SWTOR: Heavy Is the Head that Wears the Eternal Crown

One nice thing about starting on Knights of the Fallen Empire so late is that I didn’t have long to wait for Star Wars: The Old Republic’s next expansion, Knights of the Eternal Throne. I’ve also been subscribed long enough to qualify for early access, so while the expansion didn’t officially launch until yesterday, I’ve already finished.

My agent and Lana Beniko in the first chapter of Star Wars: The Old Republic's Knights of the Eternal Throne expansionAgainst the empress:

Knights of the Eternal Throne is so much a continuation of Fallen Empire’s story I’m not sure why they even bothered to label it a separate expansion.

The war against the Eternal Empire enters a dangerous new phase as Valkorion’s strongest and most depraved child usurps the Eternal Throne. The focus this time is on Vaylin, and I gotta say, she’s a much better antagonist than Arcann ever was.

Vaylin manages the incredible trick of being both hideously, irredeemably evil, and yet somehow still something of a tragic figure. Maybe she was never entirely stable, but her father robbed her of any chance she ever had to be a whole person. She’s a monster, and she has to be stopped, but yet I still spent a lot of the story feeling sorry for her.

Plus, Natasha Loring does an absolutely fantastic job voicing her. Probably one of the better vocal performances I’ve heard in a game.

It’s not entirely the Vaylin Show, though. There’s lots of other intrigues and plots going at the same time.

Empress Vaylin in Star Wars: The Old Republic's Knights of the Eternal Throne expansionThere’s a school of thought that says that Disney declaring most of Star Wars’ extended universe non-canon is a good thing, because it frees the EU properties to chart their own course more than ever before.

I’m wondering if KotET is an example of that, because more than ever SW:TOR is developing its own unique mythology that is very different from and honestly better than the world of the movies. At one point in this expansion I found myself caught in the civil war between two hyper-advanced AIs in a post-apocalyptic Dyson Sphere. There’s nothing like that in the movies.

I also very much like that KotET spent some time revisiting familiar locations and plot threads from the base game. One flaw of Fallen Empire was that it felt so utterly disconnected from what came before, but Eternal Throne makes an admirable attempt at bridging that gap.

Also, this is probably the first time in the game the Sith Empire has been portrayed in a more positive light than the Republic, and as an Empire fan, I’m pretty happy with that.

They did a good job of making it all fit together, too. Despite pursuing several plot threads at once, KotET is a very tight, very focused experience, and for the most part it’s an epic thrill-ride from beginning to end. The only significant stumble was chapter eight, which was mostly just an endless slog through mob-filled wilderness in an attempt to pad out what would otherwise be a very brief chapter.

The planet Iokath in Star Wars: The Old Republic's Knights of the Eternal Throne expansionIt is a very short storyline, but it’s well-paced, so it doesn’t feel rushed, and it only costs $15, so it’s hard to argue you aren’t getting your money’s worth.

Choices felt a lot more impactful this time, too. Reading up after finishing the story, it seems there’s quite a lot that could have turned out differently if I’d made different choices. Should be good for playing alts.

Alongside the Alliance:

Something that’s a bit more mixed is how Eternal Throne has treated the issue of companions.

No additional companions from the base game were brought back this time. I can see why they did that, because it did make for a smoother and more focused story, but at the same time there are still a couple of companions I’d really like back. I guess it’s kind of a no win scenario.

They did spend more time on the previously returned class companions than I thought they would, though. Well, Vette and Torian get a lot of screentime, anyway.

My agent and her allies in the first chapter of Star Wars: The Old Republic's Knights of the Eternal Throne expansionI’m also of two minds on how the ongoing romance with Lana Beniko was treated this time.

To be blunt, it’s barely there. There are no actual romance scenes; just some extra or different lines of dialogue that are few and far between. I have to ask myself if it was even worth the trouble of establishing the romance in the first place if it’s going to be so neglected.

On the other hand, minimal though it may be, I did think the romance content was really well done. I find Lana’s fretting whenever you’re in danger very endearing, and there’s one moment in particular that really stood out.

