Intro Years in the
making, high expectations, a rich universe to take advantage of, and unparalleled
freedom -- all were aspects surrounding the release of Star Wars Galaxies:
An Empire Divided; an online role-playing game that would put the player in
Lucas' universe and set them free to mingle, trade, and fight. Now, years after
its initial development began, players are again faced with a problem that has
plagued this new generation of MMORPGs since its inception just a few years ago:
bugs and unfulfilled promises. Gameplay: 6.5/10
Starting off Galaxies, one has high expectations
and is thinking that maybe they finally found that persistent world that is for
them. Maybe this magical world of interaction, between both the other players
and their environment, has come and their search for a place where they can set
down roots for their digital home has ended. After all, the first things gamers
will do is make basic choices (race), as well as interact with the impressive
player creation screen - which is, by far, one of the healthiest and extensive
that I've seen. Players will get to pick
from 8 races, including Human, Rodian, Wookie, Bothan -- which is shorter than
the initial amount that was to be included, but the 8 is a solid enough variety
-- and then alter their avatar in every way possible. Players will be able to
alter their character's height, weight, nose length, nose width, eyes' shape and
angle, hair, cheeks, lip, jaw, facial age, and much more. It's exhaustive and
definitely a watermark that other titles should follow. If I may pass on a word
of advice: be careful, I created a character that looked cool in the creation
screen, but ended up looking like a transsexual whenever it was placed in the
world (yowch!). After getting dolled
up, an opportunity is given for players to give themselves a little background
info; I found this to be a pretty cool feature, and one that not a lot of people
took advantage of, despite it being a great way to actually role play. Whenever
everything is set, it's time to pick a class, and there is a varied and
enjoyable lot. There are some traditional roles (brawler, marksman, and scout)
and others not so (entertainer and artisan). What I definitely like about Galaxies
is that each one of the classes has a multitude of roles, and those are reached
by a branching level system. Unlike other games, a player doesn't level up from
a squire to a footman, instead, the player evolves based on what they do within
the game. For example: a novice brawler that prefers to fight with a two-handed
weapon, like an axe, will become a swordsman, while one that prefers a single-handed
sword will become a fencer. Some of these higher status levels will also have
more than one profession to choose from; a brawler that does more unarmed combat
can become a commando, smuggler, or a Teras Kasi Artist. Those are only limited
examples, as the tree is huge and players will be able to cross over to other
professions or continue to advance a single one. And, to keep from players advancing
too rapidly, there's an underlying amount of general experience needed to advance
to the next plateau of choices within a profession. It's definitely a great system
and one that really motivates the player to try out whatever they can, and that
goes a long way in keeping the experience exciting. When
it's time to begin, new characters (even if someone has multiple characters, they
can't skip this) go through a brief tutorial that will teach menu and world navigation,
as well as give them their first weapon and choice on which planet to start on.
There are nine massive worlds to choose from and each has a various number of
cities. The cities themselves will have a transport station (for going to other
planets), trainers, a hospital, cantina, guild halls, clone and insurance facilities,
and a few buildings there for show. For those with systems near the box's minimum
requirements, I'd advice you to take the detail down a bit, because the cities
will really test your system with results that range from minimal to serious slowdown. Initial
jitters are just one of the problems that the player will have to take on the
chin once they're ready to start their new online lives. Once they are ready to
go, what will they have to do? Ah, like most online role-playing titles, the player
will have to start killing them some lovely alien rodents, bats, etc. There are
even low-level bandits -- renamed, to lovely monikers like goon and clunker --
to take down. Now, I understand the need to get low-level players something to
kill, but couldn't something more interesting be done? Or, at the least, provide
more bandits to kill since the animals don't provide any credits or items - hey,
it's unrealistic for a pig thing to drop a dagger, but it's also a stand-by for
the genre and it just makes sense that players can go about their humble beginnings
with more than a few credits and crappy items. For
those who are just wanting to get down to business, they can either go to mission
terminals and mark themselves down for delivery or destruction missions, or go
to a NPC for a mission. The beginning player will find combat missions extremely
hard and will find the delivery missions to be arduous. Being a digital FedEx
man within the city isn't bad, despite the low payoff, but having to go other
planets or farther out into the planet is a pain. Missions requiring the player
to go to another planet offer nice rewards, but after subtracting the price to
get the ticket to travel there (which tends to be around 50% of the reward), the
time spent just doesn't seem worth it. The missions that require the player to
adventure out into the world, which is what the NPC generally wants since most
missions require the player to do some recon in a remote area, will mean a good
deal of walking. Without speeders or any sort of personal mechanical transport,
players will be ready for marathons in no time. That
is assuming that the player takes a more combat-intensive role. It's very possible
that they will want to be an artisan and set up shop as a creator of the most
elaborate goods in the city or an entertainer to help brighten up the fighters.
