Summary
With Saber Interactive confirming the title’s ongoing development following its split from Embracer Group, theStar Wars: Knights of the Old Republicremake has the chance to breathe new life into the franchise once again. Retaining most of its systems and mechanics in the context of the current gaming generation could yield success now that CRPGs have become more mainstream, but there are still some gameplay balancing elements ofStar Wars: Knights of the Old Republicthat have not aged particularly well and could benefit from being updated.
As an RPG that offers equipment and skill customization for both the protagonist and their companions,KOTORoffers viable routes for the Lightsaber alternatives of iconic ranged blasters and the Expanded Universe’s vibroblades. Considering the dominant power of Lightsabers in the title, however, these choices in equipment are largely relegated to being used out of necessity on companions who lack Force sensitivity. IfKnights of the Old Republic’s remake changesanything about its core combat, offering more practical melee options for vibroblade users could have a positive impact on the game’s overall build balance while removing an aspect of redundancy from its design.
Vibroblades Became Easily Outclassed in the Original KOTOR
An Early Game Melee Option Which Falls Off Significantly
With an entire Strength stat and many Feats centered around improving the player’smelee combat capabilities inKOTORbuilds, it makes sense that BioWare included an option for close-quarters combat prior to the point when a Lightsaber can first be acquired. Around a third of the title’s main story has to be completed before the player is able to become a Jedi on Dantooine, and the various upgrades available for vibroblades make them a useful option up until that point. Certain party members can continue to use them effectively after this point due to not having Lightsaber proficiency, but Zaalbar practically has the only optimal build centered around them toward the end of the game.
Between the different combinations of blade quantity and wielding style alongside the fact that someKOTORLightsaber crystalscan favor Force powers, there is likely the most depth of the game’s Workbench system within the Jedi-exclusive weapons. While vibroblades can also be augmented with limited upgrades, these ultimately fail to bring even the strongest of them to the consistent power that can be achieved with the first Lightsaber the player obtains.
The KOTOR Remake Should Make Vibroblades Just as Viable as Lightsabers
Finding Utility Alongside Blasters
With the likes ofThe MandalorianandThe Clone Warshaving more prominently depicted vibroblades being utilized in the years sinceKOTOR’s original release, their place in the broader IP has grown in a way that should be honored by the upcoming remake. Attacking at range with useful Feats justifies the use of blasters into the late game when built around correctly, but vibroblades being fully outclassed outside one companion is an unsatisfying progression that could be improved by making them more convincingly powerful. Whether by adding new options like the more dextrous vibroknives, or offering better bonuses for their physical damage, these melee weapons shouldn’t feel so left behind after the earlier sections of the remake.
Vibroblades Deserve More Robust Customization
Themechanical components ofStar Wars' Lightsabersjustify their ability to be infused with elemental damage from a lore perspective, but offering similar modification potential for vibroblades could be what it takes to save them from obscurity. More options similar to the extra damage provided by the Energy Projector upgrade, which goes beyond the typical physical offense and resistance of the weapon type, could go a long way in varying approaches, along with building on the lore and reputation of the franchise’s lesser-known melee option. If theKnights of the Old Republicremake truly ends up recapturing the unique world it introduced to the RPG genre, one of the most dominant tools used by its non-Force users should no longer fall by the wayside.
Star Wars: Knights of the Old Republic
WHERE TO PLAY
Choose Your Path.It is four thousand years before the Galactic Empire and hundreds of Jedi Knights have fallen in battle against the ruthless Sith. You are the last hope of the Jedi Order. Can you master the awesome power of the Force on your quest to save the Republic? Or will you fall to the lure of the dark side? Hero or villain, saviour or conqueror… you alone will determine the destiny of the entire galaxy!A brand new Star Wars role-playing experience with unique characters, creatures, vehicles and planets.Learn to use the Force with over 40 different powers and build your own lightsaber.Adventure through some of the most popular Star Wars locations, including Tatooine and the Wookiee homeworld Kashyyyk.Choose your party from nine customisable characters, including Twi’leks, droids and Wookiees.Travel to eight enormous worlds in your own starship, the Ebon Hawk.