4 videos showing what they have so far.
Initial thoughts:
The graphics aren’t going to be polished yet, as it’s not even in a full alpha stage, but I do hope for higher-quality models. I couldn’t help but notice how polygonal their heads and faces looked (especially apparent on the bald guy). I like the cartoony direction – the ultra-realistic art direction of games like Age of Conan and Everquest 2 mire them hopelessly in the uncanny valley. The environments look fantastic. The character animations (particularly during the dialogues) seemed clunky and awkward, but they have time to work on that. Half the time, they seem to be gesturing for the sake of gesturing, to avoid standing board-stiff, but I suppose coding in meaningful, custom gestures for every line of dialogue would be silly. I still find it distracting, however. Then again, we’re not going to see any video game address that for quite some time. The particle effects look super lame, but that’s to be expected for a pre-alpha demo.
I hope they make the dialogue scenes skippable. Fully voiced is cool and all, but it really kills the pacing when you’re on your third or fourth character and it’s an area you’ve been through already. If for some reason I don’t like a particular voice actor, then their dialogue tends to annoy me or make me doze off; additionally, after Mass Effect highlighted what thoughtful camera direction/scene composition can add to a longish dialogue, I don’t think I can ever go back to the old static close-ups of tradition. They seem to be keeping this in mind from what’s shown on the preview. Oh, and presumably engaging in dialogue doesn’t lock out the NPC for others around you who may need to interact as well (ie- it’s client-side only, and other players just see you standing there); I’ve always hated when I’m trying to turn in a quest or something and someone else triggers one of the NPC’s scripts and I have to wait for it to finish (it’s cool the first time you see it, but beyond that…) – and what if you’re PvP flagged and someone attacks you while you’re in a dialogue (Age of Conan, anyone?)
Combat looks fast-paced and fun, even though at its heart, it’s a turn-based MMO system. The variety of fighting moves and styles will keep the player engaged, instead of just watching the numbers tick by while mashing buttons for an ideal rotation, as long as the relative power of abilities are balanced well. I’m sure facerolling through combat will still be viable, but it’s nice to have options (force choke, death from above, crotch kick, yay!).
Crowd control both determines PvP and ruins the experience simultaneously. From the CC we see in the demo, I’m curious to see how they handle that.
The choice/dialogue system (particularly the multi-player dialogue system) is intriguing. I’ll have to reserve comment until I’ve actually experienced it. I really hope the consequences and rewards of choices aren’t so disparate that it becomes a min/max decision instead of a character decision.
Even though it’s still pre-alpha, I couldn’t help but notice the newbie Bounty Hunter and the “experienced” BH in clip 4 looked almost identical (as did the two iterations of Sith Warrior). Variety is the spice of MMO vanity. A year into release, everyone in Age of Conan still looks bland and dull and the same as when they first rolled the toon (bright bikinis and leet pirate gear notwithstanding). WoW has tons of choice, but not if you want to be effective at all – EQ2 and LOTRO really nailed it when they implemented “costume appearance” separate from stat gear.
All in all, it looks promising, and I appreciate the direction they are taking. I say this guardedly. It’s far from taking my breath away, but hey – it’s only pre-alpha, right?