Knights of the Old Republic
Elected to play Knights of the Old Republic (KoToR 1) for the month's theme of Choices. Cleared this game once before. Invested more time into the second game by a considerable margin. Seemed time to revisit the original.
Was greeted by technical issues. Displayed a black screen upon loading. Heard game sounds while moving the mouse. Assumed a graphical error. Snapped into a correct state by alt-tabbing in and out.
Brought another graphics issue to mind. Crashed reliably in the Undercity the first time. Discovered the cause to be the computer's "graphics card". Places that in quotes due to being an integrated graphics chipset. Fixed it by doing...something. (Probably changed two lines in a text document.) Transferred everything over to a new laptop since then. Should be good, right?
Back to the actual game. Chose a melee-focused, Light Side character last time. Wanted a Force-oriented, Dark Side character this time. Named the character Hei. (Originates from Darker than Black. Wields electrical powers.)
Next up: choose a class. Breaks down into three options. Quick versions of all three:
- Soldier: Heavy armor. 10 Vitality (see: hitpoints) per level. Lots of feats. Weak on skill points.
- Scout: Medium armor. 8 Vitality per level. Middle of the road for feats and skill points.
- Scoundrel: Light armor. 6 Vitality per level. Low on feats. Earns lots of skill points. Picks up Sneak Attack (extra damage under certain conditions).
Settled on Scout. Likes decent skill points. Also gives you Implant (another equipment slot) feats for free. Did not matter too much, honestly. Will go into why later.
Prompts you to select a portrait next. Offered nothing close to Hei. Settled on the one with the most hair and kind of dark hair. Compared the two side-by-side below.

...Yeah. (Sidenote: Tried taking several screenshots. Captured a black screen most of the time. Fixed it much later. Loaded saves for some screenshots.)
Assigned stat points next. Ought to feel more familiar to Dungeons and Dragons Third Edition players, as well as other systems, from here on.
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8 Strength. The minimum amount. Shuns melee combat.
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12 Dexterity. Helps blaster attacks and defense.
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12 Constitution. Never neglect your Vitality too much.
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12 Intelligence. Deviated from a build here. Suggested 8. Wanted more skill points. Turned out to be a bad move for reasons explained much later.
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14 Wisdom. Boosts force points and save DC (see: difficulty class). Becomes harder to resist your force powers.
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16 Charisma. Also boosts force points and save DC. Affects different skills than wisdom, but otherwise similar.
Filled in skill points and feats next. Invested in Awareness (for traps), Persuasion (for dialogue choices), and Repair (for a party member later). Chose the Toughness feat for more Vitality.
Ends the character creation phase. Note the lack of force powers. Learns none for a while.
Endar Spire
Acts as the game's tutorial. Finds little to say about it. Felt ineffective in combat, though. Missed a lot. Piloted an escape pod to the next planet.
Minimized the game automatically upon playing a movie. Describes the struggle against the game itself to be more tense than any of the tutorial ones. Stopped the movie by hitting Escape. Removed the black screen with a few alt-tabs and blindly picking dialogue. (Disabled movies entirely later, due to an unavoidable crash.)
Taris

The first real section. Plops you into a city's apartment building with Carth, a soldier from the Endar Spire. Tasks you with finding Bastila (a Jedi on the Endar Spire) and escaping the planet overrun by Sith. Kinda wanted to join them, but whatever.
Looted the apartment building. Hit the streets. Ran into debt collectors for the Exchange harassing a merchant. Barreled down the path of the murder hobo. Killed the debt collectors and extorted the merchant for credits. Resulted in some more valuable Dark Side points. Reduces the force point cost of Dark Side powers (and raises the cost of Light Side powers).
Terrorized the local population some more. Become buddies with some Sith at the cantina. Attended a really dull-looking Sith party. Seemingly agreed as they drunk themselves into unconsciousness. Stole some of their armor to look official.
Praises the game for changing the dialogue when equipped with the Sith Armor. Reacts to you like a Sith member. Sadly traded it away for identification papers to progress the plot.
