Star Wars: The Old Republic Preview
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In terms of movement, characters have the floaty-footed quality common to MMOGs, but the combat does seem to pack a little more of a wallop than usual. (It plays to the strengths of the medium a lot more. We're proud of felt it wasn't as action-packed as it could have been,) says James Ohlen, TOR's creative designer. (This is a faster-paced system that focuses on making the player feel like a hero four players all beating on one enemy; that's not what you think of as heroic. It's usually the heroes who are outnumbered, and that's the kind of feeling we're going for.)
The combat is realtime (previous KOTOR games stopped the action while you selected attacks, obviously impossible in an MMOG), and while there's still a slight sense of enemies dancing in front of one another rather than engaging in a fight to the death, there's no denying the work that's gone into the visual effects: blaster shots fizz, electricity crackles and Lightsabers clash.