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Showing posts with label The Elder Scrolls Online. Show all posts
Showing posts with label The Elder Scrolls Online. Show all posts

Sunday, April 13, 2014

The Elder Scrolls Online Review


The Elder Scrolls Online Review

By: Steven Wallace

Follow me on Twitter: @Lethrface

The gaming industry is filled with MMOs that seem to all follow the same cookie-cutter concepts. Many of the MMORPGs on the market are a standard tab-target affair and each one seems to try to be the next WoW killer while fearing to stray too far away from what makes the game the success that it is. For the last few years, I have been waiting for an game to come out that will give me the fun combat of a console game and the complexity and online fun of an MMORPG. I have tried games like TERA, Guild Wars 2 and even Neverwinter, but none of them were exactly what I was looking for. Upon hearing about The Elder Scrolls online, I was concerned but I had hope and luckily, it came out as what I had wanted and more.

First, let's discuss what this game is not. The Elder Scrolls Online is not an MMORPG that will force you into group quests. Any of the events in the game that happen in the open world that “require” a group are completely optional, though there is a great sense of fulfillment when you destroy your first Dark Anchor, either solo or in a group. You can go through this game by yourself and enjoy it just as you would any of the other The Elder Scrolls games. Another thing about this game is there isn't a huge emphasis on endgame raiding as most cookie-cutter MMOs are. Currently, the large-scale group content lies in the open world events and the Player vs. Player content. This may change in the future and there are many things being planned for the future, such as the introduction of the Thieves guild and the Dark Brotherhood, which are not currently present in the game.

With that information aside, let's talk about the things that make this game really shine. As I had previously mentioned, when there was an official announcement that Bethesda/Zenimax were working on The Elder Scrolls Online, I was concerned that it wouldn't feel like any of the other games of the series. Luckily, the game blends MMORPG elements with the standard Elder Scrolls gameplay that people have come to expect. There are no auto-attacks and waiting for cooldowns on an actionbar. You are in full control of your character. You will find yourself swinging your swords and raising your shield to block attacks and at the same time, you will have an actionbar that you will use for your spells. On this actionbar, you will have one button for a consumable item (and if you hold that button down, you have access to the items you have added to the quickslot menu through your inventory so you can swap the items for what you need at that moment), five spells and one more for an Ultimate ability. I could speak at length about the combat system and get into the nitty-gritty of it all but I wont for now.

Moving on, one of the major departures from the series is the inventory. Zenimax chose this time around to not use a weight system. No more will you be walking around and picking up every item that you come across until your bags are loaded down so much that you are walking at a snails-pace across the world without the luxury of a fast-travel. Instead, your characters will start out with a set 60 inventory slots for you to loot with and as you earn money, you can purchase more space. You are also offered bank-space where you can store your excess goods, which is also upgradable and starts at 60 spaces, but I must note that the bank is account-wide so these bank spaces are shared among your characters. This will be a good thing in the fact you can share items among characters easily but on the other hand, you will have to be careful of what you keep because it will hurt if you are a packrat like myself. Your horse will provide you with a way to upgrade your inventory as well, some of them having a higher max-capacity than others and these inventory spaces will just simply be added to your inventory.

The questing in Elder Scrolls will feel very familiar to those familiar with the series. There is no major quest hubs but rather you will find quests all over the world and a lot of them will require you to actively explore. The game will not hold your hand the entire way and will also require you to pay attention to what the NPCs say. I had previously written up an article about my first 24 hours in the game and had mentioned that the game suffers at the beginning because it doesn't tell you where you should go first to get started if you are a new player and I was wrong simply because I hadn't paid attention. I assumed that I had heard the same dialog before and would not need to go through it again, however upon creating another character, I found the exact person to speak with to get me started on my journey simply because I listened to what I was being told. Sorry, typical MMO players; You will have to pay attention to quest dialog, but that is all a part of the fun of the Elder Scrolls games. If you aren't a fan of the story, this may not be a game for you. One of the draws to the dialog in the game is that it is fully voice-acted. Every NPC you interact with in the game will speak to you and you will be given choices to respond with as with the other games of the series. After speaking with the NPCs, you will locate your quest objectives with the stylized arrows that Skyrim had, guiding you in and out doors or other locations as well as arrows on your worldmap, which will show the quest objectives for your current active quest with a white arrow and black arrows representing your other current quests in your journal.

