I don't get how this differs from just... Attacking?
Like, correct me if I'm wrong, but all you're doing is using the body to force aggression... Which attacking also does.
You mention some cinematics being skipped... But I normally just skip them anyway by attacking first (The only difference is I don't normally engage when Inquisitor W'wargaz is still in the room because on higher difficulties that would be a pretty difficult fight with all of them at once)
At grove tiefling hideout i did move through, in and below ground tiles suddenly. When you are in and below ground tiles you can't do anything except go to camp. In large games, the visual floor you see and the invisible "solid barrier" the code uses to stop player from falling are 2 things. If you stand in an exact pixel coordinate where two invisible barriers meet, the game engine could accidentally squeeze player through. Custom companion is female light brown black hair gnome ranger Frida. Attacking with ranged attack at humanoids and monsters before cinematic. That trigger many glitches. If you choose to tell Minthara where grove is and begin slaughter. Day after when tieflings is standing on grove entrance wall. If you don't go to close to trigger cinematic. Attack tiefling with ranged attack. Tieflings and druids become your enemy and attack. Game go black and in another area goblins, ogre, spider and bugbears run north and east. This area is 1 color simple unfinished tile that they run on. Tieflings is at another area then goblins, spiders, bugbears and ogre. Minthara doesn't spawn at this testing area. Game goes from black to tieflings area and to this area multiple times. Later unfinished scrambled graphics spawn around the tieflings. After some turns the goblins does spawn together with tieflings and Minthara appear. Gate is open even though you didn't betray tieflings and opened it. That simple, one-color area with scrambled graphics is developer testing map or a hidden "staging zone. When the Grove raid sequence begins, the game engine teleports goblins, spiders, bugbears and ogre to a hidden, unrendered area right not in map boundaries to prepare them to spawn closer to grove. By attacking the Tieflings early, the faction system turn hostile while the engine is trying to move them from where they is stored. The script panicked.
According to a quick google, KotOR3 was a ca 2007 project that got canceled. I cant find anything newer. So the name is still available, if Larian or anyone else would want to pick it up.
There is a new KotoR game coming, but its not called KotoR at all, but "Star Wars: Fate of the Old Republic", by Arcanaut Studios.
It does not have its own Wikipedia page yet: https://en.wikipedia.org/wiki/Star_Wars:_Knights_of_the_Old_Republic#Related_games
That starship in the distance is exactly like the one in Alien. Yes, the original Alien movie. From the 1970s.
I really hate when people do something like that. Dont make Star Wars look like Star Trek, or vice versa, or make them look like Alien etc. Its absolutely annoying and disrespectful and immediately proves you lack of imagination.
The rest is really uber generic.
There is a Jedi with a blue lasersword, so I persume we would play a Jedi. Thats all information the trailer actually gives. Okay, fine.
"Fate of the Old Republic will be developed by a new studio launched by Casey Hudson, the director of the original Star Wars: Knights of the Old Republic and the Mass Effect trilogy."
Followed lots and lots of marketing blablabla. Yeah, whatever.
"Created in collaboration with Lucasfilm Games, Star Wars: Fate of the Old Republic is a narrative-driven single-player action RPG where you step into the role of a Force user on a journey through a galaxy on the edge of rebirth."
Ooooookaaaay ...
"Blending innovative storytelling, memorable characters, and heart-pounding combat, Star Wars: Fate of the Old Republic will immerse you in an unforgettable experience where every decision deepens your journey toward the light…or the darkness."
This whole sentence is full of red flags.
What is "innovative storytelling" ? This sounds very alarming. I want classic storytelling, thank you very much. I had enough "innovative storytelling" recently for sure.
What are "memorable characters" ? I will reserve the right to decide if they are memorable myself, thank you very much, too. The ones in KotOR1 have been quite memorable, the ones in KotOR2 certainly havent.
I dont remember ever having any combat in a video game that was "heart pounding". Interesting, sure. Challenging, sure. Well done, sure. But "heart-pounding" ? What does that even mean in this context ? That term only makes sense in storytelling when you care about something but dont have any control. Which in combat you are supposed to have.
Anyway, given the enormous potential of the KotOR setting, I'm quite anxious that this title does NOT mean the setting is officially "decided", getting killed off, etc.
That would be a really disastrous idea.
The old republic is relatively uncharted water that could be used for new stories by talented people. Unlike the Skywalker area which is at this point just bloated with stuff, and much of it reeks horribly.
There is no fundamental difference between Baldurs Gate and Neverwinter Nights.
Literally the exact same setting, they are both Forgotten Realms. They are even geographically close, too. Neverwinter Nights is located a bit further north, and even further north would be Icewind Dale.
So demanding a BG4, NWN3 or IWD3 - thats always pretty much the same thing. The only difference is Baldurs Gate is the biggest name among those three.
And they said they are not interested in D&D, not in a BG3 addon and not in BG4, they want to do something else.
So: long story short: Dont hold your breath.
It may very well take a decade or two before they return to anything D&D. Or maybe they will never ever return.