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May 29, 2012  9 Games Like Skyrim - Popular Action Role-Playing Games. Updated on January 9, 2016. Samuel Franklin. Contact Author. Read zane books free. The Elder Scrolls V: Skyrim. With plenty of people seeking free-to-play alternatives to Skyrim, Age of Conan is the first game to be featured on this page. Good Fantasy RPG games (Like Skyrim and Oblivion). Like the title says, some like Oblivion or Skyrim. Thank in advance. 24 answers Last reply Jan 1. One game that no one has named is.

Top 15 Games like Skyrim #1. The Witcher 3: Wild Hunt. This game is the best game for role playing It is the game which is based on action-adventure. Below are the 15 best games like Skyrim that everyone should play, at least once. Note: The games mentioned in this list are in no particular order, as each of them offers something a bit different from the other. Play Free Online Games, No Download Required, Free Flash Games in Browser at FreeGamePick!

Overview

Skyrim no survey Overview

Here you can safely Skyrim full game download pc free no survey. The Elder Scrolls V: Skyrim is an action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth installment in The Elder Scrolls action role-playing video game series, following The Elder Scrolls IV: Oblivion. Skyrim was released on November 11, 2011, for Microsoft Windows, PlayStation 3 and Xbox 360. Three downloadable content (DLC) add-ons were released—Dawnguard, Hearthfire and Dragonborn—which were repackaged into The Elder Scrolls V: Skyrim Legendary Edition, which released on June 4, 2013.

Skyrim's main story revolves around the player character's efforts to defeat Alduin the world-eater, a Dragon who is prophesied to destroy the world. Set two hundred years after the events of Oblivion, the game takes place in the fictional province of Skyrim. Over the course of the game, the player completes quests and develops their character by improving their skills. Unlike previous Elder Scrolls games, Skyrim does not require the player to select a character class at the beginning of the game, negating a problem the development team felt previous entries had by forcing the player into a rigid play-style too early in the game. Skyrim continues the open-world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time, and to ignore or postpone the main storyline indefinitely.

The game was developed using the in-house Creation Engine, built specifically for the game. Skyrim is not a direct sequel to previous Elder Scrolls games, but during development it was considered a spiritual successor to Oblivion and 2008's Fallout 3. The team opted for a more unique and diverse game world than Oblivion's Cyrodiil, which game director and executive producer Todd Howard considered less interesting by comparison. Skyrim premiered to critical acclaim, with reviewers particularly responding well to the refined character development system over previous Elder Scrolls entries. It is widely considered to be one of the greatest games of all time. Criticism was directed at the game's lack of initial polish and «robotic» melee combat. The game shipped over seven million copies to retailers within the first week of its release, and sold over 20 million copies across all three platforms.

Plot

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Skyrim is set 200 years after the events of Oblivion, though it is not a direct sequel. The game takes place in the land of Skyrim, a province of the Empire on the continent of Tamriel, amid a civil war between two factions. The Stormcloaks, led by Jarl Ulfric Stormcloak, are made up of Skyrim's native Nord race. Their goal is an independent Skyrim free from Imperial interference. The Imperial Legion, the military of the Empire, opposes the Stormcloaks and seek to reunite and pacify the province. General Tullius leads the Imperial forces in Skyrim.

The story begins with the imprisoned player being led to an Imperial execution in the town of Helgen, alongside several Stormcloak soldiers and their leader, Ulfric Stormcloak. A Dragon unexpectedly interrupts the procession, attacking and destroying the town. The player escapes and journeys to the nearby town of Riverwood, whose residents are now fearful that the Dragon could strike their town as well at any moment. Riverwood also serves as a tutorial village in that the player can forge items, trade goods, practice alchemy, and receive miscellaneous quests. The player is asked to make their way to the city of Whiterun, to request aid from the city's Jarl—the game's equivalent of a lord—against the Dragon threat. The Jarl, Balgruuf the Greater, accepts. He also directs the player to his court wizard, who asks the player to retrieve the Dragonstone, an ancient artifact that shows the location of ancient Dragon burial sites.

