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Old 03-20-2009, 09:15 PM  
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Star Wars: The Old Republic

Don't believe there's a dedicated thread, and since they're starting to release information now, I figure it's time for one.

Last edited by keg in kc; 12-18-2012 at 11:12 AM..
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Old 06-04-2009, 06:40 PM   #61
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Originally Posted by Raised On Riots View Post
Holy...mother...of ****. Those were the best graphics I have ever seen in a game.
That trailer made my balls tingle joyously.
That's just a pre-rendered cut scene. Blizzard is still the master of those, IMO.
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Old 06-04-2009, 06:53 PM   #62
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Originally Posted by Metrolike View Post
That's just a pre-rendered cut scene. Blizzard is still the master of those, IMO.
I KNOW it's a cut scene. It's still the best EVAH!!!!!
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Old 06-04-2009, 10:14 PM   #63
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Star Wars: The Old Republic (PC)

Our first hands-on reveals an interesting mix of Knights of the Old Republic and World of WarCraft.

By Thierry Nguyen 06/02/2009

What's the game about? Have you seen the new trailer? The one that pretty much everyone describes as "what the Star Wars prequels should have been?" Yea, imagine that, but in game form. Okay, okay, the BioWare crew describes this game as "full of heroic Star Wars moments," or "Knights of the Old Republic three, four, five, and six all in one game." Or perhaps, it's what Star Wars Galaxies should have been.

What's new for E3? A lot, since this is both the first time that BioWare has shown gameplay, and the first time we've played it. For this gameplay demo, BioWare showed off some combat, some dialogue, and gameplay with the Bounty Hunter, Sith, and Smuggler (that last one is a new class reveal) classes.

In general, the game resembles a mash-up of Knights of the Old Republic/Mass Effect and World of WarCraft. The storytelling and dialogue sequences use the same radial menu as in Mass Effect (though, don't expect that all responses in the upper-left to be noble/good ones and all lower-right responses to be asshole ones; the team will vary up the dialogue choice placement), while the combat generally utilizes the menu/hotkey system of an MMO title.

Class-wise, the Bounty Hunter looks like a general ranged damage dealer, while the Sith is akin to a WoW Rogue (lesser attacks build up points that you use to pull off more powerful attacks). The new class, the Smuggler, is the "dirty fighter" class (and also obviously modeled after Han Solo). He's the kind of guy who shoots first, or kicks aliens in their genitalia before putting them down with a headshot. Another interesting mechanic that the Smuggler introduces is cover; he can actually duck behind cover points and perform specific "in cover" moves (I'm not entirely sure whether cover is Smuggler-only, or can be utilized by other character classes as well).

Finally, the developers showed off a story moment. Taking place during a "flash point" (BioWare's term for an instance that changes based on your choices), the big decision concerns the fate of a Imperial ship captain. For a bit of context: the captain has disobeyed a direct order from a Grand Moff, and you (and your buddy, depending on whether you're soloing this or not) fight through the ship and confront said captain. For the purposes of the demo, the BioWare fellows killed the captain for insurrection. As a result, the crew is forced to follow the orders that the captain disobeyed; as a result, a rival Republic ship (with its Jedi captain) attacked the players, and his Republic forces breached the engine room.

For my hands-on, I found myself in the bizarre situation of being a nice, sensible Sith. See, I had already seen what happens when the dude dies, so I want to see how the mission changes when he lives. But, well, I was a Sith -- one that said things that "you're forgiven" and "we need to be all in this together." Letting him live alters the context and geometry of the flashpoint: instead of fighting a sudden breach in the engine room, you literally go in the opposite direction and fight fewer opponents as they arrive via the hangar. While it sounds like just a wall-texture swap, there were some subtle differences; such as how the lack of breaches means that the enemies didn't just smash their way through the walls, they conveniently had to go through doors and were hence really easy to spot without surprise.

