Knights Of The Old Republic 2: The Sith Lords
After a stunning freshman release, Knights of the Republic returns in its sophomore year, giving us another title that offers a chance to walk on the path of Light, or fall to the deepest evil of the Dark Side. Set approximately five years after the original game, the whereabouts of the original crew of the Ebon Hawk are shrouded in mystery, as are the details of what's happened to the galaxy since the original war against Malak and Revan. Still, this is a quality title, not because of how impressive it is, but because of how subtle the changes made actually alter the original gameplay defined in KOTOR 1.
The greatest and most unfortunate part of this game is that it's almost a carbon copy of the original Knights. While this isn't a bad thing, because it was a solid gameplay design to begin with, there's not much more beyond a couple of interface improvements, some new powers, and a brand new story. Some of the graphical elements have been improved, but the thing I was most disappointed with was actually the script itself, as some of the writing in this game is truly atrocious. That aside, it's still invigorating to have a choice to play light side or dark side characters, with your own character starting out as a Jedi (no waiting around for a few levels of a normal class this time), and with your trusted comrades moving towards the light side and dark side depending on your own choices.
Essentially the expansion pack to1, the new story and a subtle touch to the gameplay make this game essentially a excellent title. Even recycled, this is quality gaming.