Some things I liked about TSW:
- less emphasis on leveling. There’s still a progression but much of it is in the abilities that get unlocked and the range of things a player can do rather than a sheer numbers-based power curve.
- non-linear (tho still tree based) ability unlocks, and later abilities are not necessarily better than earlier abilities. It’s how a player combines and chains them together that matter.
- emphasis on story. Each NPC is voiced like The Old Republic (TOR). Unlike TOR, it’s not always in a camera-limited dialog event. This is both good and bad. You can leave the NPC mid-sentence, which may be good, but there’s much less animation during their spiels, making you kind of want to leave… The dialog can be hilarious, though, as with two federal agents bantering about popular sci-fi and superhero cliches (eg. Is it a “flight” of super heroes or a “fray” of super heroes?). The fact that it takes place in modern day makes this possible… lots of nods to popular culture.
- first zone is Lovecraft based. Awesome.
- players from the three different factions can group up. So I hear… I didn’t group with anyone while I was trying out the game. There’s no open warfare between the factions.
- monsters sometimes charge up or ready attacks and the game provides an on-ground indicator of where the cone or AoE will land, giving players a chance to dodge out of the way. I like this. It makes the fights more active.
Some things I didn’t like about TSW: