Star Wars: The Old Republic Hands-On - New Character Details and Playing the Sith Inquistor
We try out this upcoming massively multiplayer game based on the Star Wars universe first explored in Knights of the Old Republic.
A long time ago, in a galaxy far, far away, game developer BioWare, a studio founded by two medical doctors on the foundations of nerdy swords-and-sorcery role-playing, made the jump to deep space with Knights of the Old Republic, a Star Wars-themed role-playing game that told a story that predated the events of the motion pictures by several centuries. Some years later, the developer is now working on a massively multiplayer online game in the same universe--a game that will let you play as a Boba Fett-like bounty hunter, a Han Solo-like smuggler, or a Mace Windu-like Jedi knight…among others. We recently had a chance to get a bit more insight on the game from its developers, and we also had our first chance to play the game using the Sith inquisitor profession, which we'll discuss shortly.
For starters, all eight playable professions have now been revealed for the game. Previously, we'd revealed the Republic trooper, the smuggler, the Sith warrior, the bounty hunter, the Jedi knight, and the Imperial agent. The studio has now revealed the final two professions: the Sith inquisitor, an evil Force-powered character reminiscent of Emperor Palpatine who is capable with a lightsaber but possesses an array of even-deadlier Force powers; and the Jedi consular, which is patterned after the Knights of the Old Republic profession and is also good with a lightsaber but is better with light-side Force powers and tends to look for ways to resolve conflict with words, rather than with a fight.
The development team reiterated its commitment to deliver an enjoyable Star Wars experience above all else and suggested that this outlook also influenced the game's character design. Rather than focus on standard online role-playing game archetypes such as healer, tank (frontline fighter who soaks up damage from enemies), and DPS (or damage per second, a combat character that focuses on dealing as much damage as possible), the team is focusing on creating characters who are fun to play and provide the kind of experience you'd expect from playing such a character in a Star Wars game.
However, in the interest of game balance, the studio is adding several game features that will help make the game enjoyable to play without having lopsided character classes or forcing players to group with certain other professions to have any kind of chance. For starters, each class is being designed around a number of different themes that can apparently be specialized in to customize your character around your playing style. The example given was the smuggler profession, whose general themes include luck, recklessness, opportunity, and cowboy. These themes contributed to designing the class around two different archetypes: a gunslinger archetype that uses such skills as taking cover in combat and using a "dirty kick" attack in melee, while carrying dual pistols into battle and using smooth-talking skills to get out of sticky situations; and a scoundrel archetype that focuses more on stealth and critical headshot hits, as well as unconventional medical skills--reminiscent of the way Han Solo rescued a frostbitten Luke in The Empire Strikes Back by gutting a tauntaun and shoving Luke's body into the beast's warm carcass.
In addition to this open-ended character design, the team will add computer-controlled "companion" characters that your character will meet and join over time, and can call upon as needed. Two examples shown by the developers were Khem Val the Dashade, a Sith inquisitor whose powerful lightning-based abilities provide excellent ranged damage, and Xalek the Kaleesh, a Sith apprentice who deals heavy bursts of damage with his lightsaber attacks.
The presentation ended with a hands-off demonstration of the Jedi consular character in motion on the Jedi home planet of Tython as the character did battle with squat humanoid "flesh raider" enemies. The consular seems to be pretty handy with a lightsaber but is even better at using Force powers, including mind maze, which is an ability that temporarily stuns a group of enemies and prevents them from attacking, and Force slam, which is a telekinetic power that lifts an enemy in the air and then smashes it down into the ground. The consular also has a meditation skill that briefly incapacitates the character but quickly regenerates spent Force powers--a much-needed feature that would have been welcome in Knights of the Old Republic and will probably make the lives of Jedi characters much easier in The Old Republic.
We then moved from our hands-off demonstration to hands-on time with the Sith inquisitor profession on the starting planet of Korriban. Korriban, as you may recall from the Knights of the Old Republic games, is the homeworld of the evil Sith--effectively, the dark Jedi of the Star Wars universe. In both of those previous games, Korriban was a world in transition--while the Sith have established a home base and training ground on the planet, they also run an active excavation outfit in the Valley of the Dark Lords, a series of deserted desert tombs where mighty Sith warlords, and their mighty Sith secrets, lie entombed.
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BioWare and LucasArts have taken the wraps off The Old Republic's final two character classes, and we got the chance to try out the Sith inquisitor for the first time.
Dec 3, 2009
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Star Wars: The Old Republic
- Publisher(s): Electronic Arts
- Developer(s): BioWare
- Genre: Role-Playing
- Release:
- ESRB: T
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