Without spoiling too much, there’s a scene where you’re heading into a place full of Force-related nastiness, and it’s bad enough that even Lana, normally icy calm, is starting to lose it. If you romance her, there’s an option to tell her, “I’ll be with you the whole time.” And it just felt so sweet, and so real. I think it might be one of my favourite moments from any Bioware romance to date.

I’m torn. I generally say I prefer quality over quantity, but Lana’s romance in KotET is a rather severe application of that principle.

Vette studies alien technology in Star Wars: The Old Republic's Knights of the Eternal Throne expansionMy biggest complaint about Fallen Empire, having no choice in what companion you use when, also returns, though in this case it didn’t bother me as much. Partly because they did a better job of justifying it from a story perspective, and partly because you spend most of your time with Lana or Vette, which is more or less who I would have picked regardless.

Claiming your prize:

There’s something else that gives me mixed feelings. Normally I’d say it’s a big spoiler, but they’ve been telegraphing it so heavily it’s hard to call it a surprise at this point. If you’re determined to go in fresh, I suppose you should stop reading now, but honestly if you’ve been paying any kind of attention to SW:TOR lately, you had to know this was coming.

Knights of the Eternal Throne ends with the player claiming the titular seat, which pretty makes them the ruler of the universe.

Now, it’s hard to deny the cool factor of that, or how viscerally satisfying it is to receive such an epic reward for all that you’ve done.

But I do have to wonder where they go from here. How do you escalate from, “You are the all-powerful lord and master of the galaxy”? Can you top that? Will they be forced to just hit the reset button on the story (again)?

My agent claims the Eternal Throne in Star Wars: The Old RepublicIt’s a little bit of awkward fit for my character especially. She’s a spy, used to lurking in the shadows rather than leading in the open, and my entire backstory for her is based on her desire to be a servant of a greater cause. Now she’s a great cause unto herself, and I’m not sure how to adjust.

Marching into the future:

Something else that needs to be highlighted about Knights of the Eternal Throne is how much it’s improved the fundamental components of the game.

For one thing, the graphics continue to improve. Environments are looking ever better, and I noticed another sharp uptake in the quality of cutscenes. Many of them are quite spectacular, and almost as thrilling as what you’d see in the Star Wars movies.

Even outside of cutscenes, the game is becoming more cinematic. We’re starting to see things like terrain changes in real time — like a bridge exploding as you try to cross it.

Character models are also getting much better, though this can create a jarring disconnect. New characters like Empress Acina look almost real, while my own character still looks like she’s made out of Plasticine. It’s distracting, to say the least.

Dromund Kaas in Star Wars: The Old Republic's Knights of the Eternal Throne expansionThey did implement new facial animations for characters both old and new, though it’s a bit of a mixed blessing. It does add more personality, but it can get a bit uncanny valley in places. Lana’s shocked face doesn’t really communicate what it was probably intended to.

Bioware also put a lot more effort into game mechanics this time. SW:TOR now features vehicle mechanics, allowing players to pilot walkers against the forces of the Eternal Empire, among other things. They’re not the greatest vehicle sequences I’ve seen in an MMO, but it’s a good thing for the game to have going forward. Opens up all sorts of interesting possibilities.

One thing I did enjoy that was very different is one chapter that was devoted almost entirely to puzzle-solving, something the game hasn’t really seen before. They’re relatively simple puzzles, but it still turned out to be a pretty fun, clever chapter.

Finally, core class mechanics and combat seemed a little better, at least for the Imperial agent. Cutting out a few of the more irrelevant abilities and offering a talent to let me cast lethal shot while moving are small but welcome steps towards improving the otherwise dull core gameplay of The Old Republic.

At a fundamental level, as a game, Knights of the Eternal Throne is a significant improvement over what’s come before.

