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YMMV / Knights of the Old Republic II: The Sith Lords

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  • Alternative Character Interpretation:
    • This game makes you think about the first game and what Revan's real motivations were, especially in light of the test given by the Star Map computer on Kashyyyk.
    • Kreia, being a Consummate Liar and Unreliable Expositor, is subject to a lot of this. Her stated goal is to kill the Force, believing it to be a cruel god that has caused unending pain and suffering to bend the Galaxy to its ineffable "will", and she wants to free the Galaxy from it. However, some believe that what she's really trying to do is have the Exile rebuild the Jedi Order free of its past corruption and mistakes or just make them a worthy companion for Revan against the real Sith. It doesn't help that she claims both at different times (more explicitly in restored content); it's entirely possible she'd be happy either way.
  • Anti-Climax Boss:
    • Kreia/Darth Traya can be one. Sure, she hovers three lightsabers in front of you, but all you have to do is sidestep them, then hit her a few times. It really depends on how much you've leveled yourself by the time you get there. Her health is three times yours, and at higher levels that's a number reaching up to 1000. Still, her floating lightsabers aren't that tough... especially if you confuse them and get them stuck.
    • Darth Nihilus. For a guy touted as an utter monster, a decently equipped party will tear him apart in under a minute. This is justified in-game, though: Nihilus is a wound in the Force, as is the player. When he tries to feed on the player, naturally it backfires and he's a lot weaker.
    • Atris also qualifies. While she didn't have so much buildup as the other major bosses, the encounter is very climactic and since you are facing a Jedi Master you are likely to expect a decent fight... only for her to go down in few hits. Her attacks and saves aren't too impresive either, so depending on your level and equipment she might border on Zero-Effort Boss.
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  • Anvilicious: The sheer amount of derision hurled at both the Star Wars universe in general and the Force in particular. While there are definitely good points to be made, how many of them are valid is perhaps the major point of contention between those who love the game and those who don't.
  • Arc Fatigue: The Peragus mining facility, the opening level is just painful. A long and boring slog through an eerily empty base, fighting alone until the end. There's an Unwinnable by Mistake oversight in one section, and you're running around in your underwear until you find a mining uniform. Anyone who hasn't been there before will likely get lost or have no idea what to do at points. Even fans of the Peragus level will say it goes on too long and feel not much would be missed if it was cut in half.
  • Awesome Music:
  • Base-Breaking Character: Kreia is an incredibly divisive figure- either one finds her long monologues about the nature of the Force and Revan's past to be a fascinating highlight of the game, or one finds that same tendency incredibly annoying. Seeing as Kreia is the main source of exposition, the most prominent NPC and the Big Bad, whether one enjoys this game or not often depends on how much one tolerates Kreia.
  • Big-Lipped Alligator Moment: The pacifist package sequence. You get this opportunity after doing a side-quest, which results in giving HK-47 a Fate Worse than Death by temporary turning him into a pacifist. It's utterly hilarious (if somewhat unsettling), it's over quickly and is never brought up again.
  • Broken Base:
  • Captain Obvious Reveal: It isn't actually acknowledged that Mandalore is Canderous Ordo until quite late in the story, despite having the same voice and personality and repeatedly identifying himself as a member of Clan Ordo. Like a lot of the game's shortcomings, this is due to The Reveal having been intended to occur in a much earlier scene that wasn't finished in time.note 
  • Contested Sequel: Goes hand in hand with the Broken Base above.
  • Creepy Awesome: Kreia is a creepy old lady that mind rapes enemies and "allies" left to right, and is the game's most prominent example of an Magnificent Bitch.
  • Critical Backlash:
    • Some people actually didn't find the Peragus level that bad.
    • This is arguably what has gotten more people into the game, as they found the game's plot and the Restored Content Mod made it worthwhile.
  • Crosses the Line Twice:
    • The aforementioned Pacifist Package incident is the worst thing you can possibly do to HK-47, but the sheer hilarity makes it worth it.
    • One of the cutscenes of Teeth-Clenched Teamwork has Kreia approach T3 before exclaiming "Betrayal!" and zapping him with force lightning, decrying the Exile's fondness for machines over her.
