In Depth Review

Post » Sat Mar 01, 2014 4:22 pm

With 2 months until release and ~4 months until console release this is where I think the game stands.
The good. Contrary to all the griping, the graphics aren't terrible; but the optimization is terrible, necessitating low settings. The server stability issues have mostly been sorted out and should be fine for release. The world is somewhat stable: falling through the world, glitched items, instance servers crashing are all rare but do still happen unfortunately. Glitched quests on the other hand are woefully common, and many of these bugs weren't fixed in the months since the previous beta. The enemy AI is pretty comparable to WOW, but friendly AI seems to have pathing problems. The voice acting quality is mediocre. The combat feels more like hack and slash combat: highlight targeting (no/few skillshots), only 6 concomitant skills available in combat, only a handful of skills to choose from (4-6 for each skill tree, 3 skill trees per class, 5 or so from each weapon, a few racials, and a few from werewolf or guilds), and relatively linear combat--by this I mean there isn't much ebb and flow in early content combat, but few MMOs have this during the first 10 lvls. But comparing this to TES 3-5 the combat has always been fairly linear--this is not what makes or breaks an elder scrolls game and if you liked combat from Diablo 3 or GW2, then you will probably enjoy TESO combat.
Now the bad.
Price. There will be an initial purchase, monthly subscription and in-game microtransactions--hopefully not of the pay-to-win variety.
Story/Lore. Problems arise in comparing design elements at the heart of TES to TESO. TES has always been richly awe inspiring with immersive and wondrous lore. TES 3 (and to some extent 4, 5 in that order) comes alive because the events are unfolding within a rich, evident history without necessitating supplemental lore resources. Consider the first time you enter Morrowind. You have no idea what's going on, where you are, what to do, but each NPC you talk to has a history, a place in the world, may have quests, may provide background on their city or morrowind, tamriel and a range of miscellaneous topics. The history and lore isn't relegated to rare books, it's right there to interact with. The same can be said of the dungeons in Morrowind, each one is unique, each one has a history and a purpose that dictates who/what inhabits it and the kinds of items that would logically be in such a place. ESO has pretty poor stage-setting and story-telling even compared to other high-profile MMOs. The problem is two-fold: players only get a fraction of the story because of poor story telling/writing: the developers rely on quest markers without providing any motivation or critical thinking about the task and how to solve it (face it, even WOW made you read the quest log occasionally). Second, each NPC is voiced and so there are financial constraints on including more dialogue options; this really kills immersion. Reading is a good thing for RPG immersion: it lets you project your own creativity into the game, it's cheaper, it's faster to read and faster to program, it's less cumbersome in terms of hard drive space and you don't have to listen to some actor screwing up the lines. Unfortunately, all of this isn't something that can't be easily fixed now. For many hardcoe TES fans this might be game-breaking. The lore is rarely present and inaccurate, poorly motivated or poorly told where it is.
Quests. There are 3 main types of quests in this game: collect x of y, kill x of y, activate an item to complete. There are other more interesting/involved quests, but level 1-10 is monotonous and homogeneous. Coupled with the lack of lore/story motivation, the quests feel useless. The voice actors get the emotion wrong, further detracting from the necessity of the quests, making them run together into a torrent of grinding.
Combat. Each class only has one or two "gimmicks" (things like stealth, summoning, life-stealing, crowd-control, healing, etc) and the rest of their abilities are bread and butter damaging/DoT/healing/shield/buff abilities. This combined with the fact that only 6 abilities can be used concomitantly forces players to one very specific role for any skill setup. The gimmicks themselves are very cookie-cutter--what MMO doesn't include summoning, stealth and crowd-control. I see very little creativity in ability design as well. If you enjoyed the ebb and flow of long pvp matches in games like WOW or to a milder extent gw2, this game is going to feel really simple. The combat is slow and clunky and does not feel conducive to high level play or theorycrafting. Lots of people complain the fighting feels "soft" for melee, this, I think, is primarily because there is no significant sound effect for a successful melee attack. There doesn't appear to be a reaction flinch from players or NPCs for getting hit either, so melee is just two dudes grunting at each other while swinging wet noodles.
Class mechanics. Zenimax said many times that any class can do virtually anything, use any weapon, use any common skills of guilds/factions, but it was done in such a way that everything feels incredibly homogeneous. Everyone can do almost everything short of a few class specific gimmicks. It could've been done in a way where playstyles between classes were creative and different even if the outcomes were similar. But everyone has direct damage, some form of self healing, crowd-control, dots, buffs etc. Now, despite Zenimax doing this, dedicated min/maxed roles seem necessary in the dungeons--completely contrary to how the classes are and what Zenimax said.
Environment. The game world can only be described as homogeneous. I was hopeful in seeing the return of creative architecture from each race, a great variety of terrain and both natural and man-made wonders of Tamriel. But the world is gray. You can pass from tundra to swamps to forests and it doesn't feel like anything has changed. The art for architecture/models was either bad to begin with or was implemented poorly during rendering. What should be great cities of wealth and prosperity look like villages. There is very little social immersion in things like internal politics, regional problems, etc in NPCs dialogue from different areas (assuming they even provide dialogue options outside of quest dialogue). This, coupled with the lore, absolutely kills my experience with the game.
MMO gameplay. The cornerstone of the MMO genre is how the game implements and drives multiplayer interaction. It's difficult to gauge this aspect as it will be far more crucial in endgame content. But there is hardly any social aspect to the game so far. You begin escaping from a daedric prison as the chosen one... surrounded by hundreds of other chosen ones. The guild, chat, group play is not present or poorly implemented. This is going to be a major problem if this MMO wants to survive more than a few months on the PC.
Smaller, miscellaneous issues that, generally, could be fixed before release include: The linear compass is horrible for an MMO, it is unintuitive, terrible for quickly gauging cardinal directions, and provides less information about the environment than a minimap. The Skyrim-esque control scheme forces a certain amount of clunkyness into the UI and this is undoubtedly because of the console port (JUST LIKE SKYRIM! SURPRISE, SURPRISE!). Crafting must be streamlined: there are hundreds of materials even in the starting zones and the process of refining is very unintuitive. The controls themselves are clunky: sometimes having to activate doors twice, attacks sometimes not registering, no indicator for incoming or outgoing attacks landing/missing, some combat elements and their mechanics are just not described during the tutorial (like roll-dodging), the ability text doesn't seem accurate at times and there are many hidden mechanics beyond what is stated (the basic numbers, accuracies, mechanics MUST be stated clearly so that we can actually optimize our play). The zoom-to-face dialogue bugs out in directionality occasionally.
Unanswered questions are primarily with PvP and end-game PvE. Lots of MMOs are a grindfest, but have fun endgame play or creative PvP. But with such a simple combat system the only hope is for large scale, open world PvP objectives (read: GW2 RvR). PvP is usually better when you're forced to coordinate as a large group, and for the niche roles provided by 6 abilities per character, I think this will be a necessity. The current large scale PvP objective is a 3-way battle for Cyrodiil, similar to RvR in GW2 from the map at least. In PvE I envision a fairly cookie-cutter raids (hopefully some being bigger than 25 players...), but since there are no defined roles (healer/tank) things are going to feel very homogeneous: no separate fight mechanics for ranged dps, melee dps, tank, healers since everyone can do everything.
Tentative 5/10 in general but only 3/10 comparing directly to previous TES games.
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Isabella X
 
