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Fridge: Star Wars: The Old Republic

Fridge Logic:

  • Nico Okaar wears a Stetson while piloting a star-ship. Cowboys didn't need to look up...
    • Maybe he takes it off normally.
    • Real-life hats like that only barely obscure your vision. Presumably he moves his neck like everyone else to look up.
  • The use of Evil Brit accents for the Empire seems strange when Republic stalwarts like Bastila, Admiral Forn Dodonna, Atris, and many more in KOTOR use a British accent, taking place 300 years prior before this Empire was revealed. Passing off the British accent as being from Dromund Kaas is a blatant continuity error seeing as the British accent was established as Coruscanti in works preceding SWTOR. Sorry BioWare, you screwed up.
    • Or maybe this just adds an element of Fridge Horror (see below).

Fridge Horror:

  • NR-02 on the Black Talon casually mentions among his functions are "manslaughter and calumniation." He expresses in Machine Monotone not to worry about any injuries among the crew of the ships, as their deaths would be statistically insignificant. If the players kill the captain for treason, they later return to the ship to find all but two of the crew dead, and those two suspiciously mute despite falling all over themselves trying to server the party. He has eight restraining bolts, when one has been shown to be sufficient mind control. In other words, he's a Killer Robot whose function is to cause slaughters for propaganda, has followed the party killing any survivors of their own crew, may have executed nearly all other survivors while the party was away, and requires seven redundant failsafes because even his master doesn't want him getting loose.
    • Actually, those eight bolts on NR-02 are present on other droids with his model, and variations of them on other types of protocol droids. It's likely that they're simply part of his structure. It's still not too far fetched that the droid specializing in "manslaughter" is responsible for the corpses at his feet.
    • What's worse about NR-02 is that both he and Moff Kilran imply that he has actually been present on Black Talon for some time before the party's arrival. Furthermore, Kilran implies that droids like NR-02 are actually Killer Robot Sleeper Agents who have been stationed on Imperial vessels to pose as protocol droids, all the while screening for suitable individuals to recruit for Imperial Black Ops missions.
      • Going by the Bounty Contract Week event and the "Harmless Protocol Droid" D-3X, they also seem to have a chance of going rogue...
  • In a late-game Flashpoint, it is revealed that Revan, with the aid of the Republic, was building an unstoppable army of battle droids that were intended to stop the Sith Empire once and for all. And how does he plan to do that? By programming the droid army to hunt down and kill ANYONE with even the slightest Sith ancestral heritage in their genes. And according to HK-47, that accounts for about 97.8% of the entire Imperial population. That in itself is already horrifying but the more you think about it, the worst it gets. Since the droid army will also target light-sided Sith Lords, Imperial citizens that either wants to reform the Empire or were simply born into it against their will, and worst of all even defectors to the Republic. Now consider this: When you are playing as an male republic Trooper, your love interest Elara Dorne, was a defector. Just think about this for a moment, Revan, the hero of the Knights of the Old Republic, is willing to kill your lover/wife and the children that the two of you are planning to have together in the name of 'saving lives'.
    • The same goes for a male Jedi Knight, since Kira was born from a Sith family.
      • Although it is questionable just how much the Jedi and Republic know of Revan's plans for the Foundry.
    • Worse, think of how much side-swapping goes on in that universe. You'd kill off a signifigant chunk of the Republic as well. Something tells me that Revan was deluding himself about "holding back" the Emperor, as something like that would suit the Emperor's grander plan to wipe out every other living thing in the galaxy.
  • One of the planets that you will get to visit in the game is Belsavis, a nightmarish penal colony prison world that holds some of the worst and most dangerous criminals in the entire galaxy. In addition to the prison being staffed by corrupt and abusive guards, the entire world is filled with death traps leftover by the ancient Infinite Empire. Also, the prisoners held there live in appalling conditions. For example, in one of your missions, you are authorized to offer one of the prisoners improve living conditions in exchange for his cooperation, and said improvement is that he will now be allowed to take ONE bath per-week. And what is the worst part about this? Belsavis is controlled and run by the Republic! Now just imagine of the Republic treats their prisons like this, how much worse things are in the Empire. Being taken alive as a prisoner of war by the Imperials can easily be a Fate Worse Than Death (especially if you're unlucky enough to be a race other than human).