Sidenote: Also thanks this game for the "Return to Base" button. Teleports you back to the apartment. Fully restores your health for free. Returns to your previous spot instantly by hitting "Transit Back". Leaked Vitality like a sieve with such poor combat capabilities. Saved a lot of medpacs.
Dove into the Lower City. Died to Calo Nord a few times. Read about them having good armor somewhere. Referred to a later time. Instakills you with blaster pistols currently.
Crept into the Undercity next. Did
not crash, thankfully. Met up with Mission, a Twi'lek companion. Used Mission frequently in the first playthrough. Brought good skills with acceptable damage. Desires darker companions this run, though. Kept them in the party for now, due to having no one else. (Party composition at this point: all ranged.)
Reached level 4 somewhere around now. Explains an earlier point about the class not mattering too much. Opted to not level up for a while. Saves those levels for after becoming a Jedi. Earns neither Force Points nor Powers as a Scout. Accepts weakness now to become much stronger later. Will be stuck at 40 Vitality for a while, however.
Rescued Mission's friend, Zaalbar, in the sewers leading to the Black Vulkar's base. Gladly accepted a melee companion. Shoved Carth out.
Interjects two combat annoyances here.
1. Initiates combat with a blaster attack. Seems to struggle with line of sight every so often, more so in the twisty sewers. Ran right up to some enemies to shoot them. Really hurts on a weakling like Hei.
2. Apathetic party members. Started the fight! Do something! Usually waits a combat round before engaging. Sometimes decided to twiddle their thumbs the whole fight (unless prompted).
Infiltrated the Black Vulkar's base (see: slaughtered everything moving) to grab a Swoop bike part to eventually save Bastila. Met some slimeball offering a deal to betray the person you were getting the Swoop bike part for. Naturally agreed to clean out a second gang's base. Yay for murder.
Participated in the Swoop bike race on the Black Vulkar's side. Won with no problems. Turned to violence when Brejik refused to hand over Bastila. Looted Brejik's Belt. Grants 5 damage resistance to bludgeoning damage. Amaz...wait. Bludgeoning? Only lists "physical" on melee weapons. Consists primarily of swords. Is this a troll? Looked into weapons. Sees stun batons (a very low damage weapon) and quarterstaves. Who even uses those? Might affect some monsters, perhaps?
Worked on the next task at hand: escaping Taris. Meant "infiltrating" a Sith base. Really started to feel power deficit against the Sith Governor. How is a 40 Vitality Scout with a 1-8 damage blaster rifle supposed to compare to a 7-21 damage melee swing and 148 Vitality? (Technically only missed out on roughly +2 Attack, 30 hitpoints, and a feat or two from not leveling.) Packed a secret weapon, however: grenades. Hits for a flat 20 damage (10 on a save) with a Frag Grenade. Backs those up with a stun chance from Concussion Grenades. Defeated the Sith Governor after a few reloads.
Saw the end of the chapter coming. Strolled over to the arena. Used the power of
money grenades to emerge victorious. Gladly accepted a new blaster pistol (and cash and experience).
Closed out the chapter by hijacking the Ebon Hawk. Invited Candorus, a Mandelorian skilled in melee, along the way. Definitely wanted them. Suits a Dark Side character's lust for battle.
Dantooine
Left Taris and the fleet demolishing it far behind. Landed at a Jedi place. Finally reached the promised land. Selects a second class here. Cannot gain any more levels in your old class (and good riddance). The options:
- Jedi Guardian: Melee. Initiates a Force Leap on targets within 10 meters. 10 Vitality and 4 Force Points per level. Weak on skills. High on feats. One Force Power per level.
- Jedi Sentinel: Hybrid? Gains Fear immunity. 8 Vitality and 6 Force Points per level. Medium on skills and weak on feats. One Force Power per level.
- Jedi Consular: Caster. Raises the DC for force powers. 6 Vitality and 8 Force Points per level. Weak on skills
and feats. Learns one Force Power per level, plus one extra every four levels (1, 5, 9, ...).
