Battle Bards Episode 96: SWTOR expansions

“A long time ago in a galaxy far, far away…”

With those words, you know you’re in for a rollicking good adventure — and some impressive and spellbinding music to match! On today’s episode, the Battle Bards return to Star Wars: The Old Republic to look at the music of the recent expansions. Has the Force been with this MMO’s soundtrack? I’ve got a bad good feeling about this!

Episode 96 show notes (show page, direct download)

  • Intro (feat. “Star Wars Main Theme,” “Fallen Empire Main Theme,” and “Scorpio, the Deceiver”)
  • “The Alliance”
  • “Versus Arcann”
  • “Aries, the Mischievous”
  • “Lana, the Advisor”
  • “Odessen, the Sanctum”
  • “Serenity”
  • “Fulfilling Destiny”
  • Which one did we like the best?
  • Jukebox picks: “Twin Seeds” from Nights into Dreams, “Boss Theme 1” from One-Way Heroics, and “Menu” from Spore
  • Outro (feat. “Escape from Zakuul”)
  • Stinger

SWTOR: The Marr and Satele Show


Back to SWTOR for part two of my largely unnecessary vision quest through the gorgeous Odessan wilds. Satele and Force Ghost Marr show up to do their song-and-dance routine (not literally, although if SWTOR suddenly became a musical, that would have made my day) that pretty much boils down to the same lecture that both the pretentious Jedi and the stuck-up Sith have been giving since Day One: The Force is awesome. The Force guides you. There is no resisting the Force. If you expose the Force to direct sunlight, it may explode. Keep the Force out of reach of small children, especially with high midichlorian counts. The Force is good for a 20% discount at most local diners. And so on. Blah blah blah TALK.

If I as a Star Wars fan was enraptured with the whole Force element of the franchise or if my character was a Force user, I suppose I might have received this differently. But there is a good reason why I went Imperial Agent, which is that I didn’t want to be waving neon tubes around and mucking about with the most ill-defined and ambiguous religious concept in the galaxy. I want to win by practical, non-lecturey methods.

But even though I try to shut these two down any chance I’m given, I still have to go on the rest of this walk and accept their help. Wait, “help.” Yes, that properly conveys my annoyance.


You simply cannot blame me for seeing these “training poles” in the wilds and instantly assuming that some sadistic BioWare designer had come up with another jumping puzzle. I mean, right? That’s the first thing anyone playing this game this far would assume. But it was just a shortcut and nothing more.

Huh. Sometimes SWTOR surprises me.


Love the overhead perspective of this cave shot. So we get to visit another Force cave (I’m assuming), where Marr and Satele set up some sort of visionistic fight against Vaylin. It’s not a terribly easy fight, but thanks to my self-heals and the fact that, oh yeah, I’m an awesome Imperial Agent who actually trains hardcore and doesn’t expect the universe to jump at her finger beckoning, I win the day. Kind of a hollow victory, but oh well.


Marr and Satele offer to help me build a special weapon that might actually kill the Emperor. I was thinking about how I was doing just fine the last time I fought him, but hey, free gun, who am I to say no? There are options here to have one or the other or both help you make the weapon, as well as an option for the weapon’s focus, but the game doesn’t explain any of it, so I made a couple of random picks and here I am with my new cave gun.

I finally stumble back to the base, determined to kick Lana’s butt for suggesting that I take a stroll in the woods for clarity. Next time, she gets to do it while I sit in my office and devour a whole box of Valentine’s Day chocolates. The coconut ones are my favorite!

SWTOR: S’mores and Jedi


I’ve dragged my feet long enough on returning to Star Wars: The Old Republic, which might be appropriate considering that my character is quite the reluctant hero. I’m, oh, about a year behind? Something like that. Eternal Throne is already an old hat, and I’m still in the last third of Fallen Empire. Such is the fate of the player plagued with skipping forever through MMOs.

It really has been on my mind to get back to the game, if only to take players up on the common sentiment that the newest expansion has one heck of a story that’s worth playing even if you’re not going to be doing endgame gear grinding. My Agent has been on a journey ever since launch and I definitely have a deep fondness for this game, despite how much it has changed. It’s worth it to me to at least catch up on the story.


I’m on Chapter 12, and my team is getting ready to go back to Zakuul for about the 20th time just to streak past Arcann’s throne and go “NYAH NYAH CAN’T CATCH ME!” What’s that, Arcann? Starting to annoy you how much we keep mooning you and then darting away?


Poor baby. He’s like a poster child for Sith health care: “Join the Dark Side, get half your body burned off and replaced by ugly prosthetics!”

