Thanks to beta weekends and the concept of betas-as-demos has allowed me to play through some of the new MMO to be released in December, Star Wars: The Old Republic.
My first impressions of the game itself are pretty meh. The gameplay itself is exactly what you would expect from most any big-budget MMO. WoW, Rift, EQ2, etc all play the same way. The combat, leveling, and character creation are all on par with most other MMOs out there. I don’t really need to review those features, if you want to get a feel for how they function, you can play the other games I mentioned, I think they all have free trials.
I was a bit wowed (heh…wowed…) by a few of the features this game put forth.
The first is the method in which you get quests. All of the quests I got in this game were completely, 100% voice acted. There are little computers around you can pick up a quest or two, but they are actually pretty rare to see and tend to offer higher level, or ‘heroic’ type quests. I didn’t think much of this feature at first, but having played through it, I must say, it offers a level of immersion into your character and the game world that no other game has been able to afford. Rather than running up to a quest-giver, maybe reading some story, you talk to a person, listen to what they’re saying (you can’t skip through it from what I’ve been able to tell) and are even given the opportunity to respond (I’ll get to this in a second). I know it might sound like a bad thing, as it completely destroys the ability to quest-grind, but actually having a conversation with someone rather than reading some text has been awesome. I feel like I have a better understanding of what I’m supposed to do during my quests rather than depending solely on the quest-tracker, which sometimes (in all games) doesn’t tell you exactly what to do/where to do, rather, puts it in the quest ‘story’ text. This is a really nice touch and the voice acting is actually pretty good.
The second also deals with the voice-acted quests in that you get to participate in the conversation. As I said before, many games simply have you run up to a quest-giver and click on ‘Accept’ and you’re on a quest. In TOR, you actually hold a conversation with the NPC. They talk, then you talk, then they talk some more. While the options you are given are fixed (which, at this point in game design, makes sense), it lets you interact more as you would like your character to interact, adding an important role-play element absent from most other games. City of Heroes/villians attempted to do something like this, however, it felt more like an afterthought and didn’t seem to effect anything at all, though, to be fair, I didn’t get very far before I stopped playing. In TOR, conversations will get you either Light-side or Dark-side points, depending on what you say. These are tiered and I’m sure there is some fashion of game effect as you reach each tier, but my testing didn’t last long enough for me to find out what that might be.
The third deals with the story-line structure. While this type of feature has been done before, TOR does a good job with this. Each class gets it’s own story-line. I believe it’s pretty set in stone, so all the smugglers you make will go through the same story-arc through the same locations, doing the same stuff. That’s pretty reasonable for now, but I expect a bit more options if (when) this game is successful. I played a smuggler and rather enjoyed the storyline. I arrive on planet to drop off some cargo only to have my ship hijacked. I was hoping it would be a fast endeavor, but it took 15 levels and 2 planets before I got it back. Along the way, I helped some well-paying individuals as well as helped some refugees out of the kindness of my heart. To be honest, there isn’t a lot to say about the storyline quests overall, they are essentially solo-elements in a multiplayer universe. While I enjoy the storyline, when I take a step back, I realize that it’s a single-player game I’m running through. I didn’t get far enough to really team up with anyone as I was entirely focused on getting my ship (back). If you like a decent story, it’s a welcome addition.
Fourth is my most favorite feature any MMO could implement…..player housing…and TOR does it well. Smugglers tend to live on their ships, so when mine was stolen, I was pissed.
When I got it back….I was pretty damn happy. Walking through the ship for the first time was really awesome. I can’t really explain why, since it’s just a game and I couldn’t really do anything (like you can in EQ2 with decoration and furniture), but it was great having my ship. To be honest, your ship-interior is more than just an instance in a game that does little else (I’m looking at YOU, Star Trek Online!). It takes you from place to place, allows you to talk to your companions, you can speak with your faction and get ship-based quests, you can run around like an idiot, and I’m sure quests take place inside it at some point. I know that all of those, even together, may sound bland to some of you, but running around your ship is a pretty awesome experience.
So there you have it. Those are the things I spent my time testing. I know there are more features to be presented, but I didn’t test them.
For now, while many of the core features are merely adequate, this game and the guild I’ll be joining at launch make it worth my money.
See you around!