Star Wars: The Old Republic Preview
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BioWare's billed the Bounty Hunter as a gadgeteer - it'll offer players one of the widest ranges of looks and play styles in the game. My hands-on session showed it to be pretty versatile, but I reckon it will be best suited to fans of ranged shooting. And jet packs.
I used a combination of The Bounty Hunter's abilities to kill loads of respawning Evocii Scouts and Watchers gathered together in packs outside of Evocii huts. I was able to take on groups of five of them without breaking sweat. Now, although I was probably too high a level for the area in which I was questing, the experience wasn't unrepresentative of the combat BioWare's going for. The developer's goal is to have the player eat through mobs much quicker than in other MMOs. We already know that the idea behind The Old Republics' fast-paced, solo-friendly combat is that the player ends up feeling more heroic than in other MMOs. In other MMOs, BioWare reckons, players feel like just another brick in the wall because they spend most of their time hitting a huge dragon with a stick in a group of 40 players who are all doing the same thing. In The Old Republic you'll feel proper heroic because a solo player can take on loads of computer-controlled enemies at once and kill them all in the blink of an eye.
After dealing with the pawns in this gruesome slaughter-fest (except it isn't, the game looks like a chirpy Saturday morning cartoon), I was charged with killing Huttsbane, the wonderfully-named head of the Evocii village. In typical BioWare fashion, I was presented with a choice: do I cut off Huttsbane's head and bring it back to my paymasters, or do I sympathise with the proud natives and take the head of another Evocii in his place? I cut off Huttsbane's head, of course. I'm a Bounty Hunter, for pity's sake.
While it was great to get a taste of the game's moral decision-making in a single-player sense, I still haven't seen how grouping will work within the game's fully voiced, cinematic conversation system and story-driven gameplay. Nearly a year after the game's reveal BioWare is yet to explain just how plot decisions will be made when you've got a group of players all pulling in different directions. Who will decide which dialogue option to choose in a key cutscene? Will it be stat based? Will it be determined by a random dice roll? Will the player with the quickest mouse movement win out? And then, how will your decisions come back to bite you in the ass, as BioWare has promised they will?
Back in December, producer Blaine Christine told me he couldn't go into detail on grouping despite the fact that there will definitely be grouping in the game. But he did tell me that the group-specific content will be "additional to the main story". Say, for example, there are two players in a group having a conversation with an NPC - a conversation that has a number of potential outcomes. BioWare has said that both players will make real-time decisions that influence the way the conversation goes, but it still hasn't worked out the nuts and bolts of it. Obviously, if voice over internet is supported, players will be able to work out how to proceed by talking with each other. But let's be honest, talking never did anyone any good in a pick up group.
Just how much of an MMO will The Old Republic end up being? Will it be a predominantly instanced game that has MMO elements wrapped around it? Or will the game be, first and foremost, a social experience with single-player RPG elements innovatively weaved into the gameplay? Really, a year from release, I still haven't got a clue what kind of game BioWare is making.
But The Old Republic's potential is mind-boggling. If BioWare can realise it without sacrificing all that is good about the MMO, it may have one of the greatest online-enabled games of all time on its hands. But so far that's all The Old Republic is: potential. With E3 2010 fast-approaching, it's time for the game to show us what it's really got.
Star Wars: The Old Republic will be out in spring 2011.




User Comments
Ed2287@ ZealotX
cousinwalter@ ZealotX
ZealotX
How does the Bounty Hunter feel? How smooth are his animations? Can the back pack be used outside of combat? Did you see any of his stat screens? Did you pick up any loot? Did it feel like there was physics? How fast did the Evocii respawn? How close did you have to get before they attacked you? Did they help each other? Did the enemy A.I. seem coordinated against you? How long did it take to take down a single enemy (which could be compared to other class previews)? Etc.
ZealotX
The point they make is valid. When we hear about a hands-on preview we (hardcore followers of the game) will descend upon it like carnivorous birds of prey. I expected to hear more about the Bounty Hunter experience. It is a little frustrating when all you hear is what you've heard before. "They wont tell us about the parts they're not showing us today". Really? Because you're so special that they're going to break their policy just for you so that you can out-scoop everyone with content they're not ready to talk about yet.
Meanwhile, what they are giving you now is what they weren't giving you a year ago or even 6 months ago. You're getting to play the Bounty Hunter. Focus on that. The article was well-written and funny but I wanted to hear less about the environment and basic "is it an MMO" arguments and more about the Bounty Hunter, what they were actually previewing.
Ed2287
Big up the Wes people :P
Xavier_Gregory@ Quinno
At a hands on event, a thorough, in-depth review of what actually took place would be greatly appreciated. To do anything else is an injustice to your readership. We're here to hear about your experience with the game, not have the same old complaints rehashed.
Quinno
These are not journalistic previews, they are not reporting on what they have seen. They are using the guise of a preview to sneak in an editorial cheap shot at BioWare's information policy. I don't want your opinion on BioWare's policy, I want to know how the damn Bounty Hunter played!
Hives
Endless
The vast majority of people playing MMOs pay bugger all attention to the outcome of a quest until it affects what spoils they get. As i recall i remember reading a while back that all quests where a group were involved are instanced in some way, whether thats changed i don't know, so you could in theory repeat the same quest multiple times, the question is...in the quest above example...if i kill the leader, then go back with my friend to do the quest again....who would be the leader? Would there be some clever twist that meant the person i killed was an imposter or have they arrived at a new leader that we have the choice to kill?
It's all very clever stuff, i'm not worried at all about how they'll do it. Name one badly scripted BioWare game? ....I thought so :P
Fdzzaigl
BW makes great games that depend on story and atmosphere, their combat system is usually fun and solid but not incredibly innovative; which is exactly what I expect from TOR.
Ed2287
Have they got Trandoshan (Bossk) as a selectable race?
Will the enviroment have an impact on a bounty hunters gadgetry, for example will the timing of the overheating change between desert planets like Tatooine and ice planet Hoth?
guyderman
In all seriousness though I really want Bioware to do another KOTOR using Mass Effect 2's engine! - Infact sod that I want them to jump forward in time and do a Mass Effect style game based on the New Jedi Order - I want to fight the Yuuzhan Vong! It would be EPIC!
SexyJams
I hope this is awesome
I understand you reservations, I don't quite see how it'd work as an MMO,
but I bloody hope they pull it off