Rise Of The Hutt Cartel – Early Thoughts

and-another-thing‘And Another Thing’ is a regular column where one of the Oceanic Gamer team get an issue off their chest. If you’ve got a pet peeve or controversial issue you’d like to write about, drop us a line.

Finally the cone of silence lifts and we can finally spill some beans on Rise of the Hutt Cartel. Big question first, ‘Is it worth it?’ Easy answer: Yes, yes, yes.

So what’s it like? It is polished, visually impressive and a great boost to the game. While we’ll be talking about the game more as the release draws closer, I’ll limit myself to sharing a little of SWTOR’s outstanding feature – storytelling, or swtorytelling. Sorry.

As most of us already know, while this is Chapter 4 of SWTOR, it’s not Chapter 4 of your class story. This expansion is faction based, or a world arc if you prefer, so you just get to see events from your own side’s standpoint. There is a lot less voiceover in this chapter, with only significant missions threatening the health of your space bar. Incidental missions are, for the most part handled through terminals and, in my opinion, it’s an improvement. Quality voice acting is a good thing, but you can have too much of it. Especially when it blurs the significance of the mission. It’s a little like typing an entire email in bold capitals – it’s hard for anything to stand out. RoTHC doesn’t suffer from that and it definitely helps smooth out the story telling now there’s less background noise.

As to the quality of the story, it would be hard to complain. To the extent of the opportunityI had to play (thanks Eric), it felt at least as good as anything previously in the game. There is nothing that hints of reduced resources or a cash grab as some of the more cynical have suggested.

Rise Of The Hutt Cartel Interview: Brian Audette

audetteTo coincide with the announcement of Rise of the Hutt Cartel’s launch date, we fired some questions through on the expansion and got some replies from ROTHC’s content design lead, Brian Audette:

Can you give a little insight onto the journey that’s been undertaken to get to RotHC being a near-live expansion for SWTOR?

Brian Audette: A lot of what would ultimately come to make up Rise of the Hutt Cartel already existed in some early form around the time that we launched SWTOR. As with any live experience however you don’t really learn what players want and what you need to do next until the product is actually out there, so we spent most of our time after launch addressing player feedback and shoring up the existing game. It wasn’t until late last summer that we really started developing RotHC full bore. The great thing is by that time we had already solidified much of the art, writing and quest design, thus giving us the freedom to really jump into it and the time to make it shine. This was also when we decided to add our new Macrobinoculars and Seeker Droid content as part of Rise of the Hutt Cartel as well and a lot of work went into not only finding the most epic way to introduce those features, but to make them exciting and worth doing over and over again. We’re all really excited for people to finally get their hands on all of this new game play.

How did the development process evolve compared to the original game development i.e. did you have more/less time to flesh out story elements?

Brian: We learned a lot of lessons through developing and launching SWTOR that allowed us to get out in front of potential issues before they became problems with Rise of the Hutt Cartel. One of the most important things we did was getting writers, artists, engineers and designers together very early in the process of creating Rise of the Hutt Cartel both to get input from every discipline, but also to make sure everyone was on the same page. I think it was this attempt at synergy that allowed us to create an experience that feels incredibly tight, where story, visuals, and game play all work together to create one amazing adventure.

It’s fair to say there’s a significant cohort of ex-SWTOR players out there – what would you say that ROTHC offers that should make them want to come back?

Brian: Well first off, we’ve added a lot of great features and content to the game since launch including hard mode Flashpoints, new Operations, new Warzones, Group Finder, and the Legacy system. Rise of the Hutt Cartel builds on that content by adding Makeb – a whole new world of story content – allowing players to continue their character’s epic journey. We’ve got the all new Macrobinoculars and Seeker Droid content that will allow players to explore the galaxy in search of unique items, artifacts, and gear. We’re raising the level cap to 55 with new abilities and talents to train, as well as new gear and tons of class balances based on player feedback.

Finally, along with the launch of Rise of the Hutt Cartel we’ve got our 2.0 game update which introduces more tweaks and bug fixes along with four level 55 hard mode Flashpoints, and an all new level 55 Operation. If you combine all this with continued commitment to publish regular game updates featuring more new content and features and the fact that you can jump in and play much of the game’s content for free, it’s never been a better time to play SWTOR.