The player returns to Whiterun with the Dragonstone, only to learn that another Dragon has appeared near the city. After slaying the Dragon with assistance from the city's guards, the player unexpectedly absorbs the Dragon's soul which grants them the ability to perform a magical ability called a «Thu'um», or Dragon Shout. The city's guards are astonished, and inform the player that they must be a Dragonborn, a mortal with the soul of a Dragon. After returning to the Jarl with news of the Dragon's defeat, the player is summoned to meet with the Greybeards, an order of monks who live in seclusion in their temple of High Hrothgar on the slopes of Skyrim's tallest mountain, the Throat of the World.

The Greybeards further train the player in the «Way of the Voice», teaching the player more powerful Thu'ums (shouts) and instructing the player on their destiny and role of the Dragonborn. The player learns that Skyrim's civil war is the last in a sequence of prophetic events foretold by the Elder Scrolls, which also predicted the return of Alduin, the Nordic god of destruction. Alduin is prophesied to destroy the races of Men and Mer, and consume the world. The player character is the latest «Dovahkiin», a Dragonborn, an individual with the body of a mortal and the soul of a Dragon. Dovahkiin are anointed by the gods to help fend off the threat Alduin and other Dragons pose to Skyrim and Tamriel.

The Greybeards task the player with retrieving the legendary Horn of Jurgen Windcaller in the marshes of Hjaalmarch as a final test. However, the player discovers the Horn has been stolen, and the culprit wishes to meet with the Dragonborn. The thief reveals herself as Delphine, Riverwood's innkeeper. Delphine admits that she set up the player in retrieving the Dragonstone. Delphine wants the Dragonborn to prove their power before explaining her actions, and they head to the village of Kynesgrove, where a Dragon burial mound is supposedly located. Once there, the player and Delphine witness Alduin reviving a Dragon from the burial mound and defeat the Dragon. Delphine later reveals that she is one of the last surviving members of the Blades—an Order of bodyguards sworn to protect Dragonborn Imperial Emperors, and before that, they were sworn to kill dragons. She explains that the Blades have been out of purpose for centuries with no Dragonborn Emperor, and now with the player character being the next Dragonborn, the organization has finally regained its purpose. Afterwards, Delphine helps the player infiltrate the Thalmor Embassy near the city of Solitude, the headquarters of the Aldmeri Dominion in Skyrim, to follow up on her suspicions about the Thalmor's possible involvement with the Dragon threat. While there, Delphine and the player discover the Thalmor are searching for a man named Esbern, an archivist of the Blades Order. Delphine then instructs the player to locate Esbern, known to be hiding in the sewers and ratways of the city of Riften.

The player character accompanies the Blades in search of Alduin's Wall, a prophetic engravement located in an ancient Blades fortress known as Sky Haven Temple. While the Blades set up in the temple, the player character learns that the ancient Nords used a special Thu'um against Alduin called «Dragonrend», representing mankind's comprehensive hatred for the Dragons, to cripple his ability to fly so they could engage him. To gain more information, the player meets the ancient Dragon Paarthurnax, the leader of the Greybeards who was once one of Alduin's most feared generals. Paarthurnax reveals that Alduin was not truly defeated in the past, but was cast into the currents of time by the use of an Elder Scroll in the hope was that he would never reemerge. The player manages to locate the Elder Scroll within the ancient Dwemer ruin of Blackreach and uses it to peer through a window in time, when Alduin was first defeated, learning the powerful Dragonrend Shout to combat Alduin.

Armed with the knowledge of how the ancient Nords defeated Alduin, the player battles Alduin on the summit of the Throat of the World. Overpowered by the player, Alduin flees to Sovngarde, the Nordic afterlife. The player learns that Dragonsreach, the palace of the Jarl of Whiterun, was originally built to trap and hold a Dragon. The Jarl refuses to allow the player to utilize Dragonsreach and possibly endanger the city if the civil war between the Stormcloaks and the Imperial Legion still rages. With the help of the Greybeards, the player calls a council between General Tullius—the Imperial Legion's commander—and Ulfric Stormcloak, successfully calling for a temporary armistice while the Dragon threat exists. If the civil war questline has been completed beforehand, thus ending the war, the Jarl eventually agrees with persuasion.

