Showing posts with label kessan's landing. Show all posts
Showing posts with label kessan's landing. Show all posts

07/02/2024

Kessan's Landing

I've settled into a kind of routine when it comes to writing about SWTOR's major patches: write a first impressions post, put together a detailed review of the new story content, sum up how I feel about the new planet/flashpoint/operation/whatever the main new gameplay feature of the patch is, followed by a couple of additional posts for any other business, such as UI updates or other minor changes.

As far as 7.4 goes, I covered most of that, but the one thing I was still missing was a rundown of the new planetary map on Ord Mantell, Kessan's Landing. To be honest, I think the main reason I've been putting off writing about it is that it's been... fine. Good, even! I have no major complaints. At the same time I didn't exactly feel blown away by its awesomeness, so... I've just kind of struggled to find a lot to say about it.

I suppose the one thing I'm not too fond of is that it's night time there. I guess the devs opted for that to strengthen the slightly oppressive mood that hangs over the town, plus to create additional visual distinction between Kessan's Landing and "old" Ord Mantell, as the two areas use a lot of the same general "building blocks" otherwise, such as sandy beaches, rocky cliffs and glowing lava flows. Night time is never great for taking screenshots of your character though.

A building next to the sea side at Kessan's Landing, with a giant full moon on the horizon

Doesn't mean there aren't any nice vistas to look at.

I also thought it was interesting how much bigger Kessan's Landing is compared to many older in-game towns. All the villages on the starter planets tend to consist of like, five buildings, which is quite video-gamey and not very realistic. I liked that Kessan's Landing felt more like a real place where people could actually live.

The dailies were decent fun. As I've said many times before, I'm not a huge fan of dailies, but I do like doing them sometimes, and they are one of the better types of content for me and Mr Commando to do together nowadays, considering that the story is a purely solo affair. After the troubles we had with Ruhnuk, it was nice to return to a mode of running dailies that felt more relaxed and less punishing. The map is reasonably open for the most part, meaning you don't have to fight every single mob you encounter, except for the narrow tunnels leading up to and inside of Fort Ronning, but that's okay because it adds flavour by making that particular area feel more dangerous.

Mr Commando soon figured out a path that took us through a full round of both normal and heroic dailies in good time, and we faithfully did that every week until we maxed out the reputation track. I thought it was interesting that while most of the dailies come from the terminal in town, there are a couple that have to be "found" and picked up from NPCs around the area, something that reminded me of Yavin IV and Ziost. I was just a bit disappointed that the missions seemed to be exactly the same for Republic and Imperial players - with exactly one exception, oddly, in that Republic players have to save grazers while Imperials capture an asharl panther.

The heroics were decent fun to duo as well, and the [Heroic 4] is proper hard without feeling like a slog, as you basically just have to fight one mob with a lot of health that also has some hard-hitting mechanics. Ironically, the open world boss FR3-D0M felt relatively easy in comparison, though at least it has some bad stuff you actually need to step out of - as opposed to Kithrawl on Ruhnuk who's basically a big sack of potatoes that you just need to wear down.

Kessan's Landing also has a new datacron, which... honestly, maybe I should just make a whole post about the evolution of datacrons at some point. However, for this post it's enough to say that the most recent trend with them has been to force players to do the work themselves, ensuring that people can't just get summoned to the datacron location on day one and get their stat buff without even knowing what was involved in unlocking it.

The Ruhnuk datacron also required you to do a lengthy relic hunt quest chain first, which I didn't mind - my issue with that was more that it also felt like it was meant to benefit your daily-running, and completing it for that purpose on every alt felt tedious to me. In that regard I have to give the devs props for making the relic hunt equivalent for Kessan's Landing irrelevant to the dailies and only required for the datacron, so you only really need to do it once. As it was, I thought it was a fun little quest chain that sent you traipsing around the galaxy (and that featured another cute gonk droid). Fun fact: during the part on Quesh I got the codex entry for "lobel" on my main... only took me thirteen years. I might even repeat the quest chain on an alt at some point, but I'm happy knowing that I don't have to in order to be able to do the dailies efficiently on alts.