Anyway, before we head back to Zakuul for a mission to take over the transmission tower controlling the Eternal Fleet, Lana has the bright idea that I should go consult my personal ghost to get any tips on how to infiltrate. As usual, there isn’t an option to say “SHUT UP LANA” and I am let down by BioWare for the umpteenth time. Job-stealing jerkess.


At least it’s a good excuse to wander around Odessa at night, which is definitely one of the prettier planets that the devs have made in this game. It’s kind of like the planet of summer camps, what with the fireflies, pine trees, picturesque creeks, and actual Jedi camping out. But we’ll get to that in a second.


First things first: the Emperor is being his usual preachy, condescending self, demanding that I take on the role of a student in need of all of his great wisdom and gifts. But that’s not who my character is. She may not be arrogant or all-powerful, but she has always been highly resistant to people trying to control her and force her down a path. When it comes to Valkorion, she wants nothing to do with him. She kicks against him every time, shuts him down, and refuses to listen. There’s no bargaining here, no coming to a mutual understanding.

I’m an Imperial Agent, darn it, and I don’t need any mystical Force crud to help me succeed. I do that on talent, skill, and tech toys alone. You Jedi and Sith can go stuff it.

Vakorion gets majorly ticked at me, sending me on a vision quest of sorts that ends up in a prolonged fight that I could’ve won except that he cheats his way out of it. Following that, I wake up on a strange starship, still on the planet, only to bump into a very old character.


Yes, it’s Satele Shan, looking much more matronly and angry than her earlier incarnation. She’s also talking to a force ghost. Obi-Wan, is that you?

Anyway, she’s pitted herself firmly against Valkorion, so I guess maybe she’s a way out of my predicament. But I’m not inclined to be that friendly to the Republic either. Kind of tired of all of the factions, to be honest, and again, any Force-user has me suspicious and distant. Plus, Shan seems to have taken a page from the Yoda playbook of “When the good guys are losing, just run away and camp out on a planet for a while until a mentor comes along to fix everything for you.” Can we just call Yoda a coward? I liked him and all that, but in light of the prequels, he really was.

Now Satele sends me on a vision quest of her own, and I am officially tired of these people jerking me around. Can I start my own empire already?

SWTOR, I don’t know you any more


Change is to be expected in MMOs. But what happens when an online game changes so radically that it isn’t the same title you knew at all? Game devs know that playerbases will bend with some degree of change, but if you make those changes too drastic, the connection between a player an an MMO snaps and bonds are dissolved.

I feel that this is exactly what’s been happening in SWTOR over the past year. And after looking at what the next expansion is going to bring, I’ve simply lost any desire to ever come back.

It actually hurts a little bit to think back to SWTOR’s launch back in, what, 2010? And to think of all of the great adventures I had in that game, especially over the first year. The Imperial Agent story was tremendous, and the free-to-play switch meant that I could leave and come back at my convenience. I might have drifted away, but it’s always been one of those MMOs that would come back into my orbit sooner or later. I was anticipating this event with this fall’s expansion, Knights of the Eternal Throne, but the more I find out about it, the more I know that this is not to be.

It’s not one big thing or a thousand small things, it’s somewhere in the middle — a death of interest due to a hundred medium cuts. The sheer contempt that BioWare holds for its F2P community is one such cut, and the news that not only will you be unable to participate in the expansion at all if you don’t subscribe but you can’t even get any gear at level 70 makes the free-to-play label laughably obsolete. A free trial, perhaps, but this has to be one of the most unfriendly, unwelcoming F2P systems in the industry. As BioWare holds what it must see as freeloaders in contempt, so I too hold the studio in equal contempt for shunning its free crowd and all but strong-arming people into subscribing.

Hey guys? If you wanted just a subscriber option, you should’ve stuck with it. Remember how your numbers tanked and you went F2P to draw in the crowds? Can’t have it both ways. That’s going to bite you, hard.

Beyond the business model is the structure of the game itself. Up through Shadow of Revan, SWTOR stuck to its original formula, with the classes distinct from each other, with their own companions, stories, and so on. Planets were released as adventuring zones with overarching stories and all was good.

But then comes Fallen Empire, and the paradigm of the game shifted considerably. SWTOR split into two games — the old, 1.0 experience that took players from 1 to 60, and the new 2.0 experience (which BioWare encouraged people to jump right to via boosts) that started in Fallen Empire and is continuing through Eternal Throne. There was a greater emphasis on a cinematic story, which was pretty great for storytelling. Less sidequest deadweight. Some strong new characters. I can’t condemn it for being ambitious or trying to hew more to BioWare’s strength, which is its stories.