What's our take? I generally like what I saw and played. The Sith is a pretty fun class; I basically used enough basic attacks to build up enough points to perform a cooler move, like a Force Choke or some sort of force lightning stomp that stunned enemies in an area, or a simple "stab you in the stomach" type of move with the lightsaber. The combat feels a bit faster and more active than in WoW; the BioWare guys noted that there's no auto-attack option. So while combat doesn't quite match the fidelity of 1:1 input that you'd find in, say, a Ninja Gaiden or a Devil May Cry title, but it does translate into a more frenzied, button-pressing affair. If anything, my only gripe is that I am not a fan of how the character's faces are. The general art style, landscapes, architecture, and even overall character design works just fine. But the moment I see a face, I just don't like it; it seems a bit too close to the art style of the recent Clone Wars cartoon, which I don't like either. Basically, I'm going to be wearing a lot of hoods, masks, and helmets when I play.

Even as such, a huge game like this can't be summarized in a fifteen minute playthrough. Class balance, quest content, PvP, etc. etc. are still up in the air, and we got a long way before its release. I did enjoy what I play, but that's just a fraction of what BioWare is expecting people to play. Though, I'm cautiously optimistic right now, despite the faces.
Ironically, when I first saw the artwork for the game months ago, I said I wouldn't play because it looked like clone wars...

Anywho, there's a few dozen screenshots here, so you can get an idea of what the game looks like, as opposed to what we saw in the cinematic trailer: http://www.1up.com/do/media?cId=3168646&sec=IMAGES
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Old 06-04-2009, 10:17 PM   #64
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E3 2009: Star Wars: The Old Republic Demo

Smugglers, Sith and story-driven action!
by Steve Butts

June 2, 2009 - Day one, hour one of the show there's one place that I wanted to be: front row at the Star Wars: The Old Republic demo. The team at BioWare made some ambitious promises when we originally debuted the game, and we were excited to see whether or not they'd live up to their pledge to bring story to the forefront of the MMO experience. After seeing the first ever live demo of the game at E3 today, we're happy to say that BioWare is delivering the Star Wars MMO experience that we hoped The Old Republic would be.

First, the team walked us through the trailer that was shown at yesterday's press conference. The trailer shows the Sacking of Coruscant, an important event in the history leading up to The Old Republic. Apart from setting the stage for the Galactic Civil War, the trailer also showcases the cinematic combat and emotional weight that players will experience in the final game.

After viewing the trailer, the teams from BioWare and LucasArts loaded up the game for our first ever live demo. We started by exploring the new Bounty Hunter class and the first of two new planets for the game. The bounty hunter, Ayrik, begins on Hutta at the start of The Great Hunt, a massive contest organized by the Mandalorians and designed to find the best new bounty hunters in the galaxy. Through his mentor, Braden, Ayrik starts the game as one of the more likely candidates.

The interactions with Braden gave the developers a chance to show off the massive amount of voiced dialogue in this game. The Old Republic will be the first fully-voiced MMOs; all the NPCs as well as all the PCs will have full dialogue. Moreover, the main interactions with the NPCs will play out in cinematic cutscenes that allow the player to input their own responses in a Mass Effect-style dialogue wheel. As Braden introduces Ayrik to his companions, a Nar Shaddan tech specialists and a Trandoshan security officer, Ayrik has the option to respond in ways that emphasize his moods. Whether he responds with humility or arrogance, cruelty or greed, will impact the way the rest of the story unfolds.

After playing through the cutscene, Ayrik heads outside to explore Hutta. This is the first time that Hutta is being displayed in video game form, so we were happy to see the ways that the art team has rendered the industrial wasteland of this Hutt stronghold. Through the sickly green mists in the air ahead of us we can see the palace of the Hutts protected by screens of Fa'athra gangsters.

As Ayrik moved up to the palace, we had the chance to see the combat system in action. The bounty hunter is primarily a ranged attacker and makes use of special attacks like rockets and stun darts to maintain an advantage over his enemies. The requisite flamethrower attacks are thrown in as well for when the bounty hunter finds himself in need of some timely crowd control. All the abilities are triggered using a traditional MMO hotbar, but the actual action seems a bit more fluid and dynamic than the usual round-by-round combat in most MMOs.