    • When a pair of exchange thugs are shaking down a refugee on Nar Shadaa, the Exile can tell the thugs to hand over all their credits then jump into the nearby pit. Due to the way companions are scripted, they will comment on your kindness after the refugee flees in terror.
      Thug: Jumping into the pit is a good idea. Get to ground faster that way.
  • Cult Classic: The game is still getting attention almost a decade after its release, if only thanks for the Restoration Mod, whose popularity keeps getting stronger over time. Said mod is often believed by fans to be the main reason it got an Updated Re-release on Steam with mod support, giving new life to a decade-old game. So influential was this game that its themes and concepts continued to influence the franchise even after Disney reset the canon — Luke Skywalker's portrayal in The Last Jedi borrows heavily from both Kreia and the Jedi Exile.
  • Darkness-Induced Audience Apathy: A criticism of the deconstruction aspect of the game is that it's so relentlessly negative towards the Star Wars universe that it becomes tiring to hear constant stabs at it over and over, especially if the player is a Star Wars fan. Which, as they are playing a Star Wars game... they probably are.
  • Disappointing Last Level: A major offender, with its last act that is missing most of its content (and sense) thanks to Executive Meddling. It's more or less you, alone on a planet where there is nothing to do but mow down bad guys with your awesome Force Powers until you get to the final boss.
  • Don't Shoot the Message: The game's detractors argue the good points of the game are hurt by its at times condescending tone — even Chris Avellone felt it went overboard, looking back. It doesn't help that most works after this game tend to either ignore it and its messages or try to work around them.
  • Ensemble Dark Horse: Several fans wanted Luxa as a squadmate or an NPC-type ally, despite her limited screen time. There's a reason for that.
  • Family-Unfriendly Aesop: You just did a light side action? Prepare to have Kreia chew you out while being a Jerkass about it. The worst part about is that she is right a good amount of the time, making it almost seem like being good is for morons. That said, she also asks, "Are psychotic urges all that drive you?" at one point if you are evil instead. Getting Kreia's approval on anything is generally the hardest achievement in the game, and for some plot points impossible by definition.
    Kreia: Be careful of charity or kindness, lest you do more harm with open hands than with a clenched fist.
    • The fastest way to get Kreia's approval? Tell her that she may be right or that you'll consider your actions more.
  • Fantastic Aesop: The main moral lesson that the game tries to convey seems to be "The magical force that flows through all life in the galaxy is really evil and we shouldn't base our morality on it"
  • Game-Breaker:
    • The Weapon Master prestige class. Even more so if the Exile was a Consular before a Weapon Master to get the best of both worlds.
    • The Exile's Force energy recovery rate effectively makes them a Physical God by the time Malachor V is reached (to the point that subsequent novel writers of the character simply ignore it).
    • Unlike the first game, some guns can actually give lightsabers a run for their money if specced properly. Disruptor pistols in particular deal unblockable damage, and some (particularly the Mandalorian models) cause triple damage on a critical hit instead of double. With the right modifications and feats to increase critical rate, you can do a ton of damage at a distance which energy shields and force powers do nothing to stop.
    • Force Crush. This Darksided power freezes a given enemy in place as you raise them through the air with telekinesis, then break their neck, doing massive damage in the process. Saving against it only reduces the damage but doesn't prevent immobilization, meaning you can stunlock a lone enemy until they die. If you end up getting it there isn't anything left in the game that can challenge you barring getting overwhelmed by large numbers.
    • Force Enlightenment, Force Crush's Lightsided counterpart, is just as powerful, immediately casting Force Speed, Valor, and Defend at the same time. Assuming the Exile has put time into those three powers they can cast three endgame rank buffs instantly.
    • There's a sidequest on Nar Shaddaa that gives T3-M4 a special energy shield with unlimited uses. It has no cooldown, either, so you can reactivate the shield the moment it goes down, making T3 Nigh Invulnerable to energy weapons as long as you're paying attention. The three HK-50s that confront you later in the level use only energy weapons. You can imagine the result.
    • In general the new weapon upgrade system is extremely powerful. Even basic weapons made from the bench will put out frightening damage numbers once modified with the best upgrades.