While artisans are important for what they can provide, entertainers and medics
play a crucial role in that they allow the fighters to function up to spec. In
combat, players will not only suffer from battle fatigue, but also artificial
and serious wounds. Battle fatigue will affect their performance and can be alleviated
by sitting in a cantina and either watching an entertainer dance or listen to
them perform - the cantina is, by far, the best part of the game, rarely has an
online world seemed so right. Fighting causes more serious problems as the wounds
players will incur can be detrimental to their overall experience; as artificial
wounds can heal over time when the player rests, serious wounds will actually
decrease the player's stats - if they have 100/100hp, after a day or so out in
the wilderness and fighting will lower the overall hp, say to 90/90. Players can
either attempt to get medicine or hope that there is a player who can heal them
in the local hospital. Let it be known now: I love medics. Without medics, which
is a pretty selfless role, the game would be a horrible experience for fighters.
For those who want a more free-willing life, they, and the scout class, provide
great opportunities. Healing really exemplifies
the overall theme of Galaxies, and that is, it's up the players to make
the world turn. Players create everything within the game: they pump resources
out of the land, they extract them from dead animals, they make weapons, power-ups,
clothes, houses -- everything that's possible to do in the game, players do it.
Here's the good and the bad. The good: it works. The bad: it makes the game more
difficult than it needs to be. The system requires that there be a massive amount
of people who are willing to sit in a hospital and be readily available to heal
people or that there is someone willing to continually craft goods. Players can
cross professions, at the expensive of skill points that have been earned, but
I'm not too sure how many will want to do such tedious acts. Again, for those
out there that enjoy doing it and will continue to do so, it's appreciated. But
that doesn't save the others from the frustration felt when they need healing
and there's no medics in the hospital and little else they can do to heal their
wounds. Likewise, using the e-bay-esque
market system is interesting, and some good deals can be had, but it's frustrating
when an object that could really help out is on another planet or in another region.
Some artisans can set up NPCs to sell their goods, but I can't say how useful
that is since I've yet to meet one. Another vital role that players contribute
is helping others to advance in skill sets within a profession; once an ability's
training has been completed, the player has to either pay a trainer (something
I'm very against) an increasingly high fee or hope that there's another player
around who will train them for free. Sometimes the help can be hard to find because,
even with the large number of players, the worlds are so vast that it's rare to
see anything more than a handful of players within a significant amount of game
space. There are a few things that are
also unique to Galaxies: cloning, insurance, unconsciousness, and pooling
points. Cloning and insurance have to do with the player in the inevitable event
of a death. When cloned, the player will come back to life without taking any
serious wounds, which can be substantial, and insurance means that they will come
back to life with all of their gear. While I can see the benefit in cloning, insurance
I'm not so sure about since I've yet to lose any items once I died. Being unconscious
is unique in that, unless an enemy or another player delivers a deathblow to the
unconscious character, they will have 3 instances within 10 minutes to be rendered
knocked-out before they finally die. This is a really nice feature and goes a
long way in granting adventurous players reprieve for whenever they get too bold,
and it makes dueling with other players a blast (since a deathblow is required,
it can be all in good fun when the parties opt to not kill). Galaxies also
pools the player's points, which can be a real life saver in some sticky combat
situation. If an enemy makes contact, instead of health getting taken away, something
like stamina might be affected; so, if it's down to the last few blows and the
enemy ends up getting a head shot, the player's mind ability (which is also kind
of new and affects things like technical tasks and aiming) is affected while the
health remains unthouched, that gives the player the last opportunity to make
the decisive blow and walk away with a smidge of health and some experience. As
one will find, Galaxies is rife with great ideas, although they aren't
always executed properly. The game also
boasts an exceptional waypoint system that can show the way to cities and areas
from miles away, and missions having points that can be activated at their leisure.
