Count Down Too Star Wars Day 3: The Knights of The Old Republic


Introduction: “Hello meatbags I am Assassin Droid HK-47.”

Declaration: “I shall be helping the meatbags at Game-locke with this review”

Statement: A long time ago in a galaxy far far away…

One meatbag would find the will to go on with his flawed meatbag existence after the terrible game he just reviewed for his count down to Star Wars on Friday.”

Statement: “The meatbags spirits and faith in the force were renewed by the first installment in what is the greatest game ever made for the Star Wars series. Star Wars The Knights of The Old Republic.”

Declaration: “Now come with this meatbag and see a prequel done correctly for the Star Wars series.”


The story takes place approximately 4,000 years before the rise of the Galactic Empire. The galaxy is still healing from a devastating galactic war with the Mandalorians. And when Former jedi heroes who defied the council, and joined the republic to fight the Mandalorians, Revan and Malek returned after years of absence as new dark lords of the sith. Splintering the jedi order in half and creating a new infant sith Empire. Now a few years later Darth Malak, Darth Revan’s former apprentice, has unleashed a Sith armada against the Republic. Malak’s aggression has left the Jedi scattered and vulnerable; many Jedi Knights have fallen in battle and others have sworn allegiance to Malak. After the final apparent defeat of his master Revan years before.

The game opens with the player’s character—the player can choose a face and be male or female (canonically a male)—awakening aboard the Republic ship, Endar Spire, which is under attack by Malak’s forces. The player’s character gradually gathers companions and pieces together their past while attempting to stop Malak. While taking refuge at the Jedi Academy on Dantooine, the player’s character learns to be a Jedi, discovers a “Star Map”, and learns of the “Star Forge”, the probable source of Malak’s military resources. The player’s character and their companions search planets across the galaxy—Dantooine, Manaan, Tatooine, Kashyyyk, and Korriban—for more information about the Star Forge.


[Through the course of their travels, the player will eventually discover their character’s true identity – the brainwashed Darth Revan, whom the Jedi Council on Dantooine took in and subjected to memory modification so that he would no longer be a threat to the galaxy. Darth Revan had been injured when attacking a Republic planet because Darth Malak turned his guns on his former master. Because Bastila Shan was aboard Revan’s ship with a Jedi strike force, she was able to heal him and bring him to the Jedi Council on Dantooine. Her actions lead to the force bond between her and Revan, which plays a role later in the game.]

Depending on the character’s alignment, upon ultimately reaching the Star Forge he or she either defeats the Sith (the light-side path) or usurps control from Malak (the dark-side path). A light-aligned character is hailed as a savior and hero; a dark-side character stands before the remaining Sith forces as the new Dark Lord of the Sith.

Game Mechanics (This is going to get LONG):

Items: Many different objects can be found by Revan scattered all through the game world in different containers such as in footlockers, baskets, and corpses. What items can be taken from the containers are determined through random drops unless said item is required for story progression. Items can also be bought or sold in shops spread through the game through an exchange of credits, the game’s monetary unit.

All items are organized in an inventory which can be reached in the start menu at any point outside of a conversation. It has the ability to filter in a specific type of item, such as weapons, so that only that kind of item is shown. It is organized into all items, utility items, usable items, equippable items, quest items, and new items, which are marked by a purple coloring. Utility items include stimulants which raise stats for a short amount of time, medical items such as medpacs or antidote kits used for regaining health or fixing status effects, multiple types of grenade that cause different damage types or status effects, many kinds of armable mines, armor, weapon, and lightsaber upgrades such as different crystals; as well as spikes for hacking computers or bypassingsecurity. Quest items include items required for advancing the story, such as the Star Map data, or for completing many side-quests, such as datapads. Useable items also include medical items, stimulants, and equippablepersonal shields.

Droids used different sets of items for healing and equipment, aside from weapons.

Equippable items– Are collected throughout the game and are used to enhance the party. There are nine equipment slots per character: headgear, implants, armor, gloves, personal shields, right and left shoulders; a belt, and weapons; right and left hands. Headgear includes anything worn upon the character’s head, such as a helmet or visor, and normally are used for either protection or sensory enhancement. Implants are placed in the character’s body to enhance certain statistics and sometimes grant Feats or Skills. Armor is worn on the body for protection and for modesty. Personal shields are worn upon a character’s shoulders and they create a protective force around a person in order to protect that person from damage for a limited time. Belts are worm around the character’s waist and increase certain stats. Weapons are tools the character can use to kill enemies both organic and droid. They are carried with the character’s hands and increase damage dealt by the character. Unarmed combat is also possible and skill with this style of fighting increases as the character gains levels.

Weapons–  Items found throughout the game world, primarily in shops or in lockers. They can be equipped to each character individually, held in the hand equip slots, and add to the amount of damage points a character can deal to opponents. Generally, one weapon can be placed in each hand but some, such as blaster rifles or bowcasters, must be held with both hands, forfeiting the second slot. The player can decide which hand is the character’s dominant hand, which will never receive penalties in combat, while the other becomes the off-hand and will receive damage and accuracy deductions because of it. These penalties can be offset by certain advanced Feats or Skills as well as using a short blade in this hand. Certain weapons require specific Feats and Skills to be learned before they can be used.

There are two forms of weapons found in Knights of the Old Republic, melee, generally swords, and ranged,blasters. Each has different strengths, weaknesses, damage types, and upgrades. Weapons can be upgraded using workbenches and different parts gathered by the player.

