Nightmare Fuel: Star Wars: The Old Republic
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- The fact that the sons and daughters born of the prisoners of Belsavis will be just as incarcerated as their parents. This gives a whole new view on the Republic.
- Lord Grathan's experiments on Dromund Kaas. More specifically, capturing loyal Imperial soldiers and putting their brains into battle droids. They gradually become more robotic in behavior and the one you learn of this from is aware (and horrified) of the process happening to him. It's saying something when the Light Side option for that particular sidequest is to Mercy Kill them, and not tell the quest-giver what was done to them. For those curious, the Dark Side option is to have them continue their existence as mindless servants of the Empire. Brr...
- Remember the Rakghouls? For those who don't, they are mutants that once dwelled in Taris's Undercity, spreading a disease that can turn other people into them when bitten. Unfortunately, the bombing of Taris didn't cause their extinction. In fact, thanks to the bombing, they are almost everywhere on the planet, and their disease has mutated over the past 300 years, rendering the original cure null. Oh, and to make things better, there's a new subspecies of Force-sensitive Rakghouls you have to deal with: Nekghouls.
- Better still; some of the things infesting the Selonian tunnels on Corellia are classified as rakghouls. If you take it at face value, then the wretched things have spread from a relative backwater planet, to one of the most important Core worlds. That can't end well.
- At one point during the game's first year, there was a one-time event where the disease spread to Tatooine. Then in 2014, the same event repeated on Alderaan, meaning the disease has actually made it to the Core Worlds. Then there's the decontamination procedures taken by each faction if anyone's infected. If Republic, you'll most likely be quarantined and hope the guys from THORN get you cure. If Imperial? Well, off to the incinerator with you! And the epidemic alert in the Imperial space port on Alderaan specifically tells the infected to arrange for their incinerations.
- The Kaon Under Siege Flashpoint: A Rakghoul outbreak mutated, causing a Zombie Apocalypse on the planet Kaon. The whole thing is dark and darker, much of it lit by the equivilent of the party's flashlights. You get a desperate cry for help from some mercenaries that are Killed Mid-Sentence, and you go into their camp to find several flavors of zombies, like the Screamer (who is Exactly What It Says on the Tin), the Bloated (who detonate into gobs of oozing green goo) and the Fiend.
- In "Rise of the Hutt Cartel", the player is tasked with finding sites where the Seeds of Rage have been buried as part of the GIS quests. These places, and the creatures that inhabit them, do a better job than practically anything else in the game at conveying exactly what Dark Side corruption does to the land. The Seeds aren't doing anything; they're just there, and they still twist their surroundings into a Lovecraftian nightmare.
- Oricon. Just when you thought the Dread Masters couldn't possibly be any more horrifying, let's just say what they have planned for three heavily-populated planets - and the excruciating detail they go into to describe it - can induce chills. "Mothers will kill daughters as soldiers weep in terror"
- The Czerka Core Meltdown Flashpoint tends to run on a nice, big tank of Nightmare Fuel. The party goes into what was once a busy research facility. There are some corpses, a lot of giagntic, nasty droids that shoot everything living on sight, two highly realistic habitat zones with apex predators on the rampage...And when you finally get to the core, you see a handful of surviving scientists imprisoned in the core. To try and shut down the security, you overload the conduits and hear a build-up of energy a split second before there's a busting noise and the scientists scream as they are burned to death by the discharge. Oh, and then you see Vigilant himself, which looks like a cross of a cyborg Rakata and Khem Val, babbling incoherently about blood and death.
- The planet of Alderaan. Ignore the breathtaking landscape and rich cultural heritage for a second. Throw them out the window, and just look at the Alderaanian society for what it is: A feudal serfdom state, ruled by noble houses that holds deep seeded hatred for one another, who will eagerly sink their teeth into each other by open warfare and exterminating entire bloodlines at a time. Treaties are negotiated by arranged marriages, and the two superpowers backing their client houses with military support in an attempt to take control of the planet via their respective proxies. Resulting in the conflict escalating, while the normal citizens get caught between the crossfire. The entire planet can be summarized as basically Game of Thrones IN SPACE, mixed in with a Cold War era political thriller
- Just as the entry for Video Game Cruelty Potential on the main page pointed out, while the dark sided options for Republic players tends to be the temptation of putting pragmatism ahead of their ideals, Imperial dark sided options can at times be so vicious and downright sadistic that they can be quite unsetting. For example, at the end of the Nar Shaddaa bonus series for the Imperials, characters were actually given the option to order the massacre of the wives and children of Republic diplomats as they were trying to leave the planet. Similarly, on the Taris bonus series, not only does your character destroy all the work and effort that Republic characters putted into their own bonus series, at the end, you will once again be given the opportunity to massacre a group of fleeing Republic settlers, who just lost everything that have thanks to you. It really serves to remind you that while it is possible to play as a light-sided Imperial, the Empire as a whole are still the 'bad guys'.