Of course, what would questing be in an Elder Scrolls game without a fast-travel option? Fast-travel is present in this game but it makes use of way-shrines to get where you want to go. The use of way-shrines to get from place to place is free but you have the option to fast-travel from anywhere in the world to the way-shrine of your choice at the cost of some gold. You will start at a minimum gold-cost to go from one place to another but if you travel away from the shrine you arrived at and decide to fast-travel again without the aid of a way-shrine, you will be presented with the option to travel again at a higher cost unless you wait a while for the cost to go back down or travel to the nearest way-shrine to fast-travel. Needless to say, by foot or horseback will be the preferred method for travel across Tamriel in most cases, if only to get to the nearest way-shrine.

The biggest accomplishment with the quests is that it doesn't always feel like a typical “go here and collect this many of this item” type of thing. Many times, the gathering quests are only a smaller portion of an overall quest and the quest updates in steps as you hit each objective. In one quest, the first objective of mine was to collect a flash-potion from a desk in a barracks just upstairs from the quest-giver and upon grabbing them, the second objective came up telling me to go outside and use them on the bodies of some dead soldiers to find and slay 5 enemies. After that was done, the next objective came up to go investigate a house and it just kept going from there. It really felt like I was tasked with something important by the end and not just getting the ingredients for some random NPC (that I could care less about) so they can make their famous applesauce.

One of the most exciting things in The Elder Scrolls Online for me is the Player vs. Player combat in Cyrodil. Many who know me know that when it comes to games, I am not a huge PvP fan. PvP for me has always felt like a “epeen” contest with a clear beginning and a clear ending, usually ending in a sore-winner and even more sore-losers. The PvP in games don't really draw me in and don't feel like they have any long-term affects to how the game plays outside of earning cool items that I can live without or whatever and it never really feels like a real war; It usually just feels like a team sport. In The Elder Scrolls Online, the PvP combat truly feels like a war. In Cyrodil, your Alliance is fighting for control of the land. You will be left to freely form groups with players within the zone from your faction (or go alone, though not recommended) to take over keeps and the resources surrounding it, such as farms and mines. While you are taking over keeps, you will use siege weapons to knock down walls and ram down doors and once you gain entrance, your Alliance is free to swarm the keep and take it over. After taking over the keeps, you can then either hang back to help repair the keep or move on with your fellow players to take over the other enemy-controlled territories. Your character is instantly boosted to 50 when you enter Cyrodil but you still retain your level so while you are in this zone, you will find quests and non-player enemies to deal with and each of these will aid you in leveling your character, allowing you to work toward leveling up even while PvPing. To enter Cyrodil, you must first reach level 10. Once you reach level 10, you have the option in your menu to select a home campaign. The home campaign is the campaign you will primarily play on while you have the option to guest in other campaigns should some friends of yours choose a different campaign to play on and you are free to change your home campaign at any time. The first time you wish to change your campaign is free but any subsequent changes will cost Alliance Points (the currency earned in Cyrodil for participating in activities such as taking keeps) or gold. This requirement is to prevent people from changing from a losing campaign to a winning one and promote more teamwork with your fellow players in the campaign to take objectives. You are limited to which campaigns you can choose only based on your Alliance you chose. If you created an Ebonheart Pact character and decided you would like to have a Daggerfall Covenant character, the two characters can not be on the same campaign; This is to prevent spying on the opposite faction.

