Star Wars: The Old Republic Updated Hands-On - The Jedi Consular and Multiplayer Flashpoints
We wield the mystical powers of the Jedi consular and take on an explosive group adventure in this upcoming massively multiplayer game that takes place in the same universe as Star Wars: Knights of the Old Republic.
With the presentation out of the way, we were free to dive into our hands-on time with the consular, which begins its career on the planet of Tython, a planet that will, in the grand scheme of The Old Republic's story, act as the first Republic "flashpoint"--an action-packed area that will be a stage for events that drive your character's primary story arc forward. Our consular character began her career at the Jedi sanctuary, reporting to a worried Jedi attendant who pointed out that our character's master wasn't currently available--she had apparently gone to a dig site. Tython is a planet that contains many ancient Jedi relics, including data-containing holocrons that may or may not house equally ancient Jedi secrets.
Unfortunately, the Jedi camp had come under attack by flesh raiders--bulgy, angry, cannibalistic humanoids who have not only looted holocrons, but have taken padawans from the academy as prisoners. We should point out that, as we've mentioned in our previous coverage, The Old Republic has plenty of different conversations with key characters that can go in different ways depending on how you decide to respond. In this session, we decided to play as a nice, good, good, nice, really nice Jedi who gave the kindest, gentlest, and possibly wimpiest dialogue answers possible in the hopes of earning as many light side points as possible. Like Knights of the Old Republic, The Old Republic has an alignment system that shifts your character between light side and dark side depending on your choices.
Our first official act as a Jedi consular was to hop onto a speeder--the game's terrestrial fast-travel system, which lifts you up in the air on a state-of-the-art speeder bike and whisks you away to your destination (not unlike a certain other eagle-headed bird that does something similar in a certain other online game). We headed out to the next outpost in the wilderness to rendezvous with our master and to rescue some holocrons and/or fellow padawans. We met with our master, a liberal sort who, surprisingly, associated with a hunter of the savage Trandoshan race (the same reptilian race as the bounty hunter Bossk from The Empire Strikes Back), and we received our first mission: to retrieve a missing set of ancient holocrons that belonged to some of the earliest Jedi--one of which belonged to the very first fallen Jedi who went on to found the evil Sith order. We wasted no time heading out into the field to seek the holocrons from the lush, arboreal forest clearing where they were last seen, and in the process, we did battle with a great many flesh raiders, who live a tribal lifestyle and use crude firearms and melee weapons in battle. Fortunately, in addition to our lightsaber, our consular wielded many powerful abilities to aid her in battle.
As we've reported previously, The Old Republic organizes your character's abilities in a hotkey bank tied to the number keys on your keyboard. Since the consular focuses less on melee attacks and more on Force power, the character seems to rely more strongly on its Force power meter, which becomes spent with each Force power used, similar to the mana bar in other fantasy-themed online games you may have played. Your most basic attack as a consular is the "saber strike," a melee attack that causes your character to strike the enemy with his or her melee weapon three times (Jedi characters don't start their careers with lightsabers--that comes later). Brand-new characters also start with the "project" ability--the power to telekinetically lift a chunk of rock from the earth below and hurl it at an enemy, dealing damage and potentially stunning the enemy briefly--and the "Force valor" ability, which, just like in Knights of the Old Republic, increases the target's resistance to various types of damage for the duration of the ability. New Jedi characters also have the "meditation" ability, which lets your character quickly regenerate lost health and spent Force power.
Once characters reach higher levels, they unlock new powers and abilities that must be purchased from a trainer character (the current version of the game also requires a small payment of credits, The Old Republic's in-game currency). At level 2, consulars may learn the "telekinetic throw" power, which lets the character mystically raise shards of earth and pelt the enemy with a continuous stream, dealing damage over time until the power runs out. At level 3, consulars can learn the "Force wave" ability, a powerful skill that takes place in a circular area of effect around the character and deals damage to any enemies in range and also knocks them clean off their feet. At level 5, our character was able to learn the more-powerful "rank 2" version of the project skill, as well as the "stasis field" ability, which--just like in Knights of the Old Republic--temporarily paralyzes an enemy, removing it from battle as a way to control crowds of foes. Interestingly, any enemy trapped in a stasis field in The Old Republic also takes double damage from the project ability. At level 6, your consular can learn the more-powerful "rank 2" version of the telekinetic throw power, as well as the new "Force potency" skill, a passive improvement that, until it expires, gives your consular the chance for any other Force power you use to have a "critical" effect, such that any damage-based abilities deal an extra 60 percent damage, and any healing abilities grant an additional 60 percent healing. (Again, we played an early version of the game, and all this information is subject to change.)
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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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