17th September 2004, 11:58 AM
For the city, not bigger than Taris, I think... maybe wider, but those Taris areas are quite long. Maybe slightly larger but not to a significant degree, if there is any degree at all.
As for Dantooine... I can see how that could be deceptive. I bet that you could reproduce that in the game, or close, anyway, though. Not that grass of course, but the view. Just go to the bottom of a hill and look forward and you won't see the end of the zone... yes it is somewhat deceptive but I don't think that those are impossible to replicate in the game. However, the fact that there are some definite walls on that zone should suggest that there are more... I don't agree that that city shot shows anything different from what we saw in the game (well, excepting how that city didn't make the final game), but the Dantooine ones you have a point. Though as I've been saying people who have played Bioware RPGs should know what to expect... going from 2d to 3d in a game like this would only change so much.
As I've played KotOR more, some things you get used to and/or stop noticing... like how your party members fall behind, how you have to frequently target enemies for your party when combat starts, how you have to constantly refill their queues because they don't remember what action you told them to do beyond that action (and there is no Party AI button that makes them only follow the orders you gave them as opposed to doing things on their own), etc... those are probably 'you'll get used to them' things. Others, probably more substantive ones, only show up as you progress. Here I'm primarially thinking of my big post (that I don't think anyone replied to) about KotOR's cities and how, compared to BGI/II cities, they are greatly lacking in depth and variety...
As for Dantooine... I can see how that could be deceptive. I bet that you could reproduce that in the game, or close, anyway, though. Not that grass of course, but the view. Just go to the bottom of a hill and look forward and you won't see the end of the zone... yes it is somewhat deceptive but I don't think that those are impossible to replicate in the game. However, the fact that there are some definite walls on that zone should suggest that there are more... I don't agree that that city shot shows anything different from what we saw in the game (well, excepting how that city didn't make the final game), but the Dantooine ones you have a point. Though as I've been saying people who have played Bioware RPGs should know what to expect... going from 2d to 3d in a game like this would only change so much.
As I've played KotOR more, some things you get used to and/or stop noticing... like how your party members fall behind, how you have to frequently target enemies for your party when combat starts, how you have to constantly refill their queues because they don't remember what action you told them to do beyond that action (and there is no Party AI button that makes them only follow the orders you gave them as opposed to doing things on their own), etc... those are probably 'you'll get used to them' things. Others, probably more substantive ones, only show up as you progress. Here I'm primarially thinking of my big post (that I don't think anyone replied to) about KotOR's cities and how, compared to BGI/II cities, they are greatly lacking in depth and variety...