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Post » Sat Mar 01, 2014 5:21 am

But I decided this to go up. It is actually good example of what nonsense we can read from other people - I'm not sure if it is only because someone wants to "be visible in internet". I just think why someone writes wall of nonsese text - may be he has just universal text for all games? That is more possible becuase there are described elements that do not exist in ESO.

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Nick Tyler
 
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Post » Sat Mar 01, 2014 7:24 am

Console port just like skyrim? You mean the pc series that gets ported to consoles, it's an elder scrolls game to expect Star Wars is just silly, ppl wanted skyrim with muilti player they got it, by that logic gw2 was made for consoles


Gw2 doesn't have world pvp they have an instanced map, with Zerg gamplay.


I'd give your review 2/10 you did get the title of the game right, that's about it, I mean if you enjoy diablo 3 an top down arpg and not a good example of one. And gw2 the auto attack game please.

Time traveling bring old lore characters back from the dead vs teso see you 4/4/14!
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stephanie eastwood
 
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Post » Sat Mar 01, 2014 7:40 pm

I like to think that I'm pretty critical of this game (Especially towards the general accessability and the imperial edition) but for the sake of your arguments, I would like to ask for how long and to what level have you played the beta? I ask this not because I want to downright dismiss this review, but because I had similar thoughts as my first impressions as well. If this is indeed just a first impressions review, I would recommend to play the game a little bit more.

That being said, there are still things that I agree with it. One being the typical MMO AI, which I downright hate.
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Jessie Butterfield
 
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Post » Sat Mar 01, 2014 8:34 pm

Considering the OP just played at most 1 to 2 hours, if even that, and he can describe the entire game. I give the OP 1/10

For writing a wall of nonsense text I will give the op 1/10

For Originality I give the op 1/10

For trying to create a hate thread I will give the op 1/10

Final score the op gets 1/10

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Marie Maillos
 
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Post » Sat Mar 01, 2014 8:23 pm

Are you playing the same game I am? I feel the exact opposite of most of your opinions. I mean first thing, I don't think I've seen a better optimized game. Bugs were few and far between for me, etc.
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Isabel Ruiz
 
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Post » Sat Mar 01, 2014 10:06 am

There is no p2w. Geez. And far as I can tell, no microtransactions. And extra purchases are outside the game on the ESO website.
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mollypop
 
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Post » Sat Mar 01, 2014 9:51 am

Yeah. I stopped right there. I have graphics set as high as possible with view distance at 75% and the game runs like a dream.

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dav
 
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Post » Sat Mar 01, 2014 4:33 am

First let me commend you on a well written review, it is your opinion of the game and you have every right to feel how you do. While I agree with some of your points overall I have to give it a thumbs down. first off this beta and last beta are the same it has none of the updates and fixes that current private testers are using. That is why many of the things you mentioned have not changed. Second you cant compare this to the older TES games. They were designed entirely different not having to worry about balance and server lag an stability etc. So of course as whole TESO will fall short of its predecessors just because of all the things they had to pull back on to adapt to mmo standards. I could go on and on but you get the idea. Again nice review and kudos to you for the effort but I doubt you will get much tracking.

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Jessica Nash
 
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