Melee weapons are used to assist hand-to-hand combatants at short range. These include various swords,staves, vibroweapons, axes, and lightsabers. These weapons cannot be used at a distance but have great effect against unarmed opponents or those carrying blasters. However, because of their limited range, a character using a melee weapon is vulnerable to an enemy using a blaster at a distance and must first close that distance before they can attack. Certain swords and other melee weapons can be enhanced by using a workbench to add parts collected throughout the game. There are three specific parts that can be added to enhance applicable standard melee weapons. Lightsabers are another form of melee weapon that can only be used by a Jedi. They come in various colors and with various damage types, depending on different lightsaber crystals inserted in three crystal chambers.

Ranged weapons are all the various blasters and other guns the player can use. They are used primarily from long range, many combatants preferring to switch to swords when pressed into close quarters combat. They use another set of upgrade items, different from melee weapons, including a hair trigger and scope which increase the weapon’s accuracy or damage.

Levels–  Level is a number used to define the strength of a character. As a character gains Levels, by accumulating experience, they earn points which are spent on augmenting the character’s Attributes and Skills. They are also given the opportunity to learn new Feats and Force-sensitives have access to the discovery new Force powers.

Experience, abbreviated XP, is accumulated by completing various quests and defeating enemies. After reaching a certain number, which rises with each level, the character will “Level Up” and be given the chance to allot the new points to the attribute fields. Equal experience is given to all party members, regardless of whether the character was in the three-man squad used on the planet or not. Revan begins the journey at Level 1 and after he character surpasses Level 6, new characters are brought into the party at Level 6 with all experience gained through the journey shared with them.

Skills– In all there are eight Skills, each corresponding to an Attribute.

  • Computer Use, related to Intelligence, is used to calculate the chances a character will be able to slice a computer to perform a variety of situational tasks, such as disable a gun turret or open a magnetically sealed door. These tasks require the use of computer spikes, though the number needed is decreased by one for every four points put into this skill.
  • Demolitions, also related to Intelligence, is used to set, disable, or destroy mines around the game world. At least one point must be put into this skill to be able to access any actions relative to mines or to use grenades. Mines come in a variety of types, though there are three difficulties: easy, medium, and high difficulties; each requiring better rolls to complete, though a very bad roll can result in a mine’s premature explosion.
  • Stealth, related to Dexterity, is required to use the stealth field generator items and entering Stealth Mode. While in Stealth Mode, the character is put into Solo Mode and is undetectable, if the enemies Awareness stats are beaten by the character’s Stealth stat, even if they are in the enemy’s direct line of sight. While in Stealth Mode, a character must walk slowly unless they have learned the Stealth Run Feat, other than that, they will be able to perform all tasks except communication or combat. These disrupt the field and eject the character from Stealth Mode.
  • Awareness, related to Wisdom, is used to determine if a character notices mines or enemies using stealth technology. It is always active, though there is a penalty to its effectiveness if the character is running.
  • Persuade, related to Charisma, is a skill that only Revan can learn. It determines whether or not the player can convince an NPC of something. The option only appears in conversation when there is something a character is hiding or knows that could help the character in a quest. It can also be used to convince them to do something. Certain requests can be harder to convince a character to do: asking a guard to lift a bounty on someone’s head would be easier than asking the same guard to leave his post.
  • Repair corresponds with Intelligence, it allows the character to perform repairs on machines and droids with the use of Parts. The more complicated the repair, the more Parts are needed but for every four points put into this Skill, the total number required is decreased by one. This skill also increases the total number of Vitality Points that are recovered when using a repair kit on T3 or HK.
  • Security is the final skill related to Intelligence and it is used to access electronic locking devices. It is used to deactivate locks on door and storage containers. The Skill can be augmented by using security spikes andtunnelers, the more advanced of the two. At least one point must be invested for this skill to be usable by a character and as an alternative, a character may use its current weapon to bash doors down or open crates.
  • Treat Injury is related to Wisdom. The more points invested in this skill, the more vitality points are regained when the character uses a medpac on itself or another character. Advanced medpacs and life support packs further amplify this Skill during their use.

Character alignment

Your choices carry weight throughout the game, with each decision or action you can earn light side and darkside points. The more darkside points you have the red/yellower your eyes become, and paler your skin becomes, showing that the darkside is part of who you are at your core. The more light side points you gain the stronger the glow in your complexion becomes, and the brighter your eyes become showing that you are beyond corruption and won’t fall to the darkside again as Revan.


Upon starting a new game, the player is given a choice between three different classes for Revan: Scout,Scoundrel, and Soldier. Each has Revan’s abilities develop in a different way, accentuating different styles of play, and grant different starting abilities. After Revan is taken to Dantooine, he becomes a Jedi Padawan. At this point, the player is given another choice between three classes. These in turn alter the way Revan’s Force powers develop. The three classes are Jedi Consular, Jedi Sentinel, and Jedi Guardian.

Final Verdict:

We can go on and on about how much we LOVE Star Wars Knights of the Old Republic I and II, but we just would be here for hours writing this review and it would lose its effect. So to cut a long story short taking into account the brilliant story telling, writing, design, gameplay, and RPG mechanics we say this game score is an unprecedented for Game-Locke score of 10/10 perfect score. The only thing holding it back is the poor graphics which are forgiven due to limitations of the original Xbox and early PC’s. We are not kidding when we said this is the greatest Star Wars game ever made, it was a simple thrill to review and we cannot wait to do the review Knights of the Old Republic II: Sith Lords.