
We wanted to have deep characters, many interactions with the inhabitants of the world, the feeling that your destiny and that of others was the most important thing in the galaxy and, above all, we wanted to play in the Star Wars universe and bring our own spin of events in that world. “We weren't looking to stand out from other RPGs We just wanted a game with a great story. ”įrom the beginning, in Obsidian they were clear that they had an important game in hand and the sequel should be up to the original. We could not be happier with the support that BioWare has provided us and we hope we can collaborate on more projects in the future. “We continue to work closely with BioWare and our editor on our current project (KOTOR II).

As Feargus Urquhart explains in a Q&A with GamesSpot (2004): The change of hands was due to the good relationship between the two studies. His first assignment was to take over from the Star Wars: KOTOR saga, which started BioWare in 2003. The Obsidian team started in style, something that is not usual in video game studios that have just been created. Early years a very promising first commission with the takeoff to the galaxy