Guilds in this game are account-wide, allowing you to join up to 5 and be a GM of only one. The guilds have an alliance associated with them to allow for guilds to take part in PvP and earn PvP bonuses. If you are playing on a Daggerfall Covenant character in an Ebonheart Pact associated guild, you will find you are unable to make use of their bonuses earned from keeps held by that faction. Guilds also provide you with a guild bank and the ability to sell items in a store. Guilds have what is called a Guild Store that you can place items in to sell to other guild members, much like an Auction House in most current MMO games. With the lack of a way to sell items outside of sending mail and the Guild Store, many people have chosen to create market guilds that allow many people to join and just simply make use of the Guild Store so that they may sell the items they come across or craft.

Lastly, the crafting in this game is phenomenal. You are provided the ability to use every profession in the game from the get-go. Provisioning is the profession used for cooking food and brewing drinks, woodworking is used for creating bows, staves and shields, and then you have the standard enchanting, alchemy, blacksmithing and clothing professions. Blacksmithing is rather self explanatory. It is the profession that allows you to craft the bulk of your weapons and heavy armor. Clothing stations allow you to create cloth and medium armor, alchemy allows you to create potions from the herbs and solvents you find in the world and enchanting allows you to create enchants for your armor and weapons. It is important to note that the enchants are not applied directly to the item. You create enchants using runestones found in the world, much like the different kinds of wood, herbs, and metals, and that enchant can be traded among your characters or other players. That enchant can then be used on the gear associated with the enchant's type, which is either jewelry, weapon or armor enchants. If you have any experience with World of Warcraft, you can compare it to putting an enchant on an enchanting vellum and trading that enchant with other players.

Where crafting shines the most is the complexity and that is why it gets a paragraph all on it's own. For the armor and weapon professions, you start out with a base item. You choose how much of the base material you wish to put toward it (such as iron) in order to increase the level of the item and then you choose the style. Styles are based on race. For example, a Nord can create armor that is styled after Redguard armor. In order to learn these styles, you must find or trade specific books that relate to that race called Racial Motifs. Once you have found and used these books, that style will be available to you when you visit a crafting station. When you are choosing your style, it will require a style material to craft that, which can usually be found at a vendor nearby or received through deconstructing items. Materials such as Adamantite for Altmer or Bone for Bosmer styled armors would be examples of Style Material that you would use for these items. On top of choosing the level of the item and the style, you then can choose what kind of trait the item has. Traits are learned through research. When you find a piece of gear with a trait in the world (not referring to an enchant, as any one item can have a trait and an enchant), you can take it to the crafting station associated with that item and select the option to research that trait. You may only research one trait at a time for that profession and it takes 6 hours for the research to complete and that item is destroyed in the process. Going back to the actual crafting, however, once you have selected the level, the style and the trait, you have created your item and are ready for the next step in the process, should you choose to do so. You may increase the quality of your gear with materials gained from deconstructing items or found in the world. Improving your gear increases it's stats but has a chance to fail and destroy the gear. Each of these items used to improve your gear gives you a 20% chance to improve the gear and you can use up to 5 of them to give you a 100% chance if you don't want to risk destroying it.

In all, this game is worth giving a chance, if anything just to experience another time-period in the Elder Scrolls history. It is not a free to play game so you will be required to pay for a subscription much like many MMOs on the market, but with a subscription, we will be seeing many content updates and it gives us a great option for a game that doesn't follow the standard MMORPG cookie-cutter game. The game is not without it's flaws but it more than makes up for them in the amount of content you can experience. From the massive-scale PvP zone, the questing and exploration to the deep crafting system, you can keep yourself busy and it is not difficult to find something fun to do, no matter what kind of player you are. The game will not hold your hand and it is highly suggested you search for guides for crafting and other aspects of the game before you venture too far into the content, but from my personal experience, you will always find someone who is willing to take you aside and show you a thing or two if you ask the right questions. Whether you are looking for a fun action-combat MMORPG or are an Elder Scrolls fanatic, this game will surely suck you in if you give it a chance to and that is exactly why this game has earned a special place in my heart (and on both of my computers).

