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The Elder Scrolls Online seems to be systematic

Upon entering the world of The Elder Scrolls:V for the first time, players are given the option of traveling almost anywhere, at any time, to hunt dragons, save villagers or simply wander the planes to discover hidden treasures, locales or dungeons. There are generally no arbitrary restrictions, as per previous Elder Scroll titles (at least since Morrowind) in terms of where you can go and what you can do. If you find a piece of armour that fits, you can wear it, and subsequently, wield any type of weapon or learn new types of magicka. There are quest lines, but you can ignore them, choosing to delay your avatar’s dragonborn destiny while you fill up your questionably sourced houses with old pots, chairs and books.

While there are plenty of elements that reviewers have disliked about Buy ESO Gold that seem to be systematic (and therefore unfixable without a significant overhaul), Firor adds that for Bethesda and ZeniMax a “true measure of ESO is what players in the game think” and that as a result they are “starting up several community programs that put you in the spotlight and ask you to submit your builds, guilds, screenshots, and more–the chronicles of your life in Tamriel–for us to share.” It’s the characters controlled by real people part of the game that’s taken the most getting used to for myself, the MMO newcomer. After spending so much time alone in previous games in the series, stepping into this world and seeing so many player-controlled characters running around doing their own thing was a bit of a shock to me

Just being able to player watch from time to time adds an interesting and often times unpredictable new layer to the series, and one of the most entertaining things to do is sit back and observe from time to time. Just now, while taking a quick break from writing this, I trotted by a large group of people on my horse-perhaps 20-30 players-many of whom were wearing as little clothing as possible and doing sit-ups, playing instruments, shooting off fireballs (’tis the season!), and so on. It’s that sort of wacky, somewhat surreal randomness that I can enjoy while trying to sell items, unload things from my inventory, shop for new goodies, and so on before heading back out for more action and adventure and exploring (with a death or two sprinkled in to keep me humble).

Of course, the overwhelming abundance of solo content is a plus here, so if you’re getting into ESO gold to explore the world and enjoy some Elder Scrolls lore, the class system won’t get in your way. Crucially, you can complete the main story and reach the level cap of 50 without grouping up, and you can even level all the way through post-50 Veteran ranks after that. The latter isn’t recommended, but what’s important is that you’re free to enjoy the game’s many storylines, including fan favorites like the Mage’s Guild and Thieves Guild, at your leisure without the distractions of Group Dungeons. Within these challenges, bosses bring abilities and fight mechanics that are immeasurably more interesting than your standard foes.

The main quest line does find its rhythm eventually, but it remains awkward and is never particularly interesting, while the decision to frame everything just like a typical Elder Scrolls story, but with hundreds of adventurers all following the same story simply doesn’t work. While you may find yourself fighting alongside other players by virtue of being in the same place at the same time, the amount of content for dedicated groups feels slim, with a couple of group dungeons on each map area. Right now, console players don’t really seem to know what to make of this system, with very little voice chat and even less coordination, so if you’re serious about going full co-op I’d recommend doing it with reliable real life friends rather than random in-game hook ups.

Being an Elder Scrolls game, combat is a central mechanic and it’s incredibly easy to execute everything you need to with the controller. Being able to switch between first-person and third-person on the fly is a great touch. Abilities can be mapped to select face buttons and the front triggers, so it’s easy to throw out aggressive abilities, or heal yourself and those around you. Weapon attacks are done using R2, and holding the button initiates a heavy attack. Blocking is mapped to L2. There is no option to change the controller layout or remap your buttons directly in game, which I never found to be an issue. If you really must remap your controls, don’t forget that the accessibility menu in the PS4 will allow you to remap your controller layout. While it won’t be a native layout to the game, it still achieves its purpose.