The player summons and traps a Dragon named Odahviing in Dragonsreach, learning from him that Alduin has fled to Sovngarde through a portal located high in the Velothi Mountains, at an ancient fort called Skuldafn. Odahviing, impressed with the player's Thu'um and ability to capture him, agrees to fly the player to Skuldafn, claiming Alduin has shown himself as weak and undeserving of leadership over the Dragons. Upon arrival at Skuldafn, the player fights their way up to the portal to Sovngarde. Upon entering Sovngarde, the player travels to the Hall of Valor and meets with Ysgramor, the legendary Nord who, along with his Five Hundred Companions, drove the Elves out of Skyrim. Ysgramor informs the player that Alduin has placed a «soul snare» in Sovngarde, allowing him to gain strength by devouring the souls of deceased Nords arriving there. The player meets up with the three heroes of Nordic legend who defeated Alduin originally, and, with their help, destroys the soul snare and defeats Alduin once and for all.

If the player did not kill Paarthurnax in an earlier side quest, an alternate conclusion is given. The player returns to the summit of the Throat of the World in which Paarthurnax and several other Dragons wait. Paarthurnax explains that even though Alduin is defeated, they are in no condition to celebrate for he was once their ally and is still one of their kin. Having asserted his authority over many Dragons, Paarthurnax declares that the remainder of the dragons will «submit to his Thu'um,» suggesting he wants to take Alduin's place as the leader of the dragons in order to teach them the Way of the Voice. Who is there that does not say, and all the games we swing, here you can Skyrim full game download pc free no survey.

Gameplay

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The Elder Scrolls V: Skyrim is an action role-playing game, playable from either a first- or third-person perspective. The player may freely roam over the land of Skyrim, which is an open world environment consisting of wilderness expanses, dungeons, cities, towns and villages. The player may navigate the game world faster by riding horses, or by utilizing a fast-travel system that allows them to warp to previously-discovered locations. The game's main quest can be completed or ignored at the player's preference after the first stage of the quest is finished. Non-player characters populate the world and can be interacted with in a number of ways; the player may engage them in conversation, marry an eligible NPC or kill them. As in previous Elder Scrolls games, killing certain NPCs can make some quests or items unobtainable. If witnessed, crimes like murder and theft accrue the player bounty points in each of the world's nine districts. Should the player be stopped by a guard, they may wipe their bounty with gold or jail time, or may resist arrest which will trigger an aggressive pursuit. NPCs may allocate the player additional side-quests, and some side-quests have parameters adjusted based on nearby dungeons the player has yet to explore. Some NPCs that are befriended or hired by the player may act as companions who will accompany the player and provide aid in combat. The player may choose to join factions, which are organized groups of NPCs such as the Dark Brotherhood, a band of assassins or the player may choose to destroy them. Each of the factions has an associated quest path to progress through. The cities and towns in the game world each have an economy, which the player can stimulate by completing jobs such as farming. Swing the game the best we have, and you can Skyrim full game download pc free no survey.

A perpetual objective for the player is to develop their character. At the beginning of the game, the player creates their character by selecting one of several races, including humans, elves and anthropomorphic creatures, and then customizes their character's appearance. Over the course of the game, the player improves their character's skills, which are numerical representations of their ability in certain areas. There are eighteen skills divided evenly between the three schools of combat, magic and stealth. When the player has trained skills enough to meet the required experience, their character levels up. Each time their character levels, the player may choose to select a skill-specific ability called a perk, or store perk points for later use. Unlike earlier entries in The Elder Scrolls series which used a character class system to determine which skills would contribute to the character's leveling, Skyrim allows the player to discover preferred skills as they play the game and rewards the player with more experience when a frequently-used skill is leveled. A head-up display (HUD) appears when any of the player's three main attributes are being depleted. Attributes regenerate over time, although this process can be accelerated by taking potions or regenerative spells. Health is depleted primarily when the player takes damage, and the loss of all health results in death. Magicka is depleted by the use of spells and by being struck by lightning-based attacks. Stamina determines the player's effectiveness in combat and is depleted by sprinting, power attacking, and being struck by frost-based attacks. The player's inventory can be accessed from the menu and items can be viewed in 3D, which may prove essential in solving puzzles found in dungeons.

