The tomb on Korriban (spoiler)
- Darth Clayaken
- Posts: 91
- Joined: Thu Feb 17, 2005 3:12 pm
- Contact:
The tomb on Korriban (spoiler)
Is there a point to the tomb on Korriban? It seems like such a useless throw-in. I would think that it's only purpose is story progression but it stated info that I already knew. It's not vital to the game because you can skip it completely and go on to the rebuilt enclave.
- Obi-Wan-Evan
- Posts: 325
- Joined: Fri Feb 20, 2004 7:11 pm
- Location: Alberta Canada
- Contact:
- Polyphemus
- Posts: 75
- Joined: Mon Jan 31, 2005 9:26 pm
- Location: Where I am now...
- Contact:
Hssiss spawn infinitely in the room with the jedi corpse, giving way to nearly infinite experience. FP regerate slowly in the tomb, but it is possible to leave with a level 50 character in about 40 minutes. Other than that, you can kill Kreia and fight Malak and Revan, although they're pretty easy.
"I shall think that the sky, the air, earth, colours, shapes, sounds, and all external things are merely the delusions of dreams which a demon of the utmost power and cunning has devised in order to ensnare my judgement." (Descartes, Meditations)
- Darth Clayaken
- Posts: 91
- Joined: Thu Feb 17, 2005 3:12 pm
- Contact:
Bastilla's lightsaber (as I understand) isn't a constant reward and the infinite XP is a glitch. Other than those uses, there really is no point to going there. I could understand if there was a constant unique loot (even if it's random) but I don't even understand the "lesson" that was supposed to be taught.
I just tell myself that there was a point to this but it was cut out of the game along with (what seemed like) the other 75% of Korriban.
I just tell myself that there was a point to this but it was cut out of the game along with (what seemed like) the other 75% of Korriban.
I don't think that 75% of Korriban were cut. I rather believe that the 25% of Korriban we see were inserted in the game quite late to fill the space vacated by some of the things that were cut.
The tomb actually is the only thing on Korriban which makes sense (beside the Bastila holocron, of course) if you consider it as part of Kreia's tests for the Exile. In a way, the whole story of KotOR 2 is about the Exile facing the loose ends of his past, and Kreia subtly makes sure he confronts them all: the Jedi Masters, Atris, Darth Nihilus, Malachor V, Darth Sion... and Darth Traya. He had to face them in order to close the open chapters of his life, which in Kreia's way of thinking meant he had to battle and defeat them.
Now there were some parts of his past which he could not face again in reality. There remained open questions: would he again follow Revan and Malak to the Mandalorian Wars? And if he did, would he again turn his back on them when they went Sith? Would he again go through the Wars with an attitude of contempt towards human life, even on his own side, leading to Malachor? In Ludo Kressh's tomb, he was forced to take a clear position to these, with the benefit of hindsight.
And, finally, Revan: he loomed larger than everyone else in the Exile's memory, and it would well be possible that if the Exile were to meet the real, living Revan again, he would again subordinate himself to him. And while Kreia did want the Exile to help Revan, she wantes him to do so out of his own will and decision, and to be able to do so, he first had to "slay" Revan in order to meet him on equal footing in the future. It even makes sense that Revan was so ridiculously easy to beat: it showed the Exile that he did not need to feel inferior to him.
The vision of Kreia and the party members, on the other hand, is probably a sad example of the cutting virus which befell the game. It is the only vision about things which were to come, not about the past, and since the light side option was to defend Kreia against her accusers, it only makes sense if there was intended to be a possibility of "saving" her later - which was not to be.
The tomb actually is the only thing on Korriban which makes sense (beside the Bastila holocron, of course) if you consider it as part of Kreia's tests for the Exile. In a way, the whole story of KotOR 2 is about the Exile facing the loose ends of his past, and Kreia subtly makes sure he confronts them all: the Jedi Masters, Atris, Darth Nihilus, Malachor V, Darth Sion... and Darth Traya. He had to face them in order to close the open chapters of his life, which in Kreia's way of thinking meant he had to battle and defeat them.
Now there were some parts of his past which he could not face again in reality. There remained open questions: would he again follow Revan and Malak to the Mandalorian Wars? And if he did, would he again turn his back on them when they went Sith? Would he again go through the Wars with an attitude of contempt towards human life, even on his own side, leading to Malachor? In Ludo Kressh's tomb, he was forced to take a clear position to these, with the benefit of hindsight.
And, finally, Revan: he loomed larger than everyone else in the Exile's memory, and it would well be possible that if the Exile were to meet the real, living Revan again, he would again subordinate himself to him. And while Kreia did want the Exile to help Revan, she wantes him to do so out of his own will and decision, and to be able to do so, he first had to "slay" Revan in order to meet him on equal footing in the future. It even makes sense that Revan was so ridiculously easy to beat: it showed the Exile that he did not need to feel inferior to him.
The vision of Kreia and the party members, on the other hand, is probably a sad example of the cutting virus which befell the game. It is the only vision about things which were to come, not about the past, and since the light side option was to defend Kreia against her accusers, it only makes sense if there was intended to be a possibility of "saving" her later - which was not to be.
People were ripped off slightly by all sides of the developement group - Obsidian and LucasArts. This game had all the potential to surpass the original, and I think in most aspects you get the sense that it is better, if only they'd had another 6 months. The influence system - great idea, but not enough conversation options, and no NPC quests. The storyline was better in my opinion, right up until the ending, mainly I think down to things being cut. For example, Darth Nihilus was not developed in the slightest, and Sion barely above that, especially in regards to their relationship with each other and Kreia. I think the planets were much better setup, and while Korriban did feel a little unfinished, I think it was great that there was just a fairly short planet, the original suffered in this aspect I think - there were all of similar length and style - you need to get here but this stops you blah blah blah. I think this story flew along better, whereas the other ended up being "do this 3-4 times, then do this 3-4 times", better variation this time around.
So yeah, relating back to the topic, the tomb was a great oppurtunity to develop your character's relationship with the other NPC's and characters from the first game, but due to things being cut and generally not enough time or effort, it didn't make a HUGE amound of sense unless you really thought about it. I just hope that for the third one they get everything perfect on that front and tie everything together.
So yeah, relating back to the topic, the tomb was a great oppurtunity to develop your character's relationship with the other NPC's and characters from the first game, but due to things being cut and generally not enough time or effort, it didn't make a HUGE amound of sense unless you really thought about it. I just hope that for the third one they get everything perfect on that front and tie everything together.
Trouts are best tickled in muddy waters