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SOJ Knights of the Old Republic II · The History
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The History of Star Wars: Knights of the Old Republic II

A sequel made in fourteen months that argues with its own universe.

Star Wars Knights of the Old Republic II: The Sith Lords (Xbox, 2004) is two stories at once. On the disc, it is Obsidian Entertainment's first game, a darker and more philosophical sequel built around a Jedi Exile and a mentor, Kreia, who questions the Force itself. Behind the disc, it is the most documented case of its era of a game shipped before it was finished, by the studio's own later account. Both stories are on this page, and the second has its own question page in this Library, linked below.

THE MAKING

BioWare recommends Obsidian, and declines the schedule

BioWare suggested that Obsidian, a new studio founded by veterans of Black Isle Studios, be offered the license: the two teams knew each other's work, and BioWare found LucasArts' development schedule for the sequel too tight. The schedule in question, as lead designer Chris Avellone and co-founder Feargus Urquhart have both stated on the record, ran about 14 to 16 months. Development began in October 2003, before the original game had finished selling its first wave, and initial story work had started even earlier, then saw major redrafts once the team could study the finished first game.

Avellone prepared by immersing himself in the expanded universe, books, guides, modules, and graphic novels, and has said Obsidian recognized that the story and companions made the first game great, and tried to expand on both. The game runs on the same Odyssey Engine as its predecessor, with music by Mark Griskey. Urquhart's account of the final schedule change is the famous one: the game was planned for 2005, then moved up to December 2004 after E3, and the studio chose, in his words, between getting in trouble and getting it done. The full documented record of the cuts is on the question page.

THE DESIGN

Influence, prestige classes, and a wound in the Force

The Exile is a Jedi who served under Revan in the Mandalorian Wars and ordered the activation of the Mass Shadow Generator at Malachor V, a cataclysm that severed the Exile's own connection to the Force. The sequel's systems build on that premise: companions can be influenced, drawn toward the light or dark side by the player's example, and some can be trained in the ways of the Force. Thirty new Force powers, new lightsaber forms, and prestige classes deepen the original's build craft.

The writing is the design's center. Kreia, the Exile's mentor, treats the Force not as a faith but as a suspect, and the game's three Sith Lords, Darth Traya, Darth Sion, and Darth Nihilus, are each built as an argument about what the Force does to the people it touches. Contemporary and later critics singled out exactly this moral ambiguity as the sequel's advance over its predecessor.

THE EDITIONS

The versions that exist
Xbox · 2004
North America December 6, 2004, Europe February 11, 2005. Released two months before the PC version, with multiple unfixed bugs noted in the record.
Windows · 2005
North America February 8, 2005, Europe February 11, 2005.
The later ports · 2015 onward
Linux and OS X in 2015, Android and iOS in 2020, and Nintendo Switch in 2022 carried the sequel to modern platforms.
No restored edition
No official edition restores the cut content. The fan made Sith Lords Restored Content Mod, built from material left on the disc, is a community work, not a release, and its story is told on the question page.

THE RECEPTION

The scores, with the dissent kept
Metacritic · 86 Xbox · 85 PC
Generally favorable on both platforms, a remarkable score for a game its own makers call unfinished.
The praise · the writing
Story, characters, and writing were praised as more morally ambiguous than the original; the game is included in the book 1001 Video Games You Must Play Before You Die.
Kreia · GameSpy's best character of 2005
GameSpy named Kreia the best video game character of 2005, an unusual honor for a mentor figure in a sequel.
The criticism · unfinished, and familiar
Reviews faulted the game for launching in an incomplete state and for reusing its predecessor's graphics and systems. Both charges have only hardened since, and both are documented.

THE LEGACY

The cult of the almost game

The Sith Lords gained a cult following out of proportion to its troubled launch, and its reputation has an unusual shape: the more the development record became public, the more the game was re-read as an ambitious work interrupted rather than a lesser sequel. Avellone's 2013 retrospective verdict is balanced and on the record: LucasArts forced the short timeframe, and Obsidian was also at fault for not cutting enough early, minigames and all.

For this Library, the game is the era's central document on schedules: proof that a December date can cost a planet, an ending's clarity, and a factory full of assassin droids, and that what survives can still be argued about twenty years later.

THE GAME ON THE SHELF

KOTOR II · Xbox
Knights of the Old Republic II cover art
Xbox cover art · 2004
Obsidian's first game, and Kreia's deconstruction of the Force.
The GalleryWhy did KOTOR II ship with cut content?The History of Knights of the Old Republic
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THE FIRST WORD

New pages and new pieces, first.