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Showing posts with label Preview. Show all posts
Showing posts with label Preview. Show all posts

Monday, October 3, 2011

Need, Greed, or Pass - Hard Reset



At first glance, you'll probably think that Hard Reset is a high budget game made by a big developer like Valve or Crytek. In reality, the game is made by an indie developer called Flying Wild Hog. The demo opens with an animated comic strip that attempts to set up the world, time period, and why your character is there. After watching the intro sequence three times now, I still don't fully understand some of the finer details. The basic premise is that you are a member of the Corporation, a sort of police force tasked with protecting the Sanctuary from the Machines; which are sentient robots that are attempting to evolve their AI to a higher point. It sounds confusing I know, but I wonder if events are explained more clearly in the full game. Toward the end of the intro, your character, Fletcher, is sent out to investigate a fresh murder scene. You are then tasked with scouting the area and finding the Machine killers.

Visually, Hard Reset is simply gorgeous, with towering buildings, flying cars, and advertisements everywhere you look. Even though the game is set in the year 2436, the smaller buildings look distinctly modern while still being advanced enough to fit in such a futuristic setting. Aside from the environments, the weapons, enemies, props, and effects are all equal to that of a large development studio.

Unfortunately, the sound, while still good, does not hold the same consistent quality that visuals do. Weapon and environment sounds are solid at all times, with punchy gunshots, interesting enemy sounds, and subtle ambiance. The voice acting is much more hit and miss though, with well performed dialog in the introductory cutscene, but bland and uninteresting during gameplay. Hopefully the gameplay voice acting improves over the course of the full game.

Speaking of gameplay, Hard Reset is moderately challenging on Normal difficulty. The demo starts you off with only one small Machine to destroy and two weapons. The first weapon is a standard machine gun that shoots at a very satisfying speed, while the other appears more alien in design, and fires orbs of energy. Personally, I found that the energy gun was significantly weaker than the normal machine gun; so I hardly used it. Each weapon has one 200 round clip, and ammo is easy to come by once you begin destroying larger numbers of machines. If you do run out of ammo though, it will slowly regenerate so long as you don't fire. The Machines themselves will ruthlessly pursue you once they spot you, and can easily overwhelm you with their sheer numbers.

To help thin the crowds quickly, various environmental objects can be destroyed to create large explosions or electricity to shoot out and short circuit the machines. Along with with ammo and health pickups from defeated enemies, you will also collect credit chips that can be used to upgrade your weapons. To use them, you'll need to find an Upgrade Terminal. Upgrade Terminals allow you to enhance your current weapons, or add attachments, such as a shotgun or grenade launcher, to them to make them more versatile. You can also upgrade your armor with the ability to enter a slow-motion state when your health is critical, among other things.

Aside from the rather confusing story and the weak gameplay voice acting, Hard Reset appears to be an excellent game for anyone who enjoys First-Person Shooters or independent games. It is with that said that I classify Hard Reset as a Need!

Tuesday, June 7, 2011

Star Wars: The Old Republic - That's a Wrap!

I would like to take this time to thank you all for reading my week long preview of Star Wars: The Old Republic. I hope you enjoyed it as much as I did putting it together. This blog doesn't end here though! Every Friday, I will be posting either a game review or an indie spotlight. Also, starting tomorrow, I will be posting the beginning of my first game playthrough. What's the game you might ask? Let's keep with the Star Wars theme for now and start with Star Wars: Republic Commando. If you have enjoyed what you've seen here so far, be sure to Like this blog on Facebook or follow it on Twitter! I look forward to seeing you all as we move forward at SilverStar's Creative Gaming!

Star Wars: The Old Republic - Planets 13-17

Hoth:

Until recently, Hoth has been insignificant to both the Republic and the Empire. When a decisive space battle took place in the system, ship wreckage from both sides fell to the planet below; some of it still prototype technology. As the war went on, neither side possessed the means to recover their lost wreckage and left it on Hoth’s frozen surface. Soon after, an ambitious pirate organization began salvaging the technology in an effort to build their own pirate armada. Now that the Treaty of Coruscant is in effect though, both the Republic and Empire have returned to Hoth to claim their lost property and steal their enemy’s. Considering the planet’s secluded location, skirmishes have broken out that would break the Treaty of Coruscant on other worlds.


Nar Shaddaa:

If there was any planet that could be considered Coruscant’s dark twin, it would be Nar Shadda. Where Coruscant stands as a beacon of honor and justice, Nar Shadda stands as a beacon of corruption and injustice. For a price, the planet’s upper levels provide anything your heart could desire, whether it be legal, illegal, or even a certain type of “company”. The Hutt Cartel rules the planet, but they tend to stay on the nicer upper level. The lower levels, on the other hand, are a place where some of the most heinous crimes and experiments in the galaxy take place. It is here that the Exchange syndicate provides the only real competition to the Hutts’ rule. Lesser gangs also constantly fight for control of less important parts of the planet in hopes of one day becoming a major player equal to the Exchange and the Hutt cartel. If you value your safety, it would be wisest to remain on Nar Shaddaa’s upper levels and not cause any trouble.


