Cheating on WoW: Star Trek Online Revisited

I have a turbulent relationship with the Star Trek franchise. It’s a long story, but suffice it to say I used to be a big fan, but no longer consider myself such. However, I still have enough love for the Star Trek universe that a Trek MMO holds a lot of appeal to me, at least in theory.

Yeah, I know they call it a Mogai class in STO, but it's still a Valdore classUnfortunately, when I tried Star Trek Online several years ago, I found it a baffling and frustrating experience with little to recommend it. I gave up almost immediately, and it went down in history as one of the very few MMOs I have genuinely disliked.

But that was a long time ago. Since then, STO has gone free to play and launched two expansions — Legacy of Romulus and Delta Rising — and I have evolved a lot as a gamer. Despite misgivings, I decided it was time to give the game a second chance.

Revamps and Rommies:

Something that has changed dramatically about Star Trek Online since I first played it is the new player experience. The previous tutorial was rushed, throwing you into the deep end almost immediately. STO is an unusual MMO with an excessive degree of complexity, and it would have a very steep learning curve even without a shoddy introductory experience.

But the old tutorial has been completely thrown out and replaced. The new version is much slower, much better at teaching new players the ropes, and a bit more story-driven. It’s not exactly Shakespeare, but it certainly beats the original, “Here’s Borg; pew pew.”

It probably helps that I am a much more experienced gamer now. I first tried STO relatively early in my MMO career, but after playing nearly every major title on the market, I’m much better equipped for the complexity of Star Trek Online.

A Sulibaan helix in Star Trek OnlineAnother big change is that the Klingon Empire has been fleshed out as a proper faction, and you can now play a Klingon character immediately, instead of having to unlock it by playing a Starfleet character to level twenty. The Klingon tutorial deserves some credit for giving you command of your ship in the most Klingon way possible, though overall the story leaves something to be desired.

But as a big Romulan fan, the most important change for me is the addition of the Romulans as a playable faction.

Sort of, anyway. The Romulans are not really their own faction, but are more analogous to World of Warcraft’s Pandaren; around level ten, Romulan players are prompted to ally with either the Federation or the Klingons, effectively joining that faction. It’s also worth noting that players are not part of the Romulan Star Empire, but a splinter faction with a much higher ethical standard.

This was a controversial decision among certain fans, and I have mixed feelings on it. On the one hand, it makes good gameplay sense to not further spread the playerbase among another faction — I think having two factions in the first place was a pretty poor idea — and it does suit the Star Trek ideals.

On the other hand, it does feel like playing Romulans Lite. Romulans who aren’t backstabbing slimeballs feel fundamentally wrong, and I did often find myself wishing I could have signed up with the Star Empire instead.

My bridge crew in Star Trek OnlineOn the plus side, Romulans do have their own unique line of ships and some substantial story content which is of a pretty high quality. I did end spending most of my time in the game as a Romulan.

One thing that hasn’t changed is the game’s awesome character customization. You still have a tremendous ability to customize the appearances of your character and ship, right down to body language.

To boldly go:

By some combination of the better tutorial, my increased skill as a gamer, and the appeal of the Romulans, I managed to enjoy Star Trek Online enough this time around to really get into the game and explore what it has to offer.

STO is almost two games in one, dividing its time evenly between sequences where you control your character (often supported by a team of NPC bridge officers) and space missions where you pilot your ship.

The ground combat is bizarre. It’s like they tried to combine every single combat style there is. It’s a weird mash-up of a traditional tab target MMO, an action combat MMO, and a shooter. Crouching, aiming, active dodging, melee combos… It has every mechanic in the book.

A ground battle in Star Trek OnlineIt’s not entirely unpleasant, but like much of the game, it’s needlessly complicated and a little confusing. Thankfully most of the content seems easy enough that you can just ignore a lot of the frills and shoot things until they stop moving.

The space combat is a bit of a mixed bag. It’s very unique compared to combat in other MMOs, and it does feel very authentic to the space battles in Star Trek, but it can also be awkward at times, and the fights often drag on for far too long. I like longer, more substantive fights, but some of the battles I had in STO just seemed endless.