  • Genius Bonus: Much of Kreia's philosophy and world view falls in line with those of Friedrich Nietzsche, and some parts of the game (such as Kreia's "test" involving offering to show the Exile how to tap into Hanharr's primal strength) are much easier to understand and navigate if one has knowledge of Nietzschean philosophy.
  • Goddamned Bats: The Gand are everywhere in the Jekk'Jekk Tarr, and they all go aggro if you storm the place. They're also barely waist-high and are quick work with a lightsaber... individually.
  • Good Bad Bugs: Due to the game's rushed state, it's possible to use all sorts of weird exploits to amass more influence, experience and money than you know what to do with:
    • The Handmaiden normally strips down to her underwear while dueling onboard the Ebon Hawk, and the player can ask her to put some clothes on after their duels. It was possible to exploit this so that multiple copies of her robes were amassed by doing the same conversation over and over, which were worth 2000 credits a piece. Do the math.
    • It's possible to cheat during the Handmaiden's training game, then berate her for calling you out on it. This can be done indefinitely, resulting in maximum dark-side points and influence with her if you repeat it.
    • Likewise, it's possible to get to maximum influence with both Kreia and Atton by exploiting holes in the conversation system (asking Kreia about Visas' homeworld with a high Intelligence, and having Atton during a scripted event on Nar Shaddaa) to max them out in minutes.
    • By switching weapons during one of the Handmaiden sparring matches, right before she becomes "hostile," it literally turns it into a Duel to the Death. That's right. You can kill the Handmaiden on the Ebon Hawk. If you exit the ship, she will not be available for your party. If you re-enter, however, she will be back.
    • On Korriban, checking the corpses, with or without picking up their loot, causes the stealthed Hssiss to spawn and attack you. This only happens once per corpse, but one particular corpse is missing this limitation. In a game where you normally have a finite amount of experience available, fighting the Hssiss indefinitely lets you grind to your heart's content.
    • If you choose to fight in the Mandalorian battle circle, breaking the rules of the duel (such as bringing a lightsaber or Force powers to a fistfight) counts as forfeiting. However, the developers forgot to check if the player had planted mines in the dueling area beforehand... (that was fixed in TSLRCM.)
    • It's possible to break Hanharr's will, reducing his intelligence but increasing his strength. This becomes a bug when you do it several times and drop his INT below zero - causing it to pull a loop-the-loop and turn Hanharr into a Genius Bruiser.
    • There is a glitch that allows the player to duplicate their lightsabers and get as many as you want without having to hunt them down and rely on the RNG. Give a lightsaber to the exile, then have a non-exile Jedi use a workbench. Change the color crystal of the exile's equipped lightsaber and hit the assemble button. Then select the color crystal option again but don't select one; just hit the assemble button again. That should create a glitch lightsaber. Save and immediately reload to make the glitch lightsaber as real as the original. Don't try to create more than one glitch lightsaber at a time: doing so will cause the game to reset. This also duplicates all upgrades that were on the lightsaber in question.
    • Some of the Steam achievements can be achieved at random. Dancing Queen, in particular, can be unlocked upon leaving Peragus, which occurs long before the player even reaches Nar Shadaa or even hears about Vogga the Hutt.
  • Harsher in Hindsight: Kreia's reason for wanting to destroy the Force was because she sees it as nothing more than a repeating war that never ends. So far, it seems both The Force Awakens and especially The Last Jedi are canonically proving her right.
  • Ho Yay: Atton and Visas' dialogue doesn't change too much with the gender of the Exile. Both of them are still very protective of a same-sex Exile, Kreia blackmails Atton the same way, and Visas is just as devoted. (Although Atton is pretty glad when a male Exile finds clothes, which is the opposite of his reaction to the female Exile doing so.)
  • Idiot Plot: The entire subplot with the bounty on Jedi and the numerous attempts on the Exile's life relies on every bounty hunter in the galaxy being too stupid to notice that the bounty was for a live Jedi.
  • Jerkass Woobie: Kreia is a nihilistic jerk, but she didn't deserve the beating and implied rape that Darth Sion gave her.