The player's effectiveness in combat relies on the use of weapons and armor, which may be bought or created at forges, and magic, which may be bought or unlocked by finding spell tomes. Weapons and magic are assigned to each hand, allowing for dual-wielding, and can be swapped out through a quick-access menu of favorite items. Shields can be used to fend off enemy attacks and reduce incurred damage, or offensively through bashing attacks. Blunt, bladed and hacking weapons can be used in close combat and each have specific advantages and roles; for example, the player can perform power attacks with each weapon. Magic can be used in the form of spells, which have many different function, such as the regeneration of health or the depletion of enemy health. A bow and arrow may be utilized in long-range combat, but the bow can be used as a defensive melee weapon in close combat. The player can enter sneak mode and pickpocket, or deliver sneak attacks to unsuspecting enemies.

When exploring the game world, the player may encounter wildlife. Many creatures in the wilderness are immediately hostile towards the player. Skyrim is the first entry in The Elder Scrolls to include Dragons in the game's wilderness. Like other creatures, Dragons are generated randomly in the world and will engage in combat with NPCs, creatures and the player. Some Dragons may attack cities and towns when in their proximity. The player character can absorb the souls of Dragons in order to use powerful spells called «Dragon Shouts». Each Shout contains three words in the language spoken by Dragons, and the strength of the Shout will vary depending on how many words have been spoken. The words to Shouts can be learned by visiting «Word Walls» in dungeons. The words to each shout are unlocked for use by spending the absorbed souls of slain Dragons. A regeneration period limits the player's use of Shouts in gameplay.

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The Elder Scrolls is kind of an odd series, when you think about it. As players, we expect that we should be able to fly careening off-rails from the get-go, ignoring whatever fantasy story domino chain the writers have conjured up in favor of venturing off into any three-eyed gorilla murder cave we please. “Fuck being the hero,” we say. “I’m gonna punch horses until an army of hooved hellions chases me across the countryside.” But the very fact that Bethesda’s games actually allow for that is a key reason many of us love them so much. So then, with TES charging into MMO territory under Zenimax Online’s steady whip, can it hope to adapt the elements that keep the series from simply blending in with a suffocatingly samey fantasy pack? I ventured to Zenimax’s frigid Baltimorian lair and went hands-on with The Elder Scrolls Online to find out.

Alright then, first the good news: I actually came across quite a few more traditionally Elder-Scrolls-y elements than I was expecting. Based on previously released gameplay footage, I feared the worst: Elder Scrolls’ names and locations – the series’ face, in essence – grafted onto some soulless MMO shell. “NaaAaaathan,” I thought it’d say, spitting wet chunks of its own mouth in my general direction. “CooOme adventshfur wifth meeeee HEre is yooUr friend Cyrodial ThE Daedracrab.” A few elements, however, made me feel almost at home. For instance:

Hoard ALL THE THINGS – OK, OK, Elder Scrolls Online is actually a big step back from Skyrim, Oblivion, Morrowind, and co in this respect. But, given that many MMOs nail their worlds down with railroad spikes the size of whaling harpoons, I was pleasantly surprised to discover that I could swipe individual objects off tables, shelves, and things of the like. There was plenty of worthless junk, too, which is an aspect of TES’ world-building that I think a lot of people gloss over. Typical game worlds stuff every nook and cranny with so much treasure that even their impoverished beggars should be buried under magnificent golden statues carved in their own images. Occasionally, it’s nice to find something that means nothing. Hey, a cup. Hm, some bread. I can take these, but I won’t because eh. Someone else probably needs them more than I do, anyway.