Overall, I enjoyed the space combat, and it’s probably the most compelling part of the game, but it’s terribly inconsistent.

When it comes to group content, there are five and ten-man missions that can be easily accessed through short queues. I didn’t quite figure out the finer details of group combat in STO — I know it has some version of the tank/healer/DPS trinity, but I didn’t really see how it plays out in practice — but I did enjoy the group content I did, even if it was a bit chaotic and confusing.

They captured the look and feel of the Star Trek universe very well. Turn off your UI during a big battle, and you’d think you were watching one of the larger battles from the TV shows.

A large scale space battle in Star Trek OnlineSTO has PvP, but when I tried to queue for it, I was helpfully told there were a grand total of zero other players in the queue, and that went on long enough that I eventually just gave up. I guess PvP isn’t a big part of the Star Trek Online experience.

Another activity is the duty officer system, which allows players to send various crewmembers on missions to gather loot, experience, or craft new items. It’s a pretty simple system that almost runs itself, but hey, free loot.

The final source of content is the Foundry, a platform for players to create and share their own missions. I’m a big fan of the Foundry in Neverwinter, also developed by Cryptic, but in STO, I had trouble using it due to travel restrictions enforced on lower level players. The one mission I tried was nothing special.

On the plus side, unlike in Neverwinter, the official missions actually have decent story and gameplay, so the Foundry isn’t quite so necessary.

Red alert:

Star Trek Online does still have quite a few issues. For one thing, its free to play model is very poor. Lock boxes rain from the sky, and as in Neverwinter, the entire server is spammed everytime someone gets a rare drop from them. Ships are available for real life cash, and these aren’t just cosmetic skins — these are very powerful ships, often with unique abilities. “Pay to win” is a supremely subjective term, but this is about as close to objectively pay to win as we’re ever gonna get.

The obnoxious cash shop of Star Trek OnlineIn theory, you can trade in-game currency for cash shop currency, but like Neverwinter, this requires obscene amounts of grinding to get even the cheapest items, and if my experience in Neverwinter is any guide, you’ll eventually reach a point where progression without spending money is all but impossible.

STO is also an overcomplicated game. The improved tutorials help a lot, but this is still a game that could probably scrap at least a third of its systems and mechanics without losing anything of value or harming the core gameplay. This is not a newbie-friendly game.

Which is a very poor choice on the part of the designers. This should be a game any Trekkie can easily jump into, but you really need to be an experienced gamer and/or willing to do a lot of research.

And there are other hiccups. The interface is still awkward and obtrusive. The voice-overs often leave something to be desired, especially on the Klingon side. The graphics for ground sequences aren’t the best.

Is it worth it?

Star Trek Online is a very flawed game. It occasionally borders on Rube Goldberg levels of unnecessary complication, the free to play model is just bad, and it has various other minor issues.

My Romulan commander in Star Trek OnlineHowever, to my infinite surprise, I actually enjoyed my time in it. It has improved in many ways, and for all its other flaws, it does deliver an impressively authentic and nostalgic Star Trek experience, and it’s definitely not just another Warcraft clone. With good mission design and stories that manage to squeak ahead of the MMO pack, it provides an experience that is far more enjoyable than the confusion I experienced during my first trial of the game.

I’m even considering continuing to play for a while — at least until I finish the Romulan starter storyline. It’s not a good choice for inexperienced players or those without a very high tolerance for invasive monetization, though.

Review: Dragon Age: Inquisition

I desperately want to make a Monty Python joke here, but it’s already been done so many times that I would just feel like a hack.

My inquisitor with Solas and Cassandra in Dragon Age: InquisitionFirstly, let me say that Inquisition is probably the single biggest and most content-packed single-player game I’ve ever played. Half the MMOs I’ve tried don’t feel this vast or overwhelming.

As of this writing, I have spent more time playing Inquisition than Mass Effect 3, despite the fact that I played through Inquisition once and I’ve finished ME3 three separate times. And ME3 was a pretty big game.

