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Star Wars Galaxies: An Empire Divided |
Windows PC |
Online Role-Playing |
July 9, 2003
Star Wars Galaxies: An Empire Divided Review
August 1, 2003 by Jody by Jody - August 1, 2003 Although friendlier in many ways to non-power-gamers and non-MMORPGers than other persistent world games, Star Wars Galaxies remains, like the others, not for the faint of heart. Especially now, nearly a month after its launch, SWG is very much in the throes of gangly adolescence. Though it's possible to spot the mature game creeping out from underneath, it takes the adoring eyes of a dyed-in-the-wool Star Wars fan to look past the bugs, imbalances and half-finished content to see the underlying attractiveness. That attractive game is there now in places, and more attractive features lie just beyond reach, visibly installed, but not yet working as intended. When it's all working, SWG boasts an impressive under-girding. MMORPBuggy Early confusion for the new player is partially a result of some of SWG's innovation. In most games in the genre, you create a character by picking a species and picking a character class or profession that will be yours until you stop playing. If you want to play a different class, you create a different character. Here, you'll pick a base profession at creation, but almost certainly want to learn a couple more base professions as soon as you get into the game proper. While there are defined paths to certain advanced professions, nearly all of them leave you with the ability to take on extra skills from professions outside your primary. In other words, you might be a shooter who crafts, a crafter who shoots or a medic who dances and scouts. And you're not stuck with any of those choices. At any point, you can trade skills in to recoup their cost to you (other than the experience accrued) and spend them elsewhere. What is true for your skills is also true for your stats. If you choose to be a dancer at character creation, the game will tilt your personal statistics to aid that choice. But if you change your mind and want to be a fighter, you can trigger a "stat migration" to rearrange them as befits your new direction. This system can leave new players puzzled at first, but is also an interesting change of pace for long-time MMORPGers. The best looking MMORPG to date? Maybe, maybe not. When Asheron�s Call 2 released, it set the bar for the graphical quality of MMOs. SWG raises that a notch. This game has some of the best special effects seen in the genre. You are hunting in a field and are a little weary (your health, action and mind bars are down) from the battles. Well, since you happen to be far enough outside of a city, you can set up a camp. Smoke rises from the campfire is a very realistic fashion. Surveying also produces some wonderful mist and smoke graphics. Swim in a river and you are likely to see vegetation at the bottom swaying with the current. The grasses of the field, the ferns of the forest all sway with gentle breezes. The weather effects are also incredible. On the Fourth of July, fireworks lit the skies over the worlds in a very realistic fashion. Mob animations are also great. Some of the bigger beasts fall with a resounding thud that will have your monitor shaking. If you have a good sound system, you will feel the thumps of each footfall. Player animations are also very good. Dancing skills are amazing to watch, and the musicians boogie down with the best. Hunters can go prone and crawl realistically through the underbrush. If not for the radar, it would be almost impossible to tell if other players were in the vicinity. Less Star Warsy as I expected. Sound is another area where the game excels, especially the wide range of ambient sounds such as the turbulent winds that howl across the deserts of Tattooine, and the singing birds among the trees on the planet Corellia. Just about every creature you come across emits unique sounds, both in and out of combat. Droids whirr as they meander through cities, while the engine roar of familiar spaceships from the Star Wars universe can occasionally be perceived moving through the sky. John Williams' original orchestral movie score plays forcefully during battles, and is heard sparingly at other times. The infrequent usage of background music when out of combat prevents it from becoming tiresome, although long journeys do become rather quiet. General concept = Cool. Game = not. The character skill trees are incredible. Each player has a set number of skill points (250) that can be spent as you accrue the experience points to qualify you for new skills. Each skill has a cost value to learn. It is possible to master two trees, with a few skill points left over to minor in something else. From smuggler to bounty hunter, bio-engineer to droid engineer, gunfighter to ranger, and yes, even becoming a Jedi is possible, though incredibly hard. However, if you are chosen to become a Jedi and you die, you don�t regenerate like other players. A death is that -- the character becomes a blue ghost, nothing more.
I advise you wait until expansion. Overall, Star Wars Galaxies allows players to experience many diverse avenues of gameplay beyond that of combat alone via features such as housing, non-combat clothing styles, tamable creatures, and a sophisticated crafting system. If you enjoy the role-playing aspect of a persistent state world, you will find a wealth of tools to help further your cause, along with elements that celebrate player socialization and interdependence. A potential quandary for some players might be that the enjoyment of such aspects can depend to a fair extent on what each player makes of them. The requirement to watch Entertainers perform in a cantina for healing is one example of how the game actually requires players to participate in role-playing activities, at least to a small extent, and depending on your gaming preferences, you may or may not find this type of forced interaction to your liking. However, there are good reasons for the required interdependencies; they ensure certain professions are both useful and viable. |
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