Until today, BioWare has kept the majority of the details about Star Wars: The Old Republic locked away as securely as a Skywalker on Tatooine. Now, with a little over a month left before players discover if the game lives up to the messianic reputation it has built up over the last few years, BioWare has opened the gates and allowed us to speak our minds about the full project.
I've already spoken in the game's defense elsewhere, and I'm happy to join the chorus of journalists who claim that the game's story brings you closer to your character than any other MMO that's come before. It's the other aspects of SWTOR that worry me. After jumping back into this little corner of George Lucas' imagination after a two-week hiatus, I find myself a little less in love with the game than I was before, and that feeling has prompted me to compile this list of concerns.
Lackluster Character Creation
Yet there's also another minor nag with character creation that I wasn't aware of until I tried to make a stout, grim bounty hunter. The voice for your character is always the same. This was all right when I made my sagacious Jedi Consular, but I winced at the realization that my hulking badass sounded less like the Juggernaut and more like Ewan MacGregor. It's a valid concern, I think, but one that would require thousands of hours (and maybe millions of dollars) to remedy.
Tiresome Voice Acting
The problem is most apparent in flashpoints, the game's version of instanced dungeons. If one person wants to sit and watch the "conversations" that periodically occur during key moments of each flashpoint, everyone has to sit and watch the cinematic with them. Dungeon cinematics have never worked particularly well in other games (think of the ones in WoW's Throne of the Tides) and they clash with the multiplayer experience in SWTOR. I've already experienced people leaving groups because they complain that "some people don't know how to use the spacebar" (meaning that they don't know how to skip over the cinematics). Those people fail to realize or refuse to acknowlege that seeing such things is no doubt new for some of the weekend testers. Good to see that the community is already off to such a great start.
It's Too Easy
Again, that might have all changed. One thing that likely hasn't changed, however, is the tendency for boss fights in flashpoints to feel like you are whacking your lightsaber against a target dummy. This worries me. Dungeon boss design is always one of the things that keeps me coming back to a game long after I've leveled through the content and received some decent gear, and I'm currently not seeing any memorable mechanics in SWTOR. I suspect this decision springs from a desire to make flashpoints achievable with two players and their NPC companions alone, but when you're playing with a full group, there is no challenge.
Decisions Without Consequences
That would be fine had it felt like your decisions in the conversation wheels for each quest had any real impact on solo play. Players could once lose their NPC companions if they made too many decisions that ran contrary to that NPC's disposition; now they just get a stern reply or two and a loss of buddy points. Without any real consequences, the entire decision-making aspect of the game and questing in general feels hollow.
You're Stuck With the User Interface
Paper Thin Replayability
Do these concerns destroy the game? No, but they might be cause for alarm for veteran MMORPG players. A common pronouncement with SWTOR lately is that you won't like the game if you don't like MMOs -- regardless of whether or not you love Star Wars and enjoy a good story. I worry that MMO players will label it a single player game masquerading as an MMO. And if that's the case, perhaps we really would have been better off with Knights of the Old Republic 3.
Spy Guy says: We've told you before how much we love the storytelling in SWTOR, so it was time to be critical of what could be one of the biggest PC games ever. So what are your concerns about Star Wars: The Old Republic?