s sequels are far more contentious,
but that’s a subject for another day. Instead, I wanted to look back at the RPG and consider why it
stands out. More specifically, why it managed to revitalise such interest in
the franchise.
Naturally, there will be spoilers ahead, so please do not
read until you have played this game. If you are wondering if you should, then
the answer is yes, it still holds up well even today.
So, with that warning offered, let’s answer the question. Naturally,
this is going to be an opinionated piece, but having looked at Star Wars media over the decades, the
franchise’s greatest strength lies in its capacity to be loyal to itself. It’s
not above experimenting, not above seeking to insert new changes, critiques or
deconstructions of the universe as a whole. With that being said, a new work in
this universe never seeks to completely destroy what made it great purely for
the sake of being different (The Last Jedi
not withstanding of course), and uses the classics as a basic starting point to
forge its own identity.
In the case of Knights
of the Old Republic, you can easily see where certain trace elements keep
emerging time and time again. Notably in how key archetypes and older narrative
devices remain constant within the work, but have been substantially altered.
Take Revan, just to cite the most obvious of these examples. A masked dark lord
who was once a Jedi, a powerful figure within a new regime ruled by the Sith,
and he has a unique connection to the protagonist. One which only fully emerges
thanks to a shocking revelation delivered at the story’s middle point. The
story itself, for many players, was also one of redemption of this character as
well and he ended it by slaying the other Sith who he had assisted in raising
up the new Sith Empire.
If you think that Revan is too easy a choice, then consider
the others for a moment. You have Jolee Bindo, an old hermit who has isolated
himself from society. He knows of Revan’s true identity, helps train the
protagonist, and even has a tragic history thanks to an apprentice falling to
the Dark Side. Zaalbar is a Wookiee who is bound to another thanks to a life debt,
serves as the partner in crime to a scoundrel, and is a talented gunman. You
could even argue that Carth Onasi fills out a number of Han Solo’s distinctive
traits, as he is a talented pilot, has a history with a major military force and
is often at odds with the Jedi themselves.
Each character follows the same basic archetype, but the
building blocks for them have been reconstructed until the events or character
qualities end up seeming completely alien to their inspirations. This allows
them to pay tribute and utilise the strengths of the original releases, but
without wholeheartedly replicating them. It uses inspiration, perhaps the
occasional nod or joke, but it never resorts to relying on nostalgia as a
crutch to prop itself up. When something does emerge which compares the games
to another part of the universe, it’s either relatively minor or so subtle that
you can easily miss it. As a result, you end up loving KOTOR because it’s KOTOR,
not because it is a remixed version of A
New Hope. There’s also something to be said on how it uses this to also tap
into the subconscious fondness or nostalgia for the classic heroic tropes while
modernizing it, but that is worthy of an essay entirely to itself. For now, the
idea put forward is simply that KOTOR
was loyal to its inspirations, but it sought to always remain loyal to itself.
In the same vein as the above point, the game also sought to
fall back on the familiar while expanding on what had been laid down before.
The prequel trilogy had shown us a glimpse of the age of the Republic, what it
had been like during its final years and the role the Jedi played. Yet, for all
this, it was not quite the era some imagined. Not quite the same age of
thousands of Jedi, thousands of Sith, each vying for power. This was something
better reflected on in the Tales of the Jedi
comics and, noting how crowded the Clone Wars era was becoming, Bioware opted
to use this as their chosen time period. In doing so, and setting them in the
wake of the comics, they were given far more leeway to explore and examine the galaxy
as a whole. While the technology certainly lacked the more archaic design of
its predecessors, it nevertheless helped to introduce people into a much
greater universe. This was even done without completely shutting itself off
from the comics, as the game offered a multitude of shout-outs and comments to
the Tales series. It was simply that
they were so unobtrusive that you could overlook them if you weren’t a dedicated
fan.
You see, the franchise of Star Wars at this time was unafraid to expand its frontiers. It
could still serve to fall back on the familiar, in elements so obvious as names
to the visuals such as lightsabers, but it still sought to offer greater detail
to the films. When Sir Alec Guinness delivered the line of how the Jedi were
the defenders of peace for over a thousand generations, it could have been left
at that. Yet, the franchise wasn’t afraid to offer more. Because of this you
ended up seeing key points over that time such as this, where they had earned their
legendary reputation and actions had shaped the future we saw. In what could
have been a bare bones history, you instead could look at any point and find no
end of information explaining and outlining the developments in galactic
history. Yet, incredibly, it did so while escaping the risk of locking out
viewers with too much continuity. Like many of the larger series, it isolated
itself, establishing KOTOR as a
chapter of a larger work; connected and yet easily accessible to those who could
accept a few minor gaps in their knowledge. Just as the Clone Wars had
originally been for those who watched the original films.
