Star Wars: The Old Republic game review
Star Wars: The Old Republic was released in 2011 and, if not a revolution, it became a milestone in the MMORPG genre. The developers from Bioware, the creators of cult role-playing games Baldur's Gate and Dragon Age, were the first who made the game, which is equally interesting for fans of single-player story RPG and fans of classic online. How did they do it, and why Star Wars: The Old Republic remains interesting and relevant even after 11 years?
About plot, non-linearity, and moral choices
The story told in Star Wars: The Old Republic takes place almost 4,000 years before the events of the Star Wars films, when a fragile peace, rather a "cold war", was established between the resurgent Sith Empire and the Galactic Republic. And we find ourselves in the middle of an overt and covert political showdown. And they tell us not just one story, but eight
As in Dragon Age Origins, the Bioware writers created a separate story for each of the eight classes. And they even went further - it's not just different prologues, which then merge into one storyline. No, these are 8 full-fledged stories consisting of three acts each. And if, for example, you play as a Jedi Knight, then the story starts for you on the planet Tython, where the hero has to finish his training. But for the Imperial Agent the first planet will be Hatta - there he is looking for new allies for the Empire and for this purpose he tries to infiltrate local criminal gangs.
As in Dragon Age Origins, the Bioware writers created a separate story for each of the eight classes. And they even went further - it's not just different prologues, which then merge into one storyline. No, these are 8 full-fledged stories consisting of three acts each. And if, for example, you play as a Jedi Knight, then the story starts for you on the planet Tython, where the hero has to finish his training. But for the Imperial Agent the first planet will be Hatta - there he is looking for new allies for the Empire and for this purpose he tries to infiltrate local criminal gangs.
It's also where the story of a bounty hunter who wants to take part in the Great Hunt begins, something akin to a test for warriors, only here we fulfill contracts to kill various targets. But to get the right to participate, you have to go through a lot, enlist the support of the powers that be, survive the deaths of your comrades and almost fall into an insidious trap yourself. In general, each of the eight stories here is good and intriguing in its own way, but perhaps it is the plots invented for the Empire characters that are the most colorful.
This is where Bioware's screenwriters' talent for putting the player in front of difficult moral choices was particularly evident. Yes, at the very beginning of the game we choose between conditionally "light" and "good" and conditionally "bad", that is between the Jedi (the Galactic Republic) and the Sith (the Empire). But that's just a conventional division - because everyone here has their own truth, and the situations are always pretty complicated. In every story and almost every quest, the characters are faced with the need to make difficult decisions. Turn in a fellow student who wanted to cheat to pass the test or not, take a young son away from his father who decided to run away with him and return him to his mother, who gave us this order, or let them leave and lie to the customer? Kill a daughter who decided to become a Sith at the request of her father, a high-ranking Imperial admiral who worries that this fact might cost him his career? Or just freeze her and tell them to deal with it themselves?
This is where Bioware's screenwriters' talent for putting the player in front of difficult moral choices was particularly evident. Yes, at the very beginning of the game we choose between conditionally "light" and "good" and conditionally "bad", that is between the Jedi (the Galactic Republic) and the Sith (the Empire). But that's just a conventional division - because everyone here has their own truth, and the situations are always pretty complicated. In every story and almost every quest, the characters are faced with the need to make difficult decisions. Turn in a fellow student who wanted to cheat to pass the test or not, take a young son away from his father who decided to run away with him and return him to his mother, who gave us this order, or let them leave and lie to the customer? Kill a daughter who decided to become a Sith at the request of her father, a high-ranking Imperial admiral who worries that this fact might cost him his career? Or just freeze her and tell them to deal with it themselves?
Even in the side quests, of which there are plenty, you have to act on your conscience. For example, one day an imperial bounty hunter will be asked to poison the water drunk by slaves on one of the planet-colonies. This is needed for some experiments. And then the assistant of that sadistic scientist will suggest using a more toxic and effective poison for the poison, so that the slaves die quickly and do not suffer. That is, often and especially when playing for the Imperialists, it all comes down to a choice between a greater or lesser evil. In this sense, Star Wars: The Old Republic is one of the rare games where you can play a truly evil character. In every important dialogue, there's always a choice of how to behave and respond - and playing as a Sith, the temptation to step into the role of a cold-blooded, cynical not even scum, but a man who follows only his goals and is willing to do anything for it is especially great. Why is it great? Because the authors perfectly managed to create the atmosphere of such a dark cruel world, where often it is the only way to behave in order to survive. And if necessary, such a character is ready to kill or maim his interlocutor right in the middle of a conversation or torture his battle buddies and allies - and such situations happen in the game.