The finale of the story in Star Wars: The Old Republic's Knights of the Eternal Throne expansionThere has been a lot of controversy around the new Galactic Command progression system, but while it’s probably a downgrade from what we had before, it’s still better than what a lot of MMOs offer, and honestly I think the whole thing is a tempest in a teapot. I got several powerful upgrades and useful items out of it just by playing through the story normally.

And let’s be real here: Who’s playing SW:TOR for the gear grind endgame at this point? It’s like playing TSW for the PvP, or EVE for the story. Sure, you can, but…

I’d be more concerned with new the Dark vs Light system, honestly. It’s very poorly explained, and from what I’ve seen so far, the Light Side seems to win every single time.

* * *

Overall, while it’s not perfect, I’d consider Knights of the Eternal Throne an improvement over Fallen Empire, and a pretty good experience through and through.

Review: StarCraft II: Nova Covert Ops DLC

Blizzard has at last released the third and final installment of its Nova Covert Ops story DLC. Having waiting for all three parts, I played through it all in one go.

Nova's log-in screen from StarCraft II's Nova Covert Ops DLCDespite the fact Nova is one of my favourite characters from all of fiction, I admit I had a fair degree of trepidation going into Covert Ops. Legacy of the Void was a really tough act to follow, and with DLC there’s always the concern that quality will drop, that it will turn out to be just a cheap cash grab.

I shouldn’t have worried.

Rogue agent!

As revealed in its initial trailer, Covert Ops begins with Nova awakening in a mysterious lab, with her memory wiped. A message on her visor warns her of imminent danger, spurring her to enact a daring escape from her mysterious captors.

What follows is a blisteringly fast-paced adventure as Nova discovers a conspiracy that threatens to bring the Terran Dominion to its knees and cost countless innocent lives.

In practical terms this takes the form of a nine mission campaign in which the player commands both Nova herself and the elite black ops forces under her command.

Nova in her titular Covert Ops DLC in StarCraft IIAs with previous StarCraft II campaigns, there are unique progression mechanics that allow your troops to grow in power and gain new options as the campaign progresses. In this case, the mechanic is equipment, for both Nova and her units.

Nova herself can choose from a variety of guns, gadgets, and different types of armour to radically alter her stats and abilities. Weapons include everything from her standard sniper rifle to a shotgun, a lightsaber, and even more exotic options still, while different armours can boost her energy, permanently cloak her, or even grant her the use of a jetpack similar to those used by reapers.

Unit equipment is a little different. There’s a shared pool of upgrades, but each upgrade can only be equipped to one unit type. If your siege tanks have spider mines, no other units can equip spider mines. Certain upgrades can have different effects depending on the unit, too, so it’s important to check all the possible combinations.

The number of options is impressive, especially for such a short campaign. If you factor all the possible combinations of different guns and gadgets Nova can equip, there are in essence a few dozen different versions of Nova you can play with — at least. Want to be a tanky melee brawler? Go for it. Want to be a stealthy ranged sniper? Also cool. Want to dance up and down cliffs, hurling grenades left and right? Yeah, you can do that too. And that’s not even the limit of all the different things Nova can do.

Choosing equipment in StarCraft II's Nova Covert Ops DLCThe mission design takes this versatility into account, too. Some missions have been specifically designed to have many different potential strategies that can lead to victory, from stealth to brute force and everything in between. The amount of thought that has gone into some missions is truly impressive.

Mission design has always been one of StarCraft II’s greatest strengths, and even after all this time, they’re still coming up with creative new ideas. Highlights this time included a high speed getaway on a vulture bike that practically turned StarCraft into a driving game, and a very clever mission that played out almost like a choose your own adventure novel, allowing you to dictate what to face and how the mission would play out. Incredibly clever.

And that’s without even getting into the seamless way the campaign blends between traditional RTS gameplay, RPG segments (including some epic and intense boss fights), and more exotic sequences like the aforementioned vulture scene.

There’s a still a certain bias towards shorter missions and missions with hard time limits, but there are also a few that take a more sedate pace, and overall the campaign feels pretty well-balanced.