Corellia:

Corellia is the economic center of the Republic, as well as one of its founding members. Because of this strong economic focus, corporate interests hold a great deal of influence in Corellian government. Such corruption is tolerated by the people because of the freedoms and prosperity such a governmental system provides. Regardless of Corellia’s own questionable government, the system has always been loyal to the Republic. Rumors have been circulating that the local government has fallen sway to Imperial influence of late, and the sudden collapse of key communication lines to the Republic only lends greater credibility to those claims. Now images and video of destruction around Coronet City, the planet’s capital, are beginning to emerge, and Republic aid will surely be rushing to the planet soon.


Ilum:

An essential part of a Jedi’s training, the frigid world of Ilum provides a natural source of Adegan crystal; one of the key components in lightsaber creation. When a Jedi was ready to construct one of the legendary weapons, he and probably his Master would go on pilgrimage to Ilum. There, the Padawan would venture into one of the planet’s ice-caves alone and retrieve the crystals required to complete his lightsaber. While in the caves, he would also need to avoid and defend himself against the highly dangerous animals that lurked within. Such a journey and trial was considered a rite of passage to Jedi Padawans across the galaxy. Now, that is no longer possible. Somehow, the Empire has discovered the secluded planet and destroyed every Jedi enclave and temple present. Though instead of solely harvesting the Adegan crystal as expected, they are searching for something else entirely. Could something be hidden in Ilum’s snowy wastes that no one to this point has even imagined?


Quesh:

When the Republic first discovered Quesh, they quickly abandoned it after scientists found poisonous content in its atmosphere. Years later, a young chemist rediscovered the data on the planet and recognized an amazing opportunity. The chemicals and compounds present on Quesh were very similar to that of Hutt Venom, and key component in health, reflex, and concentration adrenal stims. Within a decade, the Republic was fully invested in Quesh, but engineers were unable to master the techniques required to make adrenal stims from the planet’s resources. Thus, they were forced to seek aid from Hutts that were currently under a neutrality treaty with the Empire. They offered them a hefty cut of the profits in exchange for the knowledge of how to use Quesh’s resources. Some accepted, essentially breaking the neutrality treaty with the Empire secretly. When the Empire learned of Quesh and its potential, they also learned of the Hutts’ aid. They then demanded that the individual Hutts involved with the Republic be branded as traitors, and that the remaining Hutts were to assist the Empire in taking Quesh. Now the Republic is desperately fighting to protect its investment while the Empire tries to wrest it from their grasp.


Star Wars: The Old Republic - Sith Warrior and Sith Inquisitor

Sith Warrior:

The Empire’s fiercest fighters, Sith Warriors are a nearly unstoppable force of the Dark Side. Being not bound by any Jedi law, their passion and rage fuel their power and accelerates it at a much quicker pace than the typical Jedi. That increased power also brings increased arrogance; which has lead to many Sith’s downfall. Gameplay-wise, Sith Warriors can specialize in tanking or DPS.


Juggernaut:

Juggernauts are nearly invincible, even when surrounded by many foes. Their stamina and endurance are extremely difficult to match. They wade straight into the middle of any battle and hold the attention of every enemy in the area. When battle does begin to wear on the Juggernaut, he can sap the energy from his opponents and transfer it to himself.


Marauder:

Marauders are Sith who are so aggressive in combat that they forgo defense in exchange for raw power. Wielding two lightsabers simultaneously, they are merciless and relentless in their assaults. They can also identify and exploit their enemies’ weaknesses to deadly effect. If a Marauder is on the field, I hope you already have your will written.


Starship: Fury

The Fury-Class Imperial Interceptor rivals the Imperial Agent’s X-70B Phantom in both sleekness and maneuverability. Its exterior appears very similar to that of Imperial Tie Interceptors the Galactic Empire used thee thousand years after the Old Republic era. Its interior is dark, cold, utilitarian, and fits exactly with the Sith’s unique style and standards.


Known Companion: Vette

Sold as a slave when still very young, Vette serve under many minor crime lords. After her current owner was ruined, she joined the pirate Nok Drayen. After some time of living the pirate’s life, Drayen suddenly released Vette, as well as the rest of his crew, and left her on Nar Shaddaa. She then joined with other young Twi’leks on the planet and sought out those who exploited her home planet of Ryloth and robbed them. It is uncertain how she came to be in the Sith Warrior’s service, but her child like antics will be sure to annoy him to no end.

