Kotor 2 Skipping Dialogue Bug

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Kotor 2 Skipping Dialogue Bug

Kotor 2 has so much content missing that it makes the original Kotor look small. At one stage in the game you can fight the female emperor, a non-interactive cutscene after the battle shows you the next area and the fight starts. As a result you never learn any of the bosses abilities, and because there are far more non-interactive cutscenes than actual dialogues, you never learn Kreias Backstab. But this is not the worst of it. Much of the Force Powers are removed completely from the game, and there are no useful skills or abilities attached to them. Some of the talent trees are no longer a thing in this game, and they come in a huge amount of talent levels. The Imperial talents seem to have been removed entirely too. This applies to the most powerful abilities as well as the ones that can actually be used in combat.

Also the game no longer has any way to grind objectives down. In the first game there was a bug that you could smash a trophy and actually get some random achievements if you did it right. The effect was so powerful that you could grind on objectives by doing low level wandering kills. But even after they fixed that the grind was possible in Kotor 2, because there were no objectives to grind down. In the first game you can just keep teleporting or fighting until you get your objective down as low as you want.

Its only after I had almost run out of actual episodes I finished Kotor 2. After the single New Republic victory at the end of the game, which is basically a forgone conclusion by the time I finished, I was kind of done with the game. I tried to work on the rest of the game, but had little interest in the sidequests and collecting. I wasnt sure if I really wanted a sequel yet, but Ill have to play Kotors other two games to see how it goes. I certainly didnt get to explore as much as I would have liked to in the game, but I did make a bit of progress. Now, lets get back to all of my problems.

A lot of the dialogue feels rushed, especially the conversation with Mandalore. The first time I replayed it, the entire exchange felt almost complete, with Mandalore basically conveying his innermost sentiments with little regard for the player character. It felt like its trying to construct a solid line of exposition on the player, and therefore, one of the least self-consistent parts of the game.
No matter what, Kreias monologues always seemed to me like the writing through repetition in her dialogue box. For example, Kreia at the end of the game takes the opportunity to inform the player that if they went all the way through with the Atton arc, she would have forgiven him. Thus, an obvious conflict of interest at the least, and the nature of her character/role already outlined in her presence at the beginning of the game. The classic Star Wars use of playbooks. A business man walks up to his contact and gives him a file or is handed one of his own. Did the contact give it to him or was it given to him? It helps readers determine the characters motives and personality better. For this reason, Kreias apparently new relationship with Atton, her meetings with the various Sith Lords, and all of her background should feel relevant and her advice and moxie should feel like shes actually helping you in your arc.
But instead, Kotor 2 gives us two one-word replies to Kreias. This isnt saying much because her voiceover monologues often gave away how the player chose to conduct their character and in which direction they went. In Atton, Kreia gives him the green light to quit his hedonistic lifestyle and leave Tatooine. In the Jedi Master, she agrees with everything he says and lets him go. In all of the romance-heavy storyline, Kreia just gives the player the good news of a positive ending. I began to feel like Kreias in the second game was a new game itself.
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