It's done.
Malachor wasn't exactly as coherent as it could've been with its jump cuts to different parties and all, and some things are still left out for some reason or another, but Knights of the Old Republic 2: The Sith Lords finally has a proper endgame. I'm not going to spoil it completely for those who don't know what's supposed to happen (Khuutra does), but suffice to say that among other things, your companions don't just vanish into thin air anymore. Well, apart from Bao-Dur, that is.
Overall, I'd say that the improvement is a solid +1/10 addition to the game scorewise (ie. 8/10 -> 9/10) - much of the restored content served to fill places that were left a little empty and/or confusing, and although some of the expanded material were just extended killfests it was still nice to see these things play out when in the vanilla game they were just ignored - especially the parts concerning either your party or major players of the story. Oh, and any new scene involving either Kreia or HK-47 is just pure awesome.
Definitely recommend this to anyone, although I'd suggest people to play the game thru once without the addon - if only to be able to see what the mod actually does for the game.
And here are a few hints for anyone playing this:
1. Talk to HK-47 about the voice module as soon as you're able.
2. Don't download any maps in a certain factory unless you want to witness a showstopping bug.
3. Build up Atton, HK-47, the Handmaiden and Mira before you start the endgame (you'll see why).
4. When you reach the final area of the game - you'll know it when you see it - take the RIGHT path at the beginning.
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