    • The worst part of this is: the Republic is implied to be actually worse. Imperial Intelligence finds many documents showing that the Republic had been pitting various alien prisoners against each other in gladitorial combat, not for punishment, but to find out and record the strengths and weaknesses of each race. When the Imperial scientist finds out, he is horrified, not because it's so heartless, but because he had come up with the idea years earlier but the Empire refused it, believing that such an act would yield no valuable data and is a waste of potential laborers.
    • This is actually confirmed Republic side, where a quest involves finding out the details of the games and the character either deciding to let the senator, the prison official and their team of scientists continue or putting a lid on the whole thing.
      • Not to mention all the nasty creatures and Rakata technology they've been gleefully tinkering with.
      • The experiments aren't even scientifically valid. No control, no double-blind testing, just lots of dead aliens, over and over again. Nice going, Mengele.
    • Oh, and any children or grandchildren born to the prisoners is incarcerated for life as a maximum security inmate with no chance of parole, despite never having done a crime. This is to keep the prison Top Secret. The Warden the Consular meets blows it off, saying in effect "they were born to scum, they're just more scum." Apparently, the Republic borrowed Taris's penal code.
    • Tellingly, Imperial players get to repeatedly call out the Republic for the things done on Belsavis, being both appalled and impressed that the Republic had the stomach to do such things.
    • Particularly damning is the Republic's decision to fake the death and imprison a highly popular Cathar Prince, who was one of the leading voices amongst the Cathar who opposed the decision to join the Republic. After being broken out of stasis and finding out he's been trapped for 20 years, he vows to tell everyone what the Republic did to him, meaning if he and his supporters weren't pro-Imperial before, they definitely are now!
      • Maybe not. The Sith Empire are still allied with the Mandalorians, and the history between Cathar and the Mando'ade is ugly to say the least. We also have the usual Imperial stupidity and Fantastic Racism that will get in the way of anything that prince wants to do. Cathar are now, in game, a neutral faction (meaning that you can roll them for either Republic or Imperial characters).
  • A lot of the romance that you can pursue in the game falls under the category of Unequal Pairing. For the Force-sensitive classes, male characters are romancing their current or former apprentices. In the Imperial agent, Republic trooper (and keeping in mind the nature of the Jedi/Sith, those classes as well) storylines, the player character is a commanding officer romancing soldiers under his/her charge. Sith lords belong in an elevated social caste compared to their non-Force-sensitive romanceable companions, a Twi'lek slave, a disgraced Imperial officer, and a space-pirate Republic defector. While this is all warm and fuzzy, an underlying power disparity always overshadows relationship. Worst of all, as demonstrated in this video of the Sith warrior storyline stating at at 6:05, a ruthless enemy can easily exploit your relationship as a weakness against you. Imagine if someone threatens to murder your boyfriend/girlfriend/husband/wife unless your character does exactly as they say. Even if you have a super tough, unbreakable and light-sided character, do you think they can actually live with watching their loved ones killed in front of them? Perhaps there is a good story reason to not pursue a romantic relationship with any of your party members after all...
    • It gets even worse when one looks at the way the relationship system works in this game. Or more specifically, the fact that gifts that fit a character's likes are more effective in many cases than actually gaining their affection through conversations. Not to mention that affection lost through conversations is usually very minute, and easily overwhelmed by the gifts you can give. Meaning you can screw with your companions all you want, making decisions you know they dissaprove of, while keeping their affection high by giving them small trinkets.
    • There is also a lot of Unfortunate Implications in some of the romance that you can pursue. For Nadia/Consular and Mako/Bounty Hunter, you have been playing the role of their parental/brother substitute for a while now, which can make this very uncomfortable. While for Elara/Trooper, not only are you her superior officer, she also happens to be the only women on your ship...