However, the partners, in turn, can "break" the hero and go against him if his actions and decisions do not satisfy them. For each of the eight character classes (more about them later) the developers came up with their own unique partners - very colorful and well developed, having their own character, their own opinion, personal task and biography
Like in Mass Effect they join us gradually as the story progresses and settle in a personal spaceship, which the main character (or heroine) gets soon after the start of his storyline. On it we are free to travel around the galaxy, visit different planets and perform tasks there
All of our decisions and actions in Star Wars: The Old Republic affect karma - it can, understandably, increase toward the light or, conversely, toward the dark side of the Force. As we reach a certain level of karma, we get different bonuses and equipment. There are equipment that can only be worn by the conventionally light or dark side. Also, our actions affect the attitude of our partners towards us. Adjust it by giving them personal gifts (everyone likes their own). And as a reward for trust, we get unique for that companion bonuses to characteristics and abilities.
Like in Mass Effect they join us gradually as the story progresses and settle in a personal spaceship, which the main character (or heroine) gets soon after the start of his storyline. On it we are free to travel around the galaxy, visit different planets and perform tasks there
All of our decisions and actions in Star Wars: The Old Republic affect karma - it can, understandably, increase toward the light or, conversely, toward the dark side of the Force. As we reach a certain level of karma, we get different bonuses and equipment. There are equipment that can only be worn by the conventionally light or dark side. Also, our actions affect the attitude of our partners towards us. Adjust it by giving them personal gifts (everyone likes their own). And as a reward for trust, we get unique for that companion bonuses to characteristics and abilities.
About game modes
In addition to story and side quests, there are the so-called "heroic missions" - particularly difficult tasks to clear locations, search for necessary items and so on. They can be performed in the proud solitude, but it is better to cooperate with other players. But in "Operations" cooperative mode is mandatory - it's analogous to the raids in the dungeons of other MMORPG, which can be performed in different modes of complexity. And in "Operations" also clearly reflected a special approach of developers Star Wars: The Old Republic to the development of content. Each of them - it's a separate story with clips, dialogue, with its own intrigue.
And it's not always about the confrontation between the Empire and the Republic. In one of the operations both have to fight together against the famous tyrant warlord, who usurped power on one of the planets, in another one the common enemy is some "ancient evil, hidden in the dungeons of Ractan prison"
And often here, too, moral choices have to be made. For example, in one of the operations, playing for the Imperialists, we decide whether to execute the offending ship's commander in front of the entire crew or not. If we choose the first option, the others will be so impressed and frightened that they will kill each other in the final operation. At the same time, all players decide what to do, and the unique multiplayer conversation system chooses the option that the majority voted for.
And it's not always about the confrontation between the Empire and the Republic. In one of the operations both have to fight together against the famous tyrant warlord, who usurped power on one of the planets, in another one the common enemy is some "ancient evil, hidden in the dungeons of Ractan prison"
And often here, too, moral choices have to be made. For example, in one of the operations, playing for the Imperialists, we decide whether to execute the offending ship's commander in front of the entire crew or not. If we choose the first option, the others will be so impressed and frightened that they will kill each other in the final operation. At the same time, all players decide what to do, and the unique multiplayer conversation system chooses the option that the majority voted for.
Of course, a huge place in Star Wars: The Old Republic is given to PvP modes, where players fight each other. There are the usual duels and there are quite rare locations (for example, the Den of Thieves on Tatooine), where there are no rules and restrictions, and users are free to attack each other. There are also ranked Arenas, where two teams of four people on each side fight - this is an analog of the classic team deathmatch mode.
But the main events take place during guild activities and in the so-called "warzones". Joining the guild gives a lot of bonuses, among them is the opportunity to use the services of the guild's fortress, where, among other things, there are traders, mini-games and the opportunity to train in different modes, free participation in PvP. In addition, these fortresses can decorate and equip to your liking (there are, by the way, in the game and personal castles with similar functions). But first you have to help the guild to get these fortresses.
