Star Wars: The Old Republic

Another class.

I've read a number of previews of Star Wars: The Old Republic. It'd be hard not to - people have been writing about it for over a year. Not to mention, I sat in a room at 2009's E3 and voted to kill some captain or other. But until yesterday, I still had no strong mental image of what the game would play like. That's not the fault of the writers - it's the fact that the particulars of what BioWare is doing are still in flux, and the developers refuse to talk about anything that's still in flux. Remember that sentence, you'll be hearing more of it later!

The basic recap facts have been worn into my brain, but let's dutifully go through it again: The Old Republic is a fully-voiced, story-led MMO, with eight classes, shocking amounts (fifty novels' worth) of dialogue, and BioWare's trademark branching moral storyline, with consequences that come snapping at your buttocks long after you've forgotten what you've done. Actually, I'm still expecting a slap for killing that captain.

Oh hang on, let me just correct a mistake. There are 16 classes - but we'll come to that later. See, I can prick-tease too.

At EA's showcase yesterday, the first thing that happened was a hands-on of a new class. We were each given a level six bounty hunter, and dropped into a Cantina in front of a quest-giving Hutt. Then, we explored the industrious swamp town of Jiguuna, and a hostile Evocii village.

'Star Wars: The Old Republic' Screenshot 1

An exclusive first look at the Sith Warrior Marauder. Darth Maul style.

The Evocii are proud warrior types - they're only hostile because Rikkitaki like us tend to be bounty hunters, bounty hunters work for Nem'ro The Hutt, and Nem'ro tends to send bounty hunters to kill them. Nem'ro's personality is best illustrated by his idle animation - he coughs into his palm, and licks whatever came out.

Worth mentioning at this stage - this is the first non-human playable race. When I ask about others, I'm given an entertainingly evasive answer that they'd only be using humanoid races because love scenes get weird with blobs. If we ever do make contact with lovely blue tit and dick creatures, I can't help but suspect BioWare will be catapulting themselves naked into space.

Our first errand involves killing Huttsbane, the aggressively named hero of a nearby Evocii village. It was my job to fetch his de-bodied head, but he wouldn't acknowledge my presence until I'd killed four of his Evocii Guardians. Not Scouts or Watchers, although they do look similar - Guardians. It's somehow reassuring to note that the adjectival pedantry of MMO kill quests has survived into TOR.

This gave me a chance to try out the six attacks that every low-level Bounty Hunter will have. It's a ranged class, with a weapon use that isn't limited by rage, mana, or energy - the Bounty Hunter has to deal with heat.

'Star Wars: The Old Republic' Screenshot 2

The Sith Warrior Juggernaut takes his bow, exclusively on Eurogamer. So Vader was a tank?

Decent attacks - the knockdown area-of-effect Missile Blast, and channelled Flame Thrower - all accumulate heat, and once your guage is full, you're stuck with phaser fire and the longer cooldown attacks like the paralysing Electro Dart, and the hugely damaging, but conditional Rail Shot. (To fire the rail shot, your target must be stunned, sleeping, or on fire). Our final move is the desperate Vent Heat, which can cool you down once a minute, and give you a chance to deal some heavy damage again.

The mobs aren't challenging - if you've read anything about TOR, you'll be aware that Lucasarts and BioWare's interpretation of heroism is to allow you to fight multiple regular mobs with only one eye to your HP. But once I do confront Huttsbane, I'm given the option to not fight, and take the head of another Evocii in his place. Bounty Hunters have three role-playing options - efficient, merciless, and sympathetic - and just like Mass Effect, the soppier options are delivered with in-character cynicism.

Role-playing doesn't affect your faction, of course. Both factions might have the light and dark path, but there were many thousands of decent German soldiers in the 1940s. That doesn't mean they fought for England.

The ranged nature of the Bounty Hunter means I don't get to experience the connection of light sabres, or use cover - in fact, my pale-faced Rikkitaki mercenary is disappointingly familiar. The second quest, however, brings a smile to my face. It's another head-collecting quest, only this time I won't be given the option to take the wrong head, because I've got to deliver it to his wife. Nice.