- One of the worst example was the 'Malevolent Malpractice' bonus objective for Imperial characters during the Alderaan bonus series. In which in addition to raiding an Organa medical camp for medkits, you destroy the kolto tanks there, killing the injured soldiers inside them. Making the entire quest basically a T rated version of the hospital scene in City of Life and Death.
- The Sith Emperor. full stop. Immortal, completely immoral. Curb-stomped the protagonists of the last two games. His end game is to destroy all life in the universe except himself and become a god. Hell, the Empire pretty much reveres him as a god already (though they're in the dark about the omnicidal mania), making them little more than a fanatical, militaristic, death-worshiping cult with galactic-spanning power.
- In the new Rise of the Emperor content, his goals seem to have shifted? Maybe? It's arguable whether it's more terrifying or less that he seems to have decided godhood is pointless without mortal worshipers he can possess on a whim.
- What he does to Ziost is pure nightmare fuel. First, he possesses half the population and sets them on the other half in a blood-fueled frenzy (which is what the freaking Dread Masters tried to do), growing stronger with every death. But when the Player Character successfully pisses him off and makes him lose control of his Slave Mooks, he waits until they are on the orbital station and makes them watch while he drains every scrap of life from that world, and promises that he won't kill the Player Character until he has forced them to watch him destroy all other life in the galaxy. Only then, will they be killed.
Jedi Knight Storyline
- Here's some nightmare fuel from the point of view of Kira Carsen, one of the Jedi Knight's companions. In her past, she ran away from a Sith past and joined the Jedi Order. And what happens to her later on in the Jedi Knight's class quest? She turns out to be a Child of the Emperor and is forcibly possessed by the Emperor himself! She manages to throw the Emperor out of her head later, but still, the experience can't have been much fun.
Jedi Consular Storyline
- The Children of the Emperor. As infants, they are abducted in their sleep and brought to the Emperor to be corrupted and are then brought back to their cradles. Afterwards, they typically lead regular lives - whether it be as senators, soldiers, or even Jedi - unaware of the fact that the Emperor is using them as spies, until he decides for them to take action. What makes this even more unsettling is that these sleeper agents are sometimes truly loyal Republic citizens their whole lives and have formed what they would think are genuine personalities, especially in the case of the First Son AKA Jedi Master Syo Bakarn.
- And to make it better, this even extends outside the Jedi Consular storyline. Case in point, Jedi Knight companion character, Kira Carsen.
- The sheer number of people who the consular worked and interacted with who later turned out to have a hidden agenda was surprisingly high. To start with, Master Syo, Representative Blaesus, and Ambassador Sophia Farash were all children of the Emperor. Thankfully, at the end of chapter 3, they have all been dealt with, so all is fine, right? Until you play the Imperial Agent's storyline, and discover that Twi'lek Pilgrim Matriarch Kolovish (who was a side quest giver back when you were still a padawan on Tython) and Shuuru, the Selkath representative in the Rift Alliance, were both members of the Star Cabal. The most troubling part was that the consular was said to be one of the most talented Force user in the entire Order. Yet even he/she was unable to notice any signs of things being wrong at all.
- In the case of Shuuru, you might even unknowingly give him your endorsement for him to become the Rift Alliance's official representative in the Senate! Which completely undo all the work you have done without ever even realizing it!
- Fridge Brilliance: In Knights of the Old Republic, most of the Selkath judges and officials appeared to be actively Force resistant. Revan couldn't even get a read on these guys, much less sway them.
- In Shadow of Revan, the fate of Eclipse Squad.
Sith Warrior Storyline
- It may be funny watching Darth Baras rage as he fails to interrogate a Republic agent, but according to Vette, he's doing things to him that the ESRB wouldn't let the game show in more detail, like bending parts of his body in ways the human body isn't supposed to. Then, once you get a certain ancient Sith artifact from the Dark Temple for forcefully extracting information from people's minds, it's implied that the agent becomes a mindless vegetable once the artifact does its job.