Dumps on Consulars hard this game. Trades a rough early game with little relevance to your primary stats for...poor skill gain, poor feat gain, low hitpoints, slightly better (and more) Force Powers, and good Force Points? Gross.
Became a level 4 Scout / level 5 Jedi Consular. Doubled from 40 Vitality to 80. Discovered the error on Intelligence here. Gains 1 + (INT mod / 2) skill points per level. Equals 1.5. Rounds down. Gains almost nothing from 12 Intelligence.
Forgets all the Force Powers selected. Took Dominate Mind and Force Lightning, at minimum. Whines a bit about Force Lightning. States "enemies up to 16 feet in front". Expected something conical. Passes right by enemies between Hei and the target far too often. Illustrates this with a screenshot from later in the game.
What is the hitbox on this thing? Literally went through someone's head. (Oh, one more thing. Cannot wear armor while using Force Lightning. Permits Jedi robes and clothing. Nothing else.)
Sends you into a grove twisted by the Dark Side as your first Jedi task. Battled Juhani there. Begins a conversation upon getting them low on Vitality. Provides an opportunity to bring them back to the Light Side and become a (handy tank) companion.
...Successfully lied to the Jedi Council about killing Juhani being the only solution.
Describes the conversation with Juhani as odd. Hoped to convince them to remain on the Dark Side, but fool the Jedi elders. Will copy/paste some choices and answers (from various parts in the dialogue tree).
Hei: "I just want to talk."
Juhani: "Talk?! You who have beaten me so easily just want to talk? I do not believe it. Kill me now, while you still have the power."
Hei: "I suppose there is no hope. I must kill you then."
Juhani: "What? No! I will not let you take me now!" (Resumes combat to kill Juhani.)
Juhani: "I do not know what to do. Now that I have caused such suffering to my Master and those around me..."
Hei: "Life is suffering."
Juhani: "Life is suffering, yes... but it was by my conscious choice!"
Would have liked better Dark Side responses. Wants to be a Sith Lord luring others down the path of the Dark Side for fame, power, and/or glory. Usually just results in a pile of corpses, such as with the family feud sidequest on this planet. Cannot exploit the dead.
Entered a mysterious ruin. Learned about the also mysterious Star Forge. Needs four additional mythical Star Maps to find it. Creates some welcome freedom in the game.
Tatooine
Debated between this and Kashyyyk. Sought the other likely companion first: HK-47 the assassin droid. Also wanted to stop putting points into Repair. Forked over a hefty sum of 4000 credits. Immediately repaired them fully for the extra Dexterity and regeneration.
Describes HK-47 as kind of bad, power-wise. Invested quite a bit into Strength, a useless stat for a character unable to equip melee weapons. Begins with an underwhelming 14 Dexterity (+2). Boosts up to a respectable 18 (+4) after full repairs. Only affects to-hits, though, and not damage. Gains none of the sneak attack damage that Mission does. Learns some useful skills (unlike Candorus and Zaalbar) along with the Dark Side lean, though.
Hunted down the Sand People (see: Tusken Raiders) for Czerka Corporation. Grew a bit irritated about wearing a Sand People Disguise. Turns all Sand People to neutral. Broke the disguise by getting too close (or talking to?) a Sand Person, switching some of them hostile. Fair. Warned about that. Activated the defense turrets on the next map, however, which instantly kill you. Recovered the chance to eradicate them by loading a save.
Found the Star Map next. Dealt with Calo Nord's ambush. Marveled at their amazing armor for Candorus (after upgrades): 12 Defense, damage resistance 10 for Cold, Fire, and Sonic, immunity to critical hits, and immunity to mind-affecting. Wore this armor for the rest of the game.
Kashyyyk
Pushes Zaalbar into the spotlight here. Details their backstory about being exiled. Becomes unavailable here for the majority of the planet, sadly.
Hid the Star Map in the Shadowlands. Erected several forcefields on the path to it. Laughed at how pathetic it is.