That sheer scale makes this a difficult game to review because there’s just so much to talk about, but I’ll try and put this all down in something resembling a coherent order.

Overhauls and improvements:

Out of the gate, I felt that Inquisition was a huge improvement over previous Dragon Age games.

I’ve often said that Bioware makes awesome choose your own adventure novels, but no one ever told them they’re a game developer. Inquisition is the first game of theirs I’ve played that’s actually, well, a game.

My inquisitor showing off her skills as a knight-enchanter against a dragon in Dragon Age: InquisitionFirstly, auto-attack is gone, and thank God for that. Auto-attack has no place in a single-player game — it’s questionable whether even MMOs should have it at this point. The only virtue it ever had was compensating for slow Internet connections back before high-speed Internet was common place.

So for the first time in the franchise, combat is something the player actively engages in rather than a glorified QuickTime event where you just watch the game play itself.

That is a very, very good thing.

There are some other subtle changes to combat, as well. Boss fights feel a bit more complex, with varied and interesting mechanics. Dragon fights, in particular, are epic and thrilling struggles — it’s just a shame the game didn’t include more encounters like that.

Oh, and you can throw jars of bees at people.

Jars of bees.

Also, the tiny and ultra-linear maps we’re familiar with from previous Mass Effect and Dragon Age games are gone, replaced with vast and largely non-linear zones and sprawling dungeons.

My inquisitor riding her Pride of Arlathan stag mount in Dragon Age: InquisitionInitially, I enjoyed this a lot. It’s great to be able to just ride off in any direction and find something to do, and the zones are absolutely overflowing with quests, lore, and goodies. It’s overwhelming at times.

Playing Inquisition reminded me of nothing so much as a single-player version of Guild Wars 2. There’s the same sense of exploration, the same ability to go in any direction and find some activity almost immediately.

I found this very liberating.

And you can jump now. As a proud jump-spammer, I welcomed this.

But you may have noticed I’m using the past tense a lot.

Quantity over quality:

Unfortunately, while Inquisition feels like an MMO in many positive ways, it also becomes clear after a while that it has inherited the bad habits of its multiplayer cousins, as well. Specifically, a preference for breadth over depth, quantity over quality, and busywork over memorable experiences.

My party in Dragon Age: InquisitionAs with ME2 and Origins, this is Sidequest: The Game.* The main and character storylines — the whole reason anyone in their right mind plays a Bioware game — became something of an afterthought compared with picking flowers, sightseeing, collecting shards, putting together mosaics, and other random tasks.

*(This phrase shamelessly stolen from one of my readers.)

A shocking number of quests are just bland kill and collect tasks with nothing but a short text intro, such as you would see in your average WoW clone MMO — which is even more surprising coming from a company whose MMO sold itself on its lack of text-based questing.

The same endless potential for exploration that initially delighted me eventually began to feel more like a burden. There is very little variation other than cosmetic differences between the many zones, and they all start to feel the same after a while. There are a few exceptions — such as the Fallow Mire, a thoroughly enjoyable zone featuring several unique mechanics such as undead rising to attack you if you ever touch a body of water — but mostly it just felt like repeating the same tasks endlessly.

Infinite exploration is only a good thing if you can consistently provide the player with new and interesting things to discover. Otherwise, each new zone ceases to be an exciting new frontier and instead becomes a checklist of chores to complete.

This still isn’t as bad as it could have been. The gameplay improvements kept things at least somewhat interesting — I don’t think I could have even finished the game if it was still using the mechanics from Origins.

The armies of the Inquisition in Dragon Age: InquisitionBut certainly this is a game that was longer than it needed to be. I’m of the opinion most games these days are too short, but padding things out with mountains of busywork isn’t an improvement.

Character, story, world:

The character and story elements — the real meat of the game — also seemed to take a step backwards in Inquisition. The ability to tell when a character has new dialogue options  — one of the best innovations of Dragon Age 2 — is gone, bringing back the need to visit every single one and check for yourself.

The character development is also surprisingly weak for a Bioware game. There is much less character-specific content than I’ve grown used to, and many characters feel sadly underdeveloped. Iron Bull, especially, is a huge case of wasted potential — no pun intended.