OK, about those sixteen classes? I'm ushered into a corner with Daniel Erickson, the Lead Writer and Designer on TOR, and told that I can know something special and new: each one of the eight classes will branch into two specialised classes. It's a classic BioWare device, and in this case, it spares them from having to write 16 epic class stories, as the Advanced Classes will share their narrative. Anyway, at some point, a Sith Warrior will get the choice - does he want to become a Juggernaut, or a Marauder? In MMO language: a tank, or hardcore damage-dealer?

And that's just the beginning of your specialisation - this is also World of Warcraft's level 10 Talent Point moment, where you start your journey down those three skill trees you can never completely fill. It's as big and complex as two distinct classes. It's the beginning of your uniquely tweaked character.

And it's now that I must, with regret, refer you back to the first paragraph. It was on the last page, so I'll write it again, to spare Eurogamer from suffering two free page impressions - "BioWare don't like to talk about anything that's still in flux". These are the questions I asked that are met with a good-natured lack of information:

'Star Wars: The Old Republic' Screenshot 3

I'll tell you where you can stick your hokey religion, etc.

What will other classes advance into? (We're not currently saying)

How exactly will these skill trees refine the Tank and DPS roles? (We're not currently saying) Is it like, erm, a Paladin? (A bit like that)

When will you get to make the decision? (It's changed a few times, it's not fixed yet)

Given that these branches share a class storyline, will you be able to respec? (Maybe, we're trying to distinguish gameplay from story decisions - you should have to live with your story decisions)

Do you understand how nut-chafing this drip-feed of information can be? (We don't like talking about things that are still in flux)

Something that's always bothered me about The Old Republic write-ups, and something that's been brought up by previous Eurogamer hands-ons, has been the idea of what you do when you're not fighting. Devoid of other players, and with a skeleton crew of NPCs, the world seems sparse. I know this will be fleshed out, but it's still a worry: How will you fill the hundreds of hours that MMOs are expected to fill? Where's my cooking and fishing?

'Star Wars: The Old Republic' Screenshot 4

Stop! Boba time.

The answer is equally evasive, but upbeat. There's enough content to fill those hours, I'm told. You won't have the time in a single lifetime to discover all the content. Between the two factions, there are no recycled NPCs. It's Knights of the Old Republic 3 to infinity. If you printed out the script and it rained, the Earth would be covered in papier mache. Is big game.

This is, according to Erickson, the result of a brain experiment where they're trying to recreate the game that they imagined when someone first described MMOs to them. And that's exactly it. That is the lost feeling I've had when reading these previews. I find myself filling in the gaps in the official information with the hope I had when I first installed Anarchy Online. All this vagueness leads to hope. And hope is hardly renowned for its realism.

One thing we can be sure of, though: BioWare's simple commitment to story and meaningful decisions trumps its desire to make an easily described MMO. Having mapped out the nightmare logic of Mass Effect's chapter-spanning decisions, and The Old Republic's eight epic class storylines, this commitment must feel like marrying a serial killer. Sure, it's simple to honour your vows, but it's not always easy. Let's just hope it's fun.

Star Wars: The Old Republic is scheduled for release on PC in spring 2011.

Comments (43) Latest comment 2 years ago

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  • Shinetop #1 2 years ago

    I don't know, the vibe I'm getting here is still "WoW with fully voiced dialogue". Especially since everything else is still under wraps.

    I'll give it a pass. When someone completely shrugs off the DikuMUD/Everquest/WoW mechanics and comes up with a really new type of MMORPG, I'll give it a shot.
  • iamian #2 2 years ago

    Do you understand how nut-chafing this drip-feed of information can be?

    I think this is a question that should be asked in all interviews with developers...
  • Tyranix #3 2 years ago

    After the Guild Wars 2 revalations I can say that my excitement for TOR has dropped in comparison, but this was still a great read. Glad to hear about the 16 classes, was a little worried for a while about a lack of variety. Still very much looking forward to this!
  • JDFreeman #4 2 years ago

    @Shinetop Exactly the same "Bad Feeling About this" that i'm getting. I want to be able to play a rogue Han-Solo type character who owns their own spaceship and can trade in goods and take on the odd quest, but can ignore all the story elements if I wish and spend all my monies on upgrading my hunk of junk. So far I've not seen anything to suggest this will be possible.
  • Boomerang #5 2 years ago

    @JDFreeman:

    I want a game that specifically allows me to breed unicorns and race them in next year's F1 season, but i doubt such a thing exists.
  • MyPointIs #6 2 years ago

    You would probably expect to be able to do that if the game was called

    Unicorn Farm : F1

    ;) It sounds like a marriage of casual and 'core' gaming made in heaven.
  • Softie2k #7 2 years ago

    If it's too good to be true, it probably is.