  • Magnificent Bitch: Kreia, formerly Darth Traya, is a former Jedi historian turned Sith Lord. Upon meeting the Exile after being stripped of power and position, Kreia spends the entire game manipulating the Exile into serving her plans, while having her form bonds with her comrades so Kreia can exploit them while also blackmailing and manipulating their companions as well. In order to eliminate her former student Darth Nihilius, Kreia has him drawn to the world of Telos so the Exile, the only one capable, is able to destroy him. Reclaiming the mantle of Darth Traya, Kreia takes over the Sith once again with sheer force of will and her immense strength, revealing her plan is to kill the Force itself while also strengthening the Exile to change the course of the galaxy. Even upon defeat, Kreia accepts her loss with grace, while giving the Exile the final pieces necessary to confront the True Sith Empire past the unknown regions.
  • Memetic Mutation:
    • "APATHY IS DEATH."Explanation 
    • Influence Lost: Kreia Explanation 
  • Misaimed Fandom:
    • Taking everything Kreia said about Revan as fact. Certainly, Revan was more complicated than the Jedi portray in the first (and second) games, but you have to keep in mind that you're getting this story from someone who lied to you on your first meeting, ruthlessly manipulates your party members through emotional blackmail and Mind Rape, is extremely biased when it comes to Revan given that he was one of her best and most favourite pupils, and calls herself the Lord of Betrayal with pride. While the evidence certainly supports Revan going for something more complex than standard world domination (it is a fact that Revan's conquest was rather surgical, keeping the infrastructure of the Republic intact), it's still wise to view her interpretation of Revan's fall with a critical eye.
    • The same goes with people who accept all of Kreia's philosophies regarding the Star Wars universe and the Force along with its associated users as gospel, despite the fact she's a notorious liar and trying to destroy the Force, which would probably kill every living being in the universe. This was not helped by Chris Avellone's admitted willingness to using her as a mouthpiece for his highly critical views on Star Wars. While she is certainly right about how one shouldn't be dogmatically stupid about using a powerful energy field and trying to paint it completely black and white, the problem is that some people have blindly accepted some of her opinions as fact. (For instance, calling all Jedi Knight Templars who don't know what they're doing, which is obviously not true for all of them).
  • Most Annoying Sound: Bao-Dur's remote. If you tell it to stop moving, it will make an annoying series of beeps and won't freaking stop until you let it move around again.
  • Moral Event Horizon: Most characters in the game such as Atris would view the Exile and Bao-Dur's decision to destroy Malachor V as this. Additionally in the Restored Content Mod, the player can choose to murder almost all the companions trapped in cells within the Trayus Academy.
  • Never Live It Down:
    • Disciple's Sarcasm Blindness during one scene, and being a "Jedi fanboy". Fandom forgets that he actually figured out Revan's strategy before Kreia forces him to forget and the fact that he is clearly very bitter about the Jedi; there's even a dialogue option for "what's your problem with the Jedi?" and he has a lengthy spiel about how they're often arrogant and their teachings are fundamentally flawed. Yes, his behavior towards the Exile can be a little fawning, but keep in mind that she's the one who the Jedi kicked out of the order. Fan works tend to portray him as a naive and nerdy doofus because of this.
    • Similarly, the Exile has a few moments of not being up on current events or seeming kinda sheltered. There are also several options to get Light Side points that amount to Good Is Dumb. This has lead to a lot of fics that cast her (it's always the female Exile) as The Ingenue who needs guidance on the pleasures of life from Atton.
  • Nightmare Retardant:
    • The explanation for how the crew on the Peragus facility died loses a lot of fear factor from a HK-50 describing it.
    • The Sith holocrons in Atris' sanctuary would have been scary if they didn't sound like pissed-off germans.
  • Polished Port: After a massive update, the Steam release became the definitive version. It has native widescreen support, native X-Input support, the FPS cap was removed, and Steam Workshop support made it extremely easy to install the Restored Content mod.