Shintar the trooper looking at the Kessan's Landing datacron

Completing the chain unlocks access to a secret cave where you then have to go through some puzzles to get to the datacron. I initially got a bit frustrated by the part inside the cave because it felt quite lengthy, yet any failure would send you back to the very start and force you start over from scratch. On my first visit I eventually gave up after dying to the hidden droids in the lava one too many times, but funnily enough, when I came back a couple weeks later I simply changed one utility to boost my speed and easily made it through that same lava bit on my first try. Gotta use that brain!

After that I was extremely paranoid though as I didn't want to get sent back to the start yet again, so I only progressed very slowly and with a guide on hand. I was in fact so slow that the door you're meant to unshield and blow up had re-shielded itself by the time I reached it. Fortunately I only had to backtrack a little bit to unshield it again. Ultimately it was far from the hardest datacron I've ever done, though I definitely would have appreciated a couple of check points along the way.

Most of all though, I'm really happy with the way the dev team has managed to deliver a new planetary zone three major patches in a row now, and with any luck we'll get another one in 7.5. This is something I love and definitely don't take for granted. And as I said previously, I'm more than happy to revisit existing planets, so I don't mind at all if it's not entirely new environments.

17/01/2024

Meeting the Curator

Aside from the big Chains in the Dark story update, patch 7.4 also contained a smaller side story with KOTOR-style cut scenes, which continued the storyline that started with Lane Vizla on Ruhnuk in 7.2.

What's it about? Spoilers ahead:

Lane recalls you to Ruhnuk to tell you that she's been working on restoring the small Basilisk droid you left with her but she's made no real progress as she just doesn't know enough about their inner workings. She has however found out about a reclusive rich guy called the Curator who apparently collects rare droids, and she wonders whether he can help. As he shuns company, she wants you to infiltrate his home stealthily, while pretending to be a courier with his newest purchase.

For this, you have to fetch a bunch of stuff from around Ruhnuk, Mek-Sha and Dantooine. You then go to the Curator's house, which just happens to be on the outskirts of Kessan's Landing (convenient!). Your disguise gets you in, but it quickly becomes obvious that you're not delivering the real goods he expected (though I think it's funny that he instantly turns on the messenger instead of assuming the seller sold him a fake or something like that). His defenses consist of nothing but some antique astromechs though, which are disabled with as much as a kick and a slap.

Three astromech droids

When you demand to know more about Basilisk droids, he has to admit that they are so rare that even he doesn't own the schematics... however, he knows of an equally as rare/even rarer(?) HK-24 droid on Belsavis, a type of droid that was specifically used to hunt Basilisks and should therefore have lots of information about them. He suggests that you retrieve its memory core, and that in exchange for providing you with its location, he gets to keep the chassis for his collection.

You do go along with this plan and return the HK core to Lane. She puts it into an old astromech to access it and the astromech goes absolutely nuts, yelling about how it's malfunctioning and wanting to self-destruct, followed by an attempt to destroy the powered off Basilisk droid. 

Lane asks you to return the astromech to the Curator to see if he can fix it up to not go crazy. He's not too pleased to see you again but offers to put together a bespoke restraining bolt. While you fetch some parts for him, he puts the HK-24 core back into its chassis and of course something goes wrong, causing it to turn on and attack him. You come back in time to take it out again and protect him, after which the memory core goes back into the astromech with a restraining bolt applied.

The Curator talks to a Sith while standing next to the lifeless HK-24 chassis
When you turn it back on on Ruhnuk, it still gets somewhat agitated, seemingly arguing with itself, but in a somewhat more restrained manner. Lane also says that the Curator has contacted her and wants to sponsor the restoration of the Basilisk droid.

