Eurogamer on SWTOR Morality

SWTOR Morality

It turns out that a slightly pansy attitude has its advantages after all. By deciding to spare the captain, and going on to give him a little moral support and some emotional encouragement, I'm able to tap him as a resource. He's not captain for nothing after all, he's the most experienced and tactically talented person on board, with in-depth knowledge of this sort of engagement and the total respect of his crew.

Keeping him alive means that, after a hyperspace jump to within combat range of the Republic's battleship, a string of intelligent snap-decisions by him steer us out of much of the danger, avoiding a number of the boarding craft that the rebel scum fling our way and making my task of repelling the commandos who do come aboard much easier. Ghandi may well have been onto something, the sly dog. Whilst our decisions reward our gentle Sith with a few light-side points, very much in the vein of KOTOR, we're told that even the nicest of Sith cannot party with the most degenerate Jedi - Erickson uses the analogy of the good Nazi, whose ultimate conclusion would be the assassination of Hitler rather than defection. Interesting choice of scenarios, no? Watch your back, Emperor.

The conversation itself, as well as being fully voiced, follows the traditional BioWare route of suggestive choices, three for each branch, which are then fleshed out in the actual responses. Not only does this mechanic keep things more interesting - because I was intrigued to see how each choice would be manifested rather than impatiently waiting for the text I'd just read to be vocalised - it fleshes out the player character beautifully, with even the 'nice' light-side options rendered in gritty Sith style. There are four or five decisions to be made, unless of course the first choice is one to execute, and each feels as if it has a real influence on the mood of captain and crew, and therefore on the interactions available afterwards. Our mollycoddling seems to assuage the initial aggression of the situation, mollifying our wayward CO into rallying his troops and offering sound tactical advice.

This isn't one of the earth-shattering choices we're promised we'll be making, it's a single early mission, but we're promised that the consequences range beyond the simple location and number of boarders. Humiliate or intimidate the captain too much and we're told that he might not be so willing to offer advice or more palpable support once you're away, aboard the enemy vessel. Absence, it seems, makes the heart grow bolder.
'Star Wars: The Old Republic' Screenshot 3

All together now: "Mr. Lover Man, Jabba!". Except it's not Jabba, of course. That would be stupid.

We're also shown the multiplayer conversation mechanic, whereby speech options are allocated randomly for members of your party to decide. We're only shown a party of two behaving in this way, and BioWare is cagey on what maximum party size will be and how this will affect conversations, but what we see works well, even allowing a sort of good cop/bad cop interchange. It raises an interesting question, however. Grouping is a notoriously hit-and-miss affair, and finding like-minded individuals in the virtual world is not necessarily an easy task. In a world of irrevocable consequences, where the decision of a stranger can dictate a portion of the next 400 hours of your gameplay, choosing who you take with you on missions suddenly becomes extraordinarily important. We shall see.

A spinning gut-lunge and a sparkly area attack are the point-spending attacks bolstering our level-8 character's assault, whilst the out-of-combat heal of Channel Hatred is quick and effective, adhering to BioWare's policy of not wanting people to have to "sit around on hills eating bread" to restore health. Most iconic of the combat skills available has to be Vader's favourite though: the Force choke. This lifts enemies from the floor and gradually drains health, whilst also presenting them as the perfect target for ranged allies to perforate.
'Star Wars: The Old Republic' Screenshot 4

Light industrial units, Republic style.

Action-led and frantic, combat usually means being outnumbered, enhancing the feeling that even low-level characters far outstrip everyday folks in their martial prowess. Blocks and parries are animated and synchronised - in Erickson's words, "you don't need to check the feedback text, you can see what's happening". Again, it's very hard not to appreciate how much of KOTOR is being channelled here, especially as the Sith Warrior is the class with best fit to the PC and Xbox classic. Of course, it's still a matter of hot-keys, random number generation and stat checks, but these mechanics are well-concealed beneath the brightly stylised combat engine, engendering an atmosphere of skill and action rather than dry statistics.


I only have one thing to say about this: Bioware needs to stop taking potshots at WoW. The majority of their sub base is going to be WoW players. And all you're doing when you take shots is hyping yourself, and at launch, I guarantee you SWTOR is going to have a lot more issues than WoW. Not a smart marketing strategy.

Comments

Travis said…
I'm dissapointed that's what you have to say after reading this article. I thought it was very interesting how they are suggesting the implication that who you party with could affect so much of the outcome of your game.

Really who the fuck cares. Let them say what they want against WoW. I'm sorry you believe it's going to affect the buying decision of anybody other than someone as serious about wow as you.
Bryan said…
I only have that to say because there isn't anything haven't already said to say in this case.

I am worried that someone else's decisions can affect your experience so significantly, but I think that goes without saying.

And do you think I'm the only WoW subscriber? My point was not that I am offended, because I could care less. What I am saying is that their shots are going to piss off the biggest group of people who intend to give them money if that make it a regular thing.
Travis said…
i c i c

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