While PlanetSide can claim the first fleshed-out waypoint system, it's
definitely done better here than any other game in the genre. Another semi-unique
feature is the fully realized cantina. Unlike other games where the player may
sit, if that, and just loaf around in a tavern, the cantinas are bustling with
other players going to town on their music instruments, having friendly duels,
and sitting at tables having discussions. While these features may not seem like
much, the waypoint and relaxation elements are actually crucial for games that
are so expansive and rely so heavily on social interaction, and these are two
things that Verant definitely did right. Since
player-owned cities and political classes were scrapped, the politics of Galaxies
falls on standings with factions and, of course, with the empire and the rebellion.
Standings with townsfolk and whatnot is how it is in most games, the player kills
a bandit and that lowers their standing with them (they become more hostile),
but increases their standing with the town (the benefits of this are debatable).
When choosing to fight for the empire or the rebellion, the player simply walks
up to their local recruiter and does whatever missions they have. There are some
prerequisites, but players who stay with the game long enough to entrench themselves
in the universe will most likely have met them after a little while. Once good
enough, the player can join the sides on the battlefield. Honestly, I spent 2
months with the game and spread over 2 classes, so I never made it to there. But,
I hear it's both interesting and upsetting: interesting in the fact that players
will combat AT-STs, and upsetting that there's no real distinction of levels,
so someone who is a high marksman can kill someone from far away while the downed
opponent may not know what happened. I think I'll experience this when the space
expansion is released.
The problems
with Galaxies are many. There are both the technical and design flaws.
For the design, it's more that the game just doesn't feel like a Star Wars title.
Sure, I see wookies and I see C3PO robots taking tickets, but it just feels like
small mods made to another game. The architecture belies itself to the universe,
but the feeling of it being a true representation just isn't there. There's also
a lack of content. If you don't enjoy doing recon, delivering an item, or killing
a swarm/group of bugs/bandits, then there's not much else to do. There's no playing
in the large role of the Star Wars universe, no interacting with the mythos. The
lack of vehicles is also hurting the game. When talking about technical aspects,
there's the fact that the minimum requirements are so minimum that it hurts. While
it has gotten better, I still have a problem with combat not synching with the
telling of damage taken and an escaping enemy being killed with no final swing
being shown. There's also the fact that most recon missions show absolutely nothing.
While I'm suppose to be finding, and indeed see, a bustling camp filled with smugglers
and their cargo, all I really see is the waypoint shining on a rock. To toss salt
in the wound, the NPC character are rude a majority of the time, so the player
is getting their assignment from a smug character and spending about an hour of
traveling to see nothing and gain a few credits. It's hard work living in a galaxy
far, far away. Patches are constantly being released to address these problems,
but some unintentional frustration can come from these too; one recent one took
the server down and made my day long battle with an entire encampment of bandits
useless, as jumping back to a server save of the day before erased the camp, remaining
bandits, and my objective. Bah. I will
give a hand to the players and the community as a whole, they are really making
the game what it is. Most of the other players are very friendly and do what they
can to make the universe a better one to be in. Without such commitment, this
would be a mediocre game. However, because of the lack of content, any real feelings
of it being a Star Wars universe, and a lack of any real sense of itself, the
developers have nixed most of the positives and turned this into an above-average
affair. They have some great ideas in Galaxies, but they are great ideas
implemented into a game that lacks the refinement needed to take full advantage
of them. Graphics:
8.5/10 Galaxies is certainly a looker, but it's also a system hog.