The new Smuggler class also makes use of ranged attacks but doesn't have access to the same armor that the bounty hunters can use. To help even the odds in combat, the smuggler can use a new cover system. We saw this in action on another new planet, Ord Mantell, where the smuggler was running guns to the Rebels in their war against the Separatists. The opportunity for cover is displayed in the environment as a faint green crouching outline. When the smuggler takes cover, he gains access to new abilities and is protected from the attacks of his enemies. Of course, not all the smuggler's combats take place at far ranges. Should an enemy get too close, the smuggler can stun them with a quick kick to the crotch and then finish them off by shooting them in the head.

Each of these two new classes has a unique role to play in the Galactic Civil War, and because they're on different sides of the conflict, they won't share any of the same content. Anything that the smuggler plays through with the Rebellion will be off limits to the Imperial bounty hunter and vice versa.

The last half of our demo gave us the chance to see how one of these Civil War story points plays out. Called a "flashpoint," these story instances give players the chance to join together in groups and take on deep, story-based missions. In this particular case, a Sith player and a bounty hunter player grouped together to deliver a reprimand to an Imperial ship captain who had recently disobeyed a Gran Moff's order.

After fighting through waves of marines to get to the bridge, the pair of player characters confront Captain Orzik in a dialogue driven cutscene. The cool part about this cutscene is that different players are prompted for different responses. So after the captain tries to justify his action, the bounty hunter may have the chance to direct the conversation. The conversation culminates with a decision to kill the captain or let him live. The team's not quite sure how they're going to handle big decisions like this and preserve each player's experience. Whether all the players will vote on the consequential dialogue choices or not hasn't been determined.

In our demo, we voted to kill the captain (as if there was ever any doubt). The second in command takes over and, with our brutality having given her a renewed sense of loyalty, decides to fulfill the Gran Moff's order and launch an attack on a Rebel capital ship. Standing on the bridge, you'll watch as your ship comes out of lightspeed right in front of the Rebel ship. Lasers begin firing and boarding pods come crashing into your ship. The new captain tells our two players that rebel soldiers have infiltrated the engine room and suggests that you head down to repel the boarders.

This sequence finally gave us the opportunity to see real lightsaber combat in action. Given that the players we were watching were only 8th level, there was an awful lot of cinematic action on the screen. The Sith character charged into combat with an array of awesome leaps, swings and stabs. The sense of connection between the lightsaber and the enemies was very believable, and the animations for the blocks and strikes enhanced the sense of realism.

But it's not just about the regular attacks. The Sith can use a range of Force powers, choking enemies or stunning them with lightning attacks. The bounty hunter can even jet up into the air and rain blaster fire down on his enemies from on high. As they took out Republic soldiers and infiltrators, our party of two eventually came into contact with a Jedi Padawan, the student of the Jedi Master who was the target of Capt. Orzik's originally order. After the Padawan is dispatched, the Jedi Master appears to take on our two characters.

Watching the three characters fight, using a range of Force powers, lightsaber attacks and bounty hunter tricks, really got us excited to see more of the game but, unfortunately, our demo ended with this final combat with the Sith brandishing his lightsaber and his enemy's in an awesome dual wield pose.

If this is the kind of thing we can expect from an 8th level encounter, we can't wait to see what else the team has in store for the game's higher levels.
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Old 06-04-2009, 10:22 PM   #65
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Star Wars: The Old Republic E3 Demo Report

Posted June 3rd, 2009 by Garrett Fuller

You're definitely the hero when you can take on a whole ship of enemies!
Until now, the general public has only seen bits and pieces of Star Wars: The Old Republic, but at E3 2009 LucasArts and BioWare are finally showing off a brand new CG trailer, some gameplay, and the Smuggler class for first time. Even though the game still isn’t in beta, TOR looks great, moves fast, and definitely takes a fun approach to MMOs. Having a very active story for players to explore along with the MMO elements of PvP and massive Jedi vs. Sith battles, TOR looks to deliver where other Star Wars games have come up short.

Our first look at the game while at E3 2009 began with a trailer of the sacking of Coruscant. Fast paced and action packed, the Sith make it clear they are here to wreak havoc with the Dark Side as their ally. As is the case in all BioWare games, story and character choices make all the difference in the world. TOR will be one of the first MMOs to use full voice over capabilities. Your responses are in text but only briefly and help to drive the story line in the game. BioWare uses its classic cut scene format to give players a heroic journey in the Old Republic.