- The Emperor's Hands. It's bad enough that they closely serve the guy that wants to kill everyone in the galaxy for true immortality, but are willing to sacrifice their sanity and identity just to serve him. Oh, and the Emperor is feeding on their strength, while they grow frail.
- Equally as disturbing, the Voice. They are various people who have sacrificed all consciousness to be a public avatar for the Emperor.
- The conversation between Pierce and Tanido in this video strongly implies that the Imperial military perform live firing exercises on slaves as part of their training. And worst part is that the two men were joking about it, not seeming to think that there is anything wrong about that!
- In Shadow of Revan, the Warrior finally learns the truth about the Emperor. But before they learn that, they learn that the Emperor has been spying on them with perfectly-cloaked droids who might be partly biological and even, in some disturbing way, alive, and as devoted to the Emperor as the Hand themselves.
Sith Inquisitor Storyline
- Khem Val, the Inquisitor's first companion, is very frightening. A Dashade Jedi killer who's lived for thousands of years, his specialty is cutting down Force users and eating them. One of his reminders to the PC is that "[He is] always hungry, little Sith."
Khem Val: Sending me away does not make you safe.
- When you switch companions, the one leaving usually responds with something along the lines of "I needed a break" or "Call me if you need me". Swap Khem out, and you get this:
- The Dark-side Inquisitor. While being Dark side in general offers these moments, it is the Inquisitor who is the most terrifying, simply because they're so odd and funny, even mildly pleasant at times. Underneath that demeanor, though, is a broken, insane individual who gets a kick out of torture and can be set off by the smallest of perceived insults. And unlike the typical power-hungry Sith, the Inquisitor is scarily intelligent and manipulative enough to cut their way to the top of the food chain. At their worst, the Dark-side Inquisitor can even be compared to a Force-sensitive Joker.
Bounty Hunter Storyline
- Darth Tormen's a real piece of work. A hulking Sith in armor, he has a short temper and a tendency to ruthlessly kill anyone who triggers said temper. His Establishing Character Moment is strangling the Hunter's companion (possibly their Love Interest) just because the Hunter was defending themselves from his men—and thanks to being wanted by everyone in the galaxy, the Hunter has no choice but to work for him. When Tormen's ship, the aptly-named Tyrant, is attacked by Republic forces, and the captain killed, he vents his displeasure by using the Force to Neck Snap all the survivors at the same time. Mako sums it up best:
Mako: Okay, I'm not getting any sleep tonight...
Imperial Agent Storyline
- Darth Jadus's servants. Not only do they all have a Creepy Monotone, they all look the exact same, and not just because of some character model recycling. Jadus was molding them to his own designs, and they are just as emotionless as he is.
- Darth Jadus himself may qualify. He's very inhuman, even more so than most Sith Lords, as he doesn't show ''any'' emotion, not even the rage-filled hamminess typical of most Sith Lords. And let's not get started on how he raised Darth Zhorrid and the results of said upbringing.
- When we learn that he faked his death, he also tortured several Imperial civilians, soldiers and slaves into becoming his mindless servants, some of which you have to kill when you board his dreadnought. The optional ship logs you can come across also give you an idea of what some of the people who got brainwashed were going through before they got broken. We also now know where those creepy servants came from.
- The entire concept of Castellan restraints. A secret Imperial project that implants a person with a code word that may be invoked to compel them to obey commands. Imperial Intelligence did this to you, without your knowledge, and a rogue Star Cabal element uses it on you, several times. You have dialogue options to disobey these orders — but they don't work, and you are forced to obey anyway.
- Far worse, from a visceral standpoint, is the cutscene that occurs when you realize you have been controlled, and the mental backlash causes you to hallucinate. It begins with your SIS handler morphing into a vision of Darth Jadus on fire and rapid goes into "bad trip" territory before ending in a hallucination (or a recording from those implants you got back when, or a Force ghost or something) of Watcher X, who explains, coldly, what's going on and how utterly helpless you are to prevent it.
- The Very Definitely Final Dungeon starts off completely empty, but you soon encounter some relatively simple droid enemies... and then you open another door, and there is a ten feet tall Assimilator droid of a model you've never seen before walking directly towards you in utter silence along a completely empty hallway. Even though the fight itself is a usual SWTOR fare, the first encounter itself is enough to give you a mini-panic attack.