When initiating this series, I had a couple of set objectives in mind.
The first is that it should be over by the time BioWare were ready to officially announce Eternal Throne. Get the 'current' stuff out of the way before looking forward to the new stuff.
The second is that no matter how many posts the series had - I never could get around to doing things the story 'did right' as a companion post to Story Issues for some reason - the Chapters would round off the series.
So it is that the Chapters come under scrutiny. As per usual, this series will take the form of two lists; one for my 5 favourites, and one for the 5 which I found most tedious. Usually, I'd start with the most positive and end on the negative, but since this series is making way for my views on the new, I figured it would 'help' if I ended KotFE Retrospective on a high note as opposed to a low note.
Or something like that.
Shall we get started?
~~~
Honourable Mention:
Chapter IX: The Alliance
As far as I’m concerned, this one is really quite
forgettable. It can’t have as many points against it as some of its fellows,
but equally there aren’t that many points for
it either.
You walk, you talk, you flirt, you speak, you’re done.
Chapter IX is by far the most passive of all the Chapters, as there is no
fighting whatsoever. It’s purely just cutscene after cutscene after cutscene
which also just so happens to provide a guided tour of the Odessen base and an
introduction to the Alliance Alerts.
This is all that there is to it.
From a story perspective, this does make sense, as it is the
rough midway point of the story and thus a ‘rest’ period is very welcome. It
remains to this day the only Chapter which doesn’t automatically segue into its
immediate successor, a fact which enables it to secure the most favourable
position on this list as it gives players a noticeable break from the slog.
Since there is nothing to fight, there is no gameplay
whatsoever outside of knowing which keys to press to move your character.
This Chapter is also notorious for being the only time in the entire game that the
‘Classic’ conversation style is married with the ‘Standard’ conversation style,
since you will need to talk to all four Alliance Specialists in order to
progress the Chapter.
I will, however, give this Chapter some credit for allowing
people to lock-in their romances with Koth, Lana, or Theron.
~~~
#5: Chapter
II: A Dream of Empire
This one earns itself quite a favourable position on this
list because it actually is really quite interesting from a theoretical
perspective. We’re receiving input from Valkorion himself on our Companions,
our faction, and our chances of survival by ourselves, presented via a
dream-of-sorts.
In practice, however, this Chapter doesn’t hold up too well.
The dream is purely influenced by Valkorion. Outside of the
moments where we hear the Republic/Imperial soldiers and Jedi/Sith shout their
scorned belief in our heroism and that we failed them, there is very little
opportunity for us to look inwardly ourselves
without prompting; virtually everything else is presented negatively by
Valkorion in an attempt to force us to think thus, but it would undoubtedly be
more effective if we discovered each scenario first and then only at the end would we learn that Valkorion had a
hand in it.
The gameplay is also fairly tedious. Not only do we have
this really obvious ‘aura’ around our screens, but our characters move slower
and are occasionally stunned by the imperfect Carbon Freezing. Whilst the vast
majority of fights are just the typical ‘easy’ mob fights – this is one of the
only two Chapters where we’re by ourselves the entire time – I will give this Chapter credit for including a
miniature version of the Colossal Monolith fight and introducing us to the
‘miniature Operation’ mechanic nature of several final bosses of the subsequent
Chapters.
It also doesn’t help that, even though this is supposed to
be our first ‘glimpse’ into Valkorion’s new true nature, we’re still left in
the dark as he continually avoids answering any of our questions. I guess that
he doesn’t like us probing too far, just in case his plans are unravelled too
soon?
~~~
#4: Chapter
XII: Visions in the Dark
Similar to Chapter II, this one is interesting in theory,
but falters in-practice.
This Chapter starts with Kaliyo and Aric initiating a scheme
on Zakuul to either destroy or take control of a frequency broadcaster for the
GEMINI Code in the Spire. Lana tells you to ask Valkorion for infiltration
advice, which leads to you being separated from your allies and encountering
Satele Shan and the spirit of Darth Marr.
