http://ukitakumuki.deviantart.com/gallery/?offset=24#/d4mz0zq
Holy shiiiiiiiiiii-
Originally posted by Tzeentch._
Creepy, but their mouths don't match the sentences.
Originally posted by ares834
The second one doesn't make any sense.Edit: Never mind I read it as mortality not morality.
I beat Paragus last night.
Actually, I beat it a few nights ago, but downloaded restored content mod (which, according to the modders, is essentially now complete as of July) and started the game over. I have a feeling that I won't be playing this again after I finish, so I'd like to get as much out of it as possible.
Can already tell that Kreia is going to be "that one unlikable *****" that exists in every Bioware game (Carth, Morrigan, Jack) who I'm not going to really bother paying attention to most of the time.
So anyway. All's well thus far. I can really see the complexity that Obsidian was going for with the Paragus plot- definitely multilayered storytelling. I think their execution wasn't as good as the concept though.
Originally posted by Tzeentch._
I beat Paragus last night.Actually, I beat it a few nights ago, but downloaded restored content mod (which, according to the modders, is essentially now complete as of July) and started the game over. I have a feeling that I won't be playing this again after I finish, so I'd like to get as much out of it as possible.
Can already tell that Kreia is going to be "that one unlikable *****" that exists in every Bioware game (Carth, Morrigan, Jack) who I'm not going to really bother paying attention to most of the time.
So anyway. All's well thus far. I can really see the complexity that Obsidian was going for with the Paragus plot- definitely multilayered storytelling. I think their execution wasn't as good as the concept though.
Paragus is pretty lame yeah.
Though the HK-50 was awesome.
Actually he also expands on quite a few pro8lems O8sidian had with development, namely that they were rushed and had a very short production cycle and had to start actually making the game 8efore they had time to plan it out and get acquainted with Kotor, most especially with the game engine. It was only as they worked with it that they were a8le to grasp what they could and couldn't do with it. So they wasted a lot of time on features that the engine couldn't support very well. The loss of time to work with the previous game also meant they had to struggle to think of how to structure the story and theme.
Plus it was their first full-voiced game.