Sith Inquisitor:

Nearly all dark plans and schemes the Empire conjures involve or begin with a Sith Inquisitor. They are masters of manipulation and can maneuver the corrupt political landscape effortlessly. Their plans are meticulous, complex, multi-layered, and exact. The best example of this would likely be the Sith Emperor himself, as he took a thousand years to plan his quest for galactic domination, and so far his schemes are bearing the desired fruit. When forced to take direct action, Sith Inquisitors can easily create and control Force Lightning to shock any opposition into either submission or death; depending on the situation. In gameplay terms, they can specialize in either healing or DPS.


Sorcerer:

Sorcerers take their pursuit of knowledge and power in the Dark Side to an extreme most Sith only dream of. Such power can both wreck extreme havoc to their enemies and heal their allies. They have attained such a vast amount of power that the very air around the Sorcerer crackles with energy. Of all people in the galaxy, it is most painful to be on the receiving end of a Sorcerer’s wrath.

Assassin:

Assassins prefer stealth and precision to extravagant and unnecessary displays of power. They wield double-bladed lightsabers with deadly accuracy and efficiency. They can also infuse the Force into their blades to achieve varied effects. For example, they can infuse their lightsaber blades with Force Lightning to either extend the blade’s reach or add extra damage to each strike.


Starship: Fury

The Sith Warrior and Sith Inquisitor classes both use the Fury-Class Imperial Interceptor. For more on this ship, see above.

Known Companion: Khem Val

A Force resistant Dashade, Khem Val has slain both Jedi and Sith for many centuries; then feasted on their remains. He served under the great Sith Lord Tulak Hord, who provided him with enough Jedi feasting to keep him satisfied. So great is his hunger, that he once devoured over a thousand Jedi in the battles of Yn and Chabosh. As time went on, his race became more and more endangered until only a few Dashade remain in the galaxy; and Khem Val’s legendary hunger and killing prowess faded from memory. Now, he sleeps suspended in the tomb of Naga Sadow; though no one knows how he came to be in that state.


Next: The final five planets of The Old Republic

Monday, June 6, 2011

Star Wars: The Old Republic - Planets 7-12

Alderaan:

Since the very beginning of the Republic, Alderaan has been the voice of reason seeking peace in the midst of violent shouting. Until the Treaty of Coruscant, Alderaan was always a loyal part of the Republic. When the Treaty was signed though, the crown prince left the senate in an outrage and made Alderaan an independent system. Sometime later, the prince was assassinated and the queen died without an heir just a few days later. When the Alderaan parliament could not decide which noble house should take the throne, one of the houses tried to seize power by force. That bid for power sparked the bloodiest civil war of Alderaan’s history. To make matters worse, a forgotten noble house has resurfaced with the aid of Imperial benefactors and is putting forth its claim to the throne.


Tatooine:

Until recently, Tatooine has been of little importance to anyone except the Czerka Corporation, who attempted to mine the planet for valuable resources with no success. After that failure, Czerka chose to shift their efforts to a Secret Weapons division on the planet due to the fact that there were no galactic restrictions in place there. Research and development moved forward until Czerka suddenly pulled out of the planet. With the Czerka outpost of Anchorhead now abandoned, smugglers and pirates have moved in and use Tatooine as a place to lay low for a while. In the nearby town of Mos Ila though, the Empire is gathering its forces to try and discover what sort of weapons and research the Czerka Corporation abandoned.


Dromund Kaas:

Drommund Kaas is the capital world of the Empire, as well as where the Emperor and his Dark Council resides. It is here, forgotten by the greater galaxy, that the Empire rebuilt its military and political might after the Great Hyperspace War. When the Imperial Armada rediscovered the system, they worked tirelessly to rebuild both the structures and the society that were lost for over a thousand years. Meanwhile, the Emperor discovered and performed dark rituals that destroyed the planet’s atmosphere and turned it into a never ending electrical storm. Now that the Empire has returned to the greater galaxy, the Emperor and his Dark Council plan, scheme, and extend the Dark Side’s reach ever outward.


Taris:

Three hundred years ago, the Sith Lord Darth Malak destroyed the city-world of Taris in a desperate effort to kill Bastila Shan and, unbeknownst to Darth Malak, the redeemed Darth Revan. Since then, the planet has remained abandoned. Recently though, the Republic has undertaken the enormous task of rebuilding Taris to its former glory as a testament to the Republic’s endurance, resolve, and victory over the Empire. Reconstruction efforts became difficult when Rakghouls began attacking Republic workers and troops. Somehow, the plagued creatures, created by Sith alchemy, not only managed to survive, but also spread their disease across the entire planet. Given the extended period of time, some Rakghouls have evolved and now possess strange and unknown powers. Nevertheless, the Republic is determined to finish rebuilding the planet despite heavy Rakghoul and Sith resistance.


