So I'm back to SWTOR somehow, and now with a new Jedi Guardian character which story I haven't finished yet. Naturally, the first thing I notice is the graphics. While most of the textures look rough, the game is surprisingly holding up well visually, mostly thanks to the superb artstyle and lighting. They have this rtx like effects which basically reflect the light source and its color to its surrounding. Looks great in darker areas like space ships and caves, as well as from the lightsabers emitting the different colors. Sometimes, I need to remind myself that this is a game that came out in 2011.
Anyway, coming back to SWTOR also made me realize how massive the game is, not only from the general polish and its AAA-ness, but also the amount of content it has. I'm not a huge Star Wars fan, but I keep getting amazed by how massive and realized the worlds and locations are. The story brings you to numerous planets, from Tython, Taris, Voss, and many others. I remember an early interview pre-release with the former lead, James Ohlen:
Virtually every quest from main to side ones are voiced and directed in cutscenes. While the side quests are not directly tied to the storyline, they will give you important decisions to make, like deciding what to do with an NPC, or even deciding the fate of a settlement. These little things adds to the player agency and helps the role playing element a lot.
While you're only given 3 choices via the dialogue wheel most of the time, they actually don't always play the same. For example, some choices will lead to companion affection, some other will give you Light/Dark Side points, some others are neutral. Some choices have one Light Side alignment, neutral, and 1 Dark Side alignment, while some others have 2 Light/Dark Side alignment and one neutral choice, and so on. At first, you might think that this will restrict players' decision since they're already tied to a certain side, but not really. It's quite easy to maintain your alignment even if you want to choose the opposite alignment choice in dialogues. You can also turn off the alignment hints from the dialogue, so you can roleplay more freely if you so desire. Ultimately, the game gives you freedom on how you want to roleplay, because sometimes you may have to make a hard decision.
Some of the choices do have long lasting effects too, from additional points to Light/Dark Side, to future encounter with the NPCs, or how the NPCs and/or your companions remember your choices. A little example is this quest on Nar Shaddaa, a former operative who's in prison uses you to engineer an escape. You can either let him go or rat him out to Intelligence. If you let him go, he starts sending you email with the dirt he has on various people, including your superiors and your companion. It's just background but some of it is a fun read. Here's another example of how the choices affect things:
What really blows my mind is that SWTOR is actually a MMORPG. Most modern single player RPGs aren't even close to this in term of narrative depths and player agency. It's a proper Star Wars RPG that everyone, especially fans, should play.
Anyway, coming back to SWTOR also made me realize how massive the game is, not only from the general polish and its AAA-ness, but also the amount of content it has. I'm not a huge Star Wars fan, but I keep getting amazed by how massive and realized the worlds and locations are. The story brings you to numerous planets, from Tython, Taris, Voss, and many others. I remember an early interview pre-release with the former lead, James Ohlen:
"This is a HUGE game. Just to give you an idea how huge this game is, we were taking a loot at it, and it has more story content than every single other BioWare game that's come before put together. That would mean Baldur's Gate, Baldur's Gate II, Neverwinter Nights, Neverwinter Nights II, Knights of the Old Republic, Knights of the Old Republic II, Mass Effect--and all the expansions."
Virtually every quest from main to side ones are voiced and directed in cutscenes. While the side quests are not directly tied to the storyline, they will give you important decisions to make, like deciding what to do with an NPC, or even deciding the fate of a settlement. These little things adds to the player agency and helps the role playing element a lot.
While you're only given 3 choices via the dialogue wheel most of the time, they actually don't always play the same. For example, some choices will lead to companion affection, some other will give you Light/Dark Side points, some others are neutral. Some choices have one Light Side alignment, neutral, and 1 Dark Side alignment, while some others have 2 Light/Dark Side alignment and one neutral choice, and so on. At first, you might think that this will restrict players' decision since they're already tied to a certain side, but not really. It's quite easy to maintain your alignment even if you want to choose the opposite alignment choice in dialogues. You can also turn off the alignment hints from the dialogue, so you can roleplay more freely if you so desire. Ultimately, the game gives you freedom on how you want to roleplay, because sometimes you may have to make a hard decision.
Some of the choices do have long lasting effects too, from additional points to Light/Dark Side, to future encounter with the NPCs, or how the NPCs and/or your companions remember your choices. A little example is this quest on Nar Shaddaa, a former operative who's in prison uses you to engineer an escape. You can either let him go or rat him out to Intelligence. If you let him go, he starts sending you email with the dirt he has on various people, including your superiors and your companion. It's just background but some of it is a fun read. Here's another example of how the choices affect things:
- Come back, and we'll talk – Koth is disappointed, +50 LS points
- Good riddance – Koth remember your indifference – +50 DS points
- You're a dead man – Koth remembers your cruelty, +100 DS points
What really blows my mind is that SWTOR is actually a MMORPG. Most modern single player RPGs aren't even close to this in term of narrative depths and player agency. It's a proper Star Wars RPG that everyone, especially fans, should play.