From Central California and Northern England, two aspiring writers natter and share a blog. We like to talk about our disparate but oh-so-similar lives, offer opinions on literature and movies... and endlessly reminisce about Bioware RPG's.


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Friday, November 25, 2011

Star Wars: The Old Republic (Beta) Impressions


Sorry for the many typos. I'm sick with a cold, and have been playing an MMO all day. Bad combination.

It'd be hard to properly describe the resounding sigh I managed when it was announced the "sequel" to the Knights of the Old Republic games would be an MMO. I remember thinking, "This is it. The series is finished. They're going to get caught up in making silly, standard MMORPG quests that boil down to Kill Ten Rats or Collect Three Eggs or Flip That Switch. Oh, and BioWare's bringing back their voiced protagonist, just like in Mass Effect and Dragon Age 2. Because, you know, that was my favorite part of those games."

tl;dr - "God dammit!"

So, I casually checked up on it, never really seeing anything that I particularly clicked with. The quests did look standard and did boil down to shutting down three relays, or what have you. And the voice acting never really blew me away. I just never saw anything that justified an MMO over KotOR 3. Regardless, I still signed up for the beta, thinking that I should at least give it a try before I wrote it off completely. Similar thinking went into my purchase of The Old Republic: Revan, which has, indeed, been written off.

As of right now, I've put about ten hours into Star Wars: The Old Republic (in one day, sheesh) and I've just gotten off of the intro world, which put me at about level 12 if I remember correctly. What surprises me right now is that, on the whole, my experience has been largely positive. After all the ranting that I've done and all my talk about how BioWare is pretty much dead to me, I'm sitting here honestly contemplating purchasing this game. In my eyes, there's been a decline in quality output from BioWare, but if this game's any kind of evidence: the BioWare that I loved isn't gone for good; they've just been busy making this game.

Getting Started (Races and Classes):

It's that thrilling intro to any good RPG: making your character. In Star Wars: The Old Republic, you have a respectable list of both classes and races, making it every possible to create the kind of character that you've always wanted to play in a Star Wars campaign. There are eight classes in all, with two from each faction (Sith and Republic) being blaster-oriented, non-Force users, and the other two being Jedi or Sith, with one focusing on Force-based abilities and the other more combat/lightsaber-centric.

The cool thing being that you won't be at a disadvantage picking the class that you want. Picking a smuggler won't make you easy pickings for any Sith that happen by, since, if you play your cards right, you can pretty much take down anybody as anybody... Yeah, that made sense.

Not wanting to instantly go Sith or Jedi, I went with the Human smuggler, not expecting to like it a whole lot. The customization was pretty good, so I was able to end up with a character that resembled me a little bit (at least in the goatee region). The game starts out with the standard opening crawl that's specific to your class and you get introduced to what the main storyline (also class-specific) will end up being. With the smuggler, you essentially receive the biggest kick to the crotch the galaxy can conceive for such a character: you get your damn ship stolen.

Welcome to Ord Mantell:

Both the trooper and smuggler classes both end up on the same planet when they start out, and that planet is Ord Mantell: a place that is beginning to tear itself apart as Separatists clash with the ruling Republic in a brutal civil war. My smuggler, Revanth, was dropping off a shipment of weapons when his ship was taken my a separatist spy. Left for dead, I had to make for the nearest Republic outpost, which acted as my main quest hub for the remainder of my stay.

Basically, getting my weapons shipment stolen effectively pissed off the planet's main crime lord, marking a few of his associates and myself for death if we couldn't come up with a solution to the problem. My main contact, a big man named Viidu, sent me on a few missions of appeasement while the location of my ship and its contents were tracked down.

Most of the quests that I experienced were fairly basic when you got right down to it - but then they weren't. For instance, one quest had me going to investigate a crate of medicine that had been stolen. Soon after, I meet another NPC, a Cathar nurse, who admitted that she had stolen the medicine to distribute it to the Mantellian refugees, specifically the children who sat around her. As if that wasn't enough, then you're given options. Help her retrieve more medicine for the refugees, or threaten one of the kids at gunpoint to force her to surrender what she has.

Awesome.

See, the dialogue options for this game aren't altogether deep; you typically only get three responses for any given conversation. But having any way to respond to a given quest was amazing to me, since if you've played as many MMOs as I have, you've never had that ability before. Not only that, there are sometimes more than one way to finish a quest. Once, I was tasked with breaking a guy out of prison, then on my way out of the outpost, I was stopped by a soldier and asked to kill the guy instead (for reasons that seemed justified). So now, an MMO is toying with you, asking that endlessly-intriguing question: Do the ends justify the means?

Or another question: Which one of these refugees, do you wager, will make it through the minefield without dying?

Yeah, that happened. You get to bet on whether or not starving refugees can make it through a minefield without exploding - thus earning the food and water rations they so desperately want.

Awesome.