This also happens during the "conquest of planets" - a weekly activity, during which the guild chooses a particular planet as a goal of conquest and within a few days performs various tasks there (pass the specified missions, defeat some enemies, combine materials for crafting and so on), participate in all kinds of activities in order to win as many points as possible and to get ahead of the other contenders.
But the main events take place during guild activities and in the so-called "warzones". Joining the guild gives a lot of bonuses, among them is the opportunity to use the services of the guild's fortress, where, among other things, there are traders, mini-games and the opportunity to train in different modes, free participation in PvP. In addition, these fortresses can decorate and equip to your liking (there are, by the way, in the game and personal castles with similar functions). But first you have to help the guild to get these fortresses.
This also happens during the "conquest of planets" - a weekly activity, during which the guild chooses a particular planet as a goal of conquest and within a few days performs various tasks there (pass the specified missions, defeat some enemies, combine materials for crafting and so on), participate in all kinds of activities in order to win as many points as possible and to get ahead of the other contenders.
To participate in such conquests, the guild must acquire a very expensive flagship. As a reward for capturing planets it receives, among other things, a special rank, unique riding animals and the ability to unlock new decks and rooms in their fortresses and on their flagship. If one guild is so awesome that it can take over all 15 planets, it gets the title The Galaxy Conqueror. The award is also given separately to each player depending on his contribution. This happens even if he is not a member of any guild - just in this case, the rewards will be less, and you will not be able to take advantage of all the bonuses of such conquests.
As for "war zones", these are special scenarios for battles between representatives of the Empire and Republic. Each battle involves 8 players from each side, but the rules may be different. There are several zones aimed at conquering and holding control points - for example, on Alderaan you have to capture laser turrets to use them to shoot down one of the huge transport ships hovering over the battlefield and dropping off reinforcements. And in Voidstar Warzone, one group of players storms an imperial cruiser to seize schematics for powerful weapons - respectively, the other team acts as defenders.
As for "war zones", these are special scenarios for battles between representatives of the Empire and Republic. Each battle involves 8 players from each side, but the rules may be different. There are several zones aimed at conquering and holding control points - for example, on Alderaan you have to capture laser turrets to use them to shoot down one of the huge transport ships hovering over the battlefield and dropping off reinforcements. And in Voidstar Warzone, one group of players storms an imperial cruiser to seize schematics for powerful weapons - respectively, the other team acts as defenders.
There are other types of war zones, and the most fun and dynamic are those where you can play Huttball. It is a local sport, analogous to handball - two teams fight for control of the ball, which periodically occurs in the center of the field. And, accordingly, they need by hook or by crook, to push the ball into the gates of the opponent. Most of the pushing, of course, by tricks - by killing the enemy. And you also need to avoid the many traps that can handle the task of destroying the enemy. It is interesting that in Huttball can compete with each other teams from the same faction.
Finally, a special place is taken by the battleships in Starfighter mode. Here we put laser swords and rifles aside and climb into the cockpits of different classes of starships - scouts, stormtroopers, warships and bombers.
Finally, a special place is taken by the battleships in Starfighter mode. Here we put laser swords and rifles aside and climb into the cockpits of different classes of starships - scouts, stormtroopers, warships and bombers.
Management is not primitive (although it is not a full-fledged simulator) - you must, in particular, use the sensors (to detect enemies and communicate with allies), switch between different types of weapons and energy modes, giving it depending on the situation more to the guns, the engines or the shields.
Each ship has its own features and passive bonuses in the "engineering", "offense", "defense", and "tactics" sections - many of which are given by the crew members we choose. And the set of active skills, which are used in battle and allow, for example, to temporarily deprive the enemy of health regeneration, depends on who we assigned as co-pilot. Participating in PvP battles on ships we accumulate funds for purchasing new starships and upgrades for them, as well as for hiring partners.
Each ship has its own features and passive bonuses in the "engineering", "offense", "defense", and "tactics" sections - many of which are given by the crew members we choose. And the set of active skills, which are used in battle and allow, for example, to temporarily deprive the enemy of health regeneration, depends on who we assigned as co-pilot. Participating in PvP battles on ships we accumulate funds for purchasing new starships and upgrades for them, as well as for hiring partners.
