Y
Yorick
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I'm ordering this tomorrow.
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Early access starts in 45 minutes.
EDIT Got my e-mail. Now to get through the rest of the working day ....
it's a really fun game and shit.
It is, at the very least, a fantastic leveling game. Damn you and your early access! I too will be playing a Republic Sage. :]
Remember how long it took for Steam friends to work?
Nope. By default they're only labelled if you hover over/click dialogue options rather than key-press, and you can set in preferences to either have that info never appear or be continuously visible.I like how they take out the choice and just straight tell you if what you're going to say will net you light or dark side points.
Nope. By default they're only labelled if you hover over/click dialogue options rather than key-press, and you can set in preferences to either have that info never appear or be continuously visible.
During one mission the light side choice is to rat out a romancing Jedi couple to a Master, while the dark side choice is to keep quiet about them. So basically you're being a prick when you do the 'right' thing.
So, does TOR have Bioware's signature elaborate story? I've heard it has a "main storyline" and that there are two separate ones for Imperial and Republic. Basically, does this have a feel of a Bioware game? I'm sure they had to make concessions to fit in the MMO space, but if the core experience is similar to their previous stuff I might try it out.
Gameplay-wise SWTOR really does nothing new. Except for no auto-attack the fighting feels a lot like WoW and other MMOs along that vein. One significant thing that is different though are mob groups. In stead of one or two regular mobs you usually get two or three easy ones and one or two tougher one. Crowd control comes in very handy a lot of the time and managing the hectic fights can be a lot of fun. Crowd control comes in handy a lot of the time, something that WoW threw out of the window around Cataclysm.
Another non-WoW feature are the companions. I quite like them. I would wish they were more customizable, but I can understand that would be hard for all the animated stuff. From a gameplay perspective they work well. I like how I can go full healer and still be able to play solo without worrying about my DPS. I think companions will be especially helpful for people who are new to the genre. In that sense SWTOR could very well be the gateway drugs to MMOs like WoW was five, six years ago. You can play most of this game entirely solo and if you turn the chat window off it is basically a singleplayer game.
I haven't played a ton, so I'm not sure how long it continues for, but at this moment I am saying yes. Each of the classes seems to have a pretty distinct beginning, at least as far as I've played. For instance, as a Bounty Hunter you get roped into working with a 3-person crew, two of whom quickly get assassinated, and it goes on from there. While as a Sith Inquisitor you're an acolyte just beginning your training, competing with other acolytes to be taken under a Lord's wing as an apprentice.
Dialogue options seem interesting, and like Shaker was saying, having the voice acting to back it up really adds something to it. There seems to be a degree of difference in what race you are as well. My Inquisitor (Now a Sorcerer) is a Twi'lek, so the Sith have been giving me shit the entire time for being a former slave.
I'm sure at some point the storyline degrades to "Everyone does the same thing", but at least early on not every class even starts on the same planet.
Crowd control comes in handy a lot of the time, something that WoW threw out of the window around Cataclysm.
It's World of Sabercraft, so yes the combat is basically WoW but a little bit more manic, which I consider a good thing.
The exploration is fun, the worlds are beautiful -- and there's a "datacron" sub game for traversing tough terrain. It's like finding joker trophies, etc but delivering good bouts of story. Often times, though, environments seem more static--this is due to more instancing than WoW and corridor type maps. The game loads between zones and they aren't strictly connected--you must use your ship or a shuttle. In some ways it's more fun--but a little tedious here and there.
You'd be surprised how many non-jedi and sith players are there. The class diversification is much better than WoW even. People love blasters and the stories of those characters are equally awesome. Think Han Solo, Lt. Veers, etc.
The stories are mostly excellent. Here's the highlight of the game--it's very much Bioware and the class quests are engrossing and consistent. The game has a consistency that makes your character in particular seem powerful and intriguing. There's more dialogue options and voice acting than any other BW game, it's very apparent that their best talent worked on this aspect of the game. It's quite appropriate for a Bioware game.
The implentation of a moral system that isn't polarized by Sith or Jedi / Emp or Repub allegiance is cool. You can be a Dark Jedi or a "light" Sith. There's collective conversations with rolls on dialogue options.
So yes, ToR brings a lot of new to the MMO table--but don't let that lead you to believe you aren't playing what is essentially another formulaic and grind'y MMO.
You might be more compelled to click the glowing object or kill 5 rats--but it's still mindless chores gameplay wise.
Overall it has brought enough to be the most feature complete and compelling MMO to the market--and it's a great digression from WoW--but only time, ongoing support and new content will reveal if this diamond in the rough rivals Blizzard's ten-ton gorilla.
Sweet narration and a comfortable, nostalgic setting can only carry the game for a few months, it's really about the direction Bioware takes folks in terms of end game content and new features.
The implentation of a moral system that isn't polarized by Sith or Jedi / Emp or Repub allegiance is cool. You can be a Dark Jedi or a "light" Sith. There's collective conversations with rolls on dialogue options.
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