They didn’t skimp on the difficulty, either. I was only playing on hard, but even so the final missions were incredibly nail-biting. As I’m writing this, I still haven’t entirely come off my adrenaline high.

A boss fight in StarCraft II's Nova Covert Ops DLCOf course you can always play on lower difficulties if you’re not in the mood to test yourself too much, but if you want to push your skills to the limit, Covert Ops definitely delivers.

The past doesn’t matter:

Covert Ops is virtually flawless from a game mechanics perspective, but it doesn’t disappoint on the artistic front, either.

Visually it’s a great experience. The graphical fidelity of Blizzard’s cutscenes just keeps getting higher, and there’s plenty of them to enjoy.

The in-game graphics are holding their own, too. Blizzard’s good at giving their games ageless artstyles, so while StarCraft II is a few years old now, it doesn’t look it, and they’re still making improvements. In a ruined cityscape, skyscrapers fall to form bridges over chasms. On an ice world, you can see frost form on your units’ armour.

The music is also excellent. In a departure from the guitar-heavy sounds we’re used to from the Terrans, Covert Ops’ soundtrack leans more on synth and orchestral sounds reminiscent of Mass Effect (yet another case of overlap between the two franchises — seriously, I just learned there’s a ship in Andromeda called the Hyperion; come on, man).

The story is, in a word, fun. It’s very intense and thrilling, with little chance to catch your breath, and it captures the cool factor of being an elite ghost operative very well.

A cutscene from StarCraft II's Nova Covert Ops DLCAnd while the focus is on Nova, there are plenty of appearances by other familiar faces. At this point I just can’t help but smile whenever I hear the familiar guitar strums and Swann shows up to drop off a new toy. It’s Pavlovian.

It’s not all Terrans making cameos, either…

Although it’s very different in a lot of ways, there’s a quality about Covert Ops that reminds me of Mass Effect’s Citadel DLC a bit. There’s that same feeling of a final gift to the fans.

There are a lot of little things that add flavour, too. Study the maps on your briefing screen and you’ll find interesting little factoids about local landmarks and the history of whatever world you’re on.

I love things like that. It’s the small details that really make games come alive.

A lot of the twists and reveals are easy to see coming, especially if you know StarCraft lore, but there is one reversal near the end that caught me off guard in a very welcome way.

If I’m being honest, there are some flaws in the story. While it’s not as rushed as I worried it might be going in, it’s still kind of rushed. There’s isn’t a whole lot of time to flesh out the characters, so they tend to feel a bit flat.

A mission briefing from the Nova Covert Ops DLC in StarCraft IIEven Nova herself doesn’t get as much development as you might expect. Nova’s a very deep character with a lot of complexity, but you don’t really see that in Covert Ops. If you haven’t read the books, you might not be able to readily understand why she behaves as she does in the story.

If I’m to continue being honest, though, I’m not sure I care. Maybe these flaws will begin to rankle me after I’ve had time to digest, but right now the sheer cool factor of Covert Ops is enough to make me forgive any sins.

The cold, analytical part of my mind is pointing out ways it could be better, but the rest of me is like, “I JUST VAPOURIZED HALF A BATTALION WITH A PLASMA RIFLE, AND NOW I’M MIND-CONTROLLING THE SURVIVORS INTO MURDERING EACH OTHER. THIS IS SO $%@#ING AWESOME.”

And I love Nova. I always have. It’s lovely to see her finally get a starring role in-game.

Overall rating: 8.9/10

It amazes me that more than five years after its initial release, StarCraft II is still innovating, providing experiences that are as good as anything in gaming, and generally making the rest of Blizzard look bad.

It does sadden me a bit that there are no current plans for any more mission packs, but I suppose all good things must come to an end. Over the past few years, we’ve gotten nearly a hundred missions of StarCraft II story, so even if this does turn out to be the last of it, you can’t say we haven’t gotten our money’s worth.

The Griffin's bridge in the Nova Covert Ops DLC for StarCraft IIIt’s been a hell of a ride.