Pros:


  • Deep Crafting System
  • Intense massive-scale Player versus Player combat
  • Fully voice-acted quests and story
  • Large world to explore and many quests to find
  • Combat is very action-oriented and feels smooth

Cons:

  • Lack of Auction House leads to need to join a market-guild to sell without spamming zone chat to sell items.
  • No player-housing (as of writing of this review)
  • Shared bank-space is a gift and a curse with only 60 spaces before upgrading.
  • Subscription may lead to preventing some from giving this game a chance
  • Some bugs preventing quest progress, though most seem to be getting fixed frequently.


Rating:

8/10

Wednesday, April 2, 2014

My first 24 hours in Tamriel



First thoughts on The Elder Scrolls Online
By: Steven Wallace

Within my first 24 hours of played time in The Elder Scrolls Online, I have taken the time to learn about this new world of Tamriel, re-imagined beautifully in an MMO setting. The game is not without it's flaws and some of the current bugs are immersion breaking, but the game sucks you right back in with it's fun combat system and it's emphasis on story in fully voice-acted dialog, in true Elder Scrolls style.

When I first entered the world as the Soulless One (the protagonist of the game; your avatar), it immediately felt like a typical Elder Scrolls game introduction: you are a prisoner and you are about to be freed. The tutorial area is a place called Coldharbour, the plane of Oblivion associated with Molag Bal, the Daedric Prince of domination and enslavement of mortals. You escape during a revolt from the soul shriven captives after a visit from the Prophet, a blind old man who will lead you through much of your game. You are taught the essentials of combat and some basic user-interface features as well as presented with the basic gist of what you are in for in terms of storytelling. The environment really looks awesome to me, considering I have always been a fan of mixing really cold, hard colors with minimal lighting cast from torches and furnaces. The attention to detail made this very linear tutorial area feel amazingly wide open, especially considering the numerous lootable objects are scattered about just like a typical Elder Scrolls game.

After exiting the tutorial area however, I felt lost. It felt as if I had skipped some content. The reason for this is because I played in the beta later in the year last year and after leaving Coldharbour, my Nord's next area was waking up in a room in Bleakrock. This area gives you a little more experience with the combat system and practice dodging and blocking enemies special attacks as well as a chance to experience one of the games first major choices: find all of the lost villagers or suggest that they leave immediately. I have personally not seen too much how your choices impact the story as a whole yet, however with some studying around the internet, I have read where these choices do have long-lasting impact on your game experience and am excited to see how this plays out. During my time on this island, I have saved villagers from being frozen in ice, being trapped in a hardened spider “cacoon,” I suppose, and even infiltrated a bandit hideout. One thing that is made apparent in this game and that The Elder Scrolls Online will not hold your hand.

Now, I will backtrack a little to right when my character woke up this time around. When I said that I felt a little lost, this is only simply because the game does not hold your hand and tell you where you need to go. The moment I left the house, I found myself in Davon's Watch, one of the major locations in Morrowind and your first hubs which houses a Mages Guild, Fighters Guild and all of the major vendors and crafting locations as well as banks and quests. When you leave the area, it feels like the enemies surrounding Davon's Watch are far beyond where you are. I knew that for whatever reason, Zenimax had decided to place your character here so I spent some time wandering to find someone to take me to Bleakrock so that I can begin my adventure in a more level-appropriate area. This change from the earlier beta slightly disturbs me in only the fact that it may create an invisible barrier for new players who did not have the opportunity to join in on the beta like I had. In fact, a good friend of mine created a character the other night and was wandering around aimlessly, getting killed by wolves and other hostile enemies until I took him under my wing and walked him around Davon's Watch so I could provide him with a little guidance and point him at the person he would need to speak to to travel to Bleakrock. After he was given this advice, he finally had an idea of a good starting point and was able to begin his adventure and learn more about how this game plays.

