Star Trek Online…amazing game, if it was still 2003.
MMOs. I’ve tried many, though it’s fairly safe to say that my realization of the horrible time sink they too often are has changed me over the years to where I don’t play them much if at all. Unfortunately, the (what I now see as lazy design and a cop-out) design behind most all MMOs is to get you to waste tons of time leveling characters instead of experiencing story or amazing game design moments. I’d even venture to say most have very little to offer in amazing scripted sequences, it’s usually more about customization or earning items of status that meant jack and shit outside of the game.
My first MMO was Anarchy Online, way back when (what…2001 was it?), which I didn’t last long on. Star Wars Galaxies came out and I started at launch (of course, being a Star Wars nut), and I still find it amazing I know work with a large chunk of the original art team from that game at Red Fly Studio. I played Galaxies a lot, for a few years off and on. That damn game. In between I tried World of Warcraft, City of Heroes, Tabula Rasa (I’m still bitter towards that one), Everquest II. I came back to WoW several times, I grew to appreciate the simplicity of things in the game & it’s art but eventually grew bored with the forced group content — I had a pair of characters maxxed out, and yet never saw an ounce of the endgame content because it was focused on the hardcore raiding types, a mechanic that’s truly broken about MMOs I think and ready to change. Too many games punish those of us that just play the game to relax and have a good time, they’re about spending hours on raids and grinding for max stat items, etc.
Cryptic’s hit three titles I’ve tried now. City of Heroes I played quite a bit, eventually growing bored with the game in general though enjoying combat and loving the costume designer. Champions Online I tried over Christmas and felt sorely let down from, it was quite literally City of Heroes with updated graphics and felt like it addressed very little of the major problems from CoH (like adding additional game mechanics, say civilian life of your hero or vehicles or anything like that). Third came Star Trek Online.
I was definitely right to wait for a demo, I grew really damn tired of buying these games just to have wasted the money (Tabula Rasa!!!!!). The trend I’m seeing, looking at things as a game developer now, is — and granted this is an assumption — a careless attitude of “eh, we’ll fix it after launch” for these games. Broken systems, pathetic immersion factors, boring design and flat out shitty environment art. It plagues almost every single MMO out there (though WoW has nailed the environment art, and they do innovate quite a bit with expansions for how quests play out).
So we come full circle to Star Trek Online (STO)…amazing game, if it was still 2003. I played through the demo content tonight, and I couldn’t help but feel like it was a horrible reskinning job of Champions Online with a couple of neat additions to combat and then space. Champions Online, which was just an upgrade of City of Heroes. Which is an old freaking MMO.
Being positive first, though…the character art is top-notch and amazing. I’ve always liked the detail they put into their characters and options for customizing in their games, but Cryptic just went above and beyond with Star Trek both with their character creation/customization and just the quality of the art in general. The characters are gorgeous, believable, and while going down a hall with my phaser rifle drawn the way the warning lights shined on my character’s hair really set the mood. It was awesome and fun.
Combat…much as I’m starting to grow a distaste for what I see as generic low-quality work/design in Cryptic’s games, the combat is almost always fun to play. In some ways I really hate the combat in STO — enemies rushing me and kicking it in front of me while I blast them adds +10 to the outdated feel the game has for me. The new “hit C to go into aim mode” bit is an excellent touch though, and really makes things a lot of fun. I also like having to actually have line of sight for my attacks to work, very nice addition.
Space combat…feels like it has potential. I had some fun with it, and while maybe it gets better later I’m skeptical. I also like the addition of having crew members, though the complete lack of any interaction with them on a story level or character development level was disappointing.
That’s about it that I can say that’s nice.
The very first thing I noticed when I started the game was the horrible environment art. I mean freaking shit-tastically horrible, the scale they used for making their rooms leaves you feeling like a child running around in your parent’s room with dad’s shoes un for fun. The ceiling is something like 40 feet above your head, and instantly I felt like I was in some old ass MMO rather than on a starship in the middle of a firefight. The second thing I see? I look out the window to see the “space fight.” Fuck that thing, right there I knew the game was going to be a let down…and I’ll explain.
Video games are not movies, we all know this. But there are certain rules that seem to work well across all media/entertainment items, like the concept of an intro “hook” to get you into the experience. Films use it, books use it, music in it’s own way uses it on albums, theatre uses it…games need to start using it. Some already do, but when I’m going into Star Trek Online expecting at least a quality level you’d expect from such a big IP and I get an out of scale room and 1999 quality visuals outside of a ship window? Come on, Cryptic!! This is where you shine and convince me to pay a monthly subscription for this terd, not admit that it is one!
The immediate problem is — again — scale. The ships outside are so minute in size that when you move you can tell they’re super tiny. On Force Unleashed II — running on the pathetically tiny hardware that is the Wii, mind you — I built a full on space battle happening outside of a hangar bay and windows later on. I quickly saw how scale could destroy the immersion of it, and so I focused on making the ships big enough & far enough away that they felt large to the player…this wasn’t days of development time kids, this was over a few hours tops by myself. I don’t claim élite skill here, I call out lazy work at Cryptic.
It just went on from there. Characters standing around, shitty animations, NPCs wandering and not making contact with the stuff they’re working on, enemies spawning while I’m reading a quest update or warping through walls, no vocal acting save for a painfully bad actor reading for a medical hologram (not even bad actor, just bad writing). That made it the most painful, I would have at the least expected main quests — especially in the demo — to have voice acting and lip sync animations on the characters so they look like, I dunno…they’re talking?
Cryptic is a studio I plan on steering clear of from now on. It’s frustrating because it’s obvious there is some real talent there, with the gorgeous characters, amazing customization detail and some design that’s making combat fun despite it’s horrible flaws. But the work just always feels lazy, not well thought out and done at a bare minimum so it can get out of the door. Having done two other MMOs now I would expect a lot more from them than…this.
Ugh. G’night.
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