We got a first look at the planet Hutta, home of the notorious gangsters the Hutts. The Bounty Hunter class was shown off and the team was quick to explain that they want players to truly feel the badass storyline, which can definitely draw some parralels Boba Fett. The class has great features to blast foes, use jump packs, rockets, and even fire a deadly flame thrower that works as a crowd control device. We later saw the Bounty Hunter working in full effect with a Sith as they took on an Imperial ships entire crew after the captain disobeyed a direct Grand Moff order. Team work counts, but the two classes made some nasty work of any opponents.

Our first look at the Smuggler class followed in the tracks of Han Solo himself. Both the Smuggler and Bounty Hunter are ranged classes, were the Jedi and Sith focus on melee. The Smuggler wears less armor and works on a unique new system that allows the class to take full advantage of cover in the game. The cover mechanic shows places where primarily ranged fighters can jump or roll themselves into a defensive bonus in the environment and is one of the first times a system like this has been used successfully in an MMO.

In the Smuggler segment, we got a chance to see Ord Mantell, where a civil war between the Republic and separatists gives the Smuggler plenty of options to run guns and information . Bounty Hunters have all kinds of weapons at their disposal with flash grenades and barrage fire as well as close combat dirty kicks and point blank head shots.

Next we were taken into a Flash Point, which is similar to an instanced scenario where your group gets to make choices based on a story line. As mentioned above an Imperial transport ship captain has disobeyed a direct order from a Grand Moff. You are there to deliver the result. Do you obey your Sith tendencies and kill him, or let him live to help you in your quest? The choice is yours and impacts the gameplay to follow. In this instance the Captain lived and the ship was boarded by Republic troopers. While the Captain evacuates the ship out of the fight, it is your job to fight off the Republic troops who board the cruiser.

But of course it wasn’t easy; there were some Padawans and Jedi with them. A quick note: Making the choice to spare the Captain gave us points towards the Light Side, so obviously there are Dark Side points as well. Your Light Side / Dark Side standing can impact the type of loot you'll receive.

For the next few minutes of the demo we watched as a Bounty Hunter and Sith player characters took on the Republic forces. The action was fast paced and the two players moved through multiple opponents in full fury. The Sith is definitely a full melee character with loads of lightsaber attacks and Force Chokes. Also Force Lightning can be used as a crowd control skill, which then gave the Bounty Hunter some easy targets to blast away. The game play moved much faster than many MMOs and plays similar to console game speed. Once the troopers and Padawan have been eliminated a Jedi Knight drops in and fights both players in an epic boss battle. As the Sith triumphed we saw some serious loot drop off the Jedi that both classes could use. The Sith was now able to wield two lightsabers, while the Bounty Hunter got a powerful upgrade to armor.

After the demo the BioWare folks explained that Star Wars: The Old Republic is being made with all the trimmings of an MMO. Full PvP, groups, raids, guilds, auctions, and crafting will play major parts in the game design and have players building up their resources to battle it out across the galaxy.

After the demo we got the chance to sit with Gordon Walton and Richard Vogel to talk about the experience. Look for that video on Ten Ton Hammer very soon. Gordon and Richard both stressed that fun and heroic Star Wars fantasy is really what is at the core of The Old Republic. From what we saw, the game is fast paced and delivers where other Star Wars games have failed in the past. There is a lot to look forward to in the coming months with Star Wars: The Old Republic. The team continues to work hard on balance and gameplay to bring the best experience to fans, and they want everyone to feel a longing to play in a galaxy far, far away.
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Old 06-04-2009, 10:25 PM   #66
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E3: Bringing Story To The Forefront In Star Wars: The Old Republic

by Kris Graft
June 3, 2009

BioWare wants to be a storyteller as much as a video game developer. The studio is known for its keen focus on story and character development, with revered single-player role-playing games like Baldur's Gate, Knights of the Old Republic, and Mass Effect to its credit.