This story was about what I expected in terms of length and depth. I was a bit surprised by just how silly it was, considering that the previous installment of this storyline was quite serious. Not that there's anything wrong with silly, but we did just have the goofiness of the Galactic Season 5 story as well...

There were only a couple of small things I didn't like. For example I was thrown off by the fact that during the first conversation with Lane, her pronunciation of the "G0-T0 eye" (the thing you're supposed to pretend to deliver to the Curator) changes between "go-to" and "gee zero tee zero", which is quite a big difference.

Shintar the trooper with her arms crossed and looking grunmpy while wearing a delivery uniform

Also, the whole premise of pretending to be a delivery person was a bit... eh. It wasn't quite sweeping the floor of the Gormak cantina, but it felt close. Not exactly a job for an Alliance Commander or Sith Lord in my opinion. The whole thing was a bit weird from a mechanical point of view as well, as they literally make you put a whole gear set on, which in the age of the Outfit Designer doesn't change your appearance anyway (unless you go and select "show gear as outfit", which I did for my own immersion, but it did feel a bit clunky). I would've expected to just get a quest item that you click and poof, you're disguised. But I don't know, maybe someone out there was really happy to get this cosmetic gear set for future pizza delivery roleplay (since you do actually get to keep it)?

Finally, the last thing that got me was that when you're on Belsavis and some guards stop you, you have to kill them even as a Republic trooper! That just felt wrong; there should have been a non-violent solution available.

Aside from those things, I quite enjoyed the story. I had a good chuckle at all the droid shenanigans, from the ridiculous defense droids to the maddened HK to digging for parts outside the Curator's house. I did laugh out loud at the bit when you first leave his house and there's this glowy chest next to the door... I was like "Is this a lore object?" and clicked, just to be greeted by an "intrusive thoughts" cast bar, which finished with my character swatting the relic off its pedestal, to an audible expression of dismay from the Curator.

Sith warrior Arrah has an intrusive thoughts castbar while eyeing a relic

I believe there's been an indication that part three of this storyline, when it arrives, will bring it to its conclusion, presumably with us actually getting a Basilisk... companion? Then again, I'll be very surprised if this is the last we've heard of the Curator, and I wouldn't put it beyond him to mess things up somehow...

10/12/2023

Chains in the Dark Story Review

It is here! My big 7.4 story review. I'm always surprised by just how much I have to say about new story updates, as this post once again clocks in at close to four thousand words.

However, before we get into the actual meat of the story, let's talk about a certain "technicality": the KOTOR-style cut scenes. In 7.3, it was slightly startling when the conversation interface switched to that style at the Interpreter's Retreat, but I rationalised it as that section being a secondary story within the primary story and ultimately didn't mind it too much. However, this time around, the devs inserted silent protagonist cut scenes into the story seemingly at random, and I was less of a fan of that.

Don't get me wrong, I get that this format saves a lot of money and I don't mind it being used for anything that's not the main story, but to have a scene with an NPC with "proper" cut scenes and then in the next conversation with that very same NPC it's black bars and silence from our character - that's just jarring and confusing. I'd love to know what Broadsword's criteria were for creating some scenes in that style and not others. As a player, I'd really like to be able to manage my expectations, and the way things were done in this update was not helpful in that regard.

Anyway, with that out of the way, let's get to what actually happens in the story. Full spoilers ahead!

We start with a visit to Heta Kol's fleet, where we see Heta surrounded by Hidden Chain Mandalorians when Ri'kan walks up to her and tells her that they're "ready" for something, leading to her ordering everyone to their stations. Sa'har looks uncomfortable in the background and when Heta leaves, she expresses doubt to Ri'kan whether they're doing the right thing, but her concerns fall on deaf ears.