It’s coming up to 18 months since SWTOR launched and by that time ROTHC will have been live for 8 weeks or so – looking back what are three achievements you’re most proud of and what are three things you wish you’d done differently over that time?

Brian: I think that all the things I wish we had done differently can be summed up under one singular heading, that being getting more frequent and regular updates out to our players. An MMO is a service and we serve the customer best when we’re able to interface with them and react to their feedback in a timely, regular manner. Even though not everything is a simple fix and there’s always going to be issues and features that take months to get addressed, I think we’ve drastically improved our response time since going free-to-play back in November and we’re committed to maintaining a regular cadence of updates and releases going forward.

Some of the things I’m most proud of are features like Group Finder, the Legacy system, and the Cartel Market that have been huge improvements to the game and that not only make it better to play, but make it a better service as well. It took us a while to get our balance, but with Rise of the Hutt Cartel we’re off and running through year two of SWTOR and committed to providing quality service and top-notch game play well into the future.

What personally for you is the most exciting part of your involvement with ROTHC?

Brian: The most exciting part for me is getting to work with some of the most talented developers in the business. SWTOR and Rise of the Hutt Cartel have been group efforts from day one and as developers I think we’re always striving to outshine each other’s expectations the whole way. Every time I play through this content I’m incredibly proud of what we’ve accomplished and while I can’t wait for players to get their hands on it, I’m also really excited to start working on all the awesome things that are coming next.

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So there you have it – is there anything in what Brian has said that particularly caught your attention or surprised you?

Rise Of The Hutt Cartel Launch Date Announced

SWTOR’s first large expansion now has an official live date, and it’s a date that’s earlier than some people thought. Sunday April 14th (or Monday local time)i s when we get to jump in, or for those who pre-ordered before the 7th January it’s 5 days earlier on the 9th April.

We’ll bring you the exact local launch times as more details are confirmed. A second in-depth trailer has been released to coincide with the announcement, check it out:

So make sure you have some free time organised during April for some serious levelling time!

Oceanic Players Lose Local SWTOR Servers

No local servers for you

No local servers for you

It’s been on the cards for a while, but BioWare have finally made a call on what will happen with the local servers that have had population issues for quite a while now.

All three servers are being merged into North American ones, with no date set as yet for when this will occur.

The full explanation from Eric Musco at BioWare:

Hey everyone,

I have an update for you on our long term plans for the APAC servers. Before I do that though I want to let you know up front that we still have quite a bit of work to do to make this happen so I cannot provide any timeframes for you today.

We know that when we asked you, the community, for your opinions on what we should do, we received quite a variety of suggested solutions. Some people wanted to be able to transfer to higher populated North American servers, some suggested merging the three existing APAC servers into one large APAC server, and then there were a host of other ideas as well. However, the one common theme from the suggestions, which we heard clearly, is that everyone wants the opportunity to play on higher populated servers. With this in mind, we have evaluated all of the options and determined that the best solution, that will offer the best long term play experience, is to merge the APAC servers with higher populated North American servers.

Getting to the point of being able to merge the servers is going to be a multistep process. First off we need to update our Free Character Transfer System to include the game changes that we have made recently along with the upcoming changes in Game Update 2.0 and the Digital Expansion: Rise of the Hutt Cartel. We will then offer Free Character Transfers to anyone currently playing on an APAC server to a North American server of the same gameplay type, specifically:

Mastar Dar’Nala (PvP) will transfer to The Bastion (PvP)
Gav Daragon (RP-PvE) will transfer to Begeren Colony (RP-PvE)
Dalborra (PvE) will transfer to The Harbinger (PvE)

We will also need to update our server merge technology at which point we will ultimately merge each of the APAC servers into the corresponding North American servers as indicated above. We are moving as quickly as we can to make this happen, but we want to make sure this is a smooth transition, so it will take some time.Why did we decide not to merge the three APAC servers into one large APAC server? We decided this for two main reasons. 1. The issue in doing this is that two play-styles (PvE, PvE-RP, or PvP) would need to sacrifice their desired play-style in order to have one server with a higher population. We feel that it is important that each player is allowed to continue to play SWTOR in their preferred play-style. Therefore, accommodating all the existing play-styles was a primary goal. By allowing you to move to a NA West server, you will be able to keep your play-style. 2. The move to North American servers better delivers on our ultimate goal of providing the best play experience, with the most possible players, long term.