Still, the changes were so drastic that they went beyond trying to change things up a little to reinventing most everything. The timeline was shifted five years into the future. The companions and relationships that we’d spent years cultivating had been abandoned, and in some cases, still haven’t been able to be recovered. All classes were funneled down into the same story with the same selection of companions, with many of the missions forcing us to use a certain companion instead of letting us choose. We were relocated away from our ships to the Gravestone. It was a whole lot of change to swallow, and while I was initially on board with it, after a while it left me feeling more disconnected than ever from the character I’ve had since launch.

And to be honest, the whole Zakuul storyline was starting to leave me cold, too. As another blogger said, how many evil empires do we need in a Star Wars universe? Very little of the Fallen Empire felt fun, like a high-spirited Star Wars adventure should. It was perhaps a little too solo, with very little open world exploring with the chance encounter of other players.

I don’t know. Looking at SWTOR right now makes me a little bit angry, but even more sad and wistful. I miss what it was. I don’t like what it’s growing to be. And I have strong doubts that I’ll be coming back to this game world because of it. If BioWare’s mission was to make it as difficult as possible to come back and enjoy the ongoing story, then that is fairly accomplished in this case.

Maybe we should start hoping that someone else starts working on a new Star Wars MMO?

6 major MMORPG launch days revisited

wildstar plans

One of the neat things about having a long-running blog is that it inadvertently turns into a historical document chronicling major events. In this case, Bio Break has been around since 2008, and I’ve gone through several major MMO launches since then. I thought it might be fun to look up the day one (or day two) posts talking about those experiences to reshare them with you.

Guild Wars 2 (August 2012)

“Guild Wars 2.  Is incredible.

“Playing it live feels so much different than beta, and I’m so glad I have a character to actually invest in.  But even more than that, this is just a game that exists to wow you left and right.  I’m sure that there are those who have become immune to in-game beauty and details, and only see the numbers and min-maxing, but that’s missing the point here.  It’s a game where I felt fully justified to spend the first hour just gawking around like a tourist instead of killing things, and I’m forever going off the beaten track to explore.”

WildStar (June 2014)

“As you may have heard/experienced, it was anything but a smooth beginning.  Due to a purported DDoS attack and a kajillion people trying to cram through the login servers at the same time, we simply could not log into the game.  We got to know the little running hamster, the theme music, and our account passwords very well, however.  It was 4:15 before I could log in, and by then going back to sleep wasn’t much of an option.”

RIFT (February 2011)

“All in all, I’m pretty impressed with the game performance.  No crashes for me, and everything flowed just smoothly.  I did roll a Dwarf Bard, and I’m pretty pleased with the choice.  I’m a Medieval Guitar Hero and proud of it, baby!  I splashed in a bit of Riftstalker for the teleportation spell — being able to jump ahead 25 feet every so often is a ton of fun, as well as a helpful escape button if I got over my head.”

Star Wars: The Old Republic (December 2011)

“On a lark I tried to see if I could log in at 6:30, and lo and behold I could.  Servers were up about ten minutes after that, and I began the process of reserving the eight character names I picked out.  When I finally logged in, it was to a ghost town — not a single soul in the zone, not a single voice on the chat screen, nothing.  I’m not saying I was the first in game, but it almost felt like it.”

Champions Online (September 2009)

“Framerate issues notwithstanding, I had a great time last night.  It was fun to see a lot of friends in the game (and the @name system is growing on me, for sure).  I even spent a bit of time learning the ropes of the crafting system, which is pretty useful — you can make your own inventory bags, which is certainly useful.”

Neverwinter (April 2013)

“While the character creator is really skimpy and the Foundry reportedly in shambles, the core game itself looks fantastic and is pretty fun to play.  It’s more action/arcade-like than a traditional MMO, but for some reason it works here.”

SWTOR: Walkers on the east ridge


Random thought: I wonder how much of the plot and writing of Knights of the Fallen Empire was contingent on which voice actors BioWare could bring back to reprise their roles? I suspect that it’s more than we’d think.

In one short evening, I blitzed through Chapter 11. This time, the guest star companion was Jorgen (of the Trooper storyline). I never played the Trooper much, but what I had left me the impression that Jorgen wasn’t the most jolly or likable of souls.

Naturally, the leader of the resistance decided that a half-hour away from Zakuul was too long to be out of danger, and so she rushed back in. The mission was remarkably straightforward: To assist Havoc Squad with tapping a transmitter so that they could listen in on the bad guys. I like straightforward missions.