  • Rescued from the Scrappy Heap: T3-M4. In the first game, his near-sole purpose was to unlock a door on Taris, and his stats were pitiful compared to other squadmates. In this game, he not only saves the Ebon Hawk after it's left derelict, but also can be influenced and have much more "dialogue" commenting on the status of the ship, due to developing personality quirks. It's even more apparent when you play the M4-78 EP mod (which restores a cut planet), where T3-M4 can potentially save the droid inhabitants and be regarded as a hero.
  • Rooting for the Empire: Again, it's still a hot topic of debate as to if Kreia may have been right. If she miscalculated, it could have destroyed most (possibly all) life in the galaxy, and the survivors ending up like the Vong. If she was right, however, then defeating her doomed the galaxy to being manipulated by The Force, which is little more than a cruel, sadistic entity feeding on warfare and death by Playing Both Sides. And as we see in later stories set in both canons, the galaxy is still on fire with a death toll in the trillions while The Force (and the arms dealers) are still merrily Playing Both Sides.
  • Scapegoat Creator: While a few blame Obsidian Entertainment for how the game ended up, it's common knowledge that it was LucasArts' fault that it was Christmas Rushed, so this trope is largely averted.
  • The Scrappy:
  • Scrappy Mechanic:
    • The Twi'lek Czerka employee escort mission in the Telos Restoration Zone base became infamous for being so buggy that players had to talk to the NPC several times to get him to follow them back to the entrance.
    • Random loots and random items sold at the shops. How wonderful, our mighty Sith Lord finds yet another yellow crystal for his lightsaber! Fourth time in a row this is!
    • Like the first game, buying and selling an item of a value higher than a threshold will trigger an annoying pop-up asking you to confirm the transaction.
    • Buying an item will bump you back at the top of list and select the very first item. Since you can only buy one item at a time, this can easily drive you crazy if you need to buy several items of the the same type.
  • Slow-Paced Beginning: The game gets off to a less than stellar start with an incredibly linear Prolonged Prologue on the Peragus mining colony that takes in excess of three hours to complete and has a severely limited Jedi experience, before dumping you in another prolonged prologue on Telos, albeit one with more openness and actual dialogue (but you still don't get a lightsaber until much later). It's only when planet selection becomes available that the game really picks up.
  • Some Anvils Need to Be Dropped: This game effectively demonstrates how conflicts between Good and Evil invariably leave devastation in their wake, regardless on who wins; throughout this game the player sees worlds scarred and destroyed by the battles between the Jedi and their enemies, and encounter countless people driven from their homes by the wars consuming the galaxy. The Black and White Morality of Jedi and their enemies becomes less clear when one sees how much damage is caused by both sides, even when the "good" side triumphs.
  • Special Effect Failure: In a cutscene, the turrets on Dantooine are firing and the blaster bolts go downward, but the cannons are still aiming forward.
  • That One Boss:
    • Vrook or Zez-Kai Ell on the Dark Side path, whichever you fight first, due to your lack of levels — it's likely you're just short of the threshold to access a Prestige Class which would have made the fight easier.
    • The first fight with Hanharr on the Light Side path of Nar Shadaa. You control Mira, who is specialized for ranged combat, while Hanharr himself is a melee powerhouse. Expect to perform a lot of hit-and-run. It's even worse if you plan to initiate her as a Jedi, since you'll be intentionally fighting him while underlevelled.
    • Within the endgame of Nar Shadaa, one particularly frustrating fight is Atton against the Twin Suns. You're in an enclosed space, making hit-and-run difficult, you don't have the benefit of stealth to exploit Sneak Attack, and Atton himself is pretty weak in a straight fight. It's a fair bit easier if Atton is initiated as a Jedi, but it takes some foresight to get there before you inevitably trigger the endgame.
    • In the Restored Content Mod, instead of a cut-to-black as the Handmaiden defeats Atris' students, you get a fully controllable battle. The students are no slouch, outnumber you, and can ruin your day if you let them gang up on the Handmaiden.
  • That One Level:
    • The endgame of Nar Shaddaa, which is deeply in love with forcing one- or two-person teams of PCs to deal with obstacles that would be challenging for the party as a whole. And many of said challenges are immediately preceded by long cutscenes with no autosave afterwards, potentially forcing the player to sit through them repeatedly.