  • After getting a Sith Pureblood character to level 50, you can play a Sith Pureblood Jedi. Ha-ha, very funny joke...except, especially with a Jedi Knight, a lot of the storyline of the Jedi classes is about what the Sith did to the Jedi during the war. So while characters don't actually treat your character any differently (in fact, they treat them as human...), you can imagine that your character might be hiding their heritage, or having to deal with people casually saying how terrible their race is (actually referencing the organization of the Sith Empire, but virtually no one ever adds "pureblood" when speaking about the species) and witnessing first hand just what their ancestors—possibly even their parents!—did to their adoptive society.
  • Some players may find the ranking of 'Moff' in the Sith Empire to be odd, and incongrous with it's later usage in the Republic. They might also have the same feeling about some of the Sith capital ships and starfighters, which seem very similar to later Star Destroyers and TIE fighters. Also, the emblem/crest of Vitiate's Empire looks remarkably similar to the crest/emblem used by the late Republic and Galactic Empire. Think about this-who in the late Republic era would have been very knowledgable of the old Sith Empireand been very interested in subverting the "true" Republic with Sith affects to make the transition as easy as possible? Palpatine, that's who. He was one of the Sith's greatest historians, and he put in as many small things as he could get away with. This is in Fridge Horror because it means that over the thousand years of the Ruusan Reformations, and possibly before, after the demise of the Sith Empire, the Republic just forgot everything about their enemy, allowing the enemy to subvert their military, their culture, their very political symbols. The Republic only had Moffs in their very early years, and they banished the term after Ruusan. Nobody thought to research the history of the term, or the history of the new intimidating emblem Palpatine gave the Republic right before he killed it. Imagine if a secret Nazi put the swastika on the American flag one hundred years from now. That's what Darth Sidious did, and nobody noticed a thing.
  • I just read an It Just Bugs Me! entry about the accents. Well, in the Late Republic, all the British accents are from Corescant. In the game, which takes place several thousand years before the prequel trilogy, the accent belongs to the empire, being 'Dromand Kaas', and the American Accent belongs to the Republic. Now let's think for a moment. What would have happened if the Nazi's won WWII? We would all be speaking German. What would happen if the Empire won the next war? They would all be speaking Dromand Kaas accent...which makes the original supposed Foregone Conclusion of the Republic winning seem Very Unlikely.
    • Not necessarily. Think of all the side-swapping that happens in that universe. Even Bastila in the first game had Jen Hale doing a Fake Brit, and she uses the exact same voice for Satele. Ditto with Greg Ellis voicing Mical, who spoke with a rather posh British accent (and he's an actual Brit). Taris used a lot of Fake Brit accents, especially in the Upper City. Alderaan's nobility seem all over the map, accent-wise.
    • Characters from the Republic in works set before SWTOR had British accents. The idea that the accent is from Dromund Kaas is entirely an invention of this game, to have all the Sith characters speak with stereotypical Evil Brit accents like in the Original Trilogy, where it was actually justified because the Empire was the Republic and had the same geographic origin.