I will continue to provide updates as soon as I have them. I know the next big question will be “when” and as soon as I have that information to release, I will do so. Thank you for your continued patience on this. I know it took longer than you would have liked but I intend to continue to give you information as soon as I can!

It’s sad that local servers are being lost, and I can sort of understand the rationale for not moving to one local server, although cost must have come into that decision as well.

What’s your take? Also – we’re running a poll on the issue – it’s on the right-hand sidebar of the page you’re on now, up towards the top.

Flash Point 53: Strangling Ralph Malph

flashpoint-podcastAfter a 3-week hiatus we cover a lot of territory from SWTOR through to Tomb Raider and Defiance. We also invite you to submit your questions for answering on the show.

Points of discussion:

SWTOR
– State of the Game Update from Jeff Hickman
– ROTHC
– Double XP weekends

TSW
– ARG Final Prize

Other
Marvel Heroes launch date
– Hearthstone announcement by Blizzard
– Starcraft 2 Heart of the Swarm breaks 1 million sales
– SimCity also breaks 1 million sales in spite of server nightmares
– Defiance game/TV extravaganza
– Kristy’s Tomb Raider experience
– Postponements and cancellations: 1313 Star Wars, Clone Wars
Please send us a question for discussion on the next episode!

– Shout outs for our forums, Facebook page, Twitter account, Simon’s Twitter account and Kristy’s Twitter account.

Please review or rate the podcast on iTunes if you can – it makes a huge difference!

Listen via iTunes or right here:

Rise of the Hutt Cartel: Makeb Trailer Part 1

BioWare have released a more detailed look at Makeb, the new planet coming to SWTOR as part of the Rise of the Hutt Cartel expansion. Lead Writer Hall Hood and Lead Concept Artist Ryan Dening walk through Makeb and what it contains:

It certainly is a planet different to anything else currently in SWTOR, and the overarching story is appealing from what’s been disclosed so far.

What’s your take?

The Leap Motion Kicks Arse Harder Than The Hulk

If you haven’t heard of the Leap Motion before, you’re like to be pretty damn amazed by what you’re about to see. I’ve been following the device for more than a year, as it’s a device that I’m hoping to integrate into my studies.

A good place to get an overview of the Leap Motion is an intro article I wrote here – the demo video there is very much worth seeing up front before you read on.

The release date is slated for May, and as you can see in the video (and related article) below, developers are already doing some pretty damn amazing stuff with it:

So there you go – if the product evolves like I think it will, it’s going to make the Kinect platform look pretty damn lame in comparison. What do you think?

[Thanks to Phillip Street for the heads-up]

Why Should I Buy Rise Of The Hutt Cartel?

rothc-qaWith Rise of the Hutt Cartel coming to SWTOR in the near future, I’ve had a few people ask me: Why Should I Buy Rise Of The Hutt Cartel? My answer is always that it depends on the individual’s gaming style, but to help Eric Musco at BioWare has posted a nice summary of the differences if you do or don’t add the expansion pack:

Here is a bit more clarification on the differences between Rise of the Hutt Cartel and 2.0 put as simply as I can!

What subscribers will get without purchasing Rise of the Hutt Cartel:

  • Class changes and balancing levels 1-50
  • Any itemization/world changes which affect levels 1-50
  • Legacy Achievements

What subscribers will get if they do purchase Rise of the Hutt Cartel:

  • New Operation: Scum and Villainy
  • Nightmare Mode Terror From Beyond
  • Upgraded level 55 Hard Mode Flashpoints
  • Level cap increase to 55
  • All new Makeb storyline

The new Operation and Hard Mode Flashpoints in Game Update 2.0 are Level 55 Elder Game Content. The level cap increase to 55 is included with the purchase of the Digital Expansion: Rise of the Hutt Cartel. Free-to-Play restrictions apply. Visit theFree-to-Play Features Chart for more information.

So there you have it – even if you don’t upgrade you’ll see some impact of the expansion but you’ll need to buy it for the new content. Not surprising but it’s a good overview of where things are at.

