Who Star Wars Knights of the Old Republic II: The Sith Lords starts and knows the predecessor already, is first of all surprised negatively. One feels at first namely not as a sequel to one of the best role-playing games of recent years, but at best as an add-on. First, a naturally falls on the artwork that has improved at first glance no piece. Although some menus have a different color and some buttons have been added in the interface, but an improvement can not be called that. Only when you awhile has dealt with the game, a notice that the menu can now also operate in high resolutions and some new effects have been added. Actual this representation is not yet by far. To connoisseurs of the first part will also playfully find immediately familiar. There are always one or more jobs that need to be met in order for the story is being driven, in addition, they can bring in various NPCs side quests that earn them credits and experience points. As in the first part they are to install a standard fighter who admits freely with blaster and grenades their way. Later they build a lightsaber and learn more and more power skills that they then transform from an ordinary fighter in a bona fide Jedi. New in KOTOR II is the system of the workbench and the laboratory station. Allows inventory items that you no longer need to be dismantled and new ones are created. Here, their skills play an important role, because the higher as the value for "Repair" is, the more valuable objects can be created. If they are more likely to a lot of credits from, you can make your articles of course continue to sell at a dealer. New is also the so-called. "Influence" they have on their companions. The better you understand a character, the higher the impact and the more impact have on this figure. How well they understand their actions with someone depends especially of from the dialogues and the way they handle orders. The dialogues are held as in the predecessor in the multiple-choice procedure. If they talk more friendly and also pay a beggar times 5 credits, you get points for the bright side well written, but if they get rid of the beggar with a death threat, her attitude changed rather to the dark side. It is the same with the influence. One of her companion warns her not to give the beggar money. Listen, win on the Council them to influence on the person, they give the credit anyway, they lose appropriate influence points. As in the first KOTOR is also worked in "The Sith Lords" a lot of scripts. So many actions and cutscenes will only start if certain conditions are met. This sometimes leads to problems. On one of its planets out there is, for example, their primary goal to find a Jedi and change the ID signature to their spaceship. When a dealer they learn that they need a particular map to change this ID. You can the planet now ten times looking up and down, they are not a Jedi, still find such a card. Previously they have in fact only meet a certain number of contracts that look at first glance like side orders (eg some refugees assist). Once you do that, automatically starts a cutscene and the affairs with the ID-signature and the Jedi now done almost by itself. Fortunately such passages are rare, but occasionally make for frustration. A big plus is how the first part of the Story of Kotor II. It is always exciting and provides surprising twists. Just as well the atmosphere has succeeded. Anyone who has played the predecessors, will find their way to its base, the Ebon Hawk, instantly and also some old friends meet, including T3, HK 47, Bastila and Malak, as well as newcomers are soon captivated by the Star Wars flair be and enjoy the excellent story. Total also KOTOR II, like its predecessor one of the best role-playing games. Who has not played the first part, can access safely, but everyone else should consider whether the acquisition due to the really minimal changes worthwhile.