Next we see Jekiah Ordo giving orders on what I can only guess is Shae's new flagship, when suddenly a bunch of red dots start popping up on his galaxy map to indicate Hidden Chain activity. He contacts Shae to ask for advice on what he should focus on but doesn't seem to get a response.

We switch scenes to a cantina in an unspecified location that is later revealed to be Port Nowhere. The player character is having drinks with Rass Ordo and you have an option to flirt with him while waiting to see a Harido Wald contact. Suddenly there's an explosion and the Hidden Chain attacks! It's not called out in the dialogue, but it was noteworthy to me that these attackers are all from clans that we haven't seen fight for Heta previously, such as Bralor, Farr (like Ceta Farr, the Revanite from Dromund Kaas), Rodarch, Werda and Sharratt of Nar Shaddaa heroic fame, which seems to indicate that despite her defeat on Ruhnuk, her support has actually been growing.

You fight off the boarding party and blow up the tether they've attached to the station, but a group of them has already taken hostages. You can play it safe by using what you see through the security cameras to take out the hostage takers with a remote surprise attack, or you can opt to just charge in and leave the hostages to scramble in the crossfire, which leads to some injuries. They are grateful for the rescue either way.

After defeating the Mandalorian boss (who has some pretty interesting fight mechanics for a story encounter by the way), Rass gets a call from Jekiah telling him about the Hidden Chain attacking, to which you're like "no duh"! He says he's lacking resources and needs someone to check on the situation on Ord Mantell. One of the former hostages overhears this and chimes in with some advice on how to best get a foot in there.

Now, here the devs did something interesting as the hostage in question is different based on your background:

  • For Republic Force users, it's Master Cedral Gend, who's the quest giver for the Republic-side seeker droid/Seeds of Rage quest chain.
  • For Republic tech users, it's former(?) agent Folaris, who gives the exploration mission "Partial Eclipse" in Coruscant's Black Sun sector.
  • For Imperial Force users, it's former assistant overseer Markan, who instructs young Sith inquisitors on Korriban to see their class trainer.
  • For Imperial tech users, it's Thera Markon, daughter of Crysta Markon, whom bounty hunters meet and help out in their class mission on Rishi.

Now, usually I love recurring minor NPC appearances like that, but here it didn't work as well for me because some of these NPCs were so obscure that I didn't even recognise them, and when I did, there wasn't always a dialogue option to indicate recognition when there probably should have been.

On my trooper, who did the first run through, I at first mistook the hostage for Beryl Thorne from the smuggler story (who does look similar, but has a different hair colour), but then I looked at her name in the chat log and figured it wasn't anyone I knew. There was no dialogue option to indicate recognition, even though my trooper did do her quest back in the day.

On my warrior, I once again had no idea who the hostage was, but there was an option to ask "Do I know you?" (which does make sense in context since warriors don't get a quest from him but might have seen him around the academy) and after his reply I had to google him to confirm that he was indeed an existing character.

On my consular, who has done the seeker droid chain and obviously would have recognised Master Gend, I had the option to ask "Do I know you?" as well, but in that context I obviously didn't want to pick it as I did know him. I guess you could play it as they so obviously recognised each other that there was no need to comment on it, but it's been so long that it still felt a bit odd.

Either way, you agree to check on the Hidden Chain activity on Ord Mantell while Rass gets recalled by his brother. This is where the story splits for Republic and Imperial players.

On Republic side, you travel to Fort Garnik to seek out Captain Blyes, who once probably gave your trooper or smuggler their very first side mission. (I actually got a bit confused by this because I went straight to the new area Kessan's Landing and ran around aimlessly for a bit, only later realising that this bit of the story actually takes place on "old" Ord Mantell. In hindsight I think making you go there was a pretty clever move on the devs' side, as I think it's good for an MMO from a social point of view for new players to also see higher-level players near the starting zone - as long as they're not competing for the same resources.)