    The animation still doesn't look as satisifying as WoW. If you're going to be running around for years, you want it to be fast and accurate. That's one thing made WoW what it is.
  • Markitron #8 2 years ago

    Hate the mundane crap in MMO's. If anybody can make a story driven MMO, its Bioware. Cant wait
  • telboy007 #9 2 years ago

    I enjoyed the various nob references, thanks Jon.
  • karstux #10 2 years ago

    I'd be excited about this if it were singleplayer.
  • Distributor #11 2 years ago

    @karstux, You are on the MMO section of this site. Couldnt you say that about every MMO you read about?
    And yes, Id be excited about Tetris if it had a multiplayer.
  • pyquila #12 2 years ago

    Just experiencing the world will be worth the purchase. If there is enough gameplay left after a few months is still undef for me. They make all the right noises about combat, but it just doesn't look all that exciting.
  • BigJonno #13 2 years ago

    @JDFreeman: They made that game already. It was called Star Wars Galaxies. Unfortunately, due to huge amounts of bitchwhinging from vocal players who, after months of saying "I hope it just isn't Everquest in space," proceeded to moan about how it wasn't just Everquest in space, the game got completely ruined.

    I'll admit, the game was a state when it launched, but it had potential.
  • sneetch #14 2 years ago

    @karstux
    I'd be excited about this if it were singleplayer.

    Sounds like it largely is.

    The bit that continues to worry me is the "Devoid of other players, and with a skeleton crew of NPCs, the world seems sparse."

    I just don't get the "massively multiplayer" feel here (there may be hundreds of thousands of players but if it's all instanced you never bump into them), if the game is good I'll definitely pick it up but I think it'll be a Kotor style single-player experience for me.
  • cw- #15 2 years ago

    @Distributor: I got to this article from the homepage, so ..
    Also, Tetris has multiplayer ;)
  • iokthemonkey #16 2 years ago

    The whole point of MMOs is the chaotic element of being able to do what you want, when you want (to a certain degree, anyway) but what they're doing here is effectively railroading you into a storyline (and despite what they say, it will be very similar for a lot of people, possibly even identical), forcing you to follow a specific path (with quests still based around Kill 10 Rats) and minimising your interactions with other players. So unless their vision they imagined when they heard about the MMO is based entirely on taking money off people and having to be connected to the Internet for DRM, I don't see how this is an MMO at all.

    Bioware must be shitting bricks if they've read any of the GW2 stuff, because if that delivers on what they're promising, SWTOR is going to be about as next gen as Space Invaders.
  • Macross #17 2 years ago

    @ Boomerang, you dont really get it do you thats probably the worst counter argument ive ever read. JD's sentiment isnt exactly at odds with the game, and you could do exactly that in SWG if you wanted, that part of the game at least wasnt crap. So it would follow that a game supposedly newer and better would be able to at least support if not improve on parts of that game.

    so far this isnt so much star wars for me, as it is running around on a planet wars.
  • Benno #18 2 years ago

    game looks worse the more i read about it
  • sirtacos #19 2 years ago

    Well written article John. Made me chuckle.
    Guarded optimism seems like the way for now. So many unanswered questions...
  • Vyggo #20 2 years ago

    I suggest to boycott this game until the give some real insight into the mmo-bits of the game. I will start, will all the journalist please put a disclaimer on top of their SWTOR articles/hand-ons if they don't have anything really new to say on those aspects of the game :)
  • sneetch #21 2 years ago

    Hmmm... looks like I might be wrong about the heavily instanced nature of the game, feeling better about the game now.

