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Star Wars: The Old RepublicScore: 8.0 / 10
>> Page 2 <<
Production: It's
Not Just for Meat Packing Plants |
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back, the detail and textures really drop the player into the universe, and flesh it out far better than the planetary adventuring of the other Star Wars MMO, Galaxies, which always looked like a flat cardboard cut out. When the settings are cranked all the way up it looks much better, which only heightens the need to watch each piece of dialogue interaction.
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Battle Stations and QUEST Systems “Adventure. Heh. Excitement. Heh. A Jedi craves not these things.” - Yoda
Axel: With respect to the wizened Jedi Master, like hell we don't. SWTOR has an absolute embarrassment of riches in terms of content, with the showpieces unquestionably being the epic storylines for each character class, and there's plenty of excitement to be had as you undertake the adventures that carry you from humble beginnings, be it Jedi Padawan, freshly minted Imperial field agent, Sith apprentice, or screwed over smuggler, to a hero of the Republic or a champion of the Empire. Each character class' storyline starts, after you've designed a toon to your satisfaction, with the classic Star Wars intro crawl that sets up the basic premise of your character's place in the galaxy. What happens next is an epic three storyline arc taking you across seventeen worlds as you fight for honor, power, revenge, justice, and sometimes just for the sheer thrill of the fight.
In terms of quests, BioWare hasn't done
anything that is radical or surprising in the basic shape of quests, but
rather how they present the quests. While very little will probably get
rid of the convention of characters standing around with small
indicators over their heads to point the way, SWTOR doesn't simply give
you a quest but tells you a story, one where your actions bear on the
outcome. The full voice acting transforms what other MMOs convey in a
small block of text into a cast of thousands, taking the player into the
world far better than just a single panel ever could. Ordinarily, even
interactive cutscenes much like what BioWare normally uses for their
conversation systems tend to take the player out of the game if they're
not handled properly. For the most part, BioWare does their usual top
notch work at keeping the player in the moment, that it's not simply
watching toons talk, but an interaction between the player and another
character. Those interactions can make even the simplest FedEx quest or
body count quest feel organic and refreshing, even if we've done them
before. I particularly like that BioWare added in bonus objectives.
They're completely optional, and often revolve around killing a certain
amount of enemies within the immediate vicinity of the main quest
objective, but it's nice to find out all the other ways to earn bonus
XP, and nice to be able to set yourself a personal little challenge
about not killing everything between you and the objective. I will say
that the occasional repeated phrase as part of your character's response
to an NPC can get irksome, and probably does more to break the
suspension of disbelief because it sounds too much like a recycled line
and not necessarily a personal habit of speech. Those moments are few
and far between, however.
Aaron: The biggest question I have:
Will it go free-to-play? And maybe that’s a cynical take but when you
have World of WarCraft fee-to-play to Level 20 among the host of other
free MMOs out there -- micro-transactions be damned! -- it just seems a
logical curve for the game to take. How long will it take for EA to make
back the money it took to fund and market the game? With a great number
of copies sold since launch -- more than two million according to
reports -- it seems like it’s on track to make some money, especially
with the monthly subscription fee. And how will EA and BioWare ensure a
steady flow of content if all of the dialogue is spoken? That’s a lot of
voice acting to pay for.
Axel: If you were to try to describe
the original Knights of The Old Republic, the best one-line
encapsulation would be, “the best Star Wars movie George Lucas never
made or got the chance to screw up.” It breathed new life into a setting
that many considered to be horribly damaged by Lucas' “New Trilogy.”
Taking us back four thousand years before the events of A New Hope,
BioWare turned their considerable talents at storytelling and world
creation to give us an engrossing and exciting new chapter in the Star
Wars universe. They took the familiar elements of Star Wars and made
them feel new all over again while fleshing out previously minor flavor
details into rich and captivating new content. After the release of The
Sith Lords by Obsidian, there were serious doubts that there would be an
“Old Republic” trilogy of games to properly match the two movie
trilogies.
(March 8, 2012) * Only Aaron played the game on Alienware's M18x.
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