Books! – There’s lore! And a fair bit of it, too. It’s still not very good (I found a fairly rote record from a scholar on a temple excavation and few other mostly un-memorable passages), but it’s present and accounted for. I probably came across somewhere around five full-blown tomes during my travels, in addition to heaps of tinier scratchings and scrawlings. The bigger ones gave me minor XP gains and stat boosts, too, which leads right into…

Open Progression – Again, this is an area where Skyrim has TESO beat in rather lopsided fashion, but – though seemingly more straightforward – skill progression in Zenimax’s bouncing baby scrolly polly is still quite open. Sure, I was technically corralled into a “class” (I chose Dragonknight) at the beginning, but the “skill line” system gave me the option of learning any skill in the game, regardless of class. Unfortunately, my mighty Xenorc The Warrior Princess didn’t quite cover enough ground to really break out of her box, but apparently unique skill lines will come from all over: level-based progression, special quests, PVP, world events, etc. Each one, meanwhile, contains a mix of active and passive skills, with actives leveling up through use and – once they hit level five – morphing into new, specialized skills of your choosing.

Real First-Person Combat – Remember when Zenimax said first-person combat in TESO would be akin to duct-taping a Cliff Racer to the back of your noggin? Well, it changed its mind/remembered that directional indicators exist. Admittedly, I didn’t get to play any of Online’s revamped front-and-center sword-biffery, but a quick behind-the-curtain peek at the ostensibly very new system gave me reason to hope. There were arms! Glorious, wriggly, graspy, flaily arms. No longer do characters abruptly sacrifice their precious limbs to the gruesome gods of technical necessity in exchange for sight beyond sight that trails well behind normal sight. Instead, the end result looks a lot like Skyrim – incorporating dual-wielding, timed blocks, etc – though I’m not sure how well it’ll deal with high-speed dodge rolls, vision cones, and other mechanics specific to TESO. It could end up being an incredibly awkward mishmash, but we’ll just have to wait and see. At least it’s now existent, I suppose.

Stealth – Most of the time, when I let people know that a giant eyeball in the middle of my field of view tells me everyone’s looking at me, they just look at me funny. But see? The eyeball’s right! That is, however, also recent Elder Scrolls’ approach to stealth, and TESO reprises it admirably. Or, well, it’s there at least. I didn’t come across many quests where stealth felt necessary, but the option was nice. Also, nothing in TESO’s arsenal matched the sheer satisfaction of a perfectly taut, completely shadow-cloaked bow shot in Skyrim. The chewy twang, the deliciously instinctual knowledge that your arrow will dutifully find its fatal mark, the resulting ragdoll splay of perfect finality. If only. If only.

Guilds First, the good news: the Mages and Fighters guilds are both in, replete with their own quest progressions, skill lines, and characters. Unfortunately, their Thief and Dark Brotherhood, er, brethren won’t be able to make launch – probably because they’re too busy cavorting about town, cackling uproariously while upending mailboxes with baseball bats. Also, BLOOD FOR THE BLOOD GO– I mean Night Mother. Regardless, the two fan favorites will make their debuts as hefty doses of post-launch content, which Zenimax went out of its way to assure us there will be plenty of. Then they refused to discuss business models, because of course they did.

Arts (And Smithing And Alchemy And Cooking) And Crafts Elder Scrolls Online has five professions – alchemy, enchanting, armor smithing, weapon smithing, and cooking/provisioning – but that’s not really the important part. What’s key is how they’ll function, with simple, easily snapped up recipes getting the boot in favor of experimentation. Various items have their own properties and work best with different additives, and the onus is on you to perfect your craft. Zenimax believes this more open system will ensure that many of TESO’s best items actually come from crafting – not some pre-determined top tier of monster-farmed god armor.

Vampirism And Lycanthropy – Both were heavily hinted at during the demo session, and lead gameplay designer Nick Konkle later confirmed to me that they’ll be included as skill lines. So yes, for better or worse, probably expect this fresh Tamriel’s early days to look a lot like Halloween once everybody catches wind of the proper quests. Or Twilight, I suppose. But I like to think Elder Scrolls fans are better than that. Maybe? Please?

Oblivion Gates (Basically) – They’re being called “Dark Anchors” here, but there’s no denying that TESO’s dimension-hopping Daedra hives sound a lot like Oblivion’s, er, Oblivion gates. Navigate desolate, twisted environments! Fight Daedra! Get special items! Etc. These will probably tie in to the game’s central Daedric enemy, Molag Bal, as well. He’s stolen your soul, you see. I get the impression he’s not very nice.

