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Recent reviews by Battenberg

Showing 1-4 of 4 entries
14 people found this review helpful
4,587.8 hrs on record (4,587.6 hrs at review time)
It is necessary to begin with the principal strengths and weaknesses of SWTOR...

If one is not distracted by the visual spectacle of the trailers and values the structure of role-playing games, then the core of SWTOR will be found effective. The original vision is most evident in the base storylines, particularly on the side of the Sith Empire. The Republic narratives offer less incentive for repetition, while the Imperial Agent, Inquisitor, and Warrior classes provide greater replay value due to their design. The appeal lies in the consistent delivery of power and consequence within these storylines.

The monetisation model is based on a monthly subscription, with no annual option available. The benefit is that a subscriber gains access to all released content up to the end of their subscription period. While certain gameplay restrictions remain after cancellation, these do not materially impede access to the main storylines or expansions-- they are merely annoyances.

After the release of the 'Knights of the Eternal Throne' expansion, the quality of character decision-making declines, often diverging from established character logic. The progression of the story continues to grant your character 'power,' but the coherence of it is diminished as new content is introduced. You can take on the Immortal Emperor, but then you will struggle against a glorified secretary. At times, narrative devices are introduced crudely to expedite the safety of the writer's OC antagonists, who are then recast as victims or concealed heroes... This is quite common. When a character is overtly ambitious and malevolent essentially for the 'love of the game,' they often have very little logic at all, and we are left with an idiot plot, where it can only advance because everyone is making very odd decisions.

Development proceeds at a slow pace, and the role-playing environment has deteriorated to second-job routine with totally mis-aligned incentives. The mentality here is essentially that you owe people something (if this sounds jarring, I recommend making your own RP guild). The paid store offers items that lack thematic consistency, frequently disregarding established aesthetic standards. Even when referencing prominent figures, the execution is imprecise, undermining the game's immersion. See the Thrawn and Krennic-inspired outfits. There's no uniformity in these uniforms, neither with the Sith Empire's visual style, nor even with the Galactic Empire. Still, better than the recent outfits of thigh-high leather with big red bows (very nuanced, Broadsword).

Community management has been observed celebrating acts of political violence before removing public evidence and migrating to alternative platforms. While I cannot provide direct evidence, the pattern is consistent with the content they endorse and seek to introduce into the game.

Anywho... the base game (from class stories to Knights of the Fallen Empire-ish [if you're a Force-user]) remains strong and merits recommendation. However, it is not at all prudent to maintain a continuous subscription in anticipation of future content. My advice is to take the rational course: subscribe only when new material is released, and maximise the value of your money in a world burdened by 'shrinkflation' and unnecessary expenditure.
Posted 26 March.
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1 person found this review helpful
1 person found this review funny
24.9 hrs on record (1.5 hrs at review time)
Spent a majority of the national budget of Cape Colony on building a Tesco.
Posted 25 October, 2022.
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2 people found this review helpful
11.1 hrs on record
This is an absolutely grand experience that I would recommend to people searching for other Quantic Dream or generally story driven games.
Posted 10 July, 2020.
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2 people found this review helpful
10,115.3 hrs on record (10,019.2 hrs at review time)
In earlier years, the game certainly permitted a range of approaches limited only by the structure of the server and the player's own restraint. The environment was malleable, and constraint was a matter of choice.

The present reality is different. Creativity has long-since diminished; most servers offer little of substance. While some quality remains, the prevailing tendency is toward complaint and confusion of laymen. The majority demand outcomes they neither understand nor value, and the result is stagnation.

Negatives aside, participate selectively. If you seek change, impose it through action, not expectation of others! If you seek a challenge, endure the demands to manifest it! For those who would own a server, improvement is preferable to novelty-- believe me. Commitment to a clear vision is absolutely necessary; and obligation to the playerbase is secondary. If the project fails, the cause is revealed. If it succeeds, the result is lasting influence on the people.
Posted 30 June, 2019. Last edited 26 March.
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Showing 1-4 of 4 entries