I was going to write up a long review and post that, having recently completed the PC version myself at long last, but I haven't the time right now, and here's this thread, so ...
I enjoyed it a lot, particularly the first half, but I felt the way the end of the game was engineered was essentially a little bit weak. Looking back at it, I still enjoyed playing through the final stages, but by that time it had all become fairly predictable, much as Grandia 2 did. In that game, the never-changing formula of simple outdoor maze leading to variously themed town (cue hotel on the right, and weapon shop on the left), eventually leading to some kind of involvement with the local characters and the inevitable dungeon and boss, just went stale in my hands as I played it.
Both these games have mountains of redeeming features of course, the art and music in both being worthy of especial mention. Grandia 2s combat system aced KOTORs fairly heavily, although who can argue with customisable Jedi characters? On the other hand the structure of KOTORs closing stages, as a next generation game, was necessarily more fluid, and generally better planned than G2s. However I still felt that having established a formula early on, Bioware were doing little more than throwing in a few loops and wrinkles, and letting the art department take care of most of the rest.
The result is to stimulate a cynical approach from the player, such that the little things which have been used to differentiate scenarios eventually flake away, and all you see is more corridors, more enemies and more cut scenes. It isn't enough just to fashion an ending to an RPG by use of plot cues (the obvious ones such as conversations and cut scenes that tell you you're facing your final challenge), and the more subtle changes to the rhythm of the experience, such that the player can subconsciously sense that things are drawing to a close, much as with a piece of music.
This isn't enough, and game designers need to recognise that. I can't really make any practical suggestions, only indicate what I feel is lacking; and that is an evolution to the
gameplay throughout the game. New things need to be added in a smooth ascending curve, so that there are exponentially more reasons to be playing the game by the time you get to the end. In so many games the only reason you're really finishing it is because a) OK, it's quite fun, b) you've put in a lot of effort increasing stats for these characters, and c)
look it's just nearly finished, OK?
Am I asking too much here? I don't necessarily expect the music or the graphics to 'get better' in the later stages of the game, so why should the gameplay be different? Well I don't really know, I'm just saying how I feel. Maybe at some point between the designers and me, one of us isn't seeing games in the right light? I just felt that in KOTOR, taking the player to new places to do the same things for different reasons, didn't really feel like an appropriate way to wind up the experience. In some way, I wish they had expanded the players ability to interact with situations. Perhaps being able to use the force on the environment, to achieve certain effects? This would be a challenge to design, naturally, but I'd be prepared to lose some of the gilding on the restrictive gameplay tube Bioware created, in exchange for it expanding a little more as play progressed.
Perhaps, if Bioware were making KOTOR 2 themselves, they might have considered such alterations to the core design; but having farmed it out to another company who necessarily wont have the confidence to fuck with a proven formula, all I'm expecting is a carbon copy with a different flavour and the odd flourish ...