SC2: Vengeance Trailer

The time until the launch of Starcraft 2: Heart of the Swarm draws ever closer, and with it comes the trailer build up. This one’s called Vengeance and it’s another pretty piece:

Are you an SC2 player? If you are let us know what you’re most looking forward to with the expansion.

Funcom’s Joel Bylos Takes Another Step Up

bylos-promoFuncom have just announced that The Secret World’s Game Director, Joel Bylos, has been promoted to head a centralised live team covering The Secret World, Age of Conan and Anarchy Online. Here’s his letter to the community outlining that, but even more importantly, the TSW content update plans up to issue #12:

Hi all,
As you may have heard, I recently agreed to take on the mantle of Creative Director for Funcom’s live titles: The Secret World, Age of Conan and Anarchy Online. It’s a huge honor to step into this role on multiple projects and have the ability to drive forward the creative direction of three of the most unique titles in the MMORPG space.

It doesn’t change my role on The Secret World – the shared new team means that updates for The Secret World will continue like before – and we have plenty of exciting things coming up!

Today I want to take a little bit of time to talk about the content roadmap for the game in 2013. Normally I would have done this in January, but I preferred my previous letter to focus on the restructuring and the upcoming Issue #6.

So what does 2013 hold for The Secret World?

Let’s take a look at some of our current content plans, but keep in mind that things might change. MMO development is a constantly evolving, dynamic process, and we need to make sure we don’t lock ourselves down too tight. The further out the plans are, the more they are likely to change, but as of now, this is a rough outline of what we want to do going forward.

We started out last week with a few small additions for the romantic among you. Head to London and try out the new compatibility tester to find your perfect match within The Secret World, and send that special someone a card, flowers or any spare body parts you have lying around.

Coming up very soon is Issue #6: The Last Train to Cairo. We are working towards releasing this in early March, with our members and life-time members being allowed in two days earlier.

Issue #6 contains a new multi-layered storyline involving Said, Nassir and Abdel Daoud and leads you through the past and the present to steal a valuable artifact from a roman cult and thwart the atenists plan to turn Cairo into a second Tokyo. We are planning to reveal the issue cover and a lot more information about Issue #6 soon so stay tuned!

Issue #7 will see you returning to Transylvania when your Council of Venice contact, Carmen Preda, asks you to look into the appearance of a strange new monster in the region. In tracking down the creature, you will work with the Vampire Hunter, revisit old friends at the Romany Camp, and be introduced to a new character who will lead you deeper into the mysteries of the Carpathian Fangs and the Orochi presence there.

If I had to describe Issue #7 in one sentence it would probably be “James Bond vs Eldritch horrors”. Of course, we will be adding another new Auxiliary weapon in Issue #7 and we’ll talk more about the features of the Issue as it grows closer.

Issue #7 should end with a bang, a bang that starts a new in-game event that will run right up until we introduce the Tokyo zone.

In Issue #8, we will change things up a little, moving away from our story arc DLCs to introduce a new repeatable content feature. This feature will add value to everybody who plays the game, from relatively new players to veterans in the best gear. More details on the feature will be announced as we get closer to the date.

Issue #9 – 11 we plan to release our first new urban adventure zone, Tokyo. We are still deciding the exact breakdown of the Tokyo DLCs, but Tokyo is the continuation of the story mission and will contain a new lair, a new dungeon and a plethora of new action, sabotage and investigation missions.

Issue #12- ? Now we are getting into forbidden knowledge! This is another new adventure zone, directly tied to revelations in Tokyo and exploring the background of one of the more notorious factions in the game!

So that it is, our current plans for the PvE content roadmap for The Secret World for 2013. Note that it doesn’t include new features – those are a part of a separate roadmap which also includes our plans for PvP. Soon we will be putting out a blog update on the PvP system and our plans for it, so keep your eyes peeled for that to hit soon! As mentioned earlier we will also reveal the cover for Issue #6 and more information on its content and features, hopefully early next week.

Thanks for listening, and I look forward to seeing you all in the game!

So – what do you think? That’s a hell of an ambitious content plan for the coming year – do you agree?

The Secret World Issue 6: Details

tsw-issue6After a much deserved ‘break’ (although I somehow doubt any holidaying has been occurring) after the frenzy of the End of Days event and Issue 5’s release, Funcom’s TSW team have announced some details on the next content expansion: The Last Train To Cairo.