      • It is worse in the restored content mod where your companions have to fight their way to the Ebon Hawk, considering the amount of enemies the companions have to face and can be extremely difficult if none of the companions have healing abilities or have limited medpacs.
      • Made worse again by the fact that only a scant few companions are actually worth a damn in combat, which means these chosen ones tend to accompany the Exile everywhere, and for good reason. They're the ones that are fully levelled, carefully specced and equipped with the best gear while the others rarely, if ever, leave the ship and tend to be passed over when powerful equipment needs distributing. And then, on Nar Shadaa, you suddenly have to win difficult fights with weak bands of inherently bad fighters you most likely don't have good gear available for, and the Exile's primary team is out cold during the segment. If you tackle this mission without at least some advance warning from a game guide or a forum, you're in for a world of frustration.
    • The second mission to Dxun/Onderon plays out in a similar vein as the above, although slightly less annoying. Slightly. You will have to command a separate team as they raid Dxun, but you at least have some ability to pick and choose who goes.
    • And then it happens a third time on Malachor V, provided the TSLRCM is installed. Once again, you play Atton, in a solo fight against Darth Sion. You only need to deplete Sion's health to allow Atton the window to flee, but unless you've specced him for combat, Atton's not very good in a straight fight.
    • This one tops it again by including a segment where one has to roam through two full maps with nothing but Bao-Dur's completely defenseless drone. Hope you killed every damn Storm Beast with the Exile beforehand. You didn't? Have fun trying to evade Level 20+ enemies as a Level 1 remote.
    • Despite how entertaining the HK Factory can be in the restored content mod, it is also very difficult stage since you control only HK-47, and the HK-50 mobs have an enormous amount of HP and can hit very hard. It doesn't help that in one room you would have to fight against 8 all at once. While the pain is alleviated the moment you find HK-47's ultimate weapon and armor, expect to still use up most, if not all, of your stock of repair kits and droid shields you had accumulated over the course of the game.
      • This mission can also end up Unwinnable by Mistake if you take the wrong turn upon entering the actual factory — a decision with absolutely no hint or warning as to what will happen later. The western path leads to the HK-51 facilities where they can be reprogrammed as HK-47 sees fit. However, take the eastern path to the HK-50 facilities first and the HK-51s awaken and turn hostile on their own, doubling the amount of enemies in the level with a second wave of even tougher killer bots that HK-47 has to defeat. Depending on how well (or badly) you did up to this point, this can easily spell doom for even a high-level character.
  • That One Sidequest: Winning against the Handmaidens at sparring, without exploiting the A.I. Breaker. You must fight them one-on-one without any armor, weapons and no Force powers. The final match is against all five with any weapons and Force powers, but still without any armor. You also get only one attempt at this, not counting any Save Scumming. Good luck if you started the game as a Sentinel. Their saving throws are pretty good and their fists are deadly.
  • Tier-Induced Scrappy:
    • Although the Disciple makes an excellent soldier and Jedi Consular, he is unfavorably compared to the Handmaiden because of the extra perk she gives the Exile (allowing the Exile's Wisdom bonus to be applied to his AC) is miles above what he can do (allowing the Exile to restore her Force to full anytime she's not in battle)
    • Hanharr. Some people do enjoy him as a character, but others feel that between him and Mira, Mira wins out due to her unique gimmicks (Missiles, grenades, Jedi potential) and pretty much everything Hanharr can do Mandalore can also do. Mandalore is also required at several parts of the game, and while the game's leveling system means Hanharr won't be left behind, he's often seen as more "replaceable" than Mandalore.
    • Bao-dur is arguably the least effective companion to make a Jedi, due to his inability to wear robes, or the few armors that don't restrict force powers. His focus towards tech skills, lower hit points, and the fact that using a lightsaber prevents him from using his barrier breaking ability, make him a less viable Guardian than Handmaiden overall.
