Star Wars: The Old Republic
That's no MMOon.
Well, let's get this over with. I'm not really, actually, that much of a Star Wars fan.
Yes, yes. Cue sharp intakes of breath, baleful looks and the curling of lips. I'm a heretic, a pariah, a man cast adrift upon a cultural sea of shame. I shouldn't be allowed anywhere near this holiest of universes, lest I taint it with my irreverent lack of faith. Don't get me wrong, the films are alright. Some of them. But I discovered the original trilogy late, probably when I was about 13, and as such they lacked the epoch-defining impact which they seem to have had for so many of my peers.
So, my main point of reference for the Star Wars universe is in fact BioWare's first foray into the legend: Knights of the Old Republic, a game which defined the canon fuelling the company's first MMO offering, and an experience which I enjoyed immensely. Helpfully, the similarities between the two are immediately obvious, both visually and in play-style - something confirmed when lead writer Daniel Erickson describes Star Wars: The Old Republic as KOTORS 3, 4, 5, 6, 7 ad infinitum. He even calls it "the world's biggest RPG". BioWare is clearly not shy about emulating its previous success. However, The Old Republic is an attempt to do something quite new in MMOs: create a story-driven world where consequences are everything.

Many of the character models we saw at Gamescom had this slightly mawkish emo haircut. It's a bit like Green Day in space.
What we're treated to in a dark and sweaty corner of EA's gamescom booth is a 15-minute hands-on of the scenario already seen in the E3 demo - storming the bridge of a Imperial Captain who has disregarded a direct order from a Grand Moff ordering him to engage a Rebel Battleship. This time, however, it's in the guise of the newly-defined Dark Side melee class, the Sith Warrior.
Expectations are clearly set, then. The Sith are the universe's rude-boys, totally outside the normal ranking system of Imperial officers - given carte blanche to wheedle, intimidate and violently direct the actions of officers who would normally be their superiors. Traditionally what we'd expect is a direct and forceful approach to this kind of inter-service discipline: a short, sharp shock with the business end of a lightsabre rather than any attempt at negotiation or diplomacy.
Of course, this is an option, and one we've already seen played out in the previous iterations of the scenario seen through a Bounty Hunter's eyes, so I decide to strike a blow for light from within the darkest heart of the Empire and attempt to resolve the situation relatively peacefully. BioWare seems confident that its deserved reputation for credible moral decision-making will carry weight in the MMO sphere, so I'll test it by making a few decidedly light-side choices with my force-wielding nasty. Compassion from the Dark Side? Even I know that seems a bit incongruous.

Remember, this all happened a long, long time ago, so Freud isn't even around yet.
It turns out that a slightly pansy attitude has its advantages after all. By deciding to spare the captain, and going on to give him a little moral support and some emotional encouragement, I'm able to tap him as a resource. He's not captain for nothing after all, he's the most experienced and tactically talented person on board, with in-depth knowledge of this sort of engagement and the total respect of his crew.
Keeping him alive means that, after a hyperspace jump to within combat range of the Republic's battleship, a string of intelligent snap-decisions by him steer us out of much of the danger, avoiding a number of the boarding craft that the rebel scum fling our way and making my task of repelling the commandos who do come aboard much easier. Ghandi may well have been onto something, the sly dog. Whilst our decisions reward our gentle Sith with a few light-side points, very much in the vein of KOTOR, we're told that even the nicest of Sith cannot party with the most degenerate Jedi - Erickson uses the analogy of the good Nazi, whose ultimate conclusion would be the assassination of Hitler rather than defection. Interesting choice of scenarios, no? Watch your back, Emperor.
The conversation itself, as well as being fully voiced, follows the traditional BioWare route of suggestive choices, three for each branch, which are then fleshed out in the actual responses. Not only does this mechanic keep things more interesting - because I was intrigued to see how each choice would be manifested rather than impatiently waiting for the text I'd just read to be vocalised - it fleshes out the player character beautifully, with even the 'nice' light-side options rendered in gritty Sith style. There are four or five decisions to be made, unless of course the first choice is one to execute, and each feels as if it has a real influence on the mood of captain and crew, and therefore on the interactions available afterwards. Our mollycoddling seems to assuage the initial aggression of the situation, mollifying our wayward CO into rallying his troops and offering sound tactical advice.
This isn't one of the earth-shattering choices we're promised we'll be making, it's a single early mission, but we're promised that the consequences range beyond the simple location and number of boarders. Humiliate or intimidate the captain too much and we're told that he might not be so willing to offer advice or more palpable support once you're away, aboard the enemy vessel. Absence, it seems, makes the heart grow bolder.