The really interesting thing here is listening to Marr and
Satele discuss how their attitudes have changed. Marr now accepts the line in
the Jedi Code, “There is no Death, there is only the Force”, whilst Satele’s
attitude has changed such that you can compare her to Valkorion!
Similar to Chapter II, we’re by ourselves the entire time.
However, the mob fights are decidedly more tedious; the Shade Stalkers are able
to disappear immediately after you enter combat with them, and when they
re-appear you often find yourself stunned when they leap upon you. Bonus points
if there are multiples which do so one after another.
Aside from trying (and failing) to work out how to
efficiently kill the blasted Shade Stalkers, your actions in this Chapter are
lighting beacons and traversing the Odessen Wilds for parts for your new
weapon. A world which is a nexus in the Force of course makes sense to have
naturally-occurring components for a lightsaber (whilst Satele would probably
know how to procure ‘spare’ components to hide), but ultimately this scavenger
hunt makes no sense for a gun.
In spite of the fact that this Chapter used Valkorion as the
key figure in the preliminary artwork, he features only very little,
disappearing soon after the Chapter begins after what is actually a quite
interesting fight. We also learn very little other than a confirmation that
Valkorion really hates questions
being asked of him without us being ‘proactive’.
Satele and Marr have no real ‘purpose’ being there other
than allowing us to create our new weapon. This weapon is also ultimately
really quite pointless, as it is not a necessary weapon in the final fight with
Arcann.
Depending on how you play your character, you may or may not have a final fight at the end of
this Chapter; the Cave Jurgoran at the end can be persuaded to stand down
through the Light and Neutral conversation options, whilst Dark Side of course
encourages her to fight. Rather amusingly, fighting her with a Ranged Character
might encourage the Jurgoran to reset the fight, as if you go back to the mouth
of the cave the fight resets and she just so happens to throw a spear which
knocks your character backwards!
This Chapter should
have been really interesting. This is a primarily-Force based Chapter, and yet
our characters’ knowledge of the Force is ultimately left without augmentation;
Tech characters who gain a ‘glimpse’ of the Force receive no proper training on
how to cope with it, whilst those who are already
Force users are left without knowing just how
Valkorion has ‘strengthened’ their connection to the Force. Bonus points for
the Consular in this regard, a character who was already stronger in the Force
at the age of four than their first master was at fifteen!
Ultimately, there is very little closure in this Chapter in
general. Valkorion takes off without us knowing his destination (or even how he
can take off!), Satele and Marr
disappear without any of our serious questions being answered, and Aric and
Kaliyo don’t appear again, along with the outcome of your specific choice,
until the end of the next Chapter.
~~~
#3: Chapter
VII: The Lady of Sorrows
It’s hard to know which of the two ‘endurance’ Chapters is
longer; this one or The Gravestone.
One thing which is for certain,
though, is that this is the first Chapter to elaborate on the culture of the cityfolk
of Zakuul.
Chapter VII starts by sending you and recently-exposed Senya
Tirall being dropped off in The Old World looking for a way to find the Lady of
Sorrows, who had just recently attempted to contact the Gravestone. Along the
way, you encounter T7-01 (again) and citizens of a dishevelled area of Zakuul
known as Breaktown, including the infamous cult the Heralds of Zildrog.
Prior to this point, the only areas we had seen of Zakuul
were the Carbonite facility, some offices, the Sun Generators, and the Eternal
Swamp. This was the first time that the areas where the ordinary people of
Zakuul lived was given some attention, and we receive a first-hand perspective
of the nature of some of the citizens throughout this Chapter, such as the
people cheering the fight between Senya and Reg as well as the betting on the
Arena Fights.
This is also the first and to date only appearance of the Heralds in the story. Whilst the presence of
the Heralds is seen in the Eternal Championship we don’t yet know what
importance they’re going to have in the future. Given that the new Exalted is
now in-leagues with SCORPIO, their prominence is going to be an interesting
development.
This will count for double if their beloved serpent Zildrog
is actually a real being.
