Eager anticipation of good things to come is one of the hallmarks of the Christmas season, although as we get older that feeling tends to diminish slightly. No longer do we endure fitful...
Eager
anticipation of good things to come is one of the
hallmarks of the Christmas season, although as we get older that
feeling tends
to diminish slightly. No longer do we endure fitful nights as visions
of sugarplums
dance in our heads. While having children has allowed me to relive some
of that
holiday excitement vicariously, it still doesn’t compare to
the euphoria I felt
when I was young enough to still believe in old St. Nick (my apologies
to all
the WoW players I may have just ruined the holiday for, but you have to
grow up
sometime). Every once in a while, however, something comes along to
inspire exhilaration
that rivals those feelings of childhood past.
|
Outside of Lucas Arts HQ in San Francisco |
While
I would hardly categorize myself as a fanboy of the
franchise, I did grow up in the late 70s/early 80s so I do feel a
definite
nostalgic connection to Luke, Han and the rest of
the cast of
characters in the
episodes 4-6. My casual fan nature noted, I was giddy when I learned I
was
going to be one of the first, besides employees of BioWare or
LucasArts, to play
Star
Wars: The Old Republic and
take a mini-tour of the facilities. The few
nights of restless anxiety were well worth it as both the game and the
overall
experience of being a guest of LucasArts/BioWare lived up to my
expectations.
To
kick off our press event, our host, Adam Kahn, led us
into a private screening room where an all-star cast of developers from
both
LucasArts and BioWare, treated us to a briefing on the state of the
game, an
early reveal of the final two classes, and some in-game footage on the
big
screen. Among those present were producer Blaine Christine and lead
writer
Daniel Erickson from BioWare. Producer Jake Neri, along with assistant
producer
Tim Timmerman, represented LucasArts.
The
game itself looked great even in this early build, with
a blend of both crisp clean textures and some stylization that made
everything
look vibrant and alive. Graphics are neither too cartoonish nor too
realistic,
which should help with longevity as games that try and push the
envelope either
ends up looking dated or alienates most players due to heavily burdened
system requirements.
|
Imperial Agent, the "underbelly" of the Empire. |
One of the main points that was fleshed out here was that
play style customization is important to the game’s core
design. SW: TOR will afford
players the ability to play the same class in several different and
unique ways,
which in turn will allow BioWare to balance the game from the ground up
to
adhere to their “bring the player not the class”
mantra.
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