All together now: "Mr. Lover Man, Jabba!". Except it's not Jabba, of course. That would be stupid.
We're also shown the multiplayer conversation mechanic, whereby speech options are allocated randomly for members of your party to decide. We're only shown a party of two behaving in this way, and BioWare is cagey on what maximum party size will be and how this will affect conversations, but what we see works well, even allowing a sort of good cop/bad cop interchange. It raises an interesting question, however. Grouping is a notoriously hit-and-miss affair, and finding like-minded individuals in the virtual world is not necessarily an easy task. In a world of irrevocable consequences, where the decision of a stranger can dictate a portion of the next 400 hours of your gameplay, choosing who you take with you on missions suddenly becomes extraordinarily important. We shall see.
But, it's time to earn that combat pay, so we head down to the shuttle bay from the bridge to fend off a team of Republic Commandos.
As you might expect, the skills of the Sith Warrior are melee-focused, with a smattering of Force powers to spice up his arsenal. Two 'point-building' basic attacks are on offer, ala World of Warcraft's Rogue, with the 'spending' skills providing the high-impact damage-dealing. Most useful is a long-range leaping strike, enabling players to close the distance on ranged opponents quickly, forcing them into toe-to-toe slugging matches. The ground which the Sith covers with this attack is considerable, plus it can be combined with a regular jump and executed in mid-air, adding to its range.
A spinning gut-lunge and a sparkly area attack are the point-spending attacks bolstering our level-8 character's assault, whilst the out-of-combat heal of Channel Hatred is quick and effective, adhering to BioWare's policy of not wanting people to have to "sit around on hills eating bread" to restore health. Most iconic of the combat skills available has to be Vader's favourite though: the Force choke. This lifts enemies from the floor and gradually drains health, whilst also presenting them as the perfect target for ranged allies to perforate.

Light industrial units, Republic style.
Action-led and frantic, combat usually means being outnumbered, enhancing the feeling that even low-level characters far outstrip everyday folks in their martial prowess. Blocks and parries are animated and synchronised - in Erickson's words, "you don't need to check the feedback text, you can see what's happening". Again, it's very hard not to appreciate how much of KOTOR is being channelled here, especially as the Sith Warrior is the class with best fit to the PC and Xbox classic. Of course, it's still a matter of hot-keys, random number generation and stat checks, but these mechanics are well-concealed beneath the brightly stylised combat engine, engendering an atmosphere of skill and action rather than dry statistics.
Of course, it's way too early to start making any concrete judgements. BioWare is under no illusions about how much of the balancing and fine-tuning work still needs to be done. But The Old Republic is shaping up very nicely, thank you - and that comes from a man who thinks that Luke Skywalker is a whingeing little twerp. Sorry.
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Comments (40) Latest comment 2 years ago
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But who knows, I'm looking forward to it at least..
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This was great in KOTOR. I'm worried they skipped this in Dragon Age, which would be a terrible thing, imo.
I'm still iffy on this, cause of sub fees, when two games on my list have decided not to go that route, but also the whole world changes to your conversations, just wonder how much of an impact it will really have a mm world. Restricted to instances? I dunno. Either way, will be following the development of this closely.
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I've always found MMOs to be incredibly boring and repetitive, by their very nature requiring me to perform the same tasks over and over ad infinitum.
It looks as though Bioware is addressing this, all the missions that have been shown before seem to offer a lot of variety and interesting story progress, unlike WoW's infinite number of fetch-quests -Yawn!
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Then again, if anyone pulls off a good SW MMO, it's them.
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Bam! That's also one of my biggest concerns about this whole thing. You go on a mission with some random idiot who screws up everything. No reloading from saves here, the guy who said "I'll kill all y'all, bitches!" instead of "Of course we'll help, your majesty!" may just have boned your entire character.
Although it remains to be seen just how much of the game actually changes due to your action. How much of the game is removed or added if you decide to shoot Pizza the Hutt (baDUM-tsh!) rather than save him. I suspect not a lot; MMOs need masses of content that can be shared between characters to be fun.
I'm still not sure about this.
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Noooooooooo! No-no-no-no! That's not true! That's impossible!
KotOR III please.
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Then again, SWOTR isn't just another MMO, so of course all the mechanics and gameplay details are important, but you also need to be able to criticize the global handling of the license. I'd hate to see something non-starwarsish put into the game for the sake of balancing or gameplay. You know, something like Motor-fucking-bikes in WoW for example...
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But even though it's BioWare, I fully expect the game to start with you touted as the Only One Who Can Save The Galaxy and promptly dispatched to kill an arbitary number of generic baddies and return with their hides.
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I doubt they'd screw you up too bad sneetch. That'd be moronic, and Bioware aren't morons.
You're probably right, I'm sure these kind of things would affect the current mission but have very little impact on the overall story-arc.
@Ezzekhiel
Then again, SWOTR isn't just another MMO, so of course all the mechanics and gameplay details are important, but you also need to be able to criticize the global handling of the license. I'd hate to see something non-starwarsish put into the game for the sake of balancing or gameplay.
Something like the fact that it takes a dozen or so hits with a light-sabre in order to kill a random bloke?
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If anyone can pull this off it's Bioware, but I'm just afraid I'll have to spend 500 hours collecting power converters off boars to do it.
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What you think of Luke has little to do with whether you're a Star Wars fan, in my experience. That's a bit like saying you can only be a LotR fan if you think Elijah Wood is hot.
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Something like the fact that it takes a dozen or so hits with a light-sabre in order to kill a random bloke?
Damn, I didn't think about that. Maybe you'll hit them with the hilt of your saber, and only the "finnishing move" is carried out with the blade ? You known kinda cat-plays-with-the-mouse thing... Gosh, I'm depressed now.
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Yes, yes. Cue sharp intakes of breath, baleful looks and the curling of lips. I'm a heretic, a pariah, a man cast adrift upon a cultural sea of shame."
Oh, come on. Surely, there's not many in the audience anymore who consider themselves true Star Wars fans? Too much has gone wrong with the franchise. It doesn't have such a hallowed place in pop culture anymore (especially in Europe).
I'm not trying to start a flame war here: I'd genuinely like to hear from somebody who would still defend the franchise as a whole (so, not just the original films). I'd be surprised if there are still many true believers left, though...
What I'm trying to say to you, Dan: don't play defense if you don't like Star Wars, man! If there's something I hate, it's a writer apologising for his taste.
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I'm with you. The voices in my head sometimes end up fitting much better.
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You're not wrong. It looks more like a PS2/Xbox game than a current gen one. They seem to be going for a 'StarWars Of Warcraft' feel with the largely cartooney design. Don't think much of it meself.
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As for the graphics as many of you have probably read from me before i dont care about them as long as they have the art direction to pull it off, looking at these screenshots i have to say that if you play kotor I&II on a pc and crank up the resoultion there is not much difference to this. i dont know is that a good or bad thing ?
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I know it's still too early to make any definitive judgments, so here are a couple of loose observations based on what little I have seen of the game:
1. The voice acting isn't very good - but I guess that's to be expected from an MMO with 100% spoken dialogue.
2. The dialogue itself isn't very good either. Its almost clinical abruptness seems to reflect the fact that - it being an MMO - the goal isn't to emulate Planescape Torment, but to get to the point quickly. Let me reiterate the fact that I'm basing this on very little. Nevertheless, Dragon Age - of which I have seen even less - seems to have far more polished and fleshed out dialogue. KotOR, on the other hand, has cut & dry lines that appear to exist only to 'fill in the blanks' of good, neutral and evil.
By MMO standards I'm sure KotOR will earn the Booker prize, but as far as BioWare is concerned it looks set to barely qualify as a copy of the Daily Fail. Maybe that's to be expected. Maybe no one cares. Still, if this is the price to pay for an MMO that most of the original fanbase* didn't even want in the first place, then fuck this shit.
*by which I refer only to myself and a couple of other EG posters who agree with me.
I don't mind making KotOR into an MMO one bit, as long as it's not done at the expense of everything that was good about the original.
Also I realise that citing the 'fanbase' is a horrible way to support an argument. Fans are usually whiney dicks that are impossible to please and whose 'input' should be avoided like the plague. (Hello)
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From the little I've seen I can't see this having huge long term attraction for me. It depends on the quality of the combat and how interesting and varied the missions are (how many blockades will I run as a Jedi, how many homesteads will be threatened by sand-people, how many times will I have to get mah droids back from Jawas and so on) and how large the game is.
I still think that either the voicing will be a big bottleneck when creating content or you'll have pants voice acting.
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I just have to agree with that.
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The bits we've seen recently look far more single-player than multi (let alone massive). However, Bioware must fit the MMO aspect in there somehow, so I can but assume the game will feature frequent transitions from a more KotOR-esque take focused solely on the active player, then switching back to full interaction between large groups of players.
Either that or the sort of briefings and dialogue shown in the recent clips will in reality be utterly ruined by mobs of compulsively jumping tards... and I cannot imagine that scenario ending well.
Colour me curious
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* Am I the only one that is annoyed by the way Bioware is marketing this game? They seem to be on a very rigid schedule releasing information and basically dictate what the press should write about. Also there is no enthusiasm at all when the different reps and devs talk about the game. I don't feel the love.
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