Finally, however, there is also the key factor of how KOTOR offered its players engagement and
a first-hand look at what risks the setting posed for its heroes. For many, the
threats of a Jedi’s fall stemmed only from temptation, a desire to use their
power too rashly or to gain strength in order to overwhelm their opposition. By
setting this within a game, this became all the more clear, and it was often
combined with more subtle options. More than a few choices did boil down to “Remain
the righteous man” or “DOOM HAS COME FOR YOU!” in a black/white situation, but
this served to help the exceptions throw you off. A court trial, a moment where
you could allow a man to take revenge for the death of his comrades, even a
wrong line against the villain could alter your disposition. It helped to show
that for all their power, those connected with the Force walked a tightrope. In
order to follow one set discipline or another, their every choice had to be
carefully considered and acted on accordingly. It meant that, while the Force
opened many doors, it could also leave those connected to it following a set
path.
These are just personal thoughts, as the opening said. They’re
more reflections on the game, and something which deserves greater
consideration some way down the line. For the moment though, I hope it’s made a
few of you at least think back fondly on the first KOTOR and of the material which accompanied it. Star Wars might be recognised primarily
by its films, but its supplementary material once meant so much more than a
mere means to promote the next cinematic release.
The only thing I missed from KOTOR and KOTOR2 was that the Dark Side was so obvious and the light side so much simpler to follow. Most of the times you'd get:
ReplyDelete- Help someone (probably for a reward and Light Side points)
- Stay out.
- Kill them and take what's theirs (for DS ponts)
Usually the dark side led to less content (usually, I remark), which can be less XP, and to warped situations, like companions following you even if you're a total jerk to them.
KOTOR 2 circumvents this with the meta explanation that you've got that magentic charm that makes everyone think you're the Second Coming of Jesus, caused by the wound in the Force that you carry since Malachor V. That was a neat trick because it allowed me to play as a DS character without much plot cringe.
But I'd like the DS to be more devious. More... what it is. Temptation, deception, good will turned to desperate measures, best intentions that justify the means. A good man who thinks too much of himself may sacrifice his soul if that means getting closer to "his goal", which he, of course, percieves as pure.
In these games, the DS options were always blunt and obvious as a brick to the gonads; and also, the playes of computer RPGs is trained to expect certain things: coin for his troubles, copious XP, trinkets and rewards... but we're not roleplaying good guys, then. We're roleplaying pragmatic sociopaths who help others for the rewards. What if the Light Side path didn't reward us for certain good actions critical to the main story? What if there's a clear choice, at some point, between saving someone who's in the core cast, and getting to the MAIN TREASURE VAULT. A classic case of "Let it go, Indy. Let the Grail go".
I do miss the subtlety in these games. Powers also are tied to the DS or the LS. If there has to be a LS DS counter, why not make the use of powers also something to weight into the counter? Use dark force powers to hurt, like lightning? DS points for you. Use protective shields, soothing techniques, meidtation to commune with your surroundings (instead of yourself)? LS for the man! Star Wars has always been inconsistent in its core rules and philosophy, but KOTOR is the series in which these things were taken more seriously. A Jedi warrior should be someone who's especially trained to prevent his own aggression to lead him to the DS, but you rarely see this. At least KOTOR 2 acknowledged (lampshaded, more like) that your bloody path, Light Side or Dark, was something awful, and that "you were getting stronger with each life you took", paraphrasing one of the three Jedi Masters , who metacomments on the nature of XP and the concept of your Force Wound.
I also think that KOTOR 2 had the superior story and characters, even if it was way clunkier than KOTOR 1 at launch, and even with all the cut content.
Anyway, good post as usual!
I can agree with that sentiment to a point, as I do think that KOTOR2 had much deeper flaws but also far more ambition behind it. The game did make a better use of its core characters, and the meta commentary definitely gave it more of an edge in exploring its themes.
DeleteWith that said, i'll admit that there are some definite points on here that I had not considered. Short of the rougher points outlined above and the emphasis on control, I had not considered some of the concepts surrounding the use of skills or how the reward system worked. They are certainly quite interesting though.
Thank you indeed, you have given me much to think about.
I'm going to disagree here, as there are a few choices in KOTOR where the light/dark side questions and answers aren't so obvious. One world for example is considered vital by both sides and it also retains its neutrality towards the two sides. In it you're supposed to investigate a Jedi ally who's accused of murdering a Sith woman, only to find out he actually did it if you go all the way through with your investigation. When it's time to reveal the information you can do the right thing and tell the truth, which gets you light side points but also casts suspicion on the Jedi with the possibility of having them getting denied access to the planet as an eventuality, or you can lie, get dark side points in an attempt to do the reverse and cast the suspicion on the Sith.
DeleteNow not every choice is like this, but there were still a few that were not so obvious, and I do wish they tied the powers more into the alignment as you stated here, since as a slider it was possible to run out of light/dark side points you could gain while not being able to leave the middle ground depending on your personal tastes.
I also couldn't really get into KOTOR 2 for the same reason I can't get into a number of Obsidian's games: because I'm not playing my character, instead I'm occasionally making decisions for a stranger I know nothing about.
I also disagree with how it painted a number of things too including the light side but that's a whole different discussion.