Smugglers have a reputation for relying more on finesse than sheer brawn. They use their wits and clever tactics to get the upper hand and usually try to avoid going toe to toe with enemies. In Star Wars: The Old Republic smugglers have the luxury of letting a companion character fill the role of attracting attention and absorbing damage. Corso Riggs is a loyal soldier who meets all challenges head on. Corso knows his job and does it well, allowing the smuggler to stealthily do what they do best.
This week's Star Wars: The Old Republic Friday Update is a Developer Blog about companions from Senior Game Designer William Wallace. This feature will be presented in two parts, with this first part discussing companion customization. The piece explains the thought process and implementation behind customizing the physical appearance of companions. It also discusses how the abilities of companions evolve during progression within the game and includes some videos that demonstrate this in action.
As a side-bar to this update, Gamespot interviewed Game Director James Ohlen. Included with the interview was a Developer Dispatch video focusing on companions. A dissection of the video is available.
Official DevTracker post follows the jump.
Update: The developer dispatch is now online at the official site. Embed is available after the jump.
Carefully examining and dissecting content for Star Wars: The Old Republic is the keystone of our work at Darth Hater. This meticulous approach is seen throughout our articles, but it becomes even more pronounced when we are actually playing the game. At both E3 and PAX this year we examined many of the nuts and bolts of SWTOR, but there is always more to find. The following is our list of new general notes from our multiple hours of gameplay at last month's Jedi Immersion Day.
- Page 1: Group Flashpoint, Republic Class Notes, General Tython/Coruscant Impressions
- Page 2: User Interface, Codex System, Quest system
- Page 3: World Quests, Emotes, Itemization, Companions, Audio, AI
Update: A correction was made regarding our notes about Multiplayer Dialog Party Chat after notification from Principal Lead Combat Designer Georg Zoeller.
A correction to their notes regarding party chat.
Party chat is in fact available during multiplayer dialog (or any dialog), so you can coordinate with your group on what choices to pick. This is an MMO after all, so even during cutscenes and dialogs you will retain the ability to communicate in chat.
We apologize for the error in that segment.
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