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Early Hands-on With PvE In Star Wars: The Old Republic

Posted on Friday, April 29 @ 19:31:10 Eastern by Josh_Laddin


Given my penchant for spending vastly unhealthy amounts of time with the world's most successful MMO, it didn't take too long after I started writing for GR to be known as "The WoW Guy". I don't mind that—it's richly deserved—but the interesting thing is how that one quality ended up in me covering almost every MMORPG under the sun, due to the rest of the staff's penchant for not spending vastly unhealthy amounts of time with such games. The kicker is that I'm really not a big MMO fan; WoW fan, yes, but I honestly don't have any interest in playing any other MMOs with any frequency.

Except for Star Wars: The Old Republic, that is. This is the one new MMO that I would actually spend my own money on to play even if it weren't an assignment (although given Blake's tastes for big guns and roided-out space marines and Nick's tastes for... um, Asian things?... you can bet your ass it will be). So I knew I was in for a treat when I made the trip down to EA's Redwood Shores offices to spend some quality time with the two Sith classes on display—the Bounty Hunter and Imperial Agent.

Chillin' with my homies on Hutta


Both classes share the starting world of Hutta, which you might guess is the dusty desert homeworld of those slimy Hutt gangsters. While they share the same general locales, the questing experience even at the earliest levels is highly diverse, each class getting its own distinct questlines with different overarching goals for both this world and the greater story beyond.

The first thing I noticed was how unbelievably heavy SW:TOR is on quality voice acting. After years of playing WoW and clicking through thousands of pages of quest text from quest givers, it was simply astounding to me how much time and energy went into the quest conversations. Literally every quest in the game is offered through fully voiced conversations with NPCs. As you'd expect from a Bioware game, these conversations are consistently broken up by dialogue branches which can affect your light/dark side affinity and companion affection levels. Even the most basic quests give you five or six dialogue branches where you can choose from three possible responses—and both your character and the NPC have voice acting recorded for all possible choices.

I quickly noticed as well just how immersive the story and quests are. Even though I was just a low-level scrub, I still felt extremely important and engaged in each quest I did. Unlike many other MMOs where there just seem to be tons of banal throwaway quests that ask you to kill ten wolves or collect seven sparkly doodads, all the quests in TOR felt like I was making progress toward my end goals. And even though there are "kill x amount of this, collect y amount of that" quests in the game, they all still seemed important to my character's story.



A quick early example comes from one of the first quests in the game. Even though their intentions are very different, both classes start out by trying to get in Nem'ro the Hutt's good graces. A few hostile NPCs who work for a rival gangster litter the area around the starting cantina and you're tasked with killing a handful of them. Doing so isn't just for a simple XP and credit reward, though—it's a necessary step in getting on Nem'ro's radar and seeking an audience with him. From there the quests begin to diverge, but I'll get to the individual stories in a bit.

Back to the immersion: TOR utilizes lots of phased rooms that are almost like mini-instances. Instead of walking through a portal into a full-fledged instance, phases are marked off with a light barrier, and once you cross it you'll be in your own little version of that room, with no loading times to pull you out of the experience. You're still the only player in the particular room (unless you invite some friends along, and they're eligible to enter), but the greater world outside is still hustling and bustling around you. Most phases are class-limited; for instance, once you're in Nem'ro's palace, the Bounty Hunter is assigned his or her own phased quarters which only a Bounty Hunter can enter, while the Imperial Agent has the same luxury one room over.

I've heard some complaints floating around the interwebs about TOR's gameplay, and frankly I really don't know what these people are whining about and/or smoking. The game is still months away from release, without even an official release date, and already the gameplay is more polished than some MMO's I've seen at launch. It's very WoW-like, utilizing a default user interface that takes a page from many of the more successful UI mods out there. The game isn't devoid of bugs and problems by any stretch at this early stage (the animation and hit detection for some abilities is a bit off, the quest log could use an overhaul to give better direction, etc), but it was still eminently playable.

After finishing the job on Hutta, which carries you through the first ten or so levels of the game, it's time to jet on over to the Imperial headquarters on Dromund Kaas with your first companion. I didn't have enough time to explore Dromund Kaas as much as I wanted to (that is, all of it), but one thing was clear: Your character's story continues in one epic arc through multiple worlds. Finishing Hutta didn't just end with a "mission accomplished" message and some loot. It only meant I had to continue the trail to a new world, where I would find more obstacles on the way to accomplishing the greater mission in a starkly different steamy, wet jungle environment.



Imperial Agent: A cog in the Empire's well-oiled machine


I'm sure I'm in the minority, but I preferred the Imperial Agent to the Bounty Hunter. I settled into my role as a male blue-skinned Chiss operative (expanded universe nerds everywhere just got visions of Thrawn dancing in their heads). My Agent had some interesting gameplay compared to what I'm used to, utilizing a cover system to get a defensive advantage in battle. Since the Agent is more of a long-ranged attacker, the development team was very careful to drop lots of rocks, crates, and debris around the world that he can use to crouch behind and greatly reduce incoming ranged damage. In the occasional instance of being unable to find natural cover, the Agent can drop a portable cover generator, which temporarily absorbs incoming damage with a one-way energy shield. The Agent uses a rapidly recovering energy resource much like a rogue or hunter in WoW; in fact, it wouldn't be unreasonable to liken it to a hunter in its basic form (after level ten, though, all classes can diverge into advanced roles, which further define your playstyle and determine your role in the game like tank or dps).

I really loved the Imperial Agent story on Hutta. A holo exchange with my commanding officer outlined the mission: infiltrate Nem'ro's palace under the guise of a bounty hunter (I was ordered to "drop the accent", because we all know British = Imperial), get into the Hutt crime lord's good graces, and subtly steer him toward lending his considerable resources to the Empire. Before gaining access to the palace I did some quests around town. One woman hired me to hunt down her husband, who was hiding their son to keep him from being sent off to a Sith academy. On my Agent playthrough, I spared the man's life and let him take his son away after he explained how miserable and life-threatening the academy was to his son. Covering for the husband, I took my coin from the wife while telling her I sent the boy off myself, earning some light-side points along the way.

Once inside the palace, I first needed to work through one of Nem'ro's lieutenants who's been in the doghouse due to some botched operations. I settled into my phased Imperial Agent room, which needed to be swept for bugs before initiating contact with my superior and getting further orders. From there the long process began of carrying out the lieutenant's assigned tasks so he could gain Nem'ro's favor again, and me in turn. I won't spoil the rest, but suffice to say that the mission on Hutta leads directly to a greater mission when you take off for Dromund Kaas.



Bounty Hunter: Anything for a buck


My bounty-hunting experience was with a female Zabrak (you might know them better as that freaky demonic race that Darth Maul was). Bounty Hunters play much more aggresively, not using cover, not afraid of close-quarters (though blasting from range is still a good vantage point), and generally using all manner of missiles and explosives to violently dispatch their enemies. They even utilize jetpacks in their attacks (albeit only from an aesthic standpoint so far), hovering off the ground and firing off multiple rockets at a target location. I'm keeping my fingers crossed for some actual gameplay in the later levels that allows you to control the jetpack.

Their resource, "heat", is pretty unique as well. Instead of other classes that use positive resources (that is, the more you have of it the more you can use abilities), heat affects the Bounty Hunter negatively. You start with 0 heat and you can use all abilities freely as long as you have the heat capacity for them. Using abilities adds heat, and if you max out you'll have to vent heat (either through a channeled ability or over time) before you can start attacking again.

The story went in a different direction right off the bat; I started by getting the goal from my support team to enter the "Great Hunt", a mysterious and highly selective competition to determine the best Hunter in the galaxy. Unfortunately, I needed a sponsor to come up with the enormous amount of scratch to enter—and that meant getting chummy with ol' Nem'ro again.

Before that, however, I took the same quest from the angry mother, except this time I wanted dark side points. So after hearing the husband's sob story about the evil Sith academy, I blasted a hole in his chest right there in front of his son. I then took the kid back to his mom, who would throw him onto the next shuttle off the planet. She noted that the kid will probably hate her for it, but that's very conducive to developing his dark side powers (hey, fear leads to anger, anger leads to hate, and hate leads to suffering—but if you can skip the first two steps, why not?)

Spoilery stuff happens really early into the Bounty Hunter story (important characters already get killed off at around level 3), so I don't want to go into it very much. Let's just say there's a lot of anger, blasting, bribery, icy dialogue, and of course, bounties to collect on the way to Dromund Kaas. Plot twists abound, credits get earned, you get tons of opportunity to make sarcastic comments about how you're only in it for the money—what more could you want while chasing the Great Hunt?



So I've obviously seen a lot and have a lot to say about SW:TOR. But even all of this stuff is just a footnote in the epic tale of this huge, sprawling MMO. Check back with us soon, because we've got even more coverage for the game coming down the pipe.
Related Games:   Star Wars: The Old Republic


Comments
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: Apr 30th, 2011 at 1:13 am
    That sounds pretty damn awesome. I'm looking forward to it.

    So, if I may ask... you mentioned that there was a duplicate quest in both roles, were there many duplicate quests? Were there any quests that had different dialogue, but essentially sent you to the same exact part of the planet to kill the same exact mobs? How many quests are "Main story line" based, and how many are "side quest" based? Can you skip main story quests if you don't like them, and go to alternate planets?

    I know you can't answer all those questions, but any answers would be greatly appreciated. ^^
  • salamandrew
    salamandrew

    Joined: Dec 2010
    Posted: Apr 30th, 2011 at 2:00 am
    about the dialogue, how much do your choices really change the story? is it fluid? or can you quick save your game and run through the dialogue options and pick the outcome you like the best? I know you just got a small sample from it, but can you get a feeling that your actions really matter?
    gonna steal rinnon's last sentence as well
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: Apr 30th, 2011 at 4:08 am
    Both of you asked about the impact of the dialogue options, and the answer I can give based on what I've seen is that your responses don't have as much of an impact as you might think, certainly not what you might be used to from a Bioware game. Most conversations still end up at the same place no matter what you choose - accept a quest or deny it, get your rewards from completion, etc. The dialogue options are there more for defining your light/dark side affinity and affection levels for your companions than actually changing the nature and outcome of the quest itself.

    @Rinnon: On Hutta, at least, it was about 50/50 for main story quests vs. side quests. I don't really know how much you can skip of the story quests, but I suspect that you have to at least clear your starting world to be able to start traveling to others, and at that point your options for leveling open up a lot more.
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: Apr 30th, 2011 at 4:16 am
    @salamandrew: It's about as fluid as it gets. For better or worse, this is an MMO we're talking about here - quick saving isn't an option even just for dialogue. As far as my actions feeling like they matter: in terms of each individual dialogue choice, not really. Like I said above, the dialogue choices do more to change your affinity and affection than to actually affect the quests themselves. The questing, however, absolutely feels like it matters. Going back to my first example, even just being sent to kill a few low-level NPCs feels impactful, because I know that act is getting me one step closer to closing the deal with Nem'ro and fulfilling my mission on the planet. Almost every quest has that quality of feeling like one more step down the road of completing your long-term goals.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: Apr 30th, 2011 at 1:02 pm
    So, a follow-up question to this then would be, do you happen to know how much your Light Side/Side Dark Side affinity matters? Being an MMO I'm okay with the branching dialogue being more for aesthetics than anything else, but does your LIght Side/Dark Side points matter in any way?
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: Apr 30th, 2011 at 6:44 pm
    Unfortunately I'm not privy to the consequences and rewards for your affinity. What I can say, though, is that given the feel of how it's integrated into the quests and knowing Bioware, it'll probably be a pretty important element to consider in your character's development.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: Apr 30th, 2011 at 7:36 pm
    Fair enough. =) Pretty exciting. Can't wait for a release date.

