E3 2011: The Old Republic Hands-on — WoW in Space?

… It was the same 1.5-second casting time. The same gradually filling bar, right above my list of spells. The same moderate-but-not exceptional speed boost. BioWare, Lucasarts, and their backers at EA can be forgiven from borrowing some tricks from the 800-pound gorilla in the online room, but as I headed out into the wilderness, the obvious parallels started to build. The mid-level NPC guards ambling about outside the town. The carefully seeded mobs I encountered as I left the town. Dewbacks and other Tatooinian beasts lumbering about alone. Groups of malfunctioning droids and malevolent smugglers clustered around memorable bits of scenery, spaced just so — you can pull them one at a time if you’re careful, but if you’re not, you’ll quickly be overwhelmed.

I tried some familiar keyboard shortcuts, cycling rapidly through my inventory, the character screen, and finally, the skill tree. It was divided into three branches. Each branch corresponded to a different aspect of your abilities. The branches were comprised of small square icons. Only by putting sufficient points in a certain icon can you unlock the icons higher up the tree. As a former denizen of Kalimdor, it could not have looked more familiar.

Even the annoyance of accidentally aggroing a mob while zipping by on your speeder, only to have it dismount you from long range, was recreated nearly verbatim from Blizzard’s genre-dominating title. Despite this deja-vu-producing interruption, however, I navigated the Jundland wastes mostly unscathed. Arriving at a long tunnel, I checked my map to confirm that it led to the home of the Sand People I was hunting, and plunged forward on my speeder.

Emerging into another section of the sun-baked desert, I threw myself into the task of slaughtering Sand People with aplomb. The Operative is a stealth class, so I entered stealth (causing my Companion to do likewise) and crept up on the nearest club-wielding yowler, who stood idly with three of his companions in a neat little group, as if they were just waiting for someone to lightsaber them in the guts. Without a lightsaber at my disposal, I deployed my Backstab and Ambush-style abilities, dealing burst damage to the unlucky mob in front of me.

What to do next, however? There was no way to re-enter stealth, so the abilities that required it were off the table. My Operative was armed with a blaster pistol — hardly the weapon you want while engaging at close quarters. With no way to manage threat, however, I was in a bind. I deployed a damage-dealing droid. I tried a burst-fire ability that missed horribly every time. Thankfully, due to the damage I was taking, I had a healing ability: a Kolto injection, which proved effective at repairing the damage done by the Sand People.

The combat, in general, suffers from the same problem that plagues many MMO’s. With most of the action taking place via dice rolls behind the scenes, things can feel pretty inert. Characters go through canned animations corresponding to their attacks and abilities, then return to a default state. Melee seems to have no physical impact. With no aiming to speak of, blaster battles are similarly wooden. Since two avatars shooting at each other never miss, does it matter where either of them stands? I wasn’t able to test out the game’s cover system, which seemed the exclusive province of the Sniper subclass.

After the first group was dispatched, it was time for some old-time MMO rinse-and-repeat action. I slunk up to each group of enemies in turn, emerging from stealth with a burst of damage and then trying desperately to dispatch the rest before I too succumbed. Every time I killed one of the Sand People, I increased my tally in a quest, which requested that I kill 20 of them. Eventually, one of them dropped the compass I sought.

Unfortunately my time with the Operative demo was up. Thankfully, however, do to an unforeseen circumstance, I was able to take another run through the quest, playing as a different class: the Sith Sorcerer. The Sorcerer was a big improvement over the goofy-looking Operative, resplendent in flowing robes and shaped not unlike a an evil Buddha. Primarily a caster class, the Sorcerer is furnished with a truly dizzying array of force lightning varieties: Instant. Channeled. Big nukes with long casting times. Chain lightning. Guy was like a Force-powered battery. He also came equipped with a couple crowd-control spells and two varieties of “Dark Heal” — Star Wars lore isn’t really rife with magical healing spells, so I guess BioWare just decided to take the path of least resistance.

Returning to the quest kiosk, I had a similarly contentious conversation with the quest-giver. I was distressed to notice that the Sorcerer’s dialogue, though voiced by a different actor, was identical the Operative’s. The developers had made much of the notion that each player’s experience would be personal and unique, and an illusion that now appears to have some cracks in it. To be fair, re-writing and recording each line spoken by a player character 4 or 8 or 16 times would have been incredibly time-consuming.

With my companion (another lightning-happy Sith) in tow, I returned to the Sand People’s hideout, made mincemeat of them, and retrieved the compass. This time around, however, I had the opportunity to track down the missing Sith Lord. Venturing into a cave at the back of the area, I fought my way through a number of more threatening mobs. In contrast to the Operative, the Sorcerer was both powerful and intuitive. I began each pull by crowd-controlling one adversary, usually with a visually appealing whirlwind spell. Chain lightning was next, followed by as many Midichlorian-powered electrical blasts as it took to neutralize the threat — usually just a few.

Eventually, I arrived at the prone figure of the Sith Lord, who was clearly on the verge of death. I wasn’t sure how any Sith worth his red lightsaber can allow himself to be shanghaied by a bunch of Bantha-herding savages, and I made sure to choose the dialogue options that best expressed my Sorcerer’s scorn. Without context, it was difficult to follow what was going on, but I was able to glean something about local Sand People art being the key to an important bit of local mysticism. Having passed on his knowledge, my fellow Sith was at my mercy, a situation that showed off one of BioWare’s distinctive moral choices, now appearing in an MMO context. I snuffed him without remorse, naturally.

Sand People have art? Do they take their breathing apparati off to create it? Leaving that question for another day, I battled to another branch of the cave, where I discovered a large cave-painting-style tapestry that I had my Sorcerer dutifully scan. I was then presented another choice: let it stand for posterity, or destroy it in order to confound anyone who might be following in my footsteps? I destroyed it.

My map then directed me to return to an Imperial base, where I would rendezvous with the quest-giver in the flesh and give him the news of the dead Sith Lord’s untimely departure. This trek involved a trip via speeder across the entire span of the Jundland wastes, including a breathtakingly unexpected run-in with a lone Bantha trudging through a canyon. The lumbering beast — hairy and oddly graceful — exuded enticing science fiction atmosphere.

For all of The Old Republic’s unsatisfying MMO trappings and familiar World of Warcraft features, you can’t argue with the power of the Star Wars universe. Nor can you discount the game’s visuals, which were an effective blend of the real and the mythic. Most importantly, the involvement of BioWare — masters of writing, voice acting, and thought-provoking RPG design — is a force to be reckoned with.

Having had a chance to test drive the game for longer than most of my E3-attending colleagues, I wouldn’t say I’m totally sold on The Old Republic. I am definitely curious, though. If you are similarly curious, I trust that this exhaustive account took the edge off somewhat.

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11 Comments on E3 2011: The Old Republic Hands-on — WoW in Space?

Old MMO Player

On June 19, 2011 at 3:49 am

Don’t be fooled: WoW didn’t come up with this formula on their own either. They borrowed from the other 800 lb gorillas in the room too. Nothing new here.


On June 19, 2011 at 12:43 pm

Just ONCE, I’d like reviewers comparing every MMO to WOW. Have to burst your bubble because WOW is NOT the be-all end-all. They took ideas from MMO’s before themselves. Also, Blizzard didn’t create the MMO genre. Try to remember that next time.


On June 19, 2011 at 4:44 pm

Wow…that review was horrible. Take for granted he did give out info but it seemed to be more opinions than information. Like the rest of you, I totally agree that he compared the game to WoW WAY too many times. Once is MORE than enough. What I gathered from his dialog was mostly this:

OMG, they have a jump button too! Copycats!
WTH, they have heals & attacks & mounts? So unoiginal.
WTF, we play this game thru the internet? Come on Bioware, come up with new stuff!

Take the game for face value. Comparing an MMO to another MMO is like comparing apple to well, apples. This game takes the good and the bad just like any other thing out there game, tool, car, house, design, ANYTHING and tries to create a fresh, new look upon a favorite geek pass time.

My review for this reviewer: D-

Go back to Azeroth because no matter what, nothing will compare without having SOMETHING to do with it. I breathe oxygen too, does that make me a wanna be clone of you?