Furthermore, this was sadly the only Chapter to feature a surprise returning ‘proper’ Companion.
Whilst Tanno Vik’s presence in Chapter VI: The Asylum was a more pleasant
surprise, he can’t join anyone and thus does not count as a ‘proper’ Companion.
In this case, this was SCORPIO, but this surprise is actually given away early
if you happened to explore a bit further in the Razor and come across her
holographic form conversing with an Imperial Astromech Droid.
The endurance nature of the Chapter is by far its most
annoying feature, particularly given that Breaktown and the Razor have several
mobs scattered throughout who are prone to using Force Choke which doesn’t make
either area particularly endearing.
It also doesn’t help that we see a maximum of four Companion
switches during this Chapter; we start off with Senya, then she disappears
leaving us with T7, who then disappears before we reunite with Senya, and then
Koth joins the mess as an alternative option to Senya when dealing with the
Heralds. Consistency be damned!
This was also the first instance that the “Choices Matter”
mantra was seen to have proper gaps; during the initial streams of Chapter III:
The Outlander, it was heavily implied that letting Tanek live would not cause
Novo to have a future vendetta against us, but as Tanek was of course killed by
Vaylin in the same Chapter if you let him survive Novo comes after us in this
Chapter anyway.
Novo apparently doesn’t believe that “it’s the thought that
counts”.
I will also say that it is a shame that we can’t play an
active part in the death of the Exalted. He’s a really dislikeable character
and yet the satisfaction of the kill goes solely to SCORPIO without any
opportunity for us to interfere.
~~~
#2: Chapter
X: Anarchy in Paradise
Anarchy in Paradise was the first Chapter which ended the
four-month-long drought of any significant updates since 4.0 itself came out in
October. There was quite a bit riding on this, as it would form the basis for
many of how each of the subsequent months’ story updates would be.
It’s a shame, then, that it would transpire to be one of the
most tedious Chapters of them all.
The Chapter starts with Theron, of course, telling you that
he believes that he has found somebody who can help; the terrorist Firebrand.
Koth makes his objections known, a deal is set up, and Firebrand recruits the
Outlander to help with her scheme to blow up power junctions, although she
actually has a more explosive outcome in mind…
From the perspective of an Agent character, this Chapter is
actually really quite interesting, and not only because Firebrand is Kaliyo.
The first Chapter of the Agent storyline of course deals with the terrorist
network under the Eagle, with their first noteworthy scheme involving planting
explosives at power-junctions in the Dark Temple. Justifying having to help a
terrorist repeat a similar scheme to what they had to try to stop for the sake
of their glorious Empire is a very interesting reversal, and something which
actually isn’t called attention to in
the moment!
Moving past this, this Chapter is pretty much repetition
after repetition after repetition. You go to a power junction, plant
explosives, deactivate security stations, fight Skytroopers, kill a Knight of
Zakuul, and rinse, lather, repeat. Then rinse, lather repeat again.
The most aggravating part about this, though, is that the
majority of the time you think you’re safe and out-of-combat, an infernal
Skytrooper or two spawn in, automatically placing you in-combat. It’s actually really interesting to say that this is
tedious, as this is by far the most realistic combat we’ve yet seen come from
this game, as in a real-life situation there would be constantly-aware enemies rounding on our position rather
than just walking away and ignoring us even if we were a couple of feet away.
Whilst the repetitive nature of power-junctions and security
stations dissipates when you arrive at the Overwatch – although this may be the
only time The Old Republic succeeds in destroying something with this name –
this constant combat persists throughout the entire Chapter, with Overwatch
also adding multiple Knights into the
mix.
The final boss is clearly an attempt at more involving
combat, with a Zakuul shuttle sitting outside the window blasting at us whilst
more and more Skytroopers fly in, yet this very
repetitive fight when the boss also becomes immune at these exact moments is yet another aspect which adds to the
tedium. Whilst the most tedious boss-fight currently belongs to Chapter XIII,
this is probably the second-most tedious fight from all of the Chapters.
