Star Wars: Knights of the Old Republic 2: The Sith Lords
What parents need to know
Parents Need to Know
Parents need to know that the complex moral themes and decisions presented here may be challenging for younger players. It is possible for kids to take on either good or evil roles; the game presents both as possible options. Also, most problems are resolved by violence, regardless of whether or not the player decides to be good or evil.
What's it about?
As with the original version of the game, STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS 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 -- toward 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 him. 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: 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.
Is it any good?
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 possible to play a "light" or "dark" character. Parents may wish to be active participants if they let their children play this game, stepping in to discuss decisions and the implications. The game has a considerable amount of non-violent resolutions and puzzle-based challenges to test the player's skill, but there are still plenty of combat sequences. For the most part they are not overtly gory, but there is some blood.
Some parts of the plot are rather mature for young players. In one scenario, you can gamble for a woman's freedom. If you win and set her free, you gain light side points; on the dark side, you can keep her as a slave, later extorting money from her. Alcohol and gambling are mentioned. Finally, on a technical level, the game can be buggy, locking up on occasion.
Families can talk about...
Families can talk about decisions and their consequences. How do you feel about the equal value placed on the light and dark sides in this game?