Belsavis:

Considered nothing more than an unremarkable curiosity for many years, Belsavis is actually home to an ancient super prison built by the Rakatan Empire. When Republic scientists discovered the prison fifty years ago, a force was quickly sent and the planet claimed. The Republic maintained the prison and built a new one appropriately named “the Tomb”. When the current war with the Sith broke out, the Tomb, initially intended as a prison to keep those impossible to execute, quickly filled with Sith Lords, monstrosities, and Mandalorians. When the Empire learned of Belsavis and the Tomb’s existence, strike teams were sent to rescue their captured comrades, and the planet is now a battleground. The Empire is having trouble liberating its allies, and the Republic is rushing to restore order. This battle’s outcome is yet to be seen.


Voss:

Discovered not long after the Treaty of Coruscant’s signing, Voss is a planet of forests and plateaus. It is mainly inhabited by the technologically advanced, but violent, Gormak and secondly by the primitive mystic tribe known as the Voss. The Gormak have always waged war with the Voss, as they believe the Voss to be a violation of the natural order. The Voss survive because of their incredibly powerful connection to the Force, though they do not know or care what the Force actually is. They are able to see visions of the future that are never wrong, and use them to avoid, outwit, and defeat their Gormak attackers. Considering that the planet has just been discovered, Voss is neither a part of the Republic or the Empire. Time will tell how long that will last.


Star Wars: The Old Republic - Imperial Agent and Bounty Hunter

Imperial Agent:

As part of Imperial Intelligence, Imperial Agents are the embodiment of secrecy and discretion. They are suave, charming, seductive, and deadly. Other than the Sith themselves, they are the Empire’s best. They work behind the scenes to manipulate events that assure their desired outcomes are realized. In gameplay terms, Imperial Agents are the only class (aside from the Smuggler) that can take advantage of cover. They can specialize in healing or DPS.


Operative:

Operatives are trained to adapt to any situation at any time. They are masters as stealthily eliminating the Empire’s enemies and escaping without leaving the slightest trace. When in group situations, Operatives can use their advanced technology to keep their colleagues alive and in the fight.


Sniper:

Snipers are indomitably powerful in long range combat. With their advanced training and weaponry, they can hit their targets from great distances with deadly accuracy. If there are any weaknesses in the enemy’s defense or technique, the Sniper is always in the perfect position to exploit that weakness.


Starship: X-70B Phantom

Built specifically for the best Imperial Agents, the X-70B Phantom is an experimental ship years ahead of its time. By far the sleekest ship available to any class, its outer plating is radar resistant. Its interior is equally slick and advanced, complete with a medical bay, prototype drive core, and navigation system. The personal quarters feel both cold and inviting at the same time, which is strange and intriguing.


Known Companion: Kaliyo Djannis

Kaliyo Djannis is an enigma with no traceable past. All that is known for certain is that the Rattataki holds close ties to a violent anarchist organization. Other than that, she is an assassin for hire to anyone with enough credits. Both violent and charming, Kaliyo Djannis is the perfect puzzle for an Imperial Agent to solve.

Bounty Hunter:

If you are on the Empire’s black list, you have not only the Sith to fear, but also their Bounty Hunters. These hired guns are among the most dangerous people in the galaxy, and will do anything if the price is right. They wear heavy armor and carry not only blasters, but rockets, flamethrowers, restraining cords, stun bolts, and a jetpack just to name a few things. They can specialize in tanking or DPS.


Powertech:

Powertechs seek out and use the heaviest experimental armors available. They are usually hired to protect a group of weaker beings by standing between them and their enemies and taking damage for them. To compensate for being at such close range with the enemy, Powertechs use flamethrowers to weaken anyone around them and maintain a constant stream of damage.

Mercenary:

Mercenaries believe you can never have enough firepower, and thus sacrifice the use of heavy armor for the ability to dual wield highly advanced modded blasters and carry the most deadly explosives available. If you see a Mercenary coming your way and you are not his intended target, you may want to move if you value your life.



Starship: D5-Mantis

By far the bulkiest ship available to any class, the Kuat Drive Yards D5-Mantis is also the most powerful. Its three retractable weapon foils all utilize independent power supplies, and thus can use weapons intended for higher class ship types. Its interior appears very bare-bones, but further observation shows the ship’s powerful capabilities and is very practical. Even the living quarters are very minimalistic. Bounty Hunters are not interested in comfort or luxury when on their ship. All they care about is getting the job done.


Known Companion: Mako

Mako was a Nar Shaddaa orphan with a particular affinity for all things computerized. At age seven, she had learned every known programing language, and by age eight had taken all of the funds from a corrupt orphanage intent on selling her into slavery. After that, she joined some of the Nar Shaddaa slicing gangs. Seven years later, she was found half-dead by a Bounty Hunter named Braden, who happened to need a tech specialist. He saved her and she soon grew to love the Bounty Hunter culture, as she felt like she had finally found a family; a place where she belonged.