In spite of its tedious nature, there are quite a lot of
people who would feature one specific moment in their highlights of the first
season: if you had blown up the Sun Generator, left the Exiles behind, and
blown up the Spire, Koth says that enough is enough and outright quits. This is
so far the only instance where we can make a Companion leave of their own
accord, something which I personally am quite a fan of, as it makes you realise
that your actions have consequences, but I do wish that it could have happened
for more popular Companions as well since Koth isn’t exactly the most
well-liked Companion in the general consensus.
#1: Chapter
IV: The Gravestone
The first ‘endurance’ Chapter, Chapter IV is often touted as
being one of the most boring Chapters, at least for the most part.
It starts in the Eternal Swamp, segues into our discovery of
the Gravestone, necessitating our searching for supplies, leading to our moral
choice, and then it just ends.
As usual, I’ll start with the positives. The Eternal Swamp
is nice and vast, but there are sadly so very few ‘new’ creatures outside of
the Iknayid, which itself was based on one of Ralph McQuarrie’s famous concept
arts for a spider on Dagobah. The other creatures are Mawvorr, Lurkers,
Wingmaw, and Rancor, just with a new skin colour. The Swamp Rancor is fairly
Surinam Toad-like in that it has no eyes, although it does also have a fairly
sizable pair of horns jutting from its brow.
Whilst we learn nothing new about Zakuul as a whole, this is
our first opportunity to learn about what has happened with the Empire and the
Republic across the last five years, in conversations interposed over Lana and
our character’s securing clean water from pre-built water purifying stations.
This is also our first opportunity to get to know both HK-55
and Koth Vortena, although regardless of any developments which emerge
regarding their characters, everybody seemingly remembers only two things: Koth
is very critical of the drastic actions which Lana would be more willing to
indulge in – which, actually, is interesting to note since he never attributes Lana’s advice to leave
the generator to explode to her… – and that HK really hates Iknayid.
Several aspects of this Chapter make very little sense. The Eternal Swamp is acknowledged by Arcann,
which implies that it has been mapped by Zakuul cartographers; as shown when we
come across it, the Gravestone is not
exactly hidden! How it has managed to continuously elude the Zakuulans
across the centuries is never
stipulated; even if its history is not known – Koth and Vaylin are able to
identify it very quickly, so the chances of a professional historian not
identifying it are very slim – surely
an old warship would still be stripped for possible armaments and information
from the databanks?
From a gameplay perspective, the enemies you face throughout
this chapter are, for the most part, the aforementioned creatures. There are a few Skytroopers which you can find in
the Swamp which makes their inability to discover the Gravestone in their
seemingly random exploration all the more hilarious. There are no interesting mechanics
in the fights, a fact often obscured by the fact that the subsequent Chapter,
Chapter V, actually starts with a
mechanic-laden fight.
As for memorable moments, it is telling that by far the most
memorable aspect of this Chapter is the montage of HK, Koth, and Lana aboard
the Gravestone which of course culminates in that cutscene.
~~~
It comes as something when the majority of these Chapters
are in the original set of nine. I’d hazard a guess that this is due to the
fact that these first nine are designed more to segue into an immediate
follow-up than the last seven which are more-or-less all self-contained. This
is most noticeable when Chapter IV lacks an actual final boss due to Chapter V
having an intensive fight near to its own beginning.
Interesting. I remember finding chapter 2 quite annoying at first, but as I took more characters through KotFE I started to appreciate that it's probably the one with the most references to your class and old background.
ReplyDeleteChapter 7 definitely drags a bit, it feels quite a bit longer than the ones that came before it.
I definitely wouldn't have put 4 as my number one though. While there is a lot of exposition, at least the combat is fairly inoffensive and nothing goes on too long. For me personally, 6-8 are probably the biggest "hump" to get over.
Funnily enough, my reaction to Chapter II has taken almost the exact inverse direction; I absolutely adored it when I frist played it, but I guess that replaying it several times over, coupled with current feelings towards the 'not-very-clear-at-the-moment' character of Valkorion, has allowed my critical side to take over.
Delete