    [link url=htt p://swtor.com/community/showthread.php?t=33345
    ]http://sw tor.com/community/showthread.ph...[/link]

    # Quote From Daniel Erickson: "One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever." - Darth Hater GDC 2010 DE
    # Quote from James Olhen: "Our public areas are one contiguous world", "Not just our cities - 90% of the game, actually, will be areas where you can run into other players" - PC Gamer UK April 2010
    # Quote from James Olhen: "Its not going to feel like a heavily instanced game" - PC Gamer UK April 2010
  • RcLRaptor #22 2 years ago

    I hate to nit-pick, but I think you mean Rattataki, not Rikkitaki.

    Rattataki is the species of Asajj Ventress.

    http://starw ars.wikia.com/wiki/Rattataki

    Also, the bit about it feeling sparse... come one let's think about this. It's an MMO meant for thousands of people to be playing at the same time. There were what? maybe 100 people at the same time playing right now? Also, I'm sure much of the game isn't even enabled yet, like side-quests and the likes, so it's possible that a lot of NPCs aren't even in game yet for those quests.
    Edited by 1 at 13/05/10 @ 15:28
  • Moz #23 2 years ago

    really not sure what people are expecting when they say "i want something completely new with new mechanics"

    there's always going to be either some kind of sudo turn based combat (like WOW) that mimics pen & paper roleplaying or an FPS/TPS with progression and story (APB/outlands)

    what I hope to see over time is the complexity of the actions you can do and decisions you make increase to improve how in control of your characters story and destiny you feel.

    The joy of pen & paper RPGs that is yet to be replicated in MMO or other RPGs is the ability to think your way around a situation
  • StarchildHypocrethes #24 2 years ago

    I'm not really liking the art-style in this.

    It's not very Star Wars.
  • Psi #25 2 years ago

    @BigJonno well said, I loved the game at one point. Jedi whiners and hologrinders did their best to turn the game into what we're seeing here. Every moving character holding a lightsaber....

    So I do hope that every one of them buys it, as they ruined galaxies.

    I was a bioengineer. Feel my pain lol.
  • Skandalle #26 2 years ago

    i had a hoot in SWG....until the patch made Creature Handlers pathetic...........then another patch just got rid of them full stop.
    R.I.P Jeremy the Ranchor. Im looking forward to kick starting that Star Wars spark in an MMO again!

    Edited by 1 at 13/05/10 @ 16:53
  • cwk27 #27 2 years ago

    I could have sworn that Rikkitaki is the name of a mongoose in some children's story...maybe it was from Roald Dahl's short story collection.
  • Reavyn #28 2 years ago

    "I could have sworn that Rikkitaki is the name of a mongoose in some children's story"

    That would be Rikki Tikki Tavi, great story!

    People keep complaining how this game is too much like WoW and such. That saddens me because this game has a lot more originality than WoW did when it came out. WoW borrowed very heavily from MMO's that came out before it. But all these people griping only know about WoW, it's quite sad really.
  • Ocid #29 2 years ago

    @StarChild And what exactly is Star Wars art style?
  • outy #30 2 years ago

    Oh, i really can't wait for this. Enjoyed SWG until its demise and looking forward to MMOing once more in the Star Wars universe. I have complete faith in Bioware, for me they're the only development house that has consistently managed to deliver hit after hit - I just know this will redefine the MMO genre, even if there isn't a whole lot of evidence to support that claim at this moment.
  • bluefunk #31 2 years ago

    I don't trust Eurogamer's view on any mmorpg's now, after that useless AoC RotG "review".

    Pathetic you are, Eurogamer.
  • iokthemonkey #32 2 years ago

    SWG was one of the best MMOs I ever played. It was a truly evolving, changing world with a player-driven economy and a fantastic sense of scale, scope and depth. I'd spend hours crafting, trying to make Stealth Rancors or produce the best-quality items and stuff. There was a real sense of community, with the Entertainers and Image Designers and you got to know all the ''local'' players.

