As video games become more sophisticated, more complex and for lack of a better term, more artistically minded in their conception, production and execution, you wonder how detrimental the moniker of “video game” is for a medium with its own unique set of possibilities. “Video” remains indicative of a previous age – somewhat rubbish, a bit eccentric and certainly not something to be taken seriously – and “game” reinforces the idea that the video game is simply a way to waste away time, therapeutic all the same, but serving no great purpose other than that. Some day I am sure the video game moniker will fade away, with our society appropriating a more suitable term for a medium whose potential is only just being considered with any seriousness. Perhaps the Noughties – Ergck! – will eventually be defined as a key decade in which video games really began to explore this potential, or at least mainstream audiences and more importantly multi-national conglomerates began to recognise it. But then again, concerning how gaming has developed over the last few decades, in would be hard to discard any development cycle as worthless.
STAR WARS: KNIGHTS OF THE OLD REPUBLIC (BIOWARE, 2003 for PC/XBOX)
Knights of the Old Republic, to me, was one of these transitory games where, even if it was not truly innovative, it had the polish and the instant appeal on top of an already well-crafted and satisfying core game, to absolutely enthral me. A large part of this comes down to the Star Wars license, this must be said, wielding all the hallmarks of the series – but the key for this is the quality of the story and the writing. If the Star Wars prequels proved anything, it was that the series is more than a number of repeated motifs, sounds, memorable dialogue and music. KOTOR, as it has since been known, arrived for me one Christmas and kept me busy for weeks, months even, suffering itself to be replayed by my younger self again and again, under an increasingly avid addiction to the flexibility available with the game.
Describing the plot again elicits nostalgic thoughts: 4000 years before the rise of the Galactic Empire, a Republic cruiser harbouring a powerful yet naive Jedi comes under attack above the planet Taris; you, an insignificant Republic soldier, are tasked with making sure the Jedi escapes the Sith. What follows is a terrifically enjoyable adventure that evokes all the fun and banter of the original Star Wars films as you begin to unravel the mysteries of the Galaxy, discovering the source of the Sith’s new found power. It’s an engaging story, populated with many lively and intriguing characters and involving numerous strange and wonderful worlds. The sheen and freshness may have diminished under repeated playthroughs, but its significance in many peoples gaming memories is inarguable and the popularity of its protagonist remains undwindling.
If there’s another thing that KOTOR did what other games didn’t do for me, it was to establish the name of a developer in my mind. Bioware, who have since flexed their muscles far and wide in the industry, would have already been familiar to veterans of RPGs such as Baldur’s Gate and Neverwinter Nights, but for me this was the first time we met. Developing into a cerebral gamer as I have, I’ve been interested in whatever they have gone on to do – although circumstance has ruled the much celebrated Mass Effect out of my reach for now. But I’ve played Jade Empire (great, despite its somewhat unsatisfactory length) and I have my eyes on Dragon Age: Origins, and certainly optimistic towards Star Wars: The Old Republic.