But the studio has yet to tackle the MMO genre, and it's clear that BioWare feels that it has something to prove. At a Gamasutra-attended demo of the upcoming MMO Star Wars: The Old Republic at E3, BioWare Austin senior producer Dallas Dickinson said he and his team want to "bring story to the forefront of the MMO space."

It will be an incredibly difficult challenge making a highly story-driven MMO, one that takes all of the varying actions and choices of masses of players and neatly wraps it all together into a cohesive storyline.

"To put story into an MMO, we had lots of discussions," Dickinson said. "...Story has to drive choice, and choice has to drive action." He said that the game's dynamically morphing story and the player's choices must have a "real emotional impact" for gamers.

The Old Republic takes place 300 years after the events of Knights of the Old Republic, and 3,000 years before the events of Star Wars: Episode IV. An action-packed pre-rendered cinematic trailer for the game showed a massive hand-to-hand battle in a large pillared hall between Sith and Jedi, with some flame-throwing bounty hunters thrown into the mix. Lightsabers, of course, were aplenty.

While the trailer was pre-rendered, the cinematic is indicative of the kind of gameplay BioWare Austin is aiming for in the battle system. Choice-driven action will be a central to the game, Dickenson said. Gamers will often be attacked by multiple enemies in what the producer referred to as "heroic combat."

A Talkative MMORPG

But it's when the action subsides when The Old Republic's "BioWare-ness" really becomes obvious. As revealed earlier this week, all of the game's dialog with all non-player characters will be voiced -- a massive undertaking as the game will have hundreds of thousands of lines of dialog. It's a first for an MMO, Dickenson said, and in line with BioWare's goal to make the game as cinematic and story-driven as possible.

"It's a production challenge," Dickenson told Gamasutra after the presentation, perhaps understating the effort that BioWare will have to put into the game to reach such a goal. "But it really came down to when you see it with the full voiceover, it's an impactful, emotional experience. When you take away chunks of it, you start losing some of that. It's about putting our money where our mouth is when we say that story and choice matter."

During the short half-hour demo held at LucasArts' meeting room, the voiceovers and writing seemed particularly strong, with a tinge of humor. If BioWare can keep the consistency throughout the game, it could make good on its promise of a memorable, cinematic, story-driven experience.

Players control their dialog choices in a way similar to Mass Effect dialog wheel. As in past BioWare single-player RPGs, the developer wants to have choice have real meaning, and with The Old Republic, BioWare appears to be trying to make choices blurrier -- less cut and dry. In one case, players are given the choice to cut down a captain with a lightsaber after he fails to follow orders, which will build up fear and loyalty amongst surrounding NPCs -- or let him live, which will allow players to speak with him and feed off of his knowledge in the future. By making sure there are clear benefits and drawbacks for either choice, choices can have more meaning.

The bloodthirsty attendees of this particular demo voted to kill the captain, which irreversibly changes both the story and the gameplay scenarios for the player. "There are mid-term and long-term impacts" from decisions, Dickenson said. "...Every NPC involved in [a] conversation... is going to react to you differently depending on what decision you make."

He also briefly mentioned an intriguing multiplayer conversation system, in which players in the same party will be able to take turns responding and initiating conversations with NPCs. It's a concept that could add a new dimension to MMOs, but Dickenson said that BioWare is still keeping details of the feature under wraps.

Choices will also drive gamers to either the Light or Dark Side of the Force: "If you go totally Dark Side you will have some abilities that are available to you that aren't available to players in your same class who took a kindlier route," Dickenson said.

Stylized Realism

During the game demo, which ran without a hitch off of BioWare's servers in Austin, the senior producer played as a bounty hunter akin to Boba Fett, which used range weapons. He also revealed during the demo a smuggler class that lets players live the Han Solo fantasy. A sneaky cheat, the smuggler class allows players to use a cover system, which balances the class' lacking armor abilities.

Overall, The Old Republic boasted great-looking cartoon-inspired graphics -- exaggerated facial features, bright colors, and expressive animations. BioWare has been calling the art style "Stylized Realism." It's not necessarily high-poly, but very sharp. "We're actually going for more 'painterly,' if I want to use a hoity toity term," Dickenson said.

