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Friday, June 3, 2011

Star Wars: The Old Republic - Companions

 Could you picture Han Solo without Chewbacca somewhere nearby? Or R2D2 without C3PO prattling on about how he can speak over six million languages, and advising caution with just about everything? Or even Jabba the Hutt without that annoying little monkey thing he keeps with him? I know I can’t, and apparently, neither can Bioware. Just like in every other Bioware game (that I’ve played), your character in The Old Republic will be accompanied by a colorful, varied, and fully realized cast of companions.

Each class will have their own unique companions, but it is yet to be seen if some companions can join your party regardless of your class. Just like in previous Bioware games, your companions are likely to not always hold the same ideals as you. It will be interesting to see how your companions perform and cooperate with you depending on your choices with them. Will they simply stop talking to you but remain in your party and continue offering their services, or go as far as to outright betray you when given the chance? Depending on your choices and actions with each companion, you may even receive quests from them that they would only trust to their closest friend and ally.

When out in the field, only one companion character can accompany you at a time. This makes it absolutely necessary to choose the companion that best compliments your abilities and your objectives. Your other companions remain on your ship and carry out tasks that you assign to them, such as crafting items, gathering resources, and going on missions on their own. When sent out on missions, the companion you’ve assigned will leave your ship and be unavailable to you until they return. When they do, you can receive credits, items, and even light or dark side points. As far as crafting goes, I’ll go into more detail on that later today.


Next: Crafting in The Old Republic

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