  • Realizing that Revan, but big Badass of the first game was nothing more an an Unwitting Pawn of the Emperor all along, and that everything he did from discovering Malachor's ruins to the Foundry (with the exception of the first game) was nothing more than being the Emperor's patsy. He and Malak go charging in like idiots and get Curb-stomped by Darth Vitiate. Vitiate sets them up to smash the Republic, and Revan does so with the intent to pull and appropriately-Sith Starscream later. But, Malak gets a lucky shot, Bastila drags a half-dead amnesiac from the wreck, and we get Game #1. After that, Revan's plagued by visions, and unwilling to trust the friends who backed him from the Endar Spire to the Star Forge, he goes running off half-cocked with no backup plan, drags the Exile into it (after Malachor, Kreia, and the stunt the Jedi Council pulled, the question is "Why?!"). Those Two Idiots don't even make a backup plan to warn the Republic, put their trust in Scourge, charge in. Exile ends up dead. Revan is the Emperor's favorite chew toy / prison bitch for the next 300 years, and because Those Two Idiots made no provision to warn the Republic, an unsuspecting Republic gets invaded and curb-stomped by what amounts to a tin-plated backwater. Now, I know what the apologists say, "But Revan tempered the Emperor! He convinced the Emperor to sign the Treaty of Coruscant!" Bantha crap. The Emperor does not give a gizka's left butt cheek about his own Empire. Darth Vitiate wants everything in the galaxy to die except himself. To that end, what is better? A curb-stomp battle where his forces crush the Republic and then get restless (so they can start wondering what he's up to)? Or a long-running war of attrition that ensures mass slaughter and atrocities on both sides, and keeps his Darths busy fighting the Republic and each other so they won't bother him? So, the Republic breaks Revan out of Maelstrom. There's surprisingly little fallout because Malgus is right - The Emperor let him go. Revan had no more use, aside from getting the Foundry. And what is Revan using the Foundry for? An army of droids that will slaughter 98% of the galactic population. Yes, I said "galactic." The Flashpoint says "Imperial," but c'mon. Think of how much side-swapping happens in that universe - even your companion characters are proof of that. So army of killer droids to wipe out 98% of all life in the galaxy and a war of attrition to take care of anyone that's left...All the emperor had to do is sit back, feeding on all that death, well on his way to getting the galaxy for one he always wanted. And it's the Imperials that put Revan down like a rabid mutt. Nice Job Fixing It, Villain!
  • One of the missions that you can do on Taris as a Republic character is to help a team of scientists secure the wreckage of the Endar Spire, since it was the last Republic warship that was in orbit before the fall of the planet, in hopes that the flight computer would have recored the entire bombardment, therefore enabling the Republic to finally develop a method to counter planetary orbital bombardment by an enemy fleet. However, by replaying the Knights of the Old Republic again, you will realize that the ship was shot down days, if not an entire week before the destruction of the planet. Therefore, not only did the members of the science team that died before you arrived sacrificed themselves for absolutely nothing, the galaxy at large STILL have no defense against orbital bombardments (Indeed, as seen during the Yuuzhan Vong War, this continues to be the case more then 5000 years later).
    • This runs counter anyway to the Mon-Cal general's statement in the JK storyline, where he said planetary shields were implemented specifically so another Taris wouldn't happen (the energy shield on Hoth in Empire? It was in-movie stated to withstand any level of fleet bombardment). If anything, the Vong books were what was considered inconsistent.
  • When playing as a Sith, regardless of gender, every time you choose the flirt dialog option with non-Sith Imperial NPCs, there is a good chance that they will, at best, politely say thanks then quickly change the topic, get nervous and start stuttering, or totally freak out. While this might seem funny from your perspective, the deeper implication of why they act this way is highly disturbing. Remember that in Imperial society, all non Force sensitives are institutionally subservient to what basically amounts to a hereditary caste of super-powered sociopaths who have a legal right to abuse and kill citizens for whatever reason they can think of. Then remember that Sith are encouraged to fully embrace their emotions without self limit.... If your dark sided Sith decided that he/she takes a liking to a non Force sensitive Imperial, you can force yourself onto them regardless of their say on the matter, then cut them in half after your done just because you feel like it. And there is ABSOLUTELY nothing that they or their families can do about it! (indeed, that is exactly what dark-sided Jaesa did once).
  • When playing as a Republic trooper, you start off with terrible equipment that basically amounts to a glorified flashlight and t-shirt when compared the type of gear that your enemies have at their disposal. You rifle, especially, is so bad that you will most likely replace it with a better one as soon as you complete your first side quest. Then you look at it's description... The gear that that you start off with are standard issue equipment for the Republic military. Meaning while as a member of Havoc Squad, you are allowed to customize your own gear, the vast majority of the Republic military have to make due with their crappy rifles and ineffective armor while fighting planetary rebels, rakghouls, Imperial soldiers, Sith Lords, and worst. Is it really a surprise then on why almost every single other Republic military operation that you come across are at the verge of defeat before you come along?