On June 21, 2011 at 12:04 pm

Guys commenting on how the author is wrong – you haven’t seen anythnig beside WoW did you?
There IS another way, way be creative and original. Look at EVE online – that’s how you make something different in MMO world (also EVE came into being BEFORE WoW)
Blizzard didn’t create what? kids probably don’t know what Diablo was, and of course Diablo II, which in many ways was reflected in WoW and it’s first steps. Blizzard had a lot of practice even be4 WoW and created MMO worlds be4 WoW, think about it.
As for SW – it’s published by EA. Says everything you need to know about what to expect from the game. Will be same failure as Warhammer. Just copy of WoW with “oh look – droids!” twist to it


On August 12, 2011 at 12:51 am

This is a very biased and irrelevant article written by a person who even admits that he is a veteran/fan of WoW. When you’ve burnt out your eyes playing that game, then of course everything is going to look like a replica of it… I would also like to point out that the author doesn’t posses the qualifications to be taken serious on any review concerning Star Wars as he didn’t even know to make sand people singular (an unintelligent mistake that any other reporter would have investigated). I’m afraid that the bias in this article speaks for itself and is an embarrassment to gamefront.


On August 12, 2011 at 1:33 am

I don’t suppose you’ve heard of a game called Freelancer?
If you have, then you know that it is also a space simulator with the same basic mechanics of EVE (I own both games so I know what i’m talking about). Now obviously, EVE is a far more complex game than Freelancer, but my point is that EVE, also had to copy another game. You simply can’t state that there is a MMO game out there that hasn’t taken something from the years spent of evolving the genre. Also, anyone that took the time to investigate SWTOR would find that it is completely developed by Bioware (yes, the same developer that created KOTOR, perhaps the greatest SW game ever). It is funded by EA (since they own Bioware), Yes this means that they could potentially control the development, but they have wisely decided to keep their hands off. And I think you’ll also find that SWTOR is much more like a sci-fi game then another fantasy game like WoW.


On August 18, 2011 at 11:32 am

Can’t believe how idiotic these comments are…

He’s comparing it to WoW because the games are ridiculously similar. Who the hell cares if Blizzard weren’t original? It’s an article aimed at WoW players (that small crowd) who want to know if TOR uses the same formula they’ve played to death over the past few years.

Honestly use some actual sense for a change and drop the defensive act, it’s embarrassing.

Joe Bernstein

On September 19, 2011 at 7:42 pm

This author is an idiot. Idiot! He’s a good writer but dammit what an idiotic nerf herder!

Common Sense

On October 13, 2011 at 4:29 pm

For those saying “this review was mostly opinions” you do realize what a review is right? “Biased review” is a redundancy as all reviews are biased. What you really meant to say instead of “this review sucks” is that you do not agree with his opinions. Which is fair in itself.

And your point about his numerous mentions of WoW is really moot. A new MMORPG will and should always be compared to WoW and you know why? Because it was and is the most successful MMORPG out there and most people who are into MMORPGs(IE his potential readers) play it.

And somehow it’s his fault there’s so many similarities?


On November 11, 2011 at 9:31 pm

All of you morons angry at the author for comparing it to WoW, have any of you actually played it? Because, let me tell you, it is damn near the same game. Even the damn art style is the same. I cannot express how disappointed I am with SWTOR. I would have much preferred if they had simply made KOTOR 3.

For what it’s worth, I am not a “veteran” player of World of Warcraft. I played it back in 2005/2006 for under a year and haven’t played it much since. Once the rest of you play it, maybe you will redact your angry comments towards the author, because it is everything he said it was and more.

And by the way, there are PLENTY of MMOs out there that aren’t similar to WoW the same way that this one is. I have never played another MMO that was as much like World of Warcraft as SWTOR is. From the classes, to the abilities, the animations, the presentation… I wouldn’t be surprised if a lot of the people that developed WoW for launch were behind this as well, though I would hope game developers would be a bit more creative than to recycle stuff they made 6 years prior…


On March 25, 2015 at 4:45 pm

You know one more reason that rlelay makes no sense in the Ending? You have been building a Crucible, this improbable, untested, mysterious device that is supposedly invented by Proteans to fight the reapers, but turns out that in reality it has been passed throughout centuries, possibly even upgraded to deteat the Reapers, it’s like the most important theme of ME3 from the defending the universe perspective, happens in the background but is nonetheless a key plot, and in the end it turns out that it enabled the Catalyst to think outside the box . . . As in EDI and Legion did? Weren’t they able to do that due to in no small part their infusion with reaper technology/software? Legion became I instead of We , EDI was also infused with some reaper tech, yes, it was with Shepards and various companions help, but nonetheless the reaper software/tech/ whatever allowed them to act on their own accord. . . Why then exactly were the created and controlled by the God Child Reapers, including the God Child itself not able to do that before the Crucible was introduced? Seriously.