Slated for release in “early March”, and with Members getting access two days early, here’s what you get:

In this update you will play through a new, deep and revealing story within Egypt. Travel back in time to unearth powerful artifacts which can help you in the future, and see how the wondrous locations of The Scorched Desert looked in ages past.

There’s some more story and side missions and a new auxiliary weapon:

The vicious Whip can be used for great area damage, but also for buffing your team or sneaky crowd control. Use the Whip to encourage your team mates to run faster or snare tricky opponents and pull them towards you.

But wait, there’s more – a new recruitment and veteran system that rewards you for hanging around:

A new Veteran and Recruitment system will become available. For each month you are or have been a member you receive points which can buy unique rewards. Every new person recruited also gives you an amount of points equal to a month of Membership.

And for PvP’ers, a ranking system will launch with Issue 6:

A completely new ranking system will also be introduced to Player-versus-player combat. You gain PVP experience points and eventually ranks when you or your team kills other players. As you go up in ranks you are awarded with new tokens, which can be used to buy fresh PVP uniforms.

Here’s the few screenshots supplied of the new content (click on a pic for the full size):

What’s your take on what you see – anything you particularly like or dislike about the details unveiled?

PS4 Launch Roundup: My Take

and-another-thing
‘And Another Thing’ is a semi-regular look at key events or issues in the gaming industry. Written by Flash Point podcast co-host, dedicated tweeter and all round good guy Simon Potter – drop him a line if you want to suggest future columns.

After a two hour media spectacular in New York which brought parts of the internet to a standstill, Sony have begun the next phase of the Console Wars and announced the PS4.

What will it look like? We don’t know yet. How much will it cost? Again, they haven’t said. What we do know is that it will hit shops Christmas 2013 and that E3 is going to be Sony’s next media blitzkrieg.

The good news is Sony learnt their lesson from the Cell processor and the Emotion engine. Based on the x86 architecture, this machine is going to be a comparative breeze to code for (we saw it running Unreal 4), which eats into one of XBox’s big advantages. The upshot is the PS4 has an army of game developers behind it (‘a console designed by game developers for game developers’).

Obviously it’s easy to get swept away in the reality distortion bubble that these things create, but you are still left with an overwhelming sense that devs are genuinely excited about the new platform, and that means games. Lots of games.

So what about those games? Usually you only see tech demos at such hype-fests but we did get to see some real gameplay this time, specifically Killzone Shadow Fall. Not only did it look startling, even through an overloaded video stream, it also gave some solid evidence of the investment and momentum already in the industry. All the big players were there, MediaMolecule, Activision and their subs Blizzard (Diablo III) and Bungie (Destiny… squeeee!), Sucker Punch, Capcom, Square Enix and others. It really felt like an abundance of riches, just like they wanted it to.

Some interesting facts revealed:

  • You can suspend gameplay then jump back in later without reloading
  • A secondary chip allows background downloads, even when the console is off.
  • Heavy social integration – spectator mode and ‘share’ button.
  • With built in Gaikai tech, the PS4 becomes a games server to your Vita (and potentially other hardware, like mobiles and tablets)
  • Play a game while you download it from the PSN – no more demo downloads to try.
  • PS3 games not natively supported or emulated.
  • Current project to allow you to play PS3, 2 and 1 games on the PS4 or any other hardware through Gaikai tech (how that works with preowned is anyone’s guess).
  • Predictive game downloads (the PS4 knows what new games you’d like before you do)
  • The Dualshock 4 and stereoscopic camera, although whether this is the final look, is uncertain (PS3 boomerang)
Things not revealed
  • Whether online gaming will remain free or be folded into PS+
  • If a pre-owned market for PS4 titles can exist
  • Cost and appearance

 
It’s hard to say whether Microsoft’s job is made easier by Sony announcing first, but if I had to guess I’d say harder. As was pointed out by the founder of the original Xbox project  in his blog Stupid, Stupid, xBox!!, MS have been laser fixed on integrating their ecosystem across multiple devices. In doing that they’ve made the Xbox into a media/advertising hub. In other words they’ve de-emphasised the games.

What wonders Xbox 720 has in store is a mystery for the moment, but if Redmond isn’t feeling a little nervous right now, they’re not paying attention.