The writing seems a bit dodgy in places, as well. Sera’s inconsistency I can accept because I think that’s sort of the point of Sera, but I don’t think Cassandra was supposed to be bipolar, yet that’s how she came across. Half the time she hates my guts, and the other half the time she thinks I’m the most awesomest person ever, and there’s no apparent rhyme or reason for the shifts.

The shame is that a lot of the characters are very interesting. I wanted to learn more about them, but I just didn’t get the chance.

My inquisitor and Sera in Dragon Age: InquisitionOn the plus side, this does show that the characters were mostly of a high quality. Dorian, Solas, and Sera were my favourites — each of them thoroughly awesome in a different way — but Iron Bull, Blackwall, Varric, and Cole were also quite enjoyable.

There are even some weighty contributions from characters from the past games — including some that totally surprised me — and those were very cool, if a bit bizarre in some cases. Meeting your in-game son — except he’s not your son because you’re playing a different character this game — is weird as all Hell.

I do regret we didn’t get to see Anders, Merrill, or Fenris again, though.

The main storyline was mainly enjoyable yet also oddly disappointing. Mostly, it feels unfinished. It deals with all sorts of incredibly important things related to the very foundations of Thedan history, but most of the questions raised by it are left unanswered, and the feeling the game left me with was less “Wow!” and more “Huh?”

The villain is probably the coolest and scariest antagonist Bioware has yet produced, but his role in the game is infinitesimally small, and it’s another case of what feels like wasted potential.

And the ending was stupendously underwhelming. I just kind of sat there thinking, “That’s it? Seriously? Did I miss something?”

Corypheus in Dragon Age: InquisitionOn the plus side, while I didn’t feel quite as free to do as I choose as I did in DA2, I was able to have a lot of control over the direction of the world, and I was mostly able to achieve the goals I set myself at the outset. Life in Thedas is now much better for mages and Elves and much worse for Templars and Chantry traditionalists. That’s a good feeling.

As always, there are still some issues with story decisions being more obtuse than they ought to be. This time, I accidentally got my whole clan killed. I guess the Inquisition is my clan now…

On the aesthetic front… Well, I feel like I should be heaping praise on Inquisition’s stunning, ultra-realistic graphics, but despite their obvious beauty and technical splendour, I found myself vaguely underwhelmed by the game’s visuals.

They made things so realistic that the graphics lost any semblance of style or personality, and Inquisition suffers from the same problem as Origins: Every single environment looks like it could have come from any high fantasy setting anywhere ever. By comparison, Kirkwall was a setting that exuded a very distinctive history and personality.

On the other hand, the music is fantastic. I’m almost tempted to upgrade to the deluxe edition just to get the soundtrack.

Bugs (and I don’t just mean the jars of bees):

A bizarre bug in Dragon Age: Inquisition

Most of the bugs weren’t this hilarious.

One other thing needs to be mentioned before I wrap up this review, and that is that Inquisition is a surprisingly buggy, unstable, and unpolished game, especially for such a big budget title.

Bugs are extremely common and run the gamut from the minor and hilarious to the catastrophic. The game crashes frequently, and there are all kinds of minor hiccups and irritants. There was a mystery quest marked on the mini-map but never found. Sometimes the landscape randomly turned neon green. The list goes on.

Even when it wasn’t bugging out, the game often ran sluggishly or with an excess of lag, despite my having a very powerful computer and not even running it at the highest settings.

That’s really not acceptable, especially for such a prestigious brand as Dragon Age.

* * *

On the whole, I did enjoy my time with Inquisition, but after over a hundred hours and nearly a month, I’m kind of glad it’s over, and as much as I would love to experience the game as a different class and/or while making different choices, I’m not sure I’ll ever have the patience to play it again.

My party in Dragon Age: InquisitionOverall rating: 7.3/10 As with all previous Dragon Age titles, Inquisition could have been an amazing game but fell just a little short of the mark, and despite some major improvements, I didn’t find it as satisfying as Dragon Age II.

I really miss Merrill.