Sunday, June 5, 2011

Star Wars: The Old Republic - Planets 1-6

Tython:

Many millennia ago, scholars gathered on the planet Tython to discuss a power beyond their understanding. Those discussions led to the discovery of the Force. As they tried to understand and harness their newly discovered Force sensitivity, some of the scholars attempted use that knowledge to gain power and control over others. This caused a rift between the scholars who believed that the Force should be used for the advancement of galactic society and those who only used it to further their own selfish ends. Eventually the conflict became all-out war, and Tython was nearly destroyed in the fighting. The planet was abandoned and forgotten until recently. After the sacking of Coruscant, the Jedi Council decided to rebuild the Jedi Temple on Tython, where they are still residing today.


Korriban:

After being driven from Tython at the conclusion of the Force Wars, the dark Force users discovered the red planet Korriban. When they arrived, they interbred with the native species known as the Sith, which also became the name of their entire empire. Together, the original Sith Empire waged war against the Republic and was driven into Deep Space at the end of the Great Hyperspace war. After returning under the leadership of their new Emperor, the new Sith Empire reclaimed Korriban and reestablished the Sith Academy. Now the next generation of Sith is rising and will stop at nothing to obliterate the Jedi Order and the Republic under their heels.


Hutta:

In Huttese, the name Hutta means “Glorious Jewel”. To everyone other than the Hutts, Hutta is a festering cesspool that should be avoided at all costs. Contrary to what many may believe, Hutta is not the Hutt home-world, but a planet stolen from the native Evocii. As a primitive race, the Evocii took part in many business deals with the Hutts without realizing the full depth of their greed. Before they knew it, the Evocii had signed their entire planet and society away to the Hutts. When the Hutt home-world of Varl became inhabitable due to pollution, the Hutts took control of Hutta, but still did not consider the Evocii’s debts fully paid and enslaved the entire race. Now the Hutts are polluting Hutta in the same way that they did to Varl.


Ord Mantell:

Once a staging ground for Republic military operations, the Outer Rim planet of Ord Mantell is now battleground against a separatist group of guerrilla fighters intent on making the planet a neutral system. Although still part of the Republic, Ord Mantell’s government is run by an underworld organization. When given the opportunity to leave the Republic after the sacking of Coruscant, they chose to remain loyal because of the greater opportunities for profit. Many disagreed with that decision, feeling that Ord Mantell should be a neutral system, and began taking violent action against the planet’s government. The conflict has been raging for the past two years, yet the planet’s defenses are still growing stronger with the help of black market technologies and more Republic troops. The battle for Ord Mantell is just beginning, and will likely continue for some time.


Coruscant:

The city-planet of Coruscant is the center of both the galaxy and the Republic. It stands as a beacon of hope to all that value what is right and just in the galaxy. Even after the sacking of Coruscant, the planet remains the Republic capital and is still able to remain afloat even after everything that has happened. Admittedly, things are not easy for Coruscant or the Republic at this point, but the inherent strength of its people will reveal itself in the rebuilding and reenforcing efforts. As long as Coruscant stands as the beacon that it is, the Republic and its ideals will remain.


Balmorra:

One of the leading weapon and droid manufacturing planets in the galaxy, Balmorra is currently very a hotly contested place. As part of the Republic, many troops have been sent to the planet over the years in an effort to keep it out of the Empire’s clutches. Once the Treaty of Coruscant was signed though, the Republic was forced to pull all forces from the planet except for a small number of troops that secretly remained. The Empire soon took up residence on the planet, but was still unable to gain full control over it. Now that some time has passed, the Republic is sending troops back to the planet to test the supposed peace treaty’s limits. Balmorra will likely remain and very desired planet by both sides for a great deal of time to come.


Star Wars: The Old Republic - Jedi Knight and Jedi Consular

Jedi Knight:

The Jedi Knights are the martial arm of the Jedi Order as well as one one of the Republic’s primary peacekeepers. They specialize in lightsaber combat and Force abilities such as the Saber Throw. Depending on their choice to focus on offense or defense, they can either wear heavy armor or dual wield lightsabers. To speak more in a gameplay setting, Jedi Knights can function as tanks or as DPS powerhouses.



Guardian:

Guardians wear heavy armor and use Force powers that increase their survivability in combat. When functioning as the group’s primary tank, they can hold the enemy’s attention while dealing out respectable damage. When serving as an off-tank, Guardians can pull aggro off of the main tank long enough for the main tank to take a short breather and heal up before regaining aggro himself.

