

Star Wars: Knights of the Old Republic
The Basics:
Platform: Xbox and PC (PC reviewed)
Developer: LucasArts
Price: $35-45 (as of 5/1/04)
ESRB rating: T-Teen (13+)
Summary: A "forcefully" fun
experience with a few "dark-side" pitfalls.
Note: Positively, Star Wars: Knights
of the Old Republic encourages thinking skills and demonstrates
how actions can influence a person's character. However,
the game does not just reinforce positive behavior; rather,
it rewards both positive and negative behavior in different
ways. Nonetheless, the game does not focus exclusively on
violence to solve all situations-communication and negotiation
skills are also critical. Parents should be aware that there
are some minor sexual elements, and they may wish to address
the quasi-religious philosophy of "the force"
in regards to their personal beliefs.
Further Breakdown:
Overall rating: 3 out of 5 stars
Best for ages: 14+
Playability: Controls are easy to master and easy
to understand
Graphics: Excellent
Entertainment value: Very good. The game is fun to
play with ample opportunity for replay.
Educational value: Some. Players develop critical
thinking skills, and reading is required
Reading Level: 8+ A fair amount of reading is required,
as all of the player's responses are in text form.
KidScore
Rating
Ages 3-7: Red
Ages 8-12: Yellow
Ages 13-17: Green
Violence Amount: Yellow
Fear: Yellow
Illegal/harmful: Yellow
Language: Green
Nudity: Green
Sex: Yellow
Review:
Few fantasy worlds have been explored as much as George
Lucas's Star Wars universe. Five movies, with another one
on its way, multitudes of books and dozens of video games
have been created about this fantastical galaxy far, far
away. Fitting in neatly is Star Wars: Knights of the
Old Republic; a video game tale that lets fans of Star
Wars live out the life of a Jedi knight.
For those less familiar with the Star Wars
universe, Jedi knights are masters of the "force"
channeling energy drawn from all things to do their bidding.
Depending on their actions, Jedi can be drawn to the light-side
(good) or the dark-side (evil). Knights places a
fair amount of emphasis on the balance between the light
and dark-side of the force and the influence it has on the
player's character. As players go through the game they
are presented with many decision-making opportunities. Choosing
actions that are benevolent and kind will draw players to
the light side, but actions that use power and strength
to dominate will draw players toward the dark side. Sometimes
the situations are very realistic. For example, in one part
of the game there is a group of people who have decided
that all alien species are bad and should be eliminated
(a diversity/genocide issue). Players are presented with
an opportunity to disagree with this behavior and gain light-side
points, or agree and gain dark-side points. This concept
is something parents may wish to consider. From the game's
perspective, neither the light or dark-side is necessarily
portrayed as "better;" rather, they are viewed
as simply different ways of playing the game. Although the
player can clearly see the difference between good and evil,
both actions are "rewarded" equally by giving
the player points.
A significant amount of the game is designed
to resolve situations in a peaceful way - through dialog,
or by providing alternative solutions. However, players
can influence this by their decisions, and additionally,
there are multiple occasions where combat is presented as
the only option. During fighting scenes, the player can
command several characters that are within their control.
The player can pause the fighting at anytime to change weapons,
use artificial stimulants to increase their fighting ability,
or alter fighting tactics. Not particularly bloody or gruesome,
victims simply fall to the ground when defeated, and eventually
fade away.
The overall play of the game harkens back
to earlier years of video games, with a style somewhat similar
to old text adventure games or Pick-a-Path® books. The
game is almost literary in its depth. In fact, reading is
reinforced, as players respond to computer controlled characters
by reading through several dialog options on the screen,
and then choosing the one that best fits their goal. Through
these choices, players can influence the path of the story
to a degree. Nonetheless, the overall game is still quite
linear, with major choices that are unalterable. Not to
be conquered quickly, the game weaves missions, character
storylines and overall Star Wars themes into an interesting
story that is fun to play, but one that will take a long
time to conquer.
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