|
The
Basics:
Platform: XBox
Developer: LucasArts
Price: $49.99 (1/30/05)
ESRB rating: T (Teen)
Summary:
Be a Jedi knight and choose to fight either for good or evil
in the Star Wars® galaxy.
Note:
Parents should be aware that the complex moral themes and
decisions presented by KotOR2 may be challenging for
younger players, and that it is possible for kids to take
on either good or evil roles; the game presents both as viable
options. Also, most problems are resolved by violennce, regardless
of whether or not the player decides to be good or evil.
Further Breakdown:
Overall
rating: 3 out of 5 stars
Best
for ages: 13+
Playability: Acceptable: buggy gameplay and complicated
controls mar the game.
Graphics: Very good
Entertainment value: Very good
Educational value: Some: critical thinking is encouraged
during portions of the game.
Reading Level: 8+: As in the first game, extensive
reading is required.
Ages
3-7: Red
Ages 8-12: Red
Ages 13-17: Yellow
Violence Amount: Yellow
Fear: Yellow
Illegal/harmful: Yellow
Language: Green
Nudity: Green
Sex: Green
|
|
Review:
Star Wars Knights of the Old Republic II: The Sith Lords
(KotOR2) returns Star Wars fans to the of Jedi knights,
the republic, and of course, the force. As with the original
Knights of the Old Republic, KotOR2 thrusts players
into a plotline thick with twists and turns and many choices.
Some of these choices lead to the "light," or good
side of the force, whereas others lead down the dark path-towards
anger and ultimately evil.
As the
last of the Jedi Knights, the player is hunted by the evil
Sith, who wish to turn the player to their side or, if that
fails, kill them. Along the way, the player will meet many
computer-controlled characters, some who will become allies,
and others who will become enemies. The player frequently
makes decisions through a text-based dialog system-the computer
characters will "speak" to the player, and the player
then chooses from a list of pre-determined options to reply.
Based on the reply, the player can become either more "light"
or "dark"-help people or kill them, rescue or enslave,
fight for those less powerful or dominate the weak, and so
on.
For children,
this type of gameplay has advantages and disadvantages. While
it is commendable that the game stresses how actions and decisions
have consequences, there is no real guidance-it is equally
viable to play the game as a "light" or "dark"
character. With this in mind, parents may wish to be an active
participant if they choose to let their children play this
game-stepping in to discuss how decisions made during the
game could be applied in real life.
The game has a considerable amount of non-violent resolutions
and puzzle-based challenges to test the player's skill; however,
there are plenty of combat sequences. For the most part they
are not overtly gory, but there is some blood. The decision
to be a "light" or "dark" character can
play into the number and type of fight scenes-obviously "dark"
characters are much more violent.
There
are some other things that parents should be aware of. Some
parts of the plot are rather advanced and present difficult
moral decisions that would be challenging for younger players
to grasp. Alcohol is mentioned, along with gambling-these
activities typically occur in the cantinas that are sprinkled
throughout the places the player visits. Finally, on a technical
level, the game could be somewhat buggy-locking up on occasion
(X-box version), which may cause some frustration with players.
To conclude,
KotOR2, is very similar to the first game in terms
of strengths and weaknesses. The game has an interesting story
to tell, and has great potential to be a teacher of how decisions
can have a ripple effect throughout a person's life-both for
themselves and everyone around them. However, especially for
younger players, this game is dependent on parents to step
in and provide the background of which decisions are truly
right-and why.
|
Jeremy
Gieske has been an avid game player since the days
of the Apple II+ and Karateka. Recently, however,
his interests have developed beyond simply playing
the games, but also trying to understand the historical,
social and cultural impacts of video games. He recently
acquired his Masters degree with distinction from
the University of Salford in Manchester, England,
where he conducted research on videogames. Jeremy
has a background in design and marketing, and has
worked with several Internet and publishing companies.
Recently, he has written articles for DIGA-the Digital
Game Archive and has worked with the Computerspiele
museum in Berlin, Germany. |
|
|