Captain Blyes is not in his office, and his nervous protocol droid eventually admits that he's several hours overdue. You find him getting smacked in the face by Black Sun smugglers in a hangar in Oradam Village and rescue him. He's grateful but has no idea about any Hidden Chain activity - though he promises to look into it if you can deliver a few supplies around the area first.

You meet up again in the frontier town of Kessan's Landing, and when you arrive there you also run into Arn. Apparently Blyes inquired about more reinforcements, and Arn is all he got - can't say I entirely blame him for being disappointed! One of Blyes' scouts has a lead on potential Hidden Chain activity in the geothermal power plant, so this is where you're off to.

Meanwhile, on Imperial side...

You go straight to Kessan's Landing, to see Ord Mantell heroic quest giver Gizmel Gam, who's apparently become known since then as the type of scoundrel who'll work for anyone. You don't immediately find him in his office either, but instead it contains a couple of disgruntled people who are clearly not happy with something he's been doing and are also looking for him to complain. You can talk to them or just sneak off to search the other locations you overhear them mention as his potential hideouts.

As you search around town, you find more people that are similarly annoyed with Gizmel about something or other. (I've got to admit I chuckled at the droid in the cantina that's called ME-3P and says nothing but "Meep. Meep.") You eventually find him in the so-called Legate Lounge (which features an Ortolan playing the organ Max Rebo style) and he promises to help you if you first take care of his most urgent problem, some SIS agents that are on his case.

You find the SGS agents posing as mechanics in a local shop. There's supposed to be a saboteur option here, but it launched buggy and shows for loyalists instead, and only for them, which makes no sense of course. Might want to hold off on taking any Imperial saboteurs through this bit until they patch it. Either way, you have the option to resolve things peacefully or violently.

When you return to Gizmel's office, you're surprised to find Darth Krovos and her retinue there. Turns out that she's got assets on Ord Mantell to help stir unrest, and Gizmel contacted one of those people in an attempt to sell you out. She knows about the Mandalorian in-fighting as well and thinks that it's in everyone's best interest to get rid of them here, so she's planning to assist you. Gizmel is still deemed useful enough to provide more intel, and advises you to check on a drop-off the separatists expect at the geothermal power plant to find out what's going on between the separatists and the Hidden Chain.

As you sneak inside the power station, the stories of the two factions converge again. You run into Hidden Chain and separatists working together, and eventually encounter a Cathar woman fighting some of them off with a blaster and some minor Force powers. She introduces herself as Petra and explains that she was looking for her sister Mina, who used to work in the station but has recently gone missing. She also explains that she saw the Hidden Chain remove vital cooling rods from the power plant, without which it will explode sooner or later. As you can see signs of a meltdown being imminent already, you agree to help her with cooling things down at least temporarily by redirecting some water from a reservoir. Arn or Krovos hang back to first flip a vital switch and then to provide remote assistance/intel afterwards.

After you save the power station from immediate doom, Rass Ordo calls you on holo to share something he deems very important: Shae Vizla hasn't been responding to Jekiah's calls for help and is effectively missing. Petra is somewhat alarmed by the whole conversation (presumably because she's just been fighting Mandalorians) and questions whether she should even trust you, but you agree to track down the Hidden Chain together to retrieve the cooling rods, both to foil their plans and to assure that the power station can be repaired.

Your search leads you to a crashed tram car (the opening of which involves a brief sequence with an adorable Gonk droid), in which you find cages and what looks like some deceased prisoners, one of whom Petra recognises. She gets very upset and angry, and her worry about her sister intensifies. She reckons that the enemy must've continued to the nearby supply depot of Fort Ronnig and that you should go there.

Republic players have to fight their way into the enemy base while taking out a whole lot of defences, while Imperials get intelligence about a secret back door that bypasses a lot of that. Either way you eventually find a separatist leader guarding the cooling rods. You defeat her, but she gets one more message off to tell her associates to "get the assets off-world" and activates explosives around the room. You now have the choice to insist on disarming them, or to make a run for it to try and capture the "assets"/prisoners.