This bad boy will chew video cards up and spit them out like nothing. Cities can
bring even mighty PCs to a crawl and the sprawling countryside can make those
gorgeously detailed mountains turn into giant polygons of brown. The character
designs and details are fantastic, not to mention some great effects. The animations,
on the other hand, are pretty limited and there are a handful of random oddities.
One of the more annoying problems is whenever a player is sitting in a cantina,
they have to either view themselves from the outside or put up with looking in
a awkward first-person view that tends to shows the polygon edges of the inside
of their face; this seems to happen more now than before, perhaps due to a patch,
I'm not entirely sure. One not worth mentioning is that Galaxies sports
some of the largest creatures I have ever seen. Massive animals that are the size
of buildings will roam countryside's and look not only imposing, but also magnificent.
The qualms are there, but this is just one section where so much was done right.
Sound: 8/10 The sound effects
are fairly generic when fighting, with some clanks and umphs for melee combat
and the traditional laser sound when using a ranged weapon. When the effects do
stand out is when a storm rolls in and the player can hear the thunder crackle
over the countryside or whenever a giant animal stomps so hard that it feels like
the entire computer is shaking. Combat and peace also have different background
tunes, which accompany some decent tracks. Music in these games tend to fade out
after time since traveling through wilderness with enemies everywhere makes the
attention focus on navigation and not so much on sound. What I absolutely loved
were the entertainers when they played their instruments. Beginning players will
sound bad with some high-pitched noises that sounded horrible, but as they progress,
they end up sounding like a full band, playing fantastic tunes that really make
the hustle and bustle of the cantina seem alive.
Control: 7.5/10 The menu system is also a chore with tons of things
to do and there is a feeling of being bogged down when going through them. The
layout is efficient enough, but I always felt like there was some sort of lag
in-between me clicking on something and it either being selected or moved. I do
recognize the fact that there is so much to do in the game and only so much can
be streamlined, but there's still this feeling of wading that I always get when
trying to find something. On the other hand, there's oodles of information about
the game just a few clicks away.
One thing I had a problem with was targeting.
Now, the game has two ways of control, a first-person method (turning the mouse
turns the player) and a traditional method (mouse cursor moves the camera when
it hits the edge of the screen and player turns the character with keyboard commands),
but I had problems using either method when I would target something, particularly
flying creatures. Whenever clicking on an object, even if it was still, I never
seemed to get it the first time; even though the sound might have made it seem
like the lock was registered. Flying creatures where a pain since they tend to
swoop down after a second or two and trying to get a lock on them was a chore.
The menu system also operates in a way that the player simply holds down the select
button and a menu comes up, but in situations when combat is going to occur, that's
more of a hassle than going the traditional way of clicking on the hotkey assigned
to the attack icon in the action bar. The methods are there, and they work, they
just feel like they could use a little more polishing up. Overall:
6.5/10 As of now, Galaxies has a great core game. It's a shame that
what has been built around that core isn't so good. I love the social interaction,
the ease that the waypoint system creates, and the branching profession tree,
but there's so much that doesn't work, doesn't seem to work, or isn't implemented.
Fans of this genre looking for something different should really enjoy the unique
classes and opportunities they offer, and that's really where the bulk of the
game's score is coming from, with the rest really due to the way players can actually
mingle in something that feels exactly how it should. Now, only if Verant can
get the rest of the game to feel as natural and seamless as the cantinas, then
that's when Galaxies is worth looking into. But for now, it's an above-average
experience; however, it has a long way to go before it can call itself a representation
of the Star Wars universe. [
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