After the last couple of poor chapters, I’ve decreased my expectations for that Star Wars: The Old Republic history. Not because I believe that the BioWare writers can be harmful by any stretch; I believe that Charles Boyd and the various other writers are great. BioWare storytelling offers topped the index charts for a long time. In fact, gamers have always counted on the products BioWare’s storytelling even when the particular gameplay has been below optimal.

But?I’d prefer to look at this last page, Visions in the Dark, through the perspective of someone who may not have bought into phase 10 and 13 of Knights of the Decreased Empire. After all, I have?also been?recommending against signing up the game after all those chapters released. Therefore, if you’ve been following our advice, then you probably have already been waiting for something to be able to blow you away. You’re most likely looking for something to change your mind about SWTOR storytelling.

This gleam may not be that something. I found myself leaving from chapter Twelve more confused when compared with when the chapter commenced. Confusion isn’t automatically?disappointment, but I have no idea it’s mind-blowing either.?Depending on why you are interested in the actual SWTOR storyline, this might become a good time to jump in. (For anyone who is PvPer, then you should at least soar into to tastes the new warzone. It’s exciting if not amazing.) Nevertheless, I will have to dive in deeper to give an accurate assessment of the storytelling part of Chapter 12. I promise virtually no deep spoilers even for Part 10 and 12.

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Expositionally, we were told that will Chapter 10 along with 11 would direct directly into 12. In the teaser image, all of us knew that it could focus on something to do with Valkorion right, but other than that, most of us didn’t know any of the other places just by playing via. However, when the coders announced?that we could explore other parts associated with Odessen, extrapolating that we would run into Satele and Marr was simple. Essentially, this page, which ran for a longer period than the previous a couple of, is divided into about three parts: the Partnership war room, Valkorion, and Satele and Marr.

The alliance war room

The Alliance war place is the best of the collection. Although it mostly locations around giving purchases to different teams in the grass, while playing that?I?really sensed as if?the things Used to in the last couple of chapters were actually accumulated to something (and weren’t just tasks to introduce our favorite former companions). If you’ve played out Mass Effect 2, then you know this feeling: Before the strike team invades the Collector base, it gathers in the Normandy’s war area, and the decisions you’re making in that room determine the ultimate fate with the crew. And clearly, the SWTOR writers recognized that I would believe that way because this 1?ends on a cliffhanger. Preferably, this scene?will greatly impact the story over all and not always be resolved cheaply.

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A dialogue with Valkorion

The Valkorion section of page 12 was essentially the most confusing part. Also having played through it twice, I’m not just sure what was going on.

I’m spoiling anything by saying that you go to talk to Valkorion away from everyone else. And you confront him. I am not going to tell you why or what the ultimate outcome is, but I feel very confused in Valkorion’s motivations and his reactions given your heritage with him.

I feel the biggest issue in this particular scene stems from your dialogue choices as well as the lack of differentiation involving past Dark- or Light-Side options. It appears that Valkorion acts uncharacteristically inhospitable toward you regardless of your past choices, and then at the end, he / she still does the same thing for you regardless of your choices before the scene and through the scene. I became very confused by that?— maybe?Boyd wouldn’t head clarifying that for people.

hsb-mop-2016-visions-in-the-dark-03In the valley with Satele and Marr

I enjoyed the actual Satele and Darth Marr section of the account. It will solidify what folks have believed in regards to the Force for a long time: The particular Force is nor dark nor light-weight; it just is. On the other hand, do listen to Darth Marr when you play through this particular, as he says things that are clearly not necessarily Sith but aren’t specifically Jedi either. I don’t want to indulge anything beyond which.

My chief issue with the actual Satele and Marr storytelling moment had not been the shift in the actual characters but rather knowing the difference between their perspective and Valkorion’s position. Coming from what I can see, seventy one want to destroy Arcaan. (Is the fact that a spoiler? Nah.) Almost all believe that dark and are old constructs, and all of believe that they have gone up above that. They also all believe that you might be person to take straight down Arcaan.

Yet, when confronted with this likeness in perspective, Satele states that they are not on the same part as Valkorion. Is this any philosophical difference? Is your woman saying that he is genuine evil and there is no method in which she could be with his side? Or perhaps is she saying that she is never met together with Valkorion — she doesn’t be positive about this — but there is no way which she and Valkorion agree? Given the direction of the story, I’m going to say that you will find there’s philosophical difference, but I am having trouble seeing what it’s exactly. It’s not as very easy to interpret as the Light Side vs. Negative side debate.

Force or no Force…

One more thing prior to I go: non-Force users. Since the beginning of Knights of the Decreased Empire, the story has centered heavily?on the Pressure, what it can do, and what it means. From my own perspective, there wasn’t a lot of focus on individuals who don’t use the Power. Of course, there have been chapters like the Lady of Sorrows that told all of us how Zakuul society performs, but anything that is definitely directly tied to your character clearly involves the Force no matter if you play a Force-wielding character or not.

I just like the Force; I am a Transformers fan after all. However i find the stories that target human strength essentially the most interesting. The Push is a MacGuffin that can do whatever we want once we need it, so it’s rejuvenating to see it not used sometimes.

Final verdict

You probably should jump back in, especially if you certainly are a Force user. (I actually foresee a lot of nerdy discussions over the Force.) On very least, chapters 10, 11, and Twelve combined are worth the expense of admission, even if you make a decision not to stick around for chapter 13.

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