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Credits:
Eurogamer Interview with James Ohlen: https://www.eurogamer.net/bioware-kotor-making-of
Chris Avellone Interview: https://www.cinelinx.com/interviews/knights-of-the-old-republic-ii-developer-chris-avellone-discusses-the-games-impact-15-years-later/
Kreia: thru the eyes of the exile: https://www.youtube.com/watch?v=iq1N8K0IyWs&t=44s
Recently I stumbled across a forgotten article by Eurogamer, that honestly shocked me, revealing Biowares ORIGINAL DARK STORY for Star Wars: Knights of the Old Republic 2. The article will be linked in the description of the video.
Now, if we forget about Obsidian's sequel for a moment and imagine it was BioWare staring at a piece of paper wondering how to follow a twist like Revan's. Because once upon a time BioWare was - and it came up with an idea.
Yoda. Not the actual Yoda, because canonically he's untouchable, but someone a bit like him; the reason? we know so little about Yoda's almost nonexistent species even someone in his likeness would have the same effect: trust.
"We felt like Yoda was the ultimate - everyone trusts Yoda," James Ohlen told Eurogamer, lead designer of Star Wars: Knights of the Old Republic
"The initial twist in the first two-page concept we had for Knights of the Old Republic 2 was you were g oing to be trained by a Yoda-like figure," Ohlen says, "someone from the Yoda race. That character was going to train you in the first part of the game but then you were going to discover this Yoda figure was actually not the good Yoda you expected...
"He was training you to essentially be his enforcer, a Dark Lord to conquer the universe, and he was going to become the main villain."
But this KOTOR 2 concept never made it any further. BioWare bosses Ray Muzyka and Greg Zeschuk called it off. "It was a very smart decision on their part," Ohlen says. "In order for a company to be successful and control its own destiny you need to own your own IP, and we didn't own Dungeons & Dragons or Star Wars. Mass Effect was something we decided we had to do instead of another Star Wars game."
From the death of BioWare's Knights of the Old Republic 2, Mass Effect and Dragon Age were born.
However, interestingly although it sounds like a similar storyline of Obsidian’s Kotor 2: the developer that eventually helmed the sequel, it was actually a coincidence as Obsidian writer Chris Avellone shared:
Obsidian faced an uphill battle from the start. The team began working on the sequel and being paid for milestones before having the full contract in place. As such LucasArts “decided it wasn’t wise to send out a build of [KOTOR] to us until that was done.” While an earlier copy of KOTOR would have saved valuable development time, Avellone emphasizes he doesn’t hold it against LucasArts for holding it back, but this left the team essentially guessing at the storyline.
Avellone explains, “When LucasArts asked for our [KOTOR II] pitch; we had to put together story pitches and ideas without knowing a thing about KOTOR beyond what was on the LucasArts website…”
Considering the complexity of KOTOR’s story, and the various characters, pitching a sequel blind was difficult. “Suffice to say, that pitch was pretty bad,” Avellone continued. “Worse, it didn’t contain a lot of the expectations players might have from playing the first game (since we didn’t know what those elements were)!”
When Knights of the Old Republic released a few months into KOTOR II’s development, the team rushed to play as much as possible. Obviously, it drastically changed their ideas for the sequel. Nearly everything from the original script was scrapped, “Not much survived between the first and second versions of the script, but trust me, that was a good thing!”
The fact that KOTOR 2 still resembled Biowares initial idea with a dark master revealing their true identity, is a minor miracle or perhaps as they say the will of the force.
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Chapter 4: The Hunt for Malek is the fourth "level", or chapter, of Blood Omen: Legacy of Kain. It follows Kain journey through Coorhagen and Malek's Bastion, in his attempt to destroy Malek, the Guardian of the Pillar of Conflict and unliving Ward of the Circle of Nine.
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DIABLO IV QUARTERLY UPDATE— Q1 MARCH 2022 Hello and welcome to the first Diablo IV Quarterly Update of 2022. We hope you enjoyed last quarter's update on systems, itemization, and visual effects. That blog and our previous updates are available if you missed out.
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Breaching the Fortress is a story mission in Reaper of Souls. In this mission, have invaded Malthael's sanctum on the plane of Pandemonium, and have to fight their way to the Angel of Death.
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Arkaine's Valor is a piece of Armor which is found lying on the ground in the halls of a special room, somewhere on Level 5 in Diablo I, and can only be found in the Single Player mode of the game as the reward for completing the Arkaine's Valor Quest. It is extremely useful at that point, because it is virtually guaranteed to be a considerable upgrade over any armor found up to that point in the game. The usefulness of this armor declines though, as the player's character(s) moves deeper into the labyrinth, since the Armor Class is not very high, though it is not uncommon for low-Strength characters to wear it all the way through Normal Difficulty and beyond. Thanks to its Fastest Hit Recovery Affix, it is the ultimate tool for preventing stunlocks.
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Diablo III - Unexpected Allies is the fifth Act II quest and takes place underneath Caldeum in the Sewers.
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With Diablo felled the lands seemed to know peace, for but a brief moment.
Yet, in the western kingdom of Westmarch a vicious enemy has emerged & the death toll beyond count.
We enter wetsmarches overlook in an unguarded pass, and meet what seems to be a man dressed in Horadric garb fighting off specters, who exclaims upon our arrival.
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One of the more disappointing aspects of the Elder Scrolls games, for me at least, is the gradual decline of flight. But why was it removed in the first place?
In Daggerfall, the player could levitate thanks to magic or items & would be particularly handy for exploration of dungeons & was controllable with the pg up & down keys.
Morrowind, would somewhat downgrade outright levitation as seen when first coming across tarhiel the ill fated screeching bosmer wizard.
On his body one could loot the Scroll of Icarian Flight: a Restoration scroll that increases the reader's Acrobatics skill by a thousand points, making it possible to jump several hundred feet in the air. However, this is not controllable levitation up & down, per se. Rather the user is likely to die unless they land in water, use the scroll again, or use a Slow Fall effect before landing. And is more akin to a lengthy leap that would allow the player to beat the game quickly by jumping the Ghost fence.
Oblivion then stepped things down further:
Although one could again leap, the maximum reach of this ability without exploits was bound to Atheletics, for speed & Acrobatics.
Mastering acrobatics wasn't without its perks, such as the ability to jump off water & leaping across rooftops like a ninja.
But extended leaps were a thing of the past.
When skyrim came out, gone was Atheletics for speed, or Acrobatics for leaping. In fact, outside the sprint bar, the player was relegated to the sad hop seen in game.
So why was something as fun as levitation removed from the games? Well, the in game explanation in Oblivion is The Levitation Act is a law passed throughout the Empire in 3E 421 that banned the use of levitation magic.
The real reason was developmental in nature. Starting in Oblivion, cities were self contained zones that needed to be loaded into due to the raw rendering power it'd take to load chunks of the open world & cities in tandem Therefore, if the player was to bound over a wall they would be stuck amidts sprites.
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