Let's not take this as I do not appreciate that the game does not hold your hand, however. I enjoy the adventuring aspect. You can literally run around and discover new locations and find quests scattered about from people in need, militias and major players in the wars against the Daedra. The non-linear feeling of the world truly makes this feel like an adventure and a typical Elder Scrolls game and not just a theme-park MMO.

The combat system is almost exactly the kind of action-combat system that I have been wanting in an MMO for the last few years. The combat system is a solid mix of Elder Scrolls action with a typical MMO action bar, giving you access to more abilities and actions than you would in a regular Elder Scrolls title (considering the lack of pausing to assign magicka abilities, this feels like it is only necessary). Playing as a Dragon Knight, I find myself swinging my sword more often than using my abilities and this feels great, knowing that I'm not just hitting tab and auto-attacking and pressing a few hotkeys. If they had made this game a standard tab-target game, I would have passed on this game; luckily they didn't do that and they have created an MMO with the kind of combat that I have been dreaming of for a very long time. Even Guild Wars 2 left me feeling like it was a just a typical tab-target affair, even though we were promised more action. This game seems to do it right. My only gripe is that with how fast the combat is, you need to prepare your items beforehand and decide whether you want to assign a healing potion or magicka potion to your Q button or you might end up in a tough spot and holding Q to access the radial menu for these items while in combat can sometimes lead to a quick death.

While exploring the world, you will find many players thanks to the fact that the servers in the game are Megaservers. These servers are split into phases, likely to promote a smooth and bandwidth friendly experience for the player, giving the player less things to load on their screen and less information to transmit to and from the servers. The phases can often be used as a utility by players to switch between the phases to complete quests should an area be too populated, or in a worst-case scenario, if the quest is bugged in one phase. This may also require you to make use of the phasing mechanic to join a friend in the world however, as when you join a group with each other, it does not automatically place you in the same phase as your friend, but that is as simple as right-clicking your friend's name and clicking the “Go to player” option, which will teleport you to the nearest wayshrine to your friend and you will be in the same phase. There was one bug that I had noticed where you will see the arrow on the screen of where your friend is and when you begin to approach, the arrow will disappear and you will find that the waypoints on your map indicate that your friend is outside of the area you are currently in, even if that isn't the case.

Despite there being an abundance of players that may be in your general area, there is still a fairness in gathering items in the world. A lot of the lootable objects and gathering notes are phased for your character only and even if you see a player running toward that object, you will have an opportunity to gather from that node as well. This isn't the case with all of the nodes but for the most part, you will not miss out on much at the hands of a vulture, waiting for someone to run out to attack an enemy to leave an opening for them to gather the iron laying nearby. On that note, all of the enemies in the world provide experience and loot to the players. The mobs are not tagged to an individual; you have just as much to gain from an enemy that another player has initiated combat with first as they do so this adds a level of cooperation among the players once they realize this and that is completely refreshing to see in a game, particularly when it comes to the named enemies that are quest objectives.

Being that this is a new game, I am still coming across new things that blow my mind. In this game, Zenimax opted to ditch the weight system used in the Elder Scrolls games in favor of an item limit and at first, this seems very limiting when you first start out. Sorry to all those folks out there who like to gather all of the items you can find in the world and sell them to vendors; that just will not happen in this game. You start out with an initial limit of 60 items that you can hold on your character at one time but this can be upgraded in multiple ways. One way that you may upgrade this is by visiting a merchant that will give you more pack-space for an initial cost of 400 gold with each upgrade after that increasing in cost dramatically. With some research, I have found you can upgrade your inventory space to a total of 110 in this way. Another way to increase your carrying capacity is by purchasing a horse. The lower end horses will start with 0 capacity where the Draft Horse starts with an initial 10 capacity, which is an extra 10 inventory slots for you to carry your precious items. You can upgrade the capacity of the horses a total of 10 times, each upgrade giving you one extra inventory slot, making the Draft Horse currently the most valuable horse for the typical pack-rat Elder Scrolls player. This method of adding inventory space will require a total of 41 days if you feed your horse every day or more if you are a more casual player.


