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NerdMonday, September 13th 2004.

DayLahs

Will Never Be Another

Posts: 46,290

Join Date: Jul 2002

Location: Miami, Florida

New Knights of the Old Republic II Details and Pics
courtesy of ign

Although BioWare has handed off the development duties of Knights of the Old Republic II: The Sith Lords to Obsidian Entertainment, we've got our eyes, like frickin' laser-beams, pinpointed on this upcoming RPG. What do you expect? It was IGN's Game of the Year in 2003. We're expecting to love this sequel like a Victoria's Sdecret twin sister. So... what can you expect from the sequel? Many, many subtle changes, and several delicate upgrades, tweaks, and improvements to a system that worked on many, many different levels the first time around. Today, we'll detail the many powers of the Force Powers.


But first, a little backstory. Knights of the Old Republic: The Sith Lords is set five years after the end of KOTOR. After all the mess that has gone down in the universe after the Mandalorian War, the Jedi civil war and all that business with Darth Malak, the Jedi Order has dissolved. As luck would have it, you were exiled by the Jedi Council a few years prior, so you missed most of the mass Jedi genocide.

You start the game in a medical facility on Peragus Station, a remote asteroid mining operation. You have no recollection of who you are, how you got there, or why you're hurt. And yes, this does sound familiar. In just five brief years, you're the only known Jedi left in the universe, and now it's up to you to carry on the ideals and beliefs of the Jedi. You are a gamer, no?
Sounds familiar, we agree. But The Sith Lords doesn't start exactly where the last game left off. If you played Knights of the Old Republic, you know the choices made throughout the game helped to develop your character, so The Sith Lords starts you off as a completely different Jedi. One of your main drives in the early part of the game will be to get your trusty sidearm back and retune yourself to the ways of the Force. So, let's take a look at the the Force Powers, shall we?

Force Crush
Dark Side Power

This power enables a character to call upon the dark side of the Force to telekinetically shatter an opponent's body. With a single gesture, the character can lift an opponent into the air, then shatter the bones in his body, bypassing any armor or other defenses and leaving the opponent a quivering, bloody wreck. If the opponent is especially strong-willed or tough, they may fight off some of the effects by sheer force of will, but this power often kills any lesser beings it hits.

Battle Meditation
Universal Power

Battle Meditation is a rare and powerful skill that allows a Jedi to influence the outcome of even a large battle. The Jedi develops an image of the battle in their mind and projects it to both sides of the conflict, inspiring their own troops while demoralizing the enemy. Used in both small skirmishes and larger conflicts, Battle Meditation can turn the tide when needed most.

Force Scream
Dark Side Power

Masters of the dark side have learned to focus their rage into a primal scream that penetrates the very hearts of their enemies, leaving them crippled, weak, and confused - perfect victims for a more conventional massacre at the hands of the dark Jedi's minions.

Force Fury
Dark Side Power

Sith Marauders learn to feed upon their own hatred, filling themselves with the essence of the dark side until they erupt in a terrifying rage. While in this horrifying state, the marauder slaughters all nearby foes with furious abandon, their power growing with every kill.

Force Sight
Universal Power

This power allows a Jedi to see using the Force. Some obstacles can be seen through and sentients glow with an inner light based on their current alignment.
NerdMonday, September 13th 2004.

Shard

Missing Quality HBO Shows

Posts: 2,747

Join Date: Jan 2003

Location: Hollywood, SC

That force sight reminds me of mace windu's shatterpoint...power?...from the book. Very nice. Smile
NerdTuesday, September 14th 2004.

Magnetichead

Banned

Posts: 908

Join Date: Jul 2004

Location: London England

I didn't really like the first. Infact I took it back but I'm willing to give this one the benefit of the doubt untill I play it.
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NerdTuesday, September 14th 2004.

Ragnar Danneskjöld

Friend of the Friendless

Posts: 18,111

Join Date: Apr 2003

Location: Houston

This game will probably be awsome, with the previews in XBN and this.
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I believe that banking institutions are more dangerous to our liberties than standing armies. If the American people ever allow private banks to control the issue of their currency, first by inflation, then by deflation, the banks and corporations that will grow up around [the banks] will deprive the people of all property until their children wake-up homeless on the continent their fathers conquered. The issuing power should be taken from the banks and restored to the people, to whom it properly belongs. -Thomas Jefferson,
 
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