About classes and the legacy system
All of these activities and modes involve players in one of eight classes, four per Republic and Empire. The former is supported by the Marines, the Jedi Consul, the Jedi Knight and the Smuggler. The second class includes Sith Warrior, Sith Inquisitor, Empire Agent, and Bounty Hunter
Each class starts the game on its "themed" planet, each has its own skills, unique ship and unique companions. In addition, upon reaching a certain level of development, each gets an advanced class and one of two unique specializations. For example, a Republic paratrooper who relies on firepower and rifles can turn into a Commando or a Vanguard. The Jedi Consul, the equivalent of a mage who can meditate and summon assassin droids, chooses between Shadow and Sage. The Jedi Knight, who prefers a more forceful style and heavy armor, chooses between the Sentinel and the Guardian. And Smugglers, similar to cunning and stealthy robbers, turn into Riflemen or Scoundrels when you get a specialization.
Each class starts the game on its "themed" planet, each has its own skills, unique ship and unique companions. In addition, upon reaching a certain level of development, each gets an advanced class and one of two unique specializations. For example, a Republic paratrooper who relies on firepower and rifles can turn into a Commando or a Vanguard. The Jedi Consul, the equivalent of a mage who can meditate and summon assassin droids, chooses between Shadow and Sage. The Jedi Knight, who prefers a more forceful style and heavy armor, chooses between the Sentinel and the Guardian. And Smugglers, similar to cunning and stealthy robbers, turn into Riflemen or Scoundrels when you get a specialization.
Sith Warrior specializations are Juggernaut or Marauder, and Sith Inquisitor specializations are Assassin or Warlock. An Imperial Agent becomes a Sniper or Operative, and a Bounty Hunter becomes a Technician or Mercenary. Depending on the selected advanced class when developing your character, you need to bet on accuracy (especially important for those who do damage), endurance (for defenders), agility, strength, and so on. And the main measure of coolness for all classes is the level of Mastery. At the same time, you can change the specialization if you want.
Each specialization opens new combat styles (for example, Assassin specializes in close combat, and Warlock in deep combat), new class skills and equipment. By the way, as it should be in all MMORPGs, equipment can be created using the system of crafting.
The higher the level of the character, the cooler weapons and equipment he can use. In addition, as the level increases some of the indicators and there is an opportunity to learn new skills from the trainers. And there are types of skills that are learned for our companions - this will then allow us to send them on missions to get different rewards, bonuses or, for example, to collect resources for crafting
Each specialization opens new combat styles (for example, Assassin specializes in close combat, and Warlock in deep combat), new class skills and equipment. By the way, as it should be in all MMORPGs, equipment can be created using the system of crafting.
The higher the level of the character, the cooler weapons and equipment he can use. In addition, as the level increases some of the indicators and there is an opportunity to learn new skills from the trainers. And there are types of skills that are learned for our companions - this will then allow us to send them on missions to get different rewards, bonuses or, for example, to collect resources for crafting
Star Wars: The Old Republic also has a unique Legacy system. After completing the first story chapter, you choose a unique Legacy surname, which will spread to all of your characters within the selected server. After that, all of their successful actions and achievements earn total experience points and eventually increase the level of the Legacy, which in turn opens up new and interesting opportunities, bonuses, equipment and skills for your entire "family" of characters and their companions.
Finally, another and also quite unique by nowadays feature is the fact that you can play all this by the rules of a modern conditional-free game with all the features like a combat pass and a built-in store (where we spend "cartel coins"), as well as by a paid subscription. The difference between regular players and subscribers may not always be fundamental, but it is there. For example, changing specialization and titles is free for subscribers, but the rest have to pay in-game credits.
Finally, another and also quite unique by nowadays feature is the fact that you can play all this by the rules of a modern conditional-free game with all the features like a combat pass and a built-in store (where we spend "cartel coins"), as well as by a paid subscription. The difference between regular players and subscribers may not always be fundamental, but it is there. For example, changing specialization and titles is free for subscribers, but the rest have to pay in-game credits.
Conclusion
Star Wars: The Old Republic is a truly unique game. This is reflected in the way the developers have managed to combine a full-fledged story, great dialogues, quests and moral choices with classic MMO mechanics. And in the fact that even after so many years, the game looks epic, beautiful, feature-rich, very engaging and quite relevant.
Zarium. December 2022
Zarium. December 2022