Pro:
Good / evil influence: The proven system of mind Part 1 also works splendidly again, in conversations and quests suggests you look so bright on the path or to the dark side. Each Quest allows for different solutions. In addition, the own mind now also affects the companions. The evil one is, the more malignant are also most of the attendants.
Plot: The story moves from the beginning of the spell and by convincing the players to continue playing, as many secrets and Myterien be scattered. Especially the mysterious Kreia leaves you wanting more ... Unfortunately the resolution of the story has failed
Proven Kampfsytem: usual clear run from the anytime pausierbaren skirmishes. New talents and spells sweeten the power everyday. Unfortunately, the changes have not failed too extensive ranges
Cons:
- Graphics: There's not improved at all, and make it look even worse than in Part 1. Many textures are muddy. Level backgrounds (eg views of the city Telos) totally pixelated.
- Level Screening: Dandooine and Korriban were 100% recycled from Part 1 and only slightly revised. Talk a shade deeper, sometimes as a fallen pillar more. Especially when you have the first part being played until the levels come across very bilig and convince any way. Especially since they are only half as large for some strange reason, as in the predecessor.
- Impact on system Companions: A good idea on the drawing board, unfortunately, poorly implemented. In discussions with the companions the answers have you give, influence on the opinion of the companion of a self.
So sometimes come out interesting secrets about the character's.
However, this system is sometimes very illogical, so actually can cause irritating as positive answers to declining influence. The whole culminates in the fact that some fellows want the rest of the game no longer speak due to a single answer with, but still accompany the group. Very paradox!
- Story conclusion: As interesting and inspiring the story at the beginning is also the more disappointing is the course and conclusion.
80% of the game is the main challenger for power and a life Devouring Sith Lord. This is then but times hastily casually bumped off without effort, without any reference to the act or its effect.
Then the game takes a turn towards actually envisaged action to Darth Traya ... and bogged down in discussions on the all-encompassing power and the world.
Even as a diehard Jedi fan no longer looks to end by itself and sheer drivel to the hot "Machtbrei" the actual story goes completely under. I figured the story only after 2 playthrough.
- Lack of respect for the story from Part 1: Very disappointing is especially the fact that KOTOR 2 is actually garkein successor, but rather a spin-off. Revan disappeared, and with him all his companions. Only the droids from Part 1 are back again with. This can be, how could it be otherwise, of course, do not remember their former masters. In any case, very little reference is made to act from KOTOR 1, only the basic settings of the Mandalorian Wars is spun out ... what happened to Revan and his companions, is unclear, although the game scatters notes and only does so as if the mystery during the game actually aired. Only at some point runs the nothing.
Anyway KOTOR 2 acts at all corners and edges unfinished and ill-conceived, clear it's fun, but after the ingenious part 1, part 2 is a bitter disappointment. A pity! One can only hope that part 3 (if it comes) again focused on its strengths and the heroes from Part 1!