
Knights of the Old Republic II: The Sith Lords
A broken-system RPG where influence manipulation and prestige class chaining produce dominant power spikes.
the cheat-test profile
The four axes - the argument
Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.
Execution
cheat: Aimbot - perfect inputs
2/10Pseudo-turn-based d20 system makes twitch irrelevant throughout
Reads
cheat: Out-predict an adaptive opponent
1/10Influence system uses scripted dialogue triggers, no adaptive opponent
Variance
cheat: See what's hidden / map the RNG
4/10Influence thresholds and hidden stat distributions create first-play unknowns
Optimization
cheat: A perfect solver / coach
9/10Prestige class chaining and influence-stat transfer create near-broken optimization ceilings
How to read this
Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.
These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.
The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.
Compare with
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see all →Ranked by shared genre first, then by how closely the cheat-test profile matches - a cross-genre tag means a pick matched on skill profile alone.
Game details
- Released
- 2004
- Developer
- Obsidian Entertainment
- Franchise
- Star Wars
- Platforms
- XBOX, Linux, Android, PC, iOS, Mac, Switch
- Modes
- Single player
- IGDB critics
- 86/100
- IGDB users
- 87/100