There are only fleeting signs of life in The Elder Scrolls Online

Fourteen months on from its launch on PC, The Elder Scrolls Online finally arrives on console with its subscription fees dropped and a new business model. This leaves us with two questions on our minds as we fire up the PS4: how well has TESO survived the transition, and how well is it holding up? On the first count, pretty well. And the second? We’re not so sure. A year is a long time in gaming, and while cheap eso gold for sale remains a solid MMO with a few odd quirks, it now looks and feels weirdly dated. Meanwhile, the tension between the solo RPG roots of the series and what we expect from an MMO isn’t getting any better. We still like ESO – don’t get us wrong – but we don’t like it quite as much as we did last year.

So what does the transition to consoles mean for the MMO? First and foremost, ditching subscriptions was easily the best decision Bethesda could have made, specifically for console players too. Expecting console players to pay $60 for the game, with many already paying for a premium service like Xbox Live Gold or PS Plus, and on top of that pay a monthly fee just to play the game would be absolutely absurd. So naturally, now players have a much smaller barrier of entry. Sure, the game still costs $60 new, but that’s all the money you’ll have to spend to actually get access to all of the content. Unlike EA and Bioware’s The Old Republic which retroactively blocks users from accessing a bunch of content unless they pay for it or subscribe, The Elder Scrolls: Tamriel Unlimited gives players unfettered access to the entirety of the world, and all of its quests. So kudos Bethesda on making that move.

The Elder Scrolls V: Skyrim was a game so titanically vast you could lose yourself in it for hundreds of hours and still stumble across new places. The fact that Skyrim is just one region of Tamriel tells you all you need to know about the mind-blowing potential of The Elder Scrolls Online, which splices this scale with a population of thousands of real players. While the landmass is just as intimidatingly endless as you’d imagine, the experience of playing Tamriel Unlimited lacks the atmosphere and solemnity of the earlier single-player games. Wherever you go you’ll find players running in all directions, swarming enemies and standing in loose gaggles around important points in quests, blasting immersion-breaking drum’n’bass over voice chat or talking loudly to other people in the room with them. Mechanically things fair slightly better, its relatively dull quests underpinned by solid combat and complex, hard-won upgrade paths. It’s not pretty, never coming close to last month’s Witcher 3, and can feel a little monotonous as you trudge between similarly structured busy work, although it is very early days for a game designed to be played for months on end.

At the beginning of the game your character escapes from prison in the daedric realm of Coldharbour. Your soul has been stolen by the daedric prince Molag Bal, and with the help of some new allies you return to Tamriel as the Vestige, a Chosen One among a great many other Chosen Ones. From there you are looking at around a hundred hours of questing to reach the level cap of 50, with competitive play available from level 10 and story-advancing special missions occurring every five levels or so. This is an MMO of the prescriptive, content-driven sort: where Morrowind might have spurred you on with the promise of the unknown, The Elder Scrolls Online furnishes you with an experience you’ve already had if you’ve played a fantasy MMO in the last couple of years. Its happiest players will be the ones who are looking for a new leveling curve to surmount, and that’s fine in principle – but execution matters too.

The solo experience doesn’t always fare much better. While Elder Scrolls Online’s combat certainly captures the feel of a game like Skyrim – especially if played in first-person mode – that feel is squishier and less precise than what I’ve come to expect from MMOs. Using ranged weapons or abilities and trying to switch between multiple targets only worked for me about half of the time. It wasn’t until a dozen hours into the game that I realized the reason for this: It uses a traditional MMO lock-on targeting system but just hides the lock-on.

It’s tempting to write off subscription MMOs completely, but there are some signs of life in the sector: Final Fantasy 14 is doing quite well, and the forthcoming WildStar is in the final stages of a persuasive charm offensive with the MMO community. But there are only fleeting signs of life in The Elder Scrolls Online gold itself – and few of them have anything to do with The Elder Scrolls. Maybe this grand project sounded like a good idea in 2007, but now it feels like a leftover obligation: a game no-one really asked for, and a flawed premise from the start.