I found this to be a very interesting story choice, as it's not clearly light or dark or even necessarily a moral question, but more a matter of having to make decisions with limited information. If you just wanted the Hidden Chain to not have the cooling rods, letting them blow up seems fine, but if you wanted to return them to the power plant, it's potentially very bad for the population of Kessan's Landing to let them get destroyed. You prevented the power station from blowing up on the spot, but what will happen without the cooling rods in the long run is anyone's guess. On the other hand, running after the prisoners might end up being a completely futile endeavour as they might already be dead anyway, like the ones in the tram car - who knows what the Hidden Chain even wanted with them.

If you go for the prisoners, you find Mina in one of the prison cells and the two sisters are delighted to be reunited, but Mina says that some people have already been taken away. Mina then takes charge of the remaining prisoners and vows to lead them home. Outside, you and Petra see a shuttle take a few more cooling rods aboard and take off. If you save the first set of cooling rods by disarming the bombs instead, you arrive just in time to see Mina and the last few prisoners get taken away on the same shuttle, much to Petra's distress.

Almost immediately afterwards, a different shuttle arrives and lands, spitting out more Hidden Chain mooks and the leader of Clan Varad, Tyrus Brokenblade. It's interesting to note here that Petra asks who he is, and your character replies with "I don't know" - because of course they don't, it's only you as a player who's seen him multiple times in the "meanwhile, at Heta Kol's" cut scenes. That clear dissonance between what I knew and what my character knew felt a bit jarring to me to be honest... then again, you could also see it as a clever way of making the player invested in an encounter that would otherwise just be a random mook to you. Interestingly enough, Tyrus tries to convert you to Heta's side, framing it as someone with your power being wasted on Shae. Eventually you come to blows (if you don't start the fight, Petra will) and he's another pretty interesting boss fight for a story encounter! Though you still win of course.


Unfortunately, Petra gets too close after Tyrus has been forced to his knees, and he manages to impale her on his techblade. I honestly thought she was gonna die there, but it turns out she joins the Outlander and Sabine Wren in the "walks away from being stabbed in the chest" club. In fact, she's more than fine because the latter two at least needed medical attention, but Petra literally just walks off and appears completely fine when you talk to her later. I don't know, maybe the injury isn't meant to be as severe as it looks in the cut scene?

Anyway, just as Tyrus is about to strike a second time, delivering what definitely would have been killing blow, a pink light saber blocks the attack. It's Sa'har! He calls her a traitor and claims that Ri'kan will enjoy killing her, which gets her riled up and the two start fighting again. Eventually you team up with Sa'har and beat him down for good. Sa'har tells you about how she gave the holocron to Heta, who is now using it to build some sort of machine (which is what all the raiding is about) but that she feels it's all wrong and wants to stop it but can't do it by herself.

It turns out that Tyrus still isn't completely down, and he crawls forward to reach for his holocommunicator and call Heta. Sa'har responds instinctively and cuts his hand off to prevent him from doing so... on screen! I mean, there's no blood or anything of course, but we actually get a close-up of his disembodied hand, which is I think the "goriest" this game has ever gotten visually (at least the bounty hunter's head deliveries were always in sacks...).

Sa'har panics and you can now decide to either take Tyrus prisoner (in which case your ally will comment to tell you more about his identity on your return to town) or kill him (Sa'har refuses to deal the killing blow herself). She tells you that she needs to return to Heta and cover her tracks, but that she's still planning to sabotage her and that she'll contact you for help when the time comes. Her last comment is "your friend is gone", which is meant to indicate the (severely?) injured Petra having just walked off, but for extra confusion she was still lying there for me visually, seemingly half dead, but apparently none of my characters cared enough to even check on her. I'm pretty sure that's a bug.

You return to town, which is once again different for Republic and Imperial players.