  • Tough Act to Follow: When Chris Avellone finally got to play the first installment of the game, he thought it was awesome and realized topping it would be difficult:
    Chris Avellone: The moment I hit the planet Manaan and I was walking around in the sea-floor I almost threw the controller at the TV because the game was getting so fucking awesome. And then when the storyline played out... (whistles) Incredible kudos to those guys - I thought it was a great story, I thought the team had assembled all the right beats for what made a Star Wars game, and they made me love Star Wars again. [...] (recalling his thoughts at the time) "Wow, I'm screwed!" (laughs) "It's a rough act to follow! Like, I'm going to Garfunkle this up."
  • Uncanny Valley: All the holograms in Peragus II. The people's eyeballs are visible inside their heads, making them very creepy to watch.
  • The Un-Twist: Oh, you mean the creepy old lady we've had with us since Peragus, who criticizes just about every light side action we do, can use dark side powers willy-nilly, claims that the main antagonists are her former students, and used to be a Sith Lord is actually the Big Bad? You don't say!
    • It's remarked upon at the end that this was the very idea, and indeed the player is almost chided for expecting an "I am your father" moment.
      Darth Traya: Perhaps you were expecting some surprise, for me to reveal a secret that had eluded you, something that would change your perspective of events, shatter you to your core. There is no great revelation, no great secret. There is only you.
    • The masked Mandalore who sounds and acts exactly like Canderous Ordo? Yeah, it's Canderous Ordo.
  • Vindicated by History: Despite favorable sales and reviews, the game was infamously divisive among fans for being a gigantic Deconstructor Fleet, which challenged just about every part of Star Wars and even role-playing games as a genre. It didn't help that it was incredibly rushed in order to meet a holiday release date, with numerous bugs and about a third of the game cut out in order to meet the release. Years later, fans would come to love the game for its unique perspective and narrative which challenged the perceived nature of the Force, and the ever fighting Jedi and Sith. Its reputation is further helped by The Sith Lords Restoration Mod, which restores basically all of the game's missing content. The game has since been picked up by Steam, with full mod support, bringing it to the attention of many new players.
  • The Woobie:
    • The Jedi Exile. Followed Revan to war to stop the Mandalorians. Malak wanted to kill her. Was led to Malachor V for the final battle where it turns out those who were not loyal enough were to be killed. The pain of the deaths of her allies forced her to cut herself from the Force to survive. She returns to the Jedi only to be exiled. And this is just the backstory. Jump ten years and she is one of the last Jedi. Hunted by the Sith, bounty hunters and criminal organizations. Her mentor turns out to be using her for revenge. The allies she gathers hate each other. She is ultimately captured and forced to work for the crime boss hunting her. Her life is owned by a Mandalorian bounty hunter. One of the last remaining Jedi wanted her dead before she fell to the Dark Side. The remnants of the Jedi declare her too great a threat to be allowed to retain her new found Force sense and intend to sever it. And she still returns to Telos to save it from the Sith after all of that.
    • The Handmaiden. She has five older sisters who constantly belittle her by saying she is the Last, least-skilled among them, which given their emphasis on combat ability probably means they beat her up a lot.note  They even verbally abuse her to strangers, and she's not happy when you tell her they've expressed this opinion. Plus she's a bastard child and a living mark of her late father's dishonor; she has no memory of her Jedi mother note  and gloms onto Atris instead, a fact that Atris is quick to manipulate. And then Atris lies to the sisters that the Handmaiden ran away with the Exile, which leads to all five of them trying to kill her. And then Atris tries to kill her. Handmaiden deals with most of this pretty stoically.
    • Visas Marr is another example. She saw her whole world and everyone on it wiped out and given that she was force-sensitive, she didn't just see it happen, she felt it too. After that she was taken as an apprentice by the same Humanoid Abomination that was responsible for the destruction. She eventually felt someone through the Force (namely the PC) that had felt the same kind of loss she had and if the PC is male, fell in love with him. However she is then told by her master to kill the PC. After you defeat her she is so broken by her time under Nihlus that she flat out begs you to kill her. Even after you spare her and let her join your crew she reacts with confusion to the PC simply asking if she's all right, stating that it has been a long time since anyone asked her that. Her awkward response to the question implies that not only has it been long time since anyone showed her any concern but she has spent so long under Nihlus that she is unused to even such simple kindnesses.


Example of: