- Production: Bioware
- Publishing: Bioware
- Official site: www.swtor.com
- Release date: 12/20/2011
Star Wars: The Old Republic has met with open arms from much of the online gaming community. Its blend of an even-popular universe in Star Wars combined with some new elements and the familiar alike makes this a unique game in many respects. And while no game can claim to have what you might consider a "perfect" launch, the team at Bioware has held things together and attempted to quickly combat and possible issues that have reared their ugly heads. However, as no game is truly perfect (so far anyway), there are still some issues that many players might have for the newest major part in the online gaming genre.
It seems many (too many) players seem to have the idea in thier heads that all MMORPG's should look, act, and work like World of Warcraft. This means that everything from quest mechanics to combat and even techinical aspects are compared to this game. However, it seems that many people have forgotten that (unlike console gaming systems) most computers are quite different from each other. And what may run well on one computer might not run well on another. This happens to many times with the technologically unaware, and it can't hurt to bring up the subject again.
If we were able to play World of Warcraft or some other low-quality or older game on your laptop, then we're happy for you. But don't automatically expect that to apply to everything that comes out for PC. Be sure you check the minimum system requirements page on the game's website BEFORE buying it and freaking out that your computer can't even run it or that it looks bad turned all the way to the bottom. Most (but not all) laptops are NOT meant for gaming, so use it for what it was meant for, or sell that desktop and get a gaming laptop if that is what really floats your boat. This game requires at least 25Gb of hard drive space, and a reasonable expectation of modern hardware.
Assuming you meed or exceed these requirements (which we exceeded), the game runs smoothly and has some very stunning visuals (espeically with the addition of AA and AS features). At first these options were only able to be changed manually, but in a recent patch players can now tighten up their graphics further right from within the client with no mucking about in the hidden file folders. This is much better and should have been available right at lauch. We are not sure why it was not.
The next exciting part on your new MMO is the character creation system. When we write our preview several months ago, this was one of the areas we took a few shots at. And it appears we will have to take those same shots in the review itself. The reason for our "head-in-hands" head shaking? With all the races available in the Star Wars universe, why limit us to the ones who more or less look alike? All of these bipedal, humanesque-faces. They are quite literally a bunch of humans with different coats of paint (or what we call textures). Was this a cheap way to get content in and focus elsewhere? Most likely. Does it kill the game experience? No, but it certainly feels lazy and lacking. Customization is key, and that means giving us our connon races. Yes, the "Darth Maul" Zabrak race is an opion, but where are by Bothans or those sneaky Rodians? I see them in the streets and I want to BE them!
Apart from race selection, the character customization falls into the category of "acceptable" in comparison to many of the quality systems out there. They make no use of sliders or other methods, but instead rely on flipping through pre-set face shapes and combinations, along with the optional hair styles, complexion, scars, etc. Options are nice, but being able to control those options would be even better. Particularly with the body shape options, there are four available which seem to be at extremes. You have the anorexic teenager, the modernly-thin and what we should think is attractive, the big buff muscle-man/woman, and the stout and portly bloke that is likely going to be the comic relief.
None of the options LOOK bad, but there could be more of them and more tailoring available, instead, we feel a bit cheated here. When it comes to the selection of classes, there is SOME feeling of limitation when looking at the initial 4 classes per faction. This is akin to only the oldest of MMORPG's and having so few choices seems downright lazy. However, once you reach level 10 you may immediate specialize into one of two avilable advanced classes based on your initial choice. For example, if you started as a Jedi Knight, you may now becoming a Jedi Guardian (wearing heavy armor and using a single 2-handed lightsaber) or the Jedi Sentinel (medium armor but dual-wielding lightsabers every knows makes you look cool!). Even more than these branches, each advanced class has 3 trees or specializations within them. For example, I could be a Jedi Sage advanced class, but instead of using the force to deal damage to my enemies, I am going to focus on healing.
The major point is that the options are still there, and that (like the story throughout the game) your characters abilities and powers grow and expand. Speaking of the story, this is the point where TOR makes a clean break from all others in the MMORPG genre and has forged itself a truly immersive online game. Unlike many MMO's, where you are displayed a list of information that you may or may not feel like reading through (and most people don't, to my knowledge), in TOR you are pulled into the conversation and interaction. You are given choices on how to react, what to say, and sometimes what to do. And this isn't confined to simple "roleplay" exchanges. You may find yourself truly holding another's life in your hands and you have your weapon to their head. Will you listen to their plees and hope they change their ways, or are you tired of the lies and want to end their life? It is situations like these that happen throughout the game that make things so much more fun and interesting that current quest-based games offer.
Bioware made the perfect decision to incorporate their pre-existing RPG know-how from games like Mass Effect 1 and 2, as well as others, and bring it to MMO fans who may have gotten tired of constant "new" releases of the same old, same old. Players can join together in the game's missions, with the computer randomly determinging who will speak or whose decision the group will follow. And after around level 10 <**SPOILER ALERT**> Each player will obtain their first companion to travel with them and assist along the way. While the companions are not directly controlled by the player, their AI is typically non-problematic and they are a fun addition to the game. And as you meed and recruit other NPC's to your cause (whatever it may be), your crew and options grow even more. <**END SPOILER**> The immersion level between the character dislogs, amazing music soundtrack, and extremely detailed environments is quite extensive.
However, one little poke at the visual quality of the game would have to be that: the "high" texture resoltions are not very hi-res. In fact, if you zoom in any further than half-way to your character, all your armor and items become quite sloppy (which happens when the texture being rendered on the model is of a low resolution). It would really make the players happy who have machines capable of rendering ACTUAL hi-res textures were Bioware to provide them. This is probably not high on their list of importance, but there could be much done to just exhance the visual experience much more.
Then we move into the combat aspect of the game. After all, what is an MMORPG without combat? TOR is no exception. From the moment you create your character and enter out into the world, you realize just how much danger and violence awaits you around every corner. As with most MMO's, you behin with a rather small arsenal of attacks and abilities, but they are sufficient to get you going and through the fundamentals of combat. As you advance in levels (new abilities/powers come at level intervals and must be trained at a designated NPC), you get ever more powerful as well as gain access to more powerful equipment. This form of advancement should be very familiar to any who has ever played an MMORPG before.
As you move even further into the game, you need additional strategy and the help of others to get by some of the more difficult missions and enemies. There are HEROIC missions that require anywhere between 2-4 players to undertake. These are often very challenging and full of difficult foes, but the rewards are often outstanding. There are also what are called "Flashpoint" and "Operation" encounters. A flashpoint is a longer mission, typically a specific storyline the group has to overcome or figure out. Again, these are challening and also for about 4 players. Operations are even larger versions of this mechanic, like what some might call "raids". Here up to 16 players can join together for a massive undertaking and amazing rewards as well.
And if those group activities are not your thing, there are PvP warzones players can sign up for to go face to face with other players of the opposing faction. Currently only 3 locations are available, but more are planned. There are also PvP servers, meaning most of the worlds are considered "contested" and you may be attacked by (or attack) and member of the opposing faction you see fit at any time. But like our other experiences with PvP servers, this seemed like an abundance of rude, immature gamers with filthy character names and scantily-clad female characters saying stupid things. So, that was a short-lived experiment. As with other MMORPG's it is not uncommon in TOR to be savagely run down by a group of players significantly more powerful that you for no other purpose than you frustrate you. Personally, I don't recommend it. There are other options for PvP.
Crafting exists in TOR, though it is not as extensive or complex as something you might find in Everques II or Vanguard: Saga of Heroes. Instead, your crew (which you obtain along your storyline) undertakes missions for you or builds your desired items while you might be busy with another task. Just make sure you don't send out your body guard companion to pick up some secret documents right before you go charging into battle alone! It is a fun mechanic, it takes less of the "time sink" away from crafting, and makes it rather useable without toiling endlessly. However, keep in mind that advancement can become costly as each mission you send your comanion(s) on costs you some credits. So weight out the losses vs. the benefits.
<**SPOILER AHEAD**>
This same "good but not great" feeling comes in after you complete your second planet and are given your very own space ship to pilot! This means 2 things: 1. You now have your own home, and 2. You can undertake some space combat missions. Both of those things sound just outstanding, and they COULD be. But in their current implementation they just are not. As far as your ship being your home is concerned, while this is technically true, you have no ability to customize it externally not decorate it internally. What you have is what you get. Others can come along on your ship, but it just looks like every other of its class. As for the space missions, they are lightly diverting from normal missions, but are very over-simplified. Your ship simply moves forward along a "rail" if you will as you have no control over speed or heading. You then need to protect or destory listed targets with your arsenal within the given time limit. While these are somewhat fun, they are very scripted and lack the fun you would get with a TRUE freedom flight system.
<**END SPOILER**>
In short, we have a success, not an amazing success, but one with more potential and opportunity to advance and grow than I think this genre has ever seen. There is so much more than can (and likely will) be done. If you are a Star Wars fan, you are probably going to feel right at home in this game. If you are a sci-fi fan, the worlds, weaponry, and action won't disappoint. And if you are both a Sci-Fi, Star Wars, and MMORPG fan, why aren't you logging in and playing right now?
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