Star Wars: The Old Republic Impressions
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It's clear that elements have been lifted liberally from World of Warcraft, but the narrative structure does much to hide any of the usual problems associated with MMOs. The need to grind has been expertly woven into the game's story so that character progression feels natural rather than forced. The game is great at making players constantly feel rewarded too, with powerful abilities granted at a regular, pleasant pace.
There are some annoyances that need dealing with, though. The fact that the controls try to be as streamlined as possible usually leads to a confused interface that doesn't know if you're trying to attack or loot. This is especially egregious with CPU-controlled companion characters, who seem to be surrounded by a huge invisible field that will initiate a dialog if the mouse cursor is anywhere near them.
A lot of TOR's success will hinge on post-game content. With such a focus on narrative campaigns, the game sometimes feels less like an MMO and more like a single-player game with other people buzzing around. When a class' campaign is over, BioWare's going to need to work extra hard to keep players around. I'll keep my fingers crossed that player interest can be maintained.