Sentinel:

Sentinels sacrifice the use of heavy armors in exchange for more mobility and the ability to wield two lightsabers at once. They can unleash a great deal of damage in a shorter period of time, but cannot take the same level of punishment that their Guardian counterparts can. A decreased level of survivability isn’t much of a problem for the Sentinel though, as they will defeat their opponent long before they take any serious damage.


Starship: Defender

The Corellian Defender was designed specifically for the Jedi Order. Its exterior is similar to that of a consumer corvette, but is modified for the Jedi’s more strenuous use. Its interior is separated between its utilitarian lower level complete with cargo holds and meditation chambers, and its stately upper level with political meeting rooms and a conference room at its center. The Defender strikes a perfect balance of practical use and elegant comfort.



Known Companion: T7-01

T7-01 was in the Jedi Temple during the sacking of Coruscant, and remembers those events clearly. Not only does he retain those memories, but also every other due to the fact that his memory bank has never been wiped in over 200 years. This gives him an insight into the current state of the galaxy that few other droids share. It also makes him feel nearly equal with his organic counterparts, and considers them more as partners than masters. He can be stubborn and outspoken at times, but will always be a faithful friend.

Jedi Consular:

Where Jedi Knights focus on the martial uses of the Force, Jedi Consulars focus its more diplomatic uses. They are more apt to succeed in peaceful negotiations where many others fail, and are often chosen as the Jedi Order’s representatives in political situations. If things turn violent though, they are no slouches in defending themselves. With their higher affinity to the Force, Consulars can hurl objects from anywhere in the vicinity and at their opponent. They can even rip large objects out of the ground to use as weapons. Should the enemy draw too close for comfort, they can also engage in melee combat with their double-sided lightsabers. Not much is currently known about the Consular’s Advanced Classes, starship, or companion, but I will update this article when that information becomes available.

Saturday, June 4, 2011

Star Wars: The Old Republic - Trooper and Smuggler

 From here on out, we will be looking at each of The Old Republic’s classes and planets in-depth; starting with the Trooper and Smuggler classes.

Trooper:

Troopers in The Old Republic are not your typical grunts. They are more equipped, better trained, and never shirk their duty. They can tank, which is very unusual for a ranged class, and do some major damage should the situation call for it. The Trooper’s Advanced Classes hone one of those abilities to the highest degree, depending on which you choose:



Vanguard:

Vanguards can wear the heaviest types of armor available to the Republic, and combined with their advanced survivability training, they are the ideal tank for any group situation. Considering that they can hold the enemies aggro from a distance, I think it would be safe to assume that they would excellent at kiting melee opponents while maintaining aggro.

Commando:

Need something blown up? Bring in a Commando! While they cannot wear the highest quality armor like their Vanguard counterparts, they can wield the most powerful blasters available. Heavy blasters combined with a myriad of explosives makes the Commando a one-man wrecking team that even the Sith would do well to fear.


Starship: BT-7 Thunderclap

The Old Republic site describes the BT-7 Thunderclap as “the Republic’s largest and most elite rapid assault ship—streamlined for fast deployment in combat situations”. Built by Rendili Hyperworks, the Thunderclap is a somewhat bulky ship, but still sleek enough to be maneuverable. Its interior is designed with the same no-nonsense feel that the Trooper carries himself with. This is not a luxury ship, but a military vessel, and so appropriate accommodations like a tactical meeting room are present.



Known Companion: Tanno Vik

Republic records describe Tanno Vik as “one of the most talented demolitions experts to ever serve in the Republic military”. Born on the lawless Nar Shaddaa, the Weequay viewed enrolling in the Republic military as a means to further his own ends. In the academy, Vik displayed his talent in demolitions and nearly landed himself a position in the Special Forces division; but his attitude and disregard for authority held him back. He was eventually discharged from the Republic military after being convicted of running a protection racket while stationed on Talay. Now, Tanno Vik offers his services as a mercenary.

Smuggler:

The Smuggler class is Bioware’s attempt to fulfill the Han Solo fantasy we’ve all had at one point or another in The Old Republic. Smugglers live life by their own rules, even if that means making a few extra enemies in the process. They are not afraid to skirt the bounds of the law, if not break the law entirely. Gameplay-wise, they are one of the only classes (save for the Imperial Agent) in The Old Republic that can take advantage of cover, and can specialize in either healing or DPS.



Gunslinger:

With his two trusty blasters as his side, the Gunslinger is ready and willing to resolve any conflict with “aggressive negotiations”. They can shoot out your legs, blind you, and generally make your life miserable. If you value your life or your limbs, do your best to avoid dueling a gunslinger.


Scoundrel:

The Scoundrel always shoots first, whether it be with his blaster pistol or scattergun. He is also equipped with a stealth belt, and can sneak into and out of sticky situations without much trouble. Finally, the Scoundrel is always sure to keep a med pack with him at all times, just in case things become a little too nasty.