The cartoon-ish style will also help The Old Republic work on a wide array of PC configurations, so gamers won't necessarily need a top-of-the-line system. "The stylized realism actually kind of enters into that. We're choosing an art style that we can scale really well," Dickenson told Gamasutra.
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Old 06-04-2009, 10:27 PM   #67
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RPS At E3: Star Wars - The Old Republic

Written by John Walker on June 3, 2009 at 7:12 am.

A new class for BioWare’s forthcoming Star Wars MMO was revealed today: the Smuggler. Described by BioWare as, “The Han Solo fantasy,” the Smuggler is a ranged fighter who makes cunning use of a freshly revealed cover system. More details, plus a reaction to our seeing some fantastic battles, below.

The thing I want to report most of all is just how bloody beautiful the game looks. Stylised, it’s one of a number of games around at the moment that appears to have taken its inspiration from concept art. SWTOR’s world looks as if it were created with a watercolour paintbrush. The vistas of the Smuggler’s lush world, or the barren wastes in which a Bounty Hunter stalked, were just breathtaking. Not just because of the sheer volume of detail, but the artistry with which it’s presented. It’s pretty special.

But back to that new class. The Smuggler has his Han Solo-style blaster pistol, and lacking any heavy armour, is reliant on more tactical, stealthy play. This is realised through a cover system unlike any other MMO. When approaching trees, rocks, buildings, and so on, a crude faint green blocky figure appears, indicating places the player can lock into to take the cover. This is apparently not unique to the Smuggler, but certainly won’t be available to all classes. It was quick-n-simple, letting the blaster fire be aimed at multiple enemies easily and with more safety. Of course, the Smuggler needs to be able to do something if the enemy gets too close, and one of his melee options was revealed today: he can kick a baddie in the groin, then shoot him in the head. Nice.

Once again the emphasis could not have been more firmly stated as being on story. And once again, we were shown a ton of really awesome looking battles. The ddifference between BioWare’s claims for the power of the narrative in The Old Republic, and what’s being shown, is always a little disjointed. But it’s understandable. When you’ve got a game that can present battles that look quite so stunning as those shown in LucasArts’ Jedi temple today (no, really, they’ve build a faux-stone Jedi temple in the corner of a small upstairs room of the LA Convention Center), you can see why they’d not want to demo you someone having an extensive chat with an NPC, no matter how emotional the consequences.

However, it’s important to report that we were shown an important choice moment. The game’s dialogue is 100% voiced - a first for an MMO, and a task too gargantuan to bear thinking about - so decisions aren’t as simple as dismissing a screen of text. Decent actors delivering their pleas always add significance. We were shown a level in which a Sith and a Bounty Hunter had fought their way to the bridge of a Republic ship. Killing the captain was a choice put into our hands, and of course the vote went with his death. Sith, after all. The consequences of this action are apparently far reaching, and in this instance led to a tremendous space battle going on outside the window.

There’s no going back on moments like that. Saving that captain’s life would have taken the plot in a whole other direction, and it’s one the bloodthirsty player would never know without playing the game over again from the start. No saving and reloading in an MMO. Quite how such moments are handled when played in a party is not being divulged just yet, but we’re assured it’s all worked out.

Leading up to this decision was a quite remarkable fight. SWTOR is designed to let you fight two, three or four enemies at once without certain doom. The fight for the bridge saw the Sith player perform some really splendid moves to take out multiple targets, including a Force Jump that let him target enemies on the other side of the sizeable level, and leap into them, lightsabre slashing as he landed. Force Choke also provided a grisly ending for a tough Jedi enemy, who had been impressively weakened by the Bounty Hunter who set him on fire with his flamethrower. He was now hovering in midair on his jetpack, taking pot shots. Good times.

The emphasis on story means there’s also a strong focus on morality. Whether you’re Republic or Sith, you can still be a bastard (I have been promised that there will be plenty of opportunities to make some completely horrendous decisions) or a do-gooder. And with Dark and Light come unique abilities unavailable to those who fail to be as lovely or as evil as you. At one point the Sith character had a bar on screen explaining that he was “channelling hatred”. Ooh.

