Knights Of The Old Republic’s endings provide more proof that good is dumb

If you rush through it, finishing Star Wars: Knights Of The Old Republic takes just about the same amount of time as watching all six existing Star Wars movies. Even though it’s set a few thousand years before Anakin Skywalker has to inexplicably race a pod while enduring the squeals of Two-Headed Greg Proops, it still runs through many of the same motions as the movies. There’s the Jedi training montage with a frog man. Surviving your space adventure requires the help of a Wookiee with a life debt to a thief, a small robot that beeps, and a tall comic-relief robot. There are thrilling spaceship escapes from planets patrolled by bad soldiers in shiny helmets, shady deals with grotesque slug mobsters, and even races in dangerous hovering vehicles. All of it’s set against the backdrop of a power struggle between good and evil, Jedi against Sith, with you smack in the middle.
Thanks to its unusual exploration of that war between light and dark, though, it ends in a dramatically different place than the Star Wars movies. Play to the end, and it makes a bold, unexpected statement: Being good is dumb. Evil is much more fun, says the ending of Knights Of The Old Republic, the rare game whose alternate conclusions demonstrate that the “right” decision isn’t the one you’ll necessarily enjoy the most.
While you’re not a teenage moisture farmer or a strangely healthy slave boy, KOTOR does place you in the role of a seemingly innocent bystander caught up in the struggle between light and dark. Later, naturally, you’re revealed to be a powerful Force vessel, but at the start, you’re just a hapless amnesiac waking up on a Republic ship besieged by a Darth Malak’s Sith fleet. Carth, the game’s white-bread soldier type, gets you caught up on your way to save Jedi heroine Bastilla. When the three of you escape the ship, thus begins your journey to punch Malak right in his funky jaw box, stop the Sith from ruling the galaxy, and inevitably find yourself becoming the most potent user of the Force around. Whether you become a Jedi or a Sith Lord is up to you, though.
In its signature style, BioWare built Knights Of The Old Republic around a cavalcade of binary choices, letting you decide what kind of Force user you want to be: a patient, noble Jedi or an inveterate dick of a Sith. No series in BioWare’s catalog has been more tailormade for this sort of dichotomy. Unlike Mass Effect or Dragon Age, the very make up of reality in Star Wars is fueled by a tug of war between forces of good and evil. The choices that define whether you’re a Jedi or Sith in KOTOR are also laughably lacking in subtlety. Take your crew’s visit to Tatooine. Tusken Raiders are hassling the locals and you need a hunting license to find a piece of ancient star map that leads to Malak’s secret base, the legendary Star Forge. Options for dealing with the brutes include: head out with HK-47—the murder droid you can buy in town—and have him grudgingly act as translator for a diplomatic piece with the sand people, or kill some sand people and wear their robes so you can sneak into the village and finish off the rest.
That’s representative of most of the choices you run into in the game. Do you find a way to chase off the enormous fish monster blocking your path on the ocean planet of Manaan, or do you kill it? Should you help the Wookiees of Kashyyyk escape the evil Sith slavers or, you know, kill the slavers and the Wookiees and everything else between you and your destination in the jungle? Given that the journey down the Dark Side seems so utterly simplistic, it would be reasonable to think that the more nuanced, complex approach of the light would ultimately be more engaging as both a game and story. But it’s not. Invariably the evil path is the more colorful in Knights Of The Old Republic.
That bias bears out in both character and action. Your character’s allegiance to either light or dark determines their Force-powered abilities, and the evil skills prove much more useful in bringing down enemies. If you follow the light path, you’re given high-level skills for destroying droids and creating whirlwinds that incapacitate foes. That’s all well and good, but popping cartoon robots and pushing around bad guys is about as thrilling here as it was when Hayden Christensen and Ewan McGregor sleepwalked their way through doing the same in Revenge Of The Sith. It’s more entertaining to walk into a room full of bounty hunters, cast Sith Horror to make them all freak out, and then electrocute the lot of them. HK-47, the acerbic assassin droid who’s always eager to kill “meatbags,” is a whole lot more fun to have in your party than the utterly bland Carth Onasi.