Posted By: wraggster
Time hasn't been kind to The Old Republic. It certainly doesn't feel like a game that came out last Christmas, even if at launch its technology and largely reskinned Warcraft mechanics were more a base for BioWare to flex its narrative muscles with than a big leap forward for massively multiplayer games. Now, not even a year later, with the game recently turned free-to-play, going back to explore its worlds feels like archeology. Sometimes palaeontology. And the story that BioWare hoped to tell is unlikely to have a happy ending.From launch, The Old Republic's key problem was that it was stuck serving two very different masters - the personal storylines it wanted everyone to focus on and the subscription fee whose dark shadow loomed over all. It offered narrative beats far beyond what any other MMO had dared, with a choice of eight different character classes, each with a unique, branching story. It then suffocated them with padding, slow levelling and an endless array of tedious stock quests that no amount of dialogue could jazz up. (You also had to spend a ridiculous amount of time running around to check in on people despite owning a bloody cellphone. That bugged me. Just saying.)None of this has changed. What has, though, is that story is no longer an exciting novelty, while World of Warcraft: Mists of Pandaria, Guild Wars 2 and The Secret World have all surpassed The Old Republic's stilted dialogue, basic cinematography and forgettable characters. In Pandaria, phasing and scripting comes together for a more dynamic experience with a good sense of humour. Guild Wars 2 remembers that an MMO is expected to be a multiplayer experience first, layering its plotting and single-player content on top far more skilfully. The Secret World offers infinitely better writing. Yes, they all have issues, especially with pacing. They still trounce The Old Republic's attempts, rendering it drier than moondust.
http://www.eurogamer.net/articles/20...blic-re-review