Friday, 22 February 2013

Game Review: Star Wars: The Old Republic


Developer: Bioware
Publisher: EA
Genre: MMORPG (Massively Multiplayer Online Role Playing Game)
Platforms: PC

It’s been difficult to avoid Star Wars since the release of the original movie back in 1977. The simple fantasy/sci-fi story of a farm boy facing an evil dark lord to become a galactic hero while accompanied by a roguish smuggler and a sassy princess coupled with one of the best plot twists ever executed are still a joy and wonder to watch today, even if we do have to acknowledge the prequel trilogy’s existance.

With that particular area of the series canon stuffed to the brim with movie, book and game stories which range from the brilliant (Dark Forces and Episode I Racer) to the utterly pointless (The Force Unleashed 2), Bioware opted to try something different when they threw their hat in the Star Wars ring with the original Knights of the Old Republic. Set thousands of years before the films (though to be honest not much has changed), you can explore the galaxy as the Sith Empire and the Galactic Republic continue to plot against each other while pretending there’s a peace.

The Old Republic, the third of the ‘Old Republic’ games is an online game in the vein of World of Warcraft to the point of wondering if Bioware did any original thinking at all (or more likely EA didn’t let them). Anyone who’s played Blizzard’s behemoth will immediately feel right at home to the point of wondering if someone’s just slapped a new coat of Star Wars themed paint on their normal game.

I have to admit, I found I could only tolerate WoW (World of Warcraft) for about a month and fourteen levels, not really enjoying having to battle with others for mission pickups, trying to navigate the not exactly intuitive GUI (Graphic User Interface) and looking like everyone else in the same armour and it seems Bioware lifted almost every element of design and put it in SWTOR (Star Wars: The Old Republic) without considering why it was there or how to improve it. City of Heroes could have taught Bioware plenty of lessons in accessibility and the fact the Global Friends list and Side Kick features of City of Heroes haven’t become mainstream (so aren’t in SWTOR and I even had to make a spread sheet to track all my friends and add them to a new character’s friend list) is criminal. Want to team with a friend who’s ten levels lower then you? First you have to find them on the right server and the right side (Imperial or Republic) and then you have to tell them to level up to your level as you’ll just over power everything they have and they’ll get slaughtered in anything you have.

Standard questing, again, is very much like WoW and most other MMOs (though I suppose WoW wasn’t the first to give you these sorts of quests), consisting pretty much exclusively of killing X number of Y enemies in Z location or collect X number of Y item from Z location/enemies. Disguising the monotony somewhat is SWTOR’s main gimmick, full voice acting of contacts and player characters. NPCs (Non player characters) will vocalize their quests in various quality voices (ranging from well-acted to badly acted to odd alien languages which in one case sounds like the voice actor’s gargling himself to death) and your own character will be able to respond to them at certain points in the conversation with a few different remarks like you can with other Bioware games. Choices here can affect your light side/dark side alignment (clearly flagged) but if you’re having a conversation while on a team, each player makes their choice of response and a virtual dice is thrown to determine who gets to speak. Thankfully, that doesn’t affect your own light/dark choices so even while your teammate is doing something kindly you can still get your dark points for thinking of all the devious things you would have done.

Despite the light/dark choices, you can’t actually change alignment to join the Republic if you’re sick of the Imperials. These choices ultimately just determine if you can use certain equipment, much like your normal attributes and class. Speaking of class, there’s eight standard classes to start off with including Jedi Knight, Sith Warrior, Smuggler, Bounty Hunter, Trooper and Sith Inquisitor. Four classes are available to each side and the opposites are really just mirrors with slight differences (Jedi Knight and Sith Warrior basically being the same thing while Imperial Agents are similar to Smugglers but with Rifles as their main weapons). Once you reach level ten, you’re given the option of training into one of two ‘advanced’ classes for each class, such as Jedi Guardian (Jedi Knight tank with heavy armour and energy shields), Sith Maurader (Sith Warrior with dual lightsabers for damage) and Gunslinger (dual wield pistols for Smuggler), bringing the full total of classes up to twenty four. You can also choose different species depending on your side and class though they don’t bring any significant changes to the game besides appearance and a few dialogue changes. Each ‘base’ class has its own story arc to follow to the maximum level, which are reasonably well written and keep you going in the right direction and towards the right planets (There’s plenty of planets to explore, including the city planet Coruscant, the Sith Empire capital Dromund Kaas, the homes of the Jedi and Sith Tython and Korriban and the planet that appears in pretty much everything Star Wars related Tatooine).

To try and differentiate itself from the crowd further, SWTOR also gives you computer controlled companions to aid you, making some slightly more challenging missions more manageable. They will speak as well and dialogue choices effect there ‘affection’ for you which could eventually lead to romance if you really want it to.

There’s a lot of bad things I have to say about SWTOR, including the clumsy movement that more occasionally then I’d like leaves you stuck on geometry or unable to climb small ridge, the lack of level or team scaling, waiting for mobs or pickups to respawn if someone got to it first, the fact maps are in some cases simply too big and take ages to run around if you haven’t found a taxi, fairly regular crashes (though if you get disconnected while in a team your place is reserved for a while, giving you chance to return) and the utterly pointless space battles, but for some reason the game is compelling to play and with friends it can be quite a bit of fun.

With the game currently being F2P (Free to Play) with the usual cash shop for equipment if you can’t be bothered to play the game for it, that compulsion might just help it keep a few players and maybe get a few subscriptions in the face of all its flaws (and better games getting shut down). However, for an alleged $200 million budget, this should have been far better than it is. If you want to get a good look at an entertainment industry stagnating, have a look at this and consider that it’s aping an 8 year old game because it’s popular when better examples have been available for just as long, if not longer.

Verdict: Worth a go. It’s F2P, after all.

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