Starship: XS Freighter

The Corellian XS Freighter is without question the Millennium Falcon of The Old Republic. It is designed as a sleek and nimble ship that can outrun just about anything. On the inside, the ship is very utilitarian, but also comfortable enough to live on for extended periods of time. It is also equipped with a number of hidden storage compartments for transporting those less than legal wares.



Known Companion: Bowdaar

Bowdaar is a fierce gladiatorial fighter that has never lost a match in the 100 years that he has been forced to fight in the arenas. As a Wookiee, he already possessed incredible strength, but combined with his combat skills, he is practically unstoppable. It is unknown how he came to be a slave to begin with, or how he will become the Smuggler’s companion, but one thing is certain; Bowdaar will be a very nice companion to have in a pinch.


Next: In-depth look at The Old Republic's Jedi Knight and Jedi Consular classes

Star Wars: The Old Republic - Gameplay

 So far we’ve discussed The Old Republic’s factions, classes, locations, space, companions, and crafting, but what about its gameplay? I mean, all of that other stuff really won’t make much of a difference if the core gameplay isn’t up to par. With that said, I am not in The Old Republic’s closed beta, so I can only speak of the gameplay from observation of various things I’ve seen. If I were in the beta though, I wouldn’t be able to speak of my personal experience due to the Non-Disclosure Agreement currently on all beta participants, but I digress.

The only game in Bioware’s catalog (that I’ve played) that comes close to what I’ve seen of The Old Republic’s gameplay is Dragon Age 2. Their main similarities are mostly in their skill bars, in their pacing of combat, and in their conversation systems. So if you want a decent idea of what The Old Republic’s combat will feel like, I would suggest giving Dragon Age 2 a playthrough. Other than that, The Old Republic appears to play very similarly to many other MMOs on the market save for two main differences, its conversation system and the impact choices have on your character.

Just like in both Mass Effect games as well as in Dragon Age 2, conversations are handled with a choice wheel that allows you to respond to different situations depending on how you feel about those situations. The choices will usually include positive / peaceful, negative / aggressive, and neutral responses. Your major choices in The Old Republic, unlike all other MMOs, are permanent. So if you want to be a jerk to a key quest giver, you may want to reconsider. Who knows what will happen if you tick off a certain NPC. They might never speak to you again, leaving you unable to get that awesome quest reward you were looking at. They might even put a bounty on you; it just depends on what Bioware can and will implement into the game. It’ll be interesting to say the least though.

Speaking of, well, speaking to NPCs, all of them will be fully voiced over. So when you’re getting a quest, you will hear the quest giver’s plight and their intended emotions instead of being forced to read it and guess at their emotions. Not only are the NPCs voiced over, but so is your character. This is the first time anything of this scale has ever been done in an MMO. Every interaction between you and NPCs is now a separate performance instead of a block of text. This single thing will be the best attribute to display Bioware’s storytelling prowess, and I simply cannot wait to experience it.

Dungeons in The Old Republic are called Flashpoints, and will likely occur at key points of certain quest lines. They are instanced areas that, as far as I know, a group of four players can enter. When in a conversation with an NPC, each member of your party has a chance to speak and make choices. When an opportunity to speak is given, each member of the party makes their dialog choice as normal. After that, the game rolls a 100 sided dice for each player, and the player with the highest roll speaks. This makes conversations with NPCs even more dynamic as you add more players that can make important decisions for the entire group. In Bioware’s main example of a Flashpoint, both players are given the opportunity to kill or spare an insubordinate ship captain. You may have chosen to kill the captain, but the person you’re with may have chosen to spare him. The captain’s life now depends on who wins the dice roll and makes the final decision. Both choices have drastically different consequences, and can possibly change the quest line’s conclusion entirely.



For the more exploratory types out there, Bioware has you covered too with the Codex. If you’ve played Mass Effect or Dragon Age, you are already familiar with how the Codex works. It serves as a journal that catalogs key events, people, and locations. It also provides the most in-depth account of the game’s background and history. Some Codex entries will even give your character a permanent buff to one of his or her stats with the help of Holocrons you find scattered across the galaxy, so it pays off to explore! What aspect of The Old Republic’s gameplay are you most excited about?

Friday, June 3, 2011

Star Wars: The Old Republic - Crafting

 It takes a certain kind of person to enjoy crafting, much less dedicate a significant amount of time to it. I know that when I play an MMO, I want to be out completing quests, seeing the sights, and going on the occasional raid. The last thing I want to be doing is tediously gathering resources and toiling to craft something with them. I’d be willing to bet I’m not alone either. Luckily for us crafting-impaired types, Bioware is giving us the option to make our companions do our boring crafting for us. That is excellent news for someone like me, who was forced to grind out the Architect class for nearly two weeks in an effort to unlock Force Sensitivity in Star Wars Galaxies.