The game, so far, is simply rife with hundreds of little decisions, ranging from minor to major. Your character never talks out of turn or carries on the conversation without your input, and sometimes you're even given the option to simply react to certain things. I don't want to spoil too much, but there's a bit concerning an encrypted instruction manual that had me cracking up.

Is it as immersive as, say, Dragon Age: Origins or Fallout: New Vegas? Not really. The paraphrasing system drives me insane sometimes - and it's not like Mass Effect where if something like THIS happens, you can just reload the game. There's no reloading an MMO. I dearly hope there's an option to see how your character is going to respond (i.e. -Deus Ex: Human Revolution) implemented in the future.

Still, I think I've made more decisions, no matter how small, than are available in all of Mass Effect, and I've just gotten off of the tutorial level. The game finds ways to keep you involved.

The Smuggler's Guide to Combat:

The first time I kicked a guy in the crotch, I laughed out loud. World of Warcraft did a really good job of making sure each class had their own unique play style, and I'm really glad The Old Republic has made that attempt, as well. As a smuggler, I can really play like a smuggler. Cheap shots, taking cover, tossing grenades, charged blaster shots, causing internal damage. Giving a smuggler these abilities makes sense to me.

The cover system is your friend with this class, since some of your abilities rely on it. Initially, I couldn't make heads or tails of how to work it, but trial and error eventually helped me realize that it's pretty fluid. Ironically, it actually works better than in Mass Effect, since you can take cover behind a lot of things, not just conveniently-placed chest-high walls. It feels more real in that sense, because sometimes cover won't be that obvious.

So I'm having a blast playing as a smuggler. I've been in a party composed entirely of Jedi, and I didn't feel helpless or useless in comparison. In fact, I gave some of them a run for their money, and bailed them out a few times when they got a little ahead of themselves.

I stop laying down covering fire for a few seconds, and suddenly everyone's getting delusions of grandeur. Heh.

Knight's First Flashpoint:

There are instanced "dungeons" in The Old Republic, but not in the conventional sense. In your average dungeon, in WoW or RIFT or what-have-you, you run through with your party or raid to kill all of the enemies, defeat all of the bosses, and pick up some XP and sweet, sweet loot along the way.

That basic format remains unchanged for this game, but with the addition of many of those decisions that saturate the rest of the game. Each dungeon, or "flashpoint", has its own story that stems directly from your own, along with a series of developments that you and your party will have to talk your way through.

My first flashpoint was "The Esseles", a Republic transport on its way from Ord Mantell to Coruscant. En route, the transport is attacked by a Sith star-destroyer (or whatever they're called in this Era) and subsequently boarded. Their demand is that we hand over a Twi'lek diplomat, or else. You can make the decision to hand her over willingly, but I'm not sure if it amounts to anything. The other three people in my party were all playing their strictly light side Jedi.

So, we decided to defend the ship instead of handing the diplomat over, which led to a bunch of fighting and story progression. There are a few twists and turns, which I won't spoil, but overall it was a fantastic experience.

When it comes to the cutscenes (and there are many), the entire party is involved. You'll be given your list of responses, but the game rolls to see whose will actually be chosen, so everyone gets a chance to respond to NPCs over the course of the flashpoint without everyone talking at once. This also means that crucial decisions can be decided by the minority. In one part, we were asked to sacrifice one member of the crew in order to save the rest. My Jedi buddies immediately chose the light side option, which was to refuse, while I selected the dark side option, to agree. I won the roll, which meant that part of the story progressed how I wanted.

This gives the flashpoints a sense of unpredictability, since the decision of one player can throw the story in an entirely different direction, giving you different results each time. It also added another facet to what would otherwise be your standard dungeon, since we all began discussing what we should do, how we should react. You can pretty much have a BioWare-style moral confict as a group, which was very, very fun.

That little chat window also offers you a chance to maintain a running commentary with your group throughout the cutscenes, which only added to the fun.

And it really was fun.

To Sum Up:

I'm having a blast with this game, which is really, really not what I was expecting. At all. The lore of the Old Republic Era is constantly making an appearance, both through dialogue and visuals. Unlike Dragon Age 2, the universe isn't experienced through codex entries alone; if you want to visit the Galactic Senate on Coruscant, f**king go there. Tatooine, Alderaan, Nar Shaddaa, Hoth, the ruins of Taris. They're all here! And honestly, I can't wait to see them if what I've seen of Coruscant is any indication of their quality.

What I've seen is a small portion of the game, and arguably the beginning of any game is always the most polished, so I'm not sure how my opinion will swing down the line. But for now, this about sums up my current feelings on The Old Republic:

4 comments:

  1. Ha!

    Seriously this was a shock. For once Bioware have surpassed our expectations.

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  2. Oh, but I wanted something to complain about! (I always have the fact that buying a game for £50 and then paying £90 a year (Not including all the DLC/Expansions (BioWare DLC meets MMO, I don't wanna see that trainwreck)) to keep playing it is sheer craziness to fall back on, though.)

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  3. Also played as Human Smuggler. I have to agree with everything you put up there. Nice synopsis. XD

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