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Star Wars: KotOR Interview @ Armchair Empire

(PC: Single-Player RPG) | Posted by @ Friday - October 10, 2003 - 13:34 -
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Armchair Empire has posted an interview with Bioware's Case Hudson, Producer/Project Director, and James Ohlen, Lead Designer of the Star Wars: KotOR(PC) game. In it, they talked about the game itself and gave some descriptions of the entire world, Sleheyron, that was left out due to time constraints.


KOTOR was delayed many times and came out nearly perfect. Were there any items or worlds that were left out due to time issues? If so, what was left out?

JO/CH: An entire world had to be left out due to time constraints. The first pass level art was finished, but time was running out, so we decided to cut it. The world was called Sleheyron and it was one of the many planets in Hutt space. Sleheyron was supposed to be one of the most industrialized worlds in the galaxy. It was going to be a world paved over with layer upon layer of gas refineries, landing bays, slave pens and ship construction yards. The biggest level was going to be a massive coliseum where the Hutt lords pitted their gladiator slaves against one another.

We cut several sections out of Tatooine. The Star Map on Tatooine was originally located in the maw of a Sarlacc pit. The player had to find the Sarlacc pit in a cave complex and then figure out how to descend into the pit without becoming the Sarlacc’s next snack. We were also going to allow the player to become a sort of messiah of the Sandpeople and lead them against their Czerka corporation oppressors.

We cut several sections from Taris, more for pacing reasons than because of schedule pressures. There used to be three levels in the Black Vulkar base. The Gammoreans used to have a stronghold in the Undercity. There was also a trash compactor puzzle in the sewers.

 
 
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