When Star Wars: it was a dream come true for every Star Wars nerd who ever swung a flashlight and "vwhoosh" noises under their breath (including yours truly). Unfortunately, the reality of Star Wars Galaxies was a bit more problematic than the beautiful fantasy. The game was a collection of broken quests, bugginess, a weird combat system, and a general lack of things to do. Despite this, many gamers were willing to overlook the game's flaws in favor of the always-just-out-of-reach "potential" that the game seemed to exude.
Fast forward two years and we've seen the (sometimes nightmarish) introduction of the Jedi, bizarre developer priorities that seemed to introduce two new bugs for every one fixed, and a freaky combat system that was so vulnerable to exploitation that every game patch seemed to engender a mad scramble to find the new "uber-combo-of-the-month." Even the comparative bright spot of the release of the long-awaited "space expansion" Jump to Lightspeed, couldn't mask the fact that once a player landed, they were still stuck in the same broken ground game.
Recent days, though, saw the long awaited release of the two things that were going to "save" Star Wars: Galaxies, the infamous "Combat Upgrade," and the game's second expansion pack -- Rage of the Wookiees. The good news is that it seems to have worked. Rage of the Wookiees brings in lots of interesting content, plenty of quests, some decent rewards, and (at last!) something for combat characters to sink their teeth into that makes the game as rewarding as its always been for crafters and role-players. The down side, however, is that while it's a rewarding enough experience for Galaxies veterans, there's little in Rage of the Wookiees that would attract any new Galaxies players.














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