As a Republic character, you re-unite with Arn in town and tell him about what happened with Sa'har. Petra shows up to complain to Blyes about everything that happened and to accuse everyone of not caring about the population of Ord Mantell. Blyes is somewhat dejected in response and admits that the people have indeed been neglected... he comments that he'd be appreciative of any help you can provide (do dailies please).


On Imp side, you get a call from Petra when you return to Gizmel Gam's office. She doesn't trust the Sith enough to show up in person, but she wants you to know that after everything that happened, people are finally starting to ask questions, and she feels a certain degree of gratitude. She also says that she's willing to do anything, take help from anyone to either save her sister or improve Kessan's Landing's lot in general.

Krovos gives you the rundown of your mission's after-effects. If you saved the cooling rods, she's particularly pleased as this gives her leverage she's planning to use. Gizmel says the incident with the power station caused a lot of chaos, even if it can be repaired eventually. He also tries to wriggle out of working for the Empire again, which gives you the option to kill him. Finally, you tell Krovos about what happened with Sa'har, and she's not impressed.

We get one more shot of Sa'har getting called by Ri'kan, who asks where she's been, to which she replies that she was just tracking something for Heta and ran into a dead end.

Overall, I think this is a story that definitely benefits from being played through more than once, not just to see the differences between Republic and Empire, but also to see more of the small variations that occur based on your origin story and various choices. The difference between saving Petra's sister vs. not saving her is definitely worth seeing as well. Plus there were a lot of small details that I honestly just missed the first time around.


As for the core of the main storyline... I did enjoy it, and I thought the showdown with Tyrus and Sa'har was great (leaving aside the oddness around just what happens to Petra there). I thought it was interesting that Tyrus was still interested in turning you to their side after everything that's happened, and I was genuinely surprised to see Sa'har show up (though the game did spoil itself a little by the systems message that said "Sa'har Kateen has joined you as a companion." earlier on, but that came at such a random moment that I actually thought it was just another bug, hah).

It's been clear through all the cut scenes we've seen her in that she's been unhappy with what Heta and her gang are doing, but she just seemed too consumed by guilt and a desire to make nice with her brother to do anything about it. I mean, I always figured that she was going to "snap" at some point, but I didn't expect it to happen like this, with her just showing up to ask for help and outright turning against one of Heta's followers. It'll be interesting to see where that goes.

Shae going missing was also interesting, especially after how angry and obsessive she was when we last saw her in 7.3. I can't see that going anywhere good for her...

Seeing Arn and Krovos again was nice, though they didn't really get to do that much, and I've got to admit I did wonder a bit whether they were really the best people to have along for this particular ride, e.g. wouldn't hidden Imperial operations to stoke unrest on Ord Mantell be more in the wheelhouse of someone like Xarion or Rivix?

The character I had the most issues with to be honest was Petra, which is a bit of a shame because I don't think she's a bad character. In fact I thought it made for quite an interesting dynamic that she's both mad at the separatists and the Republic. Her voice actress also does a good job - if you don't manage to rescue Mina and you watch the shuttle fly away with her, Petra's repeated cries of "She was right there!" are absolutely heart-wrenching. The problem I had was just that... Petra simply wasn't a very fun person to have around and she's your companion for most of this story.

She's (justifiably) distrustful and angry and yells a lot, and to be honest that just made me feel the same way I feel about angry people in real life: I just wanted to be done with her and get away. Like, stop yelling at me, lady, I've got other things to worry about. I didn't dislike her or wanted to harm her, I just wanted her to go away and leave me alone, haha. Ironically, the one moment when I found myself really caring about her, when she got stabbed and I wanted to check on whether she was going to make it, that was not an option the game gave me.

Finally, who the hell is that Rodian in the key art? He wasn't actually a character anywhere as far as I could tell.

Did I miss anything important? Or do you just think anything I said is way off? What did you think of this story update in general? Feel free to share your thoughts in the comments.