Star Wars: Knights of the Old Republic
(Redirected from Darth Malak)
- For other uses of "Star Wars", see Star Wars.
Please note that the Revan responses are variable, as the player is Revan, and chooses his or her responses.
- Revan: Death is such a small impediment.
- Bastila Shan: Malak is dead! All hail the return of Darth Revan, the true Lord of the Sith! [Dark Side ending]
- Bastila Shan: I saw your service records when you transferred aboard The Endar Spire, but nothing beyond that. I know very little about you. I'd like to ask you some questions, given our relationship.
- Revan: What do you want to know?
- Bastila Shan: What kind of background do you have.
- Revan: I was a scout with the fleet.
- Bastila Shan: On which planet were you born?
- Revan: Deralia. It's in a remote system in the Outer Rim.
- Bastila Shan: Your age is?
- Revan: I'm twenty, though my service record says twenty-five. Bastila, this isn't getting to know me better. What is going on?
- Bastila Shan: Yes, well---The truth is I was studying how you responded to my questions.
- Revan: And what did you find out?
- Bastila Shan: You were honest, which is good. And you treated this as a serious matter, which it is. This bond we share will shape both our destinies; it is not to be taken lightly.
- HK-47: Affirmation: Correct, master. Sith protocols maintain that all knowledge be deleted before assassination missions, and restored upon return.
- Vandar Tokare: There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no chaos; there is harmony. There is no death; there is the Force.
- Yuthura Ban: Peace is a lie; there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force will set me free.
- Bastila Shan: I say we leave him.
- Tanis Venn: You know, you're pretty heartless for such a pretty lady.
- Bastila Shan: I take it back. Let's congratulate his wife.
- Revan: I don't think "killee" is a word...
- HK-47: Exclamation: Damn it, master! I am an assassination droid, not a dictionary!
Star Wars: Knights of the Old Republic II - The Sith Lords
Please note that the Exile's responses are variable, as the player is the Jedi Exile, and chooses his or her responses.
- The Jedi Exile: To teach, one must be willing to learn.
- Kreia: Enough! Step away from her!
- Master Vrook: Wha...?
- Kreia: Step away! She has brought truth and you condemn it? The arrogance! You will not harm her, you will not harm her ever again!
- Master Kavar: I thought you had died in the Mandalorian Wars.
- Kreia: Died? No. Became stronger? Yes!
- Master Vrook: Is this your new master, Exile? If so then you follow Revan's path. Her teachings will cause you to fall as surely as he did.
- Master Zez-Kai Ell: We sought to lure the Sith out and now they have come to us.
- Kreia: As you would pass judgment on her, I have come to pass judgement on you all. Do you wish to feel the teachings born of the Mandalorian Wars, of all wars, of all tragedies that scream across the galaxy? Let me show you, you, who have forever seen the galaxy through the Force. See it through the eyes of the Exile.
- [As Talia and Vaklu fight in the Royal Palace throne room]
- Queen Talia: You would sacrifice everything just for your ambition, Vaklu. The Republic, Iziz- everything!
- General Vaklu: That is a gross simplification, Talia. Change is a painful process. A price must be paid. But Onderon will have a new destiny, one larger than you can imagine.
- Kreia: So you will do nothing? Apathy is death. Worse than death, because at least a rotting corpse feeds the beasts and insects.
- HK-47: Statement: Oh, yes. My master had quite the collection of tortured individuals that seemed unable to confront their basic personality conflicts.
- HK-47: Let me cite some specific examples.
- HK-47: [imitating Bastila's voice] Mockery: "Oh, master, I do not trust you! I cannot trust you or anyone ever again!"
- HK-47: [imitating Carth's voice] Mockery: "Oh, master, I love you but I hate all you stand for, but I think we should go press our slimy, mucus-covered lips together in the cargo hold!"
- HK-47: Conclusion: Such pheromone-driven responses never cease to decrease the charge in my capacitors and make me wish I could put a blaster pistol to my behavior core and pull the trigger.
- Kreia: War... is a hunger. And there are spirits in the galaxy whose hunger is never satisfied.
- The Jedi Exile: Keep the money, and use it to build a statue of me, in honor of my heroism.
- Adare: Um... okay. We will build a great statue in your likeness!
Star Wars: The Old Republic
About Star Wars: Knights of the Old Republic 
- The setting is roughly 4000 years before the time period of the films. In the Star Wars timeline, space travel has existed for over 25,000 years, so that places the technology of the period relatively close to that of the movies. This gave us the unique opportunity to create a cinematic experience that would capture a similar look and feel to the movies, while also giving us the freedom to create all-new art, characters, and storylines. In fact, we were even encouraged by LucasArts to "blow up a planet." Such was the freedom we were afforded by this time period. For us, it is very rewarding to have created a galaxy of completely new art and designs, and have people look at it and say, "That's definitely Star Wars."
- We have a few new species, including the Selkath - an intelligent, dolphin-like biped from a world completely covered in ocean. They have built a floating city as a hub for their interplanetary visitors, and you'll get to explore it -- and their ocean floor facility as well!
- In developing the Baldur's Gate series and Neverwinter Nights, we have learned a tremendous amount about what makes an RPG really fun, and how the genre can be advanced with new design philosophies. This translates to specific changes that we've made from how RPGs are typically made, taking Star Wars: Knights of the Old Republic to new heights of compelling storytelling and gameplay.
- We also are crazy enough to attempt to do a large number of things the hard way, which causes us to work insane hours to make it all possible. For example, every character in the game can speak, and all characters have voice-acted dialog - even the aliens. They all have facial expressions, moving eyeballs and eyelids, individual fingers, and the ability to lip-synch their spoken lines. This level of detail is part of everything in the game, and when combined, it creates an amazing sense of immersion and cinematic realism.
- Our rules system is based on the Wizards of the Coast Star Wars D20 rules, so the progression will work in a similar fashion. You will gain Force powers as you gain experience and move up in levels. You will have regenerating Force points to draw from, which allow you to cast your Force powers.
- The biggest challenge for us is to truly do justice to the Star Wars universe, by recapturing the magic of the classic moments in the movies. This requires extreme attention to detail, and a fanatical interest in Star Wars. In this game, the challenge is taken one step further, in that we must achieve this with completely new characters, ship designs, and even new music tracks. From the reactions of people who have played the game, it seems that we have been able to capture a special combination of new experiences and that classic Star Wars atmosphere.
- We wanted a timeframe that gave us the freedom to tell an epic story where the player’s choices could impact the entire galaxy. That would be difficult during the movie era as Luke, Han and Leia were the movers and shakers of that time period. So we decided to base the game in The Old Republic era. Even though the game takes place thousands of years ago, we felt it was important that it feel similar in tone to the original trilogy, both in story and in art style.
- The story twist. I thought we managed to pull off a twist that almost had the same impact as when Darth Vader revealed to Luke that he was his father. We used the Sixth Sense as a guide for how a good twist was pulled off. One of the lessons from that movie was that you had to leave enough clues that a sizeable percentage of the audience would figure out the twist before you revealed it. If you didn’t leave enough clues, then the twist would ring false.
- James Ohlen, lead designer; Agent (July 11, 2013)