References this impenetrable defense in Jolee's dialog. "There are others, each blocking similar points on certain paths. It is all very calculated. Very precise. It would have been effective if it hadn't relied on the creatures to be walking. Climbers don't have much trouble getting around it."
Slaughtered the old Wookie ruler of Kashyyyk. Grabbed the Star Map. Agreed to the current leader's way of enslaving Wookies. Hightailed it to the next stop.
Yavin Station
Supposedly acquired this as downloadable content on the Xbox. Comes as a part of the game on every other platform. Shrugs. Sells expensive, high-powered wares here. Bought three main things:
1. The best armor for HK-47 in the game (a straight 13 defense).
2. The Baragwin Assault Blade for Candorus. Replaced the 1d10 + 1 damage blade with this monster's 2d6 physical + 2d6 energy + 2d6 sonic damage. Expanded the critical range from 19-20 to 17-20. Tops that off with a +5 to-hit modifier, versus the old blade's +1.
3. Tossed aside some wimpy 1d6 + 2 damage pistol (probably) for the Baragwin Ion-X Weapon. Doles out 3d6 ion + 1d10 physical damage, as well as +2d6 versus droids. Serves as a backup in case of running out of Force Points. (Sorry, HK-47. Will give you it later.)
Manaan
Really likes this planet's schtick. Produces kolto, a vital resource for healing. Sells to both Republic and Sith. Enforces a strict neutrality policy. Threatens to cut off one side for violating that.
Stole a transporter into the Sith Base. Blasted every living thing there (except for the Selkaths trying to become Sith. Gave them a thumbs-up). Prevents you from leaving the way you came in, for some silly reason. Walked out the front door like a dunce. Met a lot of angry Selkath guards there.
Cue the first trial. Note: Will kill you if they find you guilty. Handed the reins to the assigned defense lawyer, for fear of Dominate Mind not working. Did a poor job of it. Stepped in with the Sith's plans to overthrow the Selkath government. Got off scot-free.
Dealt with Jolee's character quest next. Investigated Jolee's friend, Sunry. Discovered video footage of Sunry killing the Sith.
Cue trial number two. Acted as Sunry's lawyer. The first move: show the judges the video footage. Guilty. Easy.
Back to the main quest: the Star Map. Went on a non-yellow submarine to a secret Republic kolto harvesting facility. Involves a
sloooow-moving section wearing diving equipment and big sharks. Gives you a handy sonic emitter to one-shot the sharks.
The problem? A very short range. Matches the shark's aggro range. Used it one-tenth of a second too early. Closes the entire gap between you before you are able to act again. Will one-shot you back if it hits. Was sweating bullets while spamming that sonic emitter. Fired it off before the shark hit. Only died once in that section.
Discovered the Star Map behind a gigantic shark. Vented poison into the waters to kill it. Contaminated the kolto, but who cares? Jotted down the Star Map.
Turns out the Selkath care. Cue trial number three. (Got a lot of use out of the courtroom.) Cared even more about their mythical shark god dying. Suffered a planetwide ban from taking too much credit about killing the giant shark. Eh. Finished all the sidequests here anyway.
Oh, right. Also encountered Darth Bandon while completing said sidequests. Realized the importance of Force Breach. Cancels the enemy's Force buffs, which includes "Force Immunity". Did not learn that yet. Struggled pretty hard in that fight. Picked up Force Breach at the next opportunity.
The Leviathan
Captures your ship after completing three of the four planets. Chose T3-M4 as the one to free everyone. Expected a skill-based challenge for them. Was proven correct.
Reveals you to be *gasp* Darth Revan at the end of the section. Loses Bastila at this point too. No real loss there.
Korriban
Strutted around this Sith planet. Yeah, hey, Darth Revan here. Did not impress anyone.
Entered their academy to join up with the Sith. Competed against a few other chumps. Scared one away. Killed the rest. Won by default.