Sure, it got a bit complicated when my presence triggered an immediate Skytrooper assault. Here’s a thought — perhaps if I stayed at the base and stopped micro-managing, the bad guys might not find me so tempting a target? Some folks got kicked out of their homes and we had to escort them all back to a base for safekeeping.


This time around I played very nice, although there wasn’t much of an opportunity to exercise light or dark side decisions. Just a lot of random, meaningless combat designed to slow down the progression of the mission.

Two things made this quest something other than totally forgettable. The first is that I enjoyed the feeling of a frontal assault, and at times the game did a great job making everything feel immediate and dangerous. The second was when I was tasked with getting inside a force field… somehow. My Secret World training kicked in and I figured out the puzzle in no time. Still, it was kind of nice to be required to use my brain instead of my finger muscle memory for battle rotations.

With that mission done, I went back to Odessa, only to be told that there’s an even BIGGER transmitter tower and a more DANGEROUS mission to tap into it. What, was this a dry run? Do the devs not have any better idea than copy and paste?

SWTOR: Is regretting a decision a sign of a good story?


Some spoilers ahead for SWTOR’s Chapter 10, but either you’re way more behind than I am or you’ve beaten this months ago, so I’m not terribly worried here.

Anyway, as part of my month’s goals, I went through the entirety of Fallen Empire’s Chapter 10 last night. It was another field trip to Zakuul to check out a possible ally, a mission that I found preposterous on two fronts. First, we had scads and scads of allies, thanks to the Chapter 9 interlude. And I wasn’t even trying hard to collect them!

And second, why in the BLUE BLAZES do we keep going back to Zakuul? The enemy planet? The planet filled with bad guys and uber-bad guys that all want to kill you? I mean, this chapter makes such a big deal out of how frustrated Arcann is that he can’t find me — to the extent that he ends up firebombing five worlds — and if he’d only pay attention to history, he’d know that I’d be coming right back to his planet within a week, probably in the exact same zones. It’s like playing hide-and-go-seek with someone who is deliberately trying to get herself found.

The real reason, of course, is that the devs spent a lot of effort making some pretty cityscapes and they wanted to reuse them as much as possible, even if logic and common sense had to fly out the window.

Anyway, once back on the planet I bumped into yet another old Agent companion — Kaliyo — which would have been a total surprise except that the splash screen for the mission spoiled it. She wasn’t too happy to see me, probably because she felt abandoned. Tough — I was a corpsicle for five years. She can deal.

Apart from the pathos-filled reunion (which I handled diplomatically), the mission itself was the height of tedium and backtracking. Seriously, it was way too much running all over the same zone maps, fighting the same waves of skytroopers, and clicking on the same glowies.


Eventually we did get into a great set piece fight at the Overwatch’s HQ. Would’ve been nail-biting, too, if there was any chance of actually failing. I loved the gunships firing in through the window, especially when you got to blow it up. I’m the A-Team in one Chiss-sized package.

The interesting part of Chapter 10 came at the very end, when Kaliyo revealed that she had planted even more bombs around the city that would go beyond mere service disruption (our original intended goal) and detonate public areas, skyscrapers, etc. Lots of human collateral damage, but she reasoned that Zakuul as a planet was the enemy, so all was fair game.

The light side choice was to shy away from this, while the dark side leaned more toward the “revenge! REVENGE!” aspect. I was feeling all cranky and contrarian, so I figured that my character had had enough of this planet. Blow it all to smithereens — after all, wasn’t that what Arcann was doing anyway?

In reflection, it was a bad choice. Terrible one, even. I felt horrible as I saw all of those buildings come down, more so after I got back to the home base and the various allies chewed me out over it. Koth even stormed off, leaving me permanently (?), saying that this wasn’t what he signed on for. I won’t say that I’ll miss him — he’s a whiner, that one — but it was a shock even still. It’s the kind of heavy cause-and-effect consequence that BioWare often promises and only sporadically delivers, especially in an MMORPG.

I logged off actually wanting to rewind the clock and choose differently. I even had my character throw a snit fit and stomp out of the room saying that she was done with it all, much to the dismay of my companions. Emotionally, this all sent me plunging a bit (although not too much, this being a game and all).

Yet it got me thinking that this result was, in its own way, a sign of a good story. That eliciting an emotion, even a negative one, from the effects of a personal decision and seeing that play out, meant something to me. Getting a player to care can be a herculean task for devs, especially in games with reset buttons everywhere. So regret, if properly earned, can be as powerful as elation or surprise.

I’ll live with my regret. I’ll forge on. I don’t even know where my character’s morality lies, but I feel as though she should make up that one bad choice in any way she can.