When away from your ship, only one companion can accompany you at any given time. Both you and your companion can harvest materials from fallen enemies. Doing this requires Gathering Skills, which are broken down into the Bioanalysis, Scavenging, and Slicing specialties. According to the official Old Republic site, Bioanalysis is “the practice of collecting genetic material from creatures and plants”, Scavenging is “the art of recovering useful materials and parts from old or damaged technology, and Slicing is “a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics”. You or your companions can specialize in one or all of those Gathering Skills, but it is yet to be seen if you can also train in a Crafting Skill if you have specialized in all three Gathering Skills. On another note, you can also assign your currently unused companions to go out a look for materials on their own.

Once you have enough resources to make something, you can assign one of your companions with a Crafting Skill to forge something useful out of the raw materials. Just like Gathering Skills, there are currently three known Crafting Skill specializations. Armormech is “the ability to work with hard metals and electronic shielding to construct all types of personal armor”, Artifice is “the delicate work of constructing Jedi and Sith artifacts”, and Biochem is “the engineering of performance-enhancing chemical serums and biological implants”. You can have up to five companions crafting on your ship at one time while you’re not actually present at your ship. The real beauty of this though, is that your companions continue working, whether it be on crafting, gathering resources, or running missions even while you’re offline. I don’t know about you, but that sounds awesome to me!



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

Thursday, June 2, 2011

Star Wars: The Old Republic - Space

 Star Wars wouldn’t exactly be, well, Star Wars without space. I realize how obvious that statement is, but many Star Wars games hardly spend any time at all in space. Sometimes the only space you’ll see is in a brief cutscene. I don’t know about you, but I find that a sad prospect indeed. Just imagine for a moment what the Star Wars films would have been like without the Millennium Falcon dodging and weaving through the asteroid field in an attempt to escape a Star Destroyer, or without Luke racing down the Death Star trench to perfectly shoot his Proton Torpedoes in the small gap that destroyed the Death Star, or without the desperate struggle of the Rebel Alliance at the Battle of Endor. Without those iconic moments, Star Wars would be nothing near what it is today

In The Old Republic, Bioware is giving us the chance to make our own iconic moments in space. Not much is known about space in The Old Republic so far, but we do know that each class will have its own unique ship. I will write more on each ship as I explore each class in-depth later in the week. Space in The Old Republic is handled in the same way that most levels in Starfox 64 were. You are locked moving forward, and must shoot down targets, dodge obstacles, and generally survive until you reach your destination. Some quests will have objectives only completable in space. There will also be repeatable space missions if you still have the itch to fly after finishing the other quests. If you were hoping for a free-roaming, fully feature space simulator like I was at first, you will likely be disappointed initially. After observing some of Bioware’s other decisions for the game though, I feel that this method of space exploration and combat helps to maintain the game’s focus on story and progression. What do you think? Do you think this method of space gameplay was a wise decision for the game, or would you have preferred an open-ended integration of space similar to what’s present in Star Wars Galaxies? Let’s discuss it in the comments!



Star Wars: The Old Republic - Locations

 One of the main draws of Star Wars in general is that there is a massive galaxy to explore. There are a countless number of planets with an even greater number of strange, fantastical, and exotic races that populate each world. You can go even deeper and explore each race’s history and culture. The amount of things to see and do in the Star Wars universe is simply staggering. In The Old Republic, Bioware has chosen to explore 17 of those countless planets (so far).

Some notable favorites from the Star Wars films are present in the game, including Tatooine, Coruscant, and Hoth. Now I don’t know about you, but I’m very excited about the inclusions of Coruscant and Hoth, as this will be the first time we will be able to experience those planets outside of the places explored in the films and many games that recreate popular events like the Battle of Hoth. It will be a joy to explore below the upper levels of Coruscant, traverse the frozen wastes of Hoth, and gaze upon the great Sarlaac of Tatooine.

Bioware is also revisiting two planets they created for Knights of the Old Republic: Taris and Korriban. If you remember from Knights of the Old Republic, Taris is the planet that Darth Malak completely surrounded with the Sith Armada and obliterated. 300 years later, the planet is still wrecked and abandoned, though some life still remains. Korriban is the home of the original Sith, and where new initiates hone their new-found Force sensitivity in the Dark Side of the Force. It is a barren and unforgiving place where the strong survive and the weak are quickly eliminated and disposed of.

There are also many worlds in The Old Republic that have been rarely and never explored in the Star Wars films and games such as Hutta, Ilum, and Tython to name a few. Have you ever wondered what Alderaan was like before it was destroyed by the first Death Star? The Old Republic is finally giving us that opportunity. Ever wanted to see where the Jedi first came from? Explore the forest world of Tython to your heart’s content. There’s really not enough time for me to talk about every planet today, so I will give an individual description of each planet as the week goes on. So stay tuned!