All of this considering, this is pretty much as close to the perfect online Elder Scrolls game we could have asked for from my first 24 hours of playing. Everything that is in an Elder Scrolls game is there minus the player housing (which we will hopefully see in a future update), and aside from the bugs that are currently present, the only concern I have is the lack of a clear place to start. Bugs can be fixed and patched out over time and the game has just been released so it is to be expected for unexpected bugs to pop up, especially from a programmer's view, where sometimes even the slightest change of code can cause some broken scripts in a different location, but without a clear place to start, you are risking botching the story progression of the game. I do not expect Zenimax to hold our hands through the game but I do feel that you should make sure your players know where they can start should they need that introduction outside of the tutorial area and then slowly let the player begin going off on their own should they choose to. For example, when following the Bleakrock questline off the island and onto the mainland led to an important decision which involved choosing to either help a band of soldiers defend some docks from approaching enemy forces or go to a fort which was temporary shelter for the families of those soldiers and protect them from the enemy. Each decision had their repercussions and it gave you a real sense of how vulnerable your world really was and introduces you to the fact that you will be making some very tough decisions for the good of all.

In closing, I have found my first 24 hours in The Elder Scrolls Online to be very enjoyable and I am still having fun engaging in the lore, exploring, helping the residents of Tamriel in sometimes seemingly menial tasks and learning every thing that I can. The Elder Scrolls Online has had possibly one of the smoothest MMO launches I have seen despite the minor bugs and seemingly random maintenances, and I am currently quite pleased with what the game has turned into and look forward to entering the PvP content, which is very strange for me considering I typically do not like PvP in games. I am more than willing to give this game a fair chance over the next few months and see how things play out because if what we have now is any indication, we are in for a hell of a game. If you are on the fence about the game, I strongly suggest watching some live-streams or visit a friend who may have a copy and try it out yourself. In the next few months, I will be putting together some guides and other articles about the game and I encourage you to keep an eye out for it. I also plan on doing some live-streams of the game so if you are interested, you can follow me on twitch with the link below and the moment I begin streaming, please stop by.

http://www.twitch.tv/lethrface13

Friday, February 15, 2013

Gaming News of The Week


Each week, I leave the opinions at the door and give you just the news.  This week, I give you some good news about The Elder Scrolls Online and the up-coming espionage game Watch Dogs and so without all the wordy delay, let's get on with the Gaming News of The Week!

The Elder Scrolls Online Facebook page hits one-million likes



As thanks for the Facebook page for The Elder Scrolls Online getting one-million likes, Zenimax shared with us some concept art and a video proclaiming their thanks in an enthusiastic (and sometimes silly) way.  The concept art showed off some designs for the High-elf, Nord and Breton heavy armor.


If you are interested in seeing their "Thank You" video, visit their Facebook page here.

System Shock 2 is now available on GOG


One of the most terrifying games is now available for purchase on GOG.com.  For anyone who may have missed this classic, you can pick up a copy for just ten bucks.  (http://www.gog.com)

Adventurine releases preview video of crafting system for Darkfall Unholy Wars


The developers of Darkfall have released a new video to show off their crafting system that boasts quite a lot of unique items available to be crafted.  Take a look at the video and give me your thoughts in the comments.

Leaked marketing materials tease a release of Watch Dogs later this year for "All Home Consoles"


Kotaku reported today that they received leaked marketing material that hinted at a release for Watch Dogs on all home consoles later this year.  Ubisoft responded and didn't comment on which consoles they were aiming for (though one can assume it would be current-gen consoles as well as possibly next-gen if any of them are out by release) but did state "Ubisoft is pleased with the response for Watch Dogs from media and fans. The game is an original IP that has been created from the ground up at Ubisoft Montreal with inspiration from many titles and ideas the studio has worked on throughout the years." (source)

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