Fridge Brilliance:

  • Once you've completed the romance quest for a companion and married them, they will give you companion gifts, with a startling trend toward delivering things that should interest your character class, if not your specific character.
  • During the trooper's storyline, part of Elara's loyalty quest involves her being forced to put up with a Jerk Ass Obstructive Bureaucrat from Personnel Division that accuses her of being an Imperial spy who faked her defection, even though he has absolutely no evidence. But when you play though the other classes' storylines you will discover that the Imperials are excellent Spy Masters that managed to infiltrate every part of Republic society, even the senate and the Jedi Order for the past 1000 years. That realization suddenly puts the behavior of that officer in a different light, instead of him just being a racist jerk, he was merely being Properly Paranoid and the entire affair being a tragic case of a Knight Templar going after the wrong person due to himself being a victim of Wrong Genre Savvy.
    • Honestly, Easily Forgiven for defectors is such a common trope in Star Wars the subversions are more notable. Now, originally, it was because the Rebellion couldn't afford to turn away help, but that nuance seems to have been forgotten by writers, and by now, it's just standard.
    • Another interpretation might be that Kalor was potentially a spy himself, trying to use his position in relation to Dorne to gain access to information regarding Havoc Squad's activities. This can't have been the first time that a defector was ever inserted into covert or spec ops (and if it was there should have been more fanfare about it). There should have been decisive limitations to Kalor's authority and involvement, if said involvement should not have been severed outright immediately once Dorne came under Garza's authority. Kalor therefore most likely knew what he was doing, and likely had ulterior motives.
  • It has been said that this game is more of a spin-off to the Knights of the Old Republic games, which is fair enough considering those were single player experiences and this is an MMO. But look at it as if it were a true sequel, making it the third game in the series. The first KOTOR was very A New Hope in feel and tone, infamous plot twist not withstanding, and all you need look at is the cinematic for the good ending to see proof of that, since it was very much channeling the award ceremony of Episode IV. KOTOR 2 was unquestioningly Darker and Edgier, essentially being one huge deconstruction of everything star wars, and ending on a very somber note... just like Empire Strikes Back. So since The Old Republic is the third in the series... Think about it. Doesn't it make a lot of sense from a thematic point?
  • Despite everything Tharan Cedrax has seen with both the Jedi Consular and Master Syo, he is very skeptical about The Force, and really dislikes it when the Consular quotes Jedi mysticsm or uses Force Persuade. It may sound strange for him to be such a Flat Earth Atheist. But think on this; his field of expertise is strange and unusual technology from lost or obscure civilizations. Many of these things probably found their way into CargoCults across the galaxy where the so-called "experts" were little more than silly priests of the cargo cults. Worse, the only people who know anything about the Force are a bunch of Jedi mystics spouting Ice Cream Koans as far as he can understand them, or Drunk On The Darkside Sith, both of which will never let a Muggle like him within a meter of it to study it and figure out how it works. An entire field of fascinating scientific possibilities are being swung around in front of him and he can't do anything about it because he wasn't (un)fortunate enough to have a high midichlorine count.
    • Another reason why the Jedi Mind Trick earns nasty amounts of disapproval from him, even when you're using it to avert violence (which is something he normally would approve of)? You are not only swinging around abilities he can't analyze or understand, but you are taking away another sentient being's capacity for reason by imposing your will on them, not by presenting a rational argument for your position. Seeing how highly Tharan values logic and reason, this would be absolutely horrifying to him.
    • Notably, the only time you can use a mind trick and gain affection from him, the target is too strong-willed and it fails.
  • Lt. Iresso and a pal of his were briefly captured by the Imperials, had a holocron forcibly downloaded into their heads, and all but let go without explanation. Iresso questions why they did this to him, a no-name, Force-insensitive Republic grunt. No, Felix. They did this to you because you were a no-name, Force insensitive Republic grunt. A Force Sensitive would be sent over to the Inquisitors to be converted to the ranks of the Sith. A Republic officer of any value would be interrogated, ransomed, or both. And considering how useful the Children of the Emperor are for causing the Republic trouble, the Sith would want to find new and better ways to make sleeper agents that did not need Darth Vitiate's personal attention. A no-name grunt that keeps getting shuffled from command to command would make an excellent Manchurian Agent.
