- Oct 10, 2006
- 21,568
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So recently I got the Star Wars bug and decided to re-play "Empire at War". Let me start out by saying I think it's a solid game overall, and did a decent job (at times) of capturing the "Star Wars Experience" in that it got a lot of the atmosphere right. Yeah the battles were typically simple and straightforward, but hey so were the battles in the movies. I'd give the game a 7/10 overall. My one main issue is with the plot: there is zero urgency to anything.
Granted the "Corruption" expansion fixed most of this issue, and with the Empire and Rebellion they were tied to a preset plot, but there was so little urgency despite the supposed future-of-the-galaxy nature of the missions. In fact, the game encourages you, in an in-game pop-up hint, to take your time and conquer all the unconquered, revealed planets before moving onto the next story mission. And you have to do this (on hard difficulty at least) otherwise the cheating computer (production times and costs are much less) will swarm you to death with impossible numbers. This is sorta justifiable for the Empire (they're the big bad pompous empire, makes sense they'd take their time), but the rebellion, true to form, portrays each mission as time critical and of earth-shattering proportions. From a plot standpoint this makes sense. You're supposed to be leading a relatively weak, fragile underground that can't afford serious losses. But that kinda loses its validity when I have to take over 6 planets before moving on to the next mission. By the later stages of the game it's hilarious, as I've taken over 2/3 of the galaxy, have an invincible fleet with half a dozen Mon Calamari Star Cruisers and ridiculous numbers of all other craft, and have repeatably taken out the "Empire's" most fortified worlds with ease. But the missions still talk like I'm leading some fragile underground instead of the now reigning superpower of the galaxy. There's one mission where Mon Mothma states that Mon Calamari just rebelled (even though I liberated it hours earlier) and the empire's sent a huge fleet to take it back. Never mind the fact that Mon Calamari is deep in my territory behind multiple fully fortified systems at this point, they REALLY play up how badass this fleet is. I destroyed it in 10 minutes, lost about a dozen ships (out of over 100). On hard difficulty.
I'll admit this changes when the empire gets the death star and stars blowing up planets at will, but given my fleet all I have to do is fly it to the death star, park luke skywalker in a corner so he doesn't get killed, wipe out the comparatively pitiful escort fleet and I win with a cheap cinematic.
Even completely plot-reliant RPGs like Mass Effect have this problem, especially the first one. In the 2nd and 3rd they at least tried to tie in some of the extra missions with the main plots, or else rewarded you with action and character development. In the first one I could learn about Illos and The Conduit (which, for the uninformed, is a matter of EXTREME urgency that you find it first), and dick around doing side missions for what amounts to weeks in-game.
Crap like this is part of why I contributed to Shadowrun Returns and Wasteland 2. I'm no graphics whore, but it's a sad thing that every game with modern graphics seems to have the most cut-down plot in the world. I don't mind if the big game companies reasonably dumb down the gameplay, but at least have it make sense.
Granted the "Corruption" expansion fixed most of this issue, and with the Empire and Rebellion they were tied to a preset plot, but there was so little urgency despite the supposed future-of-the-galaxy nature of the missions. In fact, the game encourages you, in an in-game pop-up hint, to take your time and conquer all the unconquered, revealed planets before moving onto the next story mission. And you have to do this (on hard difficulty at least) otherwise the cheating computer (production times and costs are much less) will swarm you to death with impossible numbers. This is sorta justifiable for the Empire (they're the big bad pompous empire, makes sense they'd take their time), but the rebellion, true to form, portrays each mission as time critical and of earth-shattering proportions. From a plot standpoint this makes sense. You're supposed to be leading a relatively weak, fragile underground that can't afford serious losses. But that kinda loses its validity when I have to take over 6 planets before moving on to the next mission. By the later stages of the game it's hilarious, as I've taken over 2/3 of the galaxy, have an invincible fleet with half a dozen Mon Calamari Star Cruisers and ridiculous numbers of all other craft, and have repeatably taken out the "Empire's" most fortified worlds with ease. But the missions still talk like I'm leading some fragile underground instead of the now reigning superpower of the galaxy. There's one mission where Mon Mothma states that Mon Calamari just rebelled (even though I liberated it hours earlier) and the empire's sent a huge fleet to take it back. Never mind the fact that Mon Calamari is deep in my territory behind multiple fully fortified systems at this point, they REALLY play up how badass this fleet is. I destroyed it in 10 minutes, lost about a dozen ships (out of over 100). On hard difficulty.
I'll admit this changes when the empire gets the death star and stars blowing up planets at will, but given my fleet all I have to do is fly it to the death star, park luke skywalker in a corner so he doesn't get killed, wipe out the comparatively pitiful escort fleet and I win with a cheap cinematic.
Even completely plot-reliant RPGs like Mass Effect have this problem, especially the first one. In the 2nd and 3rd they at least tried to tie in some of the extra missions with the main plots, or else rewarded you with action and character development. In the first one I could learn about Illos and The Conduit (which, for the uninformed, is a matter of EXTREME urgency that you find it first), and dick around doing side missions for what amounts to weeks in-game.
Crap like this is part of why I contributed to Shadowrun Returns and Wasteland 2. I'm no graphics whore, but it's a sad thing that every game with modern graphics seems to have the most cut-down plot in the world. I don't mind if the big game companies reasonably dumb down the gameplay, but at least have it make sense.