    Then everybody became TEH JEDIZ LOL and it turned into a shitfest.
  • craziii #33 2 years ago

    am I the only one who thinks this game looks horrid? I mean it really looks bad. I still play 10 year old games, but for some reason, this game just turns me off the moment I looked at the screens + videos. weird. just wondering if some of you guys feel the same.
  • RcLRaptor #34 2 years ago

    To all the people saying that this sounds more like a single player game because of the "story" aspect of it, think of the story as quest chains in your normal MMO. You start quest one and when you finish it you get quest two and so on and so forth. BioWare has just taken this notion and made a grand story for the character itself AND a story for your faction AND a story for your companions AND (probably) quests/stories from random NPCs that aren't even in the playable demos yet. You'll still be able to do what you want, when you want.

    It's not going to be some long player instance that when you want to see "people" you walk through a portal into a tiny room for the games community.
  • Stuz359 #35 2 years ago

    Never been convinced with the whole subscription thing. I resent paying for a game, and then continuing to have to pay to play a game I have bought. Then when I get bored and inevitbably stop playing for a while, but I go back in a year or two, I have to start paying again! It's madness I tell you.

    Such a shame because this looks like it could be the one to convert me to the MMO cause.
  • Cherub007 #36 2 years ago

    Three too many references to male genitalia for my liking, but informative stuff nonetheless.

    And wasn't the mongoose Rikki Tikki Tavi or something?
  • Trikk #37 2 years ago

    When someone completely shrugs off the DikuMUD/Everquest/WoW mechanics and comes up with a really new type of MMORPG, I'll give it a shot.

    I keep hearing this from the same people that continuously bash games like Darkfall.

    There will never be a game that's designed exactly after your tastes unless you make the game yourself.
  • Benraiben2k #38 2 years ago

    I agree with you JDFreeman. What I am fed up about, with Star Wars games is this constant focus on Jedis and sabers, there is more to Star Wars than this! Seriously look at the original movies, and you hardly see sabers all that often. A MMO is a perfect chance to create a Star Wars universe where you can be a smuggler, some disgusting denizen dwelling in a cantina that kills others off on the side, a bounty hunter, anything!

    Heck, I'd even enjoy being a Jawa that scavages peoples left over droids/goods theyve discarded and then go around Tattooine selling them on/making droids out of them. Or even be a Tusken Raider attacking a sandcrawler/near by homes in the desert. But Jedis, once again..yawn, the same thing over and over.'
  • Gylfi #39 2 years ago

    I'll simply re-post what i posted everywhere.

    So players make constant choices, pick a side and fight either one faction or the other, and for that they get different quests, different equipment, different bonuses/malus, even a different alignment, all the while relating to their NPC companions.
    But these are not real consequences. Equipment and quests and companions are superficial changes. Instead, first of all, how does the PLOT change? Then how does your own virtual "life" change according to the plot and finally how do these two relate to other players and the community?

    This is what we don't know and it's the fulcrum of the game. It's the whole point of making choices, a player goes through a series of decisions but what is the purpose what is the REASON for taking one instead of the other? Take Mass Effect 2, if you don't do the right decisions you die in the ending scene(and just by and by it should be "difficult" to make the right decisions, they can't be either too obvious or too obscure, there's balancing even in the choices system). So what i believe is that, lacking a "finale", in a MMO consequences should affect the way you interact with other players: they should generate PvP content, not only after you're done with the story, but also in the course of it. Drama and virtuality should be fused together in some way.
    Edited by 4 at 17/05/10 @ 15:41
  • hiddenranbir #40 2 years ago

    I'm sure this will be a solid game but after reading about Guild Wars 2 it seems Bioware are being very safe and sticking to the standard mmo convention that I'm quite frankly tired of. Seems the only delight is it being SW.
  • craziii #41 2 years ago

    from what I have seen of the art and in game videos, this game isn't for me.
  • actionfitz #42 2 years ago

    "One thing we can be sure of, though: BioWare's simple commitment to story and meaningful decisions trumps its desire to make an easily described MMO."

    this gives me hope.
  • DLuna3 #43 2 years ago

    I agree that GW2 seems to be more revolutionary, although to the point where everything about that game seems too good to be true, especially the removal of traditional quests completely. Still, I'm confident of BW's storytelling ability and am looking forward to the game. More story driven quests is a good step forward.

    If GW2 can successfully pull off everything it strives to do however, then it will be even one step further than SW:ToR. Both games have potential though.