  • One of the common complains that fans of the classic Knights of the Old Republic have towards this game is that your can't really feel like The Chosen One when you know in a meta level that there are thousands of other people running around doing the same thing as you. Also, due to the game being a MMO instead of a single player RPG, there is a limit to the level of impact that your choices can have in affecting the overall storyline (no matter what you do, the character's story remain largely the same, and you can't affect the story in a large way). Then it hit me. That is EXACTLY the entire point! The Great Galactic War is meant to be a historical period in the Star Wars Expanded Universe in which both the Jedi/Republic and the Sith/Empire are at the height of their power militarily. In any other historical period, a single Player Character can win the war for their side. However, after decades of continuous war, in this point of history the entire universe has become a such a World of Badass to the point that even all the Mary Sue and Marty Stu keep getting in each other's way! Therefore, your character and crew might try their utmost to win the war for your faction, but at that very moment, someone else on the other side is doing something else to balance out the impact that your action have caused, resulting in war dragging on, with everything remaining happily screwed. Because that's the way we like it, and the only way for the game to continue without an ending.
  • Fans that are familiar with the Expanded Universe will realize that the Titans of Industry mission was essentially this war's version of the Battle of Fresia. The only different is that this time, it is the Republic doing the nationalization, and the Empire offering sanctuary to the defecting executives and engineers in exchange of their services. Seems like history have a sense of humor...
  • An example listed under Moral Dissonance on the main page: at the end of Black Talon, you catch up with a badly wounded defector. The Dark Side option is killing the old man outright. The "Light Side" option is allowing him to be captured and drug away by the authorities where it's implied he'll be patched up enough to be tortured horribly for all of his secrets and then be executed. Why would that be Light Side for an Imperial? Well, first of all you are playing the bad guys. Even the nicest options on Imperial side fall under the category of Noble Demon, and the Empire is still a racist, fascist, corrupt-to-the-bone cesspit led by a Ax-Crazy theocratic cabal. Your "light side" action is showing loyalty to your Empire by making an example of the traitor and destroying the Empire's enemies with his information. The Dark Side action of shooting him outright puts your immediate anger over the Empire's needs.
  • When the Hope Cinematic Trailer was first released, a lot of people complained about how silly it was that both Jace Malcom and Darth Malgus survived relatively unharmed from having a grenade explode at point-blank range to the face. However, when you actually play as a trooper, you will quickly discover that this is a very clever case of gameplay and story integration. Since unless you vastly outclass your opponent, it is very rare that you can kill, or even significantly injure him/her with just a single sticky or plasma grenade. And considering that both of them are level 50 champions when you meet them, this is just a realistic portrayal (gameplay wise) of what happens when two veteran players fight each other in a PVP match.
  • A very clever ploy done by the devs: the Senator that sponsors the PC Smuggler in their later chapters (whom you can flirt your way into a casual relationship with, as a male smuggler) is named Senator Dodonna. She shares this last name with General Dodonna, the commander of Yavin IV during the Death Star's attack and Admiral Dodonna from the first Knights of the Old Republic. The general is one of the most famous and trusted commanders of the Rebellion (in the EU he's even more important, having had a hand in designing the A-Wing), the Admiral was your party's backup in blowing up the Star Forge. The former is a traitor being manipulated by an Imperial Intelligence agent and one of the most bloodthirsty Imperial Admirals in the galaxy. A very nice way of catching well-studied Star Wars fans off guard.
  • Inquisitor companion Khem Val favors the Cultural Artifacts gift category, which comes across as somewhat strange for how he's otherwise characterized. The thing is, however...most of the items in that gift category are ancient. And Khem Val is very much a Fish out of Temporal Water. These cultural artifacts? They're some of the only things he still has to remind him of his own era.
    • Alternately, some of them aren't that old; he could be using them to catch up on events, sort of like taking Captain America to see, well, Star Wars.

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