Brings up an extremely annoying bug here. Breaks something about companions on this planet. Suspects a cutscene setting up the usual flag for companions to halt, but failing to remove it. Resulted in companions doing nothing and typically not following you. Became a slog from having to "gather your party before venturing forth" from map to map. Essentially doubled the walking time on the planet. Fixed it with a later cutscene, thankfully.
Wandered into the tomb with the Star Maps. Had an epic battle versus two Terentateks. Resists Force powers very well. Survived by using Plague on both, then alternating Force Choke to lock them down.
Wrote down the final Star Map. Killed the Sith teachers. Told everyone at the Sith Temple about it. Failed to convince them to bow down before their new head teacher, Darth Revan. Wiped all the Sith out. Sighs. Such a waste of talent.
Yavin Station
Returned here for more stuff. Bought another blaster rifle. Deals better damage to all creatures, but less to droids than the Ion-X. Passed off the old weapon to HK-47.
Star Forge System
Jumped to the Star Forge, only to get downed by a disruptor field. Spoke with the locals. Agreed to eradicate some hoity-toity lizards in exchange for entrance to a temple to turn the disruptor field off.
Demands for you to enter the temple alone. Backs off over Jolee's insistence on tagging along. (Would have been Juhani as well, if not for dying.) Sure. Swept the temple easily.
Met evil Bastila at the top. Raved about how amazing the Dark Side is and how the Jedi Council was a bunch of elites using you. (Actually sounded a lot like some people talking about politics today.) Smacked Bastila down. Convinced them to come along, defeat Malak and the Republic, and rule the galaxy.
Unnerved Jolee. Refused to swear loyalty to the glory of Darth Revan. Cut them down there. Welcomed back Bastila.
Was actually blindsided by this. Usually knew what was coming between memory and some Wiki browsing. Thought Bastila would only ever rejoin you through a Light Side romance thing at the end. Did not know about Jolee dying period.
Kept the surprises coming. Told the rest of the companions what was up. Upset Carth and Mission. Could not kill Carth. Gave Zaalbar the honors of killing Mission with a little Dominate Mind. Niiiiice.
Star Forge
Forces Bastila in the party. Was not too sad about that. Performs better than HK-47 in combat. Brought Candorus, as a nice non-energy damage source. Regretted not buying fancy Lightsaber crystals from Yavin Station.
Harasses you the whole way to Malak. Sends groups of 3-4 Dark Jedi and Sith Troopers in constant waves. Reached level 20 (the maximum) on the companions. (Hit 20 on Hei somewhere in the Star Forge System.) No longer needed experience. Sliced through all resistance.
Ends the game with a one-on-one duel versus Malak. Hits quite hard, on top of strong saves and Force powers (including Force Immunity). Heals by draining captured Jedi throughout the room.
Prevailed with the use of Breach, Plague, Wave, and Storm. Sucked the Jedi dry before Malak could, also. Caused a bug, unfortunately, which rendered Malak unkillable.

Mwah. Saved just beforehand, thankfully.
Displayed the credits in a very fitting way: bugged.

Enjoyed playing through once again. Was not without flaws, however. Suffered from bugs and two separate hard crashes (one from a movie, one randomly in Manaan). Feels a bit weak on build variety also. Technically increases when separating Light Side Consular and Dark Side Consular.
Felt a bit let down by the Dark Side choices most of the game. Redeemed itself a little at the end. Describes the final results as fairly evil, upon reflection. A rundown:
- Endar Spire: Destroyed
- Taris: Leveled by Sith bombardment
- Dantooine: Destroyed by Sith
- Tatooine: Committed genocide against an indigenous people
- Kashyyyk: Furthered the enslavement of Wookies. Gained some in-roads to its governing body.
- Manaan: Killed a god, ruined the planet's reason for existence, and got banned
- Yavin Station: Perfectly fine.
- Korriban: Killed most people there.
- Star Forge System: Killed half of the indigenous people. (Could not kill the other half. Needed the experience less then anyways.)
Defeated the Republic and became the overlord too, of course. Sounds like a proper Dark Side ending.