SWTOR boasts a bunch of firsts. As mentioned, it’s the first MMO to have every line recorded. It’s also the first MMO to offer conversation choices (although I think there’s a couple of others in development that are planning the same). And it’s the first MMO that will have a truly unique experience depending upon which side you take. BioWare were keen to once again point out there’s not a single quest common to the Sith and the Republic. When asked why they’re not making Knights of the Republic 3, their reply is that this is it, and it’s KotOR 4, 5, 6 and 7 as well.
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Old 06-05-2009, 12:25 AM   #68
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After multiple viewings, I declare that the co-leader of the Sith strike force( and the first one to ignite their blade when the ship door opens )IS IN FACT the long, lost Revan.
If you watch carefully, you'll see Revan in several shots, kicking ass along with the Sith Emperor.
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Old 06-05-2009, 12:34 AM   #69
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ADDENDUM:

Note Revan deliver the head kick to the Rodian Jedi.
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Old 06-05-2009, 10:48 PM   #70
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Originally Posted by Raised On Riots View Post
After multiple viewings, I declare that the co-leader of the Sith strike force( and the first one to ignite their blade when the ship door opens )IS IN FACT the long, lost Revan.
If you watch carefully, you'll see Revan in several shots, kicking ass along with the Sith Emperor.
So is it that Malak that comes walking in through the front door of the Jedi Temple?
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Old 06-05-2009, 10:53 PM   #71
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So is it that Malak that comes walking in through the front door of the Jedi Temple?
Nope. Either outcome of KOTOR results in Malak being dead.
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Old 06-05-2009, 10:56 PM   #72
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Nope. Either outcome of KOTOR results in Malak being dead.
And my Revan ended up becoming a Light Side god, so I doubt that's him.
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Old 06-05-2009, 11:11 PM   #73
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And my Revan ended up becoming a Light Side god, so I doubt that's him.
No dice there either. In the time between KOTOR 1 and 2, Revan goes back to the Unknown Regions, traveling alone, and tells no one of his motives.

This was done on purpose so that Old Republic could feature the character(or elements and hints of the character)without being pigeonholed in to a specific outcome or darkside/lightside alignment.

It's only natural to bring Revan back; he/she's a HUGE fan-favorite.
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Old 06-05-2009, 11:26 PM   #74
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No dice there either. In the time between KOTOR 1 and 2, Revan goes back to the Unknown Regions, traveling alone, and tells no one of his motives.

This was done on purpose so that Old Republic could feature the character(or elements and hints of the character)without being pigeonholed in to a specific outcome or darkside/lightside alignment.

It's only natural to bring Revan back; he/she's a HUGE fan-favorite.
Anything is possible, I guess. I just think it would be extremely silly for Bioware to align him with the Dark Side after players finished KOTOR with him being a Light Side Master. That would mean he went from Light to Dark to Light to Dark again. Major ****ing flip-flopper.

[The opposite would obviously apply here as well]
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Old 06-05-2009, 11:45 PM   #75
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Anything is possible, I guess. I just think it would be extremely silly for Bioware to align him with the Dark Side after players finished KOTOR with him being a Light Side Master. That would mean he went from Light to Dark to Light to Dark again. Major ****ing flip-flopper.

[The opposite would obviously apply here as well]
Alright, time to go in to Full Nerd Mode:

Revan is probably the most morally ambiguous character in the history of SW. When Revan returns to the Republic as a Sith Lord with Malak in tow, he spares certain worlds for strategic reasons because his ultimate goal is to prepare the galaxy for an impending invasion by what are known as the "True Sith".
The Sith Emperor you see in that trailer is the leader of those True Sith, and has been for 300 years though their Order was established in the Unknown Regions thousands of years before him.

He's just the current leader.

As I stated before, Revan heads back to the Unknown Regions shortly after the events of KOTOR 1, leaving all his companions behind, and where his motives go from there are a complete mystery.
But being as powerful as he is, and having walked on both sides of the force in such extreme incarnations, it's highly plausible to surmise that he has either regained his motives prior to being captured and memory-erased by the Jedi in KOTOR 1, or is operating within an entiely new set of goals/principles which may in fact contradict the agenda of the True Sith Empire.
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