GB Feature: Star Wars: KotOR II Review

We've written up a three-page review of Star Wars: KotOR II, based upon the PC version of LucasArts and Obsidian's RPG sequel. Here's a bit to get you started:
First, there's the matter of what we might call, to wax technical, Lots of Little Improvements. Each may seem small on its own, especially to marketing teams that want blazing headlines, but taken together, they stack fairly tall on the horizon. Consider: in KotOR, ranged weaponry was pretty much a dead loss. Those rifles looked good, but the best could only dent an helmet if you really tried hard and fired at it for a very long time, preferably at point-blank range. Melee was King, whether with a lightsaber or something equally slicey and dicey. KotOR2 remedies this, with better balance among weaponry types, and numerous improvements you can make that turn a rifle into a work of murderous art. Want to stun your victim, do electrical, sonic, cold, flaming, or even unstoppable damage all with a long-range item? This game delivers.