While much of the pre-E3
SWTOR
excitement revolved around the
opening
cinematic - in which the Sith
return in force to their home planet of Korriban - BioWare shifted the
focus to Alderaan for the E3 presentation and then to Tattooine for a
hands-on demo of
Star Wars: The Old
Republic.
Castle Panteer, UI Changes,
and Group Dialogue
First up in the presentation, we were treated to a bit of group content
centered on Castle Panteer in Alderaan. A Republic team was dispatched
to the temperate planet to deal with Bouris Ulgo, who had recently
taken advantage of the strife connected with the Siths' return to usurp
Alderaan’s throne.

The demo group was composed of a Jedi Knight (specced with the Guardian
advanced
class, taking the role of tank),
a Jedi Councelor (a Sage /
the healer), plus a Smuggler (Gunslinger/DPS), and a Trooper (Commander
/ DPS). The mini gun-wielding trooper and the dual-pistoling Smuggler
were remarkably true to their representation in the Blur trailer, right
down to their out-of-combat posturing and combat flair animations.
After the surprisingly nuanced animation, the second thing I noticed
was that the UI had been gutted and replaced with a minimum
of decoration. The change was a direct response to player feedback,
according to Lead Writer Daniel Erickson: "One thing our beta feedback
told us was that MMO players don't like a pixel of screen real estate
wasted." Happily, this change included a new, flowing font –
a definite improvement over the previous free-to-playish sans serif
typeset.
The group easily moved through the blast-pocked castle, winning through
to the throne room as the Guardian used his signature force pull and
the Trooper tossed area-of-effect grenades. The throne room was a huge
“story area” – meaning it’s
only accessible to players who have a certain mission or have completed
certain objectives. Additionally it’s an instanced area for
one player and their group – no outside help can come in.

Inside, Bouris Ulgo awaited, and the first group dialogue of the demo
began. As Ulgo japed, the team decided, individually, how to respond.
Each response got a value of 1-100 and the highest score become the
team’s response. This was the lowlight of the demo
– I had hoped that
SWTOR
would use a weighted scheme – meaning dialogue options got
the percentage chance, not the player. As it stands, one player could
pick the dark side option and the other three opt for the light side,
and the dark option stands an equal chance of winning. That said,
players are assessed dark and light side points based on their
individual choice, regardless of the group’s action. Still,
I’d like to see the popular option stand a better chance of
winning out.
In any case, there were no dark or light side points to be had with
Ulgo – it was just a bit of chest pounding before the battle.
The team took out four shield generators protecting Ulgo, but left the
outcome of the battle in question. We would have to decide
Ulgo’s fate when we reached that encounter in the live game.
Impactful Choice
It wouldn’t be a
SWTOR
demo without the BioWare team
reinforcing the
SWTOR
ideal of impactful choice. In a brief
encounter on Tattooine, an area of the game never before revealed to
the public, but a desert planet familiar to Star Wars fans as Luke
Skywalker’s homeworld.

As a Jedi Knight, we’d defeated a Sith – Lord
Praven. Kneeling, with his head bent, Praven commends you to take his
life. The player is presented with three options, one dark side
(“As you wish.”), one darker side (“Die,
Sith scum.”) and a light side option (“No, there is
good in you still.”) The dark side options are obvious, and
make an end of the matter. But should the player choose the light side,
Praven eventually becomes a Jedi.
A cutscene from later in the game showed Praven giving thanks. Whether
or not this leads to other good things – Praven helping you
out on a mission or some such – is yet to be determined, but
at least lighter side players can get a warm fuzzy feeling.
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