    So here is the be all and end all question... would you pre-order it? I've pre-ordered MMOs I thought looked good in the past and got burned. Pre-ordered Aion (dumb thing to do), managed to avoid Rift (which turned out to be a good call) but I'm pretty certain I'm going to pre-order this one. Based on what you've seen, would you feel confident doing the same? Or if you were me, would you adopt a "wait and see the review" approach, or just go for it?
  • Kiristo
    Kiristo

    Joined: Oct 2008
    Posted: May 1st, 2011 at 12:17 am
    I was going to wait a couple months after this came out to see how well it it is received first, but I'm thinking after looking into it more it is definitely going to be worth getting. Star Wars is almost enough for me to get this. The fact that it seems similar but better than KoToR, makes me certain I will be playing this when it comes out.
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: May 1st, 2011 at 3:57 am
    @Rinnon: That's tough... with any game (but MMOs especially) you can never be entirely certain until launch whether it'll be worth it. The best I can say is that of all the MMOs I've seen since I started playing WoW, this one looks as close to a sure thing as you can get in this industry.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: May 1st, 2011 at 1:19 pm
    Awesome, that's what I was hoping you'd say. Though I suppose it's possible the quality of questing and such drops of sharply after level 20 and we'd never know it... somehow I doubt that in this case.
  • Lethean
    Lethean

    Joined: Jan 2001
    Posted: May 1st, 2011 at 5:39 pm
    I need to know one thing - Does it borrow ANY of the good elements of SWG? The original leveling system, vast exploration options....Anything at all that made SWG unique before it was effed up?
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: May 1st, 2011 at 7:45 pm
    I can field this one myself actually. The answer to that, is no. The leveling system is almost fully available for perusal on the TOR website, and the way they are doing it is a pretty straightforward branching class based system. Pick a basic class, rise to level 10, select one of 2 advanced classes. Select a talent Tree ala WoWcraft talents.

    It's worth mentioning that the only thing this game has in common with SWG is that it is set in the Star Wars universe. It is not made by the same people, nor is it attempting to enter the market in the same way SWG was, so there is no reason to think it will be any more like SWG than Rift or Aion was. SWG was released before WoW came out. But after WoW, the rest of the industry pretty much looked to WoW as what an MMO "Should" be. My understanding is that this game will be no different, except that it appears they are doing it well.
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: May 2nd, 2011 at 3:16 am
    Nice response, much better than I could have come up with, since I never played SWG myself.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: May 2nd, 2011 at 1:34 pm
    My Roommate asked the same questions of me over and over. He was a huge SWG fan, and kept saying how he wanted "X" from SWG (pre changes) to be in there. I had to break it to him that the writing on the wall tells a different story than the one he wants to read. =)
  • Lethean
    Lethean

    Joined: Jan 2001
    Posted: May 2nd, 2011 at 7:32 pm
    "so there is no reason to think it will be any more like SWG than Rift or Aion was." Seemed a little harsh but whatever.
    "SWG was released before WoW came out. But after WoW, the rest of the industry pretty much looked to WoW as what an MMO "Should" be. " I'm fully aware of that but there were some gems in SWG that even today are better than what's found in WoW or other MMOs such as the in depth player economy, housing and decor. I just figured that despite none of the same staff or company, since SWG was the first SW MMO they may look to SWG for inspiration and see there were things there that to this day are still unique and done better than in some other MMOs.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: May 2nd, 2011 at 9:56 pm
    "so there is no reason to think it will be any more like SWG than Rift or Aion was."
    That wasn't meant to be a shot at you, I'm sorry if it came off that way.

    "I just figured that despite none of the same staff or company, since SWG was the first SW MMO they may look to SWG for inspiration and see there were things there that to this day are still unique and done better than in some other MMOs."

    In some ways, I think that Bioware is actually trying to distance themselves from SWG. They don't want any of the baggage that would come with being considered "SWG2." So they seem to be avoiding using almost anything from that game. Which is a shame really, because you're right, there were a lot of things there that haven't been done better to this day. I'd have loved to see Player Cities especially...

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