“Another group that was making a restoration mod was taking years to release anything, and I knew I could have done what they were trying to do much faster,” he recalled. Several files buried in the game’s code reveal content Obsidian made for KOTOR2’s final planet-including dialogue and action set pieces-that the developers just couldn’t get working before launch.Īnd that’s where 15 years of collective modder obsession comes in. That means players never get to discover the origins of KOTOR2’s most recurring threat. Specifically, that conclusion is just nowhere to be found in the final game. The most noticeable of these issues at launch might have been the conclusion to the HK-50 factory side quest.
It’s no surprise that the finished product had some issues. But publisher LucasArts, wanting to capitalize on the success of the original KOTOR from the year before, reportedly gave that threadbare new team just 14 to 16 months to create a sequel. At that time, the new studio was a shoestring operation with just seven veteran developers who had made the move from the recently shuttered Black Isle Studios, all holed up in CEO Feargus Urquhart’s attic. Released on December 6, 2004, Star Wars Knights of the Old Republic 2: The Sith Lords (KOTOR2) was the first game from the then newly formed Obsidian Entertainment.