Hmmm .. I eagerly read this because I plan to roll Jedi Consular once retail hits (I've succumbed hook, line and sinker because it looks fun to play, plus Bioware's strong emphasis on story), but nothing terribly new here - except a little bit more detail on the type of class play to expect.
I can fully understand the need to be somewhat circumspect because it's a difficult tightrope to review without giving away too many spoilers for people.
One aspect that the reviewer didn't appreciate, but appeals to me, is wandering; especially given the reviewer's opinion that "it was the first time Coruscant felt like Coruscant". I'm heartened that I'll have that immersion feeling of playing in a SW universe (even though I'm not a SW fan - go figure!).
It will be interesting at how the game unfolds at level 20 (comparions with AoC), to see how successfully Bioware interwines traditional MMO mechanics and gameplay with the storyline.
My concern is not how long I will be playing the game, as I'll be a casual / semi-casual player in terms of personal time, but how engrossing is the overall experience - in terms of how deep or shallow are the personal storylines. From what I've read on some of the personal storylines e.g. the Troopers in particular, I'm heartened and surprised at how adult are some of the moral choices presented to players.
It's probably a naively, optimistic hope that once one enters of the game's major social hubs, one won't be greeted with scenes of players bunny-hopping around, light-sabers out, screaming "OMFG? WTF", "I PWNED U", "NOOB!", "LOL!11111", et al.
FWIW, I'm actually surprised that the game looks like to be surpassing my expectations, given that Bioware have not made it a secret that gameplay and mechanics were fairly safe as opposed to innovative. What really appeals is the story element, especially the interaction with one's companions. I did enjoy LoTOR's story quests and group quests in the early game (SOA) before they got toned down, so suspect I'll enjoy this aspect in SW:TOR.
As Agricola1 stated in another post, same sex romance! Then I'll roll my customary female avatar
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
my biggest concern with this game and its movie like story driven theme is when its finished at max level you will look around and realize oh im hero of the galaxy #3679876. this kinda things works very well for single player games but i just dont think it works well mmo's, if this game ever has a free trial i might try it aleast then though i doubt this will be my class.
So you liked SWG but you found the worlds needlessly large in in TOR....? Whats that say? I for one hope it means they are huge... I love to wander aimlessly and explore without the need for a quest to drive me.
So you liked SWG but you found the worlds needlessly large in in TOR....? Whats that say? I for one hope it means they are huge... I love to wander aimlessly and explore without the need for a quest to drive me.
I wonder if it will be like that in TOR. Bioware is known for having RPGs with smaller areas. They are not very much about making giant empty open spaces with a lot of nature, like SWG.
But who knows...? From screens I always imagined that the worlds were more designed like WoW, with points of interest everywhere. I doubt it will be like Daggerfall where you can run for 10 minutes without seeing anything other than beautiful landscape?
You mentioned that walking around to hand in quests got tiresome, but I have read that you can use a hologram communicator thing to hand in quests?
I always thought this was pretty cool but you didnt mention it at all...is it something you get later on?
like bill posted, its not for every quest. when the devs discuss the holocommunicator feature, they are mainly referring to questing with groups. so say one player needed to go back to town to turn in a quest(or you both needed to turn it in) but you didn't want to walk all the way there and back and instead farm some nodes or kill some mobs and still participate in the convo(or you needed to turn it in too), you would get a message asking if you want to join the convo by holocomm. just need to remember this can limit some of your dialogue choices since any of them that would require a physical action against the npc couldn't be done from afar.
this feature is only usable if you are a minium distance from the npc(not sure what that distance is) and can only be used if you are on the same planet
For the love of God and all things good and holy, have someone with English as a first language and an IQ of 90 or above edit this article for grammar.
Comments
Hmmm .. I eagerly read this because I plan to roll Jedi Consular once retail hits (I've succumbed hook, line and sinker because it looks fun to play, plus Bioware's strong emphasis on story), but nothing terribly new here - except a little bit more detail on the type of class play to expect.
I can fully understand the need to be somewhat circumspect because it's a difficult tightrope to review without giving away too many spoilers for people.
One aspect that the reviewer didn't appreciate, but appeals to me, is wandering; especially given the reviewer's opinion that "it was the first time Coruscant felt like Coruscant". I'm heartened that I'll have that immersion feeling of playing in a SW universe (even though I'm not a SW fan - go figure!).
It will be interesting at how the game unfolds at level 20 (comparions with AoC), to see how successfully Bioware interwines traditional MMO mechanics and gameplay with the storyline.
My concern is not how long I will be playing the game, as I'll be a casual / semi-casual player in terms of personal time, but how engrossing is the overall experience - in terms of how deep or shallow are the personal storylines. From what I've read on some of the personal storylines e.g. the Troopers in particular, I'm heartened and surprised at how adult are some of the moral choices presented to players.
It's probably a naively, optimistic hope that once one enters of the game's major social hubs, one won't be greeted with scenes of players bunny-hopping around, light-sabers out, screaming "OMFG? WTF", "I PWNED U", "NOOB!", "LOL!11111", et al.
FWIW, I'm actually surprised that the game looks like to be surpassing my expectations, given that Bioware have not made it a secret that gameplay and mechanics were fairly safe as opposed to innovative. What really appeals is the story element, especially the interaction with one's companions. I did enjoy LoTOR's story quests and group quests in the early game (SOA) before they got toned down, so suspect I'll enjoy this aspect in SW:TOR.
As Agricola1 stated in another post, same sex romance! Then I'll roll my customary female avatar
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
my biggest concern with this game and its movie like story driven theme is when its finished at max level you will look around and realize oh im hero of the galaxy #3679876. this kinda things works very well for single player games but i just dont think it works well mmo's, if this game ever has a free trial i might try it aleast then though i doubt this will be my class.
So you liked SWG but you found the worlds needlessly large in in TOR....? Whats that say? I for one hope it means they are huge... I love to wander aimlessly and explore without the need for a quest to drive me.
FINBAR
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I wonder if it will be like that in TOR. Bioware is known for having RPGs with smaller areas. They are not very much about making giant empty open spaces with a lot of nature, like SWG.
But who knows...? From screens I always imagined that the worlds were more designed like WoW, with points of interest everywhere. I doubt it will be like Daggerfall where you can run for 10 minutes without seeing anything other than beautiful landscape?
Thats the spirit !
Forget stupid sandbox games ! Great maked themepark games like SWTOR are the new future of the MMO gaming.
We have enough sandbox in real life, in game we want story !!!!
like bill posted, its not for every quest. when the devs discuss the holocommunicator feature, they are mainly referring to questing with groups. so say one player needed to go back to town to turn in a quest(or you both needed to turn it in) but you didn't want to walk all the way there and back and instead farm some nodes or kill some mobs and still participate in the convo(or you needed to turn it in too), you would get a message asking if you want to join the convo by holocomm. just need to remember this can limit some of your dialogue choices since any of them that would require a physical action against the npc couldn't be done from afar.
this feature is only usable if you are a minium distance from the npc(not sure what that distance is) and can only be used if you are on the same planet
For the love of God and all things good and holy, have someone with English as a first language and an IQ of 90 or above edit this article for grammar.