December 23, 2011

A Tale of Two Games: ToR and WoW – Review!

(The following review was taken from this thread on the ToR forums.)

It was the best of times, it was the worst of times. For ToR, unfortunately, mostly the worst. This isn’t my first review – I reviewed the game during the beta several times, but I was shunned by incredulous and overzealous fans. After all, it was “just” a beta. Well here we are, at the dawn of release – no longer in the beta. So where does this game stand in the grand scheme of things? How does it compare to WoW, SWG, Rift, GW2? Lets find out.

Who am I? I’m some dude that led a top-US CS:S team for many years, was a part of two top-10 WoW guilds, and played in several WoW Arena Tournies (including the CGS invitational) and many many CS tournaments, including the CPL. I also had a stint working for an indie game developer several years ago. I like to think that I know what I’m talking about, and usually, I do.

Story

Story. Story. Story. We’ve heard it over and over again. Bioware has really hammered this home – much how Vincent Chase is Queens Boulevard, The Old Republic is story. And story is one of the few battles ToR wins. The voice over quality is top notch and primary class quests are mostly interesting and engaging. Some may be deterred by the incessant use of family drama as a plot device since it gets old pretty fast. With that said, don’t expect Chaucer, but the writing is sufficient.

Unfortunately, the side quests are problematic and suffer from trivial subject matters (“blah blah click some turrets”) or endless fetch questing (go to X, come back to Y, go to X again, now back to Y). This wouldn’t have been a problem 10 years ago, but 2012 is almost here. WoW has moved us past the trivialities of fetch questing and now we do cool stuff like lassoing dragons, bombing runs or mind-controlling giants. ToR pretends like there hasn’t been an entire generation of MMORPGs since KOTOR and suffers for it greatly. Bonus quests are an interesting touch, but more often than not, they insult the player. Here you are doing the most trivial of tasks (ex: clicking control panels – a Bioware favorite) and a bonus quest pops up that asks you to kill 30 of the same type of mob. And just like that, we’re all sent back to the late 90s. Bioware has a lot to learn from Jeff Kaplan.

On many levels, however, the VO is a technical achievement. Ordinarily, I’d have no problem with pouring so much money into something like voice over, but the gameplay significantly suffered from it. To me, that’s unforgivable.

Combat

The crux of a good MMORPG is solid combat. I expect combat to be fluid, responsive, and logical. ToR has a pretty good grasp of what it wants to do, but doesn’t quite reach the bar set by better MMOs. First of all, the “heroic” combat Bioware preached for years and years isn’t as heroic as they made it out to be. Animations are often choppy and blocking animations seem to happen at random times (as opposed to having weapons make contact). But lets face it, it’s not a big deal. What is a big deal, however, is the lack of an auto-attack.

This quizzical gameplay choice hurts more than it helps. It means that the gamer needs to manually press 1-1-1-1-1 (or right-click like a madman) to use the regular “white attack” ability and to generate resources that one may use (in the case of the Warrior-archetypes). Not only is this boring, but it literally provides zero gameplay improvement – what is the reasoning behind no auto-attack? Who knows.

Stealth and cover are very underwhelming. Cover, in particular, is nigh worthless in PvP. The conical radius, the spent GCD, the fact that 4 classes can easily close range, and the fact that almost every class has a knock-back should be very clear indicators that a mechanic like cover is a terrible, terrible idea.

Stealth, as mentioned, is very odd. On one hand, it tries to mimic what stealth is in WoW (a fundamental mechanic of classes like rogues and feral druids), while more often than not it becomes merely a trivial escape mechanism. It needs to be fundamentally reworked – stealth should be a game mechanic, not a novelty.

PvE and Leveling

Admittedly, a high point of the game are the instances (known as flashpoints). Black Talon, Athiss, Hammer Station, etc. are all fairly well-designed. Mechanics are tried and true: get out of the fire, interrupt heals, kite bad stuff. This is where ToR really does feel like “WoW in space” and it’s also arguably the best part of the game. As a matter of fact, the only reason I’m still playing is because I’m curious to see if the large-scale Operations will be as good as Flashpoints.

Leveling is fairly smooth, but the fact that the world is sharded can be distracting and does discourage grouping. Heroic 2+ man quests can be fun, but I found myself skipping them more often than not – the time invested doesn’t seem worth it. During hardcore leveling periods, I also found myself skipping all VO. I don’t care about your life story, I just want to get this quest out of the way. I feel somewhat guilty about it, but these are the scenarios that make me feel like side-quest VO is a swing and a miss – a very expensive miss.

PvP

PvP is a joke, there’s not much more to say. It’s an insult to any form of competitive activity. Huttball is one of the worst ideas I’ve ever seen implemented in an MMO: Warsong Gulch with a passable flag? Really? What irks me most is that someone actually made money coming up with such a terrible idea. Inconsistent traps, obnoxious commentators, bad layout, Huttball has it all. There are 15-year-olds that designed better Unreal Tournament maps. Sure, there may be some occasional mindless fun to be had with Huttball, but there’s no real value here.

Alderaan is significantly better, but doesn’t even compare to the wide variety of BGs present in MMOs like WoW or Rift. Ignoring WoW’s trailblazing here, Rift’s “Black Garden” was a particularly awesome innovation. World PvP is more or less nonexistent.

If ToR was Communist Russia, PvP would be human rights.

Companions

Companions were lauded by Bioware as being an evolutionary step as far as the genre is concerned. Unfortunately, they turned out to be glorified pets. They even have an ability pet bar just like in WoW! Some companions are interesting, some are boring. They do seem to break up the monotony of the often morose landscapes, but they are basically just pets.

Companion crafting is a great idea, however. Not having to worry about crafting stuff yourself is pretty neat. ToR sometimes surprises you with interesting and progressive innovations. Unfortunately, these moments are far and few in between.

DOA

Does The Old Republic have a chance? Not with what we see on day 1. No chance. Fanboys and fangirls may try to make a case for ToR, but the reality is that there is no case for ToR. There are many changes that need to make their way into ToR for it to be a competitor to 2nd tier MMOs, let alone giants like WoW.

UI mods have been requested since beta. A combat log has been requested since beta. There are absolutely no features that even begin to address the social element of the game: guild achievements, guild skill trees, etc. There’s a need for competitive PvP, LFG finders, etc, etc. These shouldn’t be post-release patches, this is 2012! These are basic elements of modern MMORPGs. I don’ think ToR is finished.

The only reason ToR won’t die in 6 months is “Bioware” and “Star Wars.” Will these two names carry the burden for a year? Two? I doubt it. But then again, I could be wrong. http://warhammeronline.com/ is still going. Don’t fool yourself though. It’s dead.

You may berate me now, but don’t forget this review 1 year down the line. ToR is dead. Long live Titan?

July 29, 2010

Review: Vanya on 42nd Street (1994)

This collaboration between Lois Malle, Andre Gregory, Wallace Shawn, and David Mamet (one of my favorites) is a visceral and relevant look at Chekhov’s Uncle Vanya. Filmed on-stage during rehearsals, the film bypasses sets, costumes and makeup, reducing Vanya to its bare essentials: loneliness, wasted lives, and unreciprocated love. Wallace Shawn gives an especially riveting performance as the loathsome uncle Vanya; a performance that makes Vanya truly deplorable – perhaps exactly what Chekhov intended.

Overall, “Vanya on 42nd Street” is a visceral performance that stirs the emotions rather then the mind. Clever cutting and intermissions leave much of the set design to the imagination. I felt like I was watching a play on TV. But in a very very good way.

Beauty should be pure. Of face, of dress, of the mind.
What attracts me? Beauty attracts me.

July 23, 2010

Review: The Rain People (1969)

The Rain People“, written and directed by Francis Ford Coppola, is a story about the quintessential American dream. A young New York housewife (the absolutely stunning Shirley Knight) runs away from her husband and impeding pregnancy.

Natalie drives a Ford station wagon Westward (a colonial apropos, perhaps). On her escapade, she encounters Killer (James Caan), a mild-mannered simpleton and they strike an odd relationship in the spirit of  “Of Mice and Men” or “Huckleberry Fin”. Dealing with issues such as fidelity, abortion, mental illness, The Rain People is an intimate study of 1960s America. The dismantling of the nuclear family as a social problem is also bravely noted by Coppola. A problem that isn’t seriously addressed until films such as “Kramer vs. Kramer” in the late 70s.

The cinematography is sublime; a particular example is a hotel room scene where vanity mirrors are cleverly used to show Natalie and Killer together in the same room, yet apart in the separate mirrors. The flashback scenes are a bit uneven and inconsistent (the original scene sound plays over silent flashbacks whereas other flashbacks have their own sound) but they give a very tangible awareness of the characters’ pasts.

Overall, I found “The Rain People” to be an enjoyable experience and an unforgettable film.