Lockpicking – Yes, there’s a lockpicking minigame, thank goodness. It’s basically the one from Skyrim, only you push bolts down instead of up. Gears click, chests unlock, and – somewhere, off in the beautiful beyond – a deserving angel’s wings are stolen in an act of petty theft. Just as nature intended.

Mudcrabs – Mudcrabs!

Smooth-ish sailing so far, right? Now, however, it’s time for the flipside: the elements that didn’t even feel remotely like they belonged in an Elder Scrolls game. That said, don’t get me wrong: some of them were actually kind of good! But others, well, not so much. Here’s the rundown:

Questing Quest Of Quest Questingness – As soon as I began my demo session, I did as any self-respecting Elder Scrolls fan would: abandoned all pretenses of following the main story and struck out on my own, ready to turn the world upside-down and shake it until every last crumb of adventure fell out. I pointed my Orc in one direction, and off I went.

I gave up in 20 minutes.

The sandy, sun-scorched starting area felt largely lifeless when quests weren’t leading the way, so I eventually relented and bounced between golden, ultra-obvious circles on my minimap – ultimately gaining passage to a new area once I’d wrapped up the main plot of the first. I was hoping the more expansive locales around Daggerfall would offer greater variety, but alas. No such luck. For my troubles, I got semi-compelling, fully voice-acted tales of treachery, woe, and the undead, but I felt like I was methodically working my way through a theme park – not paving my own path through a sandbox.

There weren’t any crazy AI shenanigans or moments of utterly unexpected player interaction. For better or worse, everything functioned as expected. I felt like I was playing a competent – and in some places, even fairly impressive – MMO, but The Elder Scrolls’ trademark spark was dim, sometimes invisible against a backdrop of pre-scripted heroics and canned conversations.

I Want To Go To There (But Can’t) – This was probably the most damning moment for me. In the first area, I saw a highly tantalizing temple door. It called to me from across the sandy sea. “I probably hold fabulous riches beyond your wildest imagination,” it whispered seductively. “Or at least candy.” So I ran to meet its embrace. Adrenaline shot down my spine. I was ready for something wondrous.

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What I got was a brick wall. I felt like Wile E. Coyote slamming face-first into a painted-on picture of a tunnel. It looked like I should’ve been able to waltz right in, but instead all I found was window dressing. Later, I also came across a couple mysterious doors that only opened once I took their corresponding quests. Thankfully, when pressed, Zenimax told me that was a glitch, and that all enticing hideaways should be explorable regardless of quest status. Here’s hoping.

But even assuming all goes according to plan on that front, TESO’s landscapes still felt decidedly confined. Something didn’t quite gel with me while I was exploring, and I realized it was my inability to see far off into the distance – to sight a mountain and set my heart on it like a child laying eager eyes on a candy/toy/obnoxious loud things store. Small hills and other outcroppings constantly rose up to block my line of sight. I never felt like I was roaming this giant, continuous world so much as I was clomping through a series of rigidly defined zones.

Synergy! – Admittedly, the bits that felt more MMO than Elder Scrolls weren’t all bad. Some of them were even quite interesting, as a matter of fact. The biggest standout was easily collaborative battle options, which extend to both players and baddies. Basically, players can buff up each others’ spells and abilities by lending a helping click during their humble beginnings. A nova spell might become a supernova with proper time and nurture, etc. It’s fairly straightforward, but adds an extra element of teamwork that, thus far, seems smartly implemented.

Enemy AI, however, might just steal the show. In short, every single baddie is crafted with heightened battlefield awareness, making basic notions of aggro look downright archaic. Many of them are smart enough to work together, pooling both skills and resources to devise on-the-fly strategies to cope with whatever your party’s dishing out. Humanoids will shout out to one another when they need healing or support. Tree-like Spriggans, meanwhile, can turn adorable forest bunnies into murderous whirs of fur and fang. Adorable forest bears, too, I imagine.

I actually witnessed the system in action for the first time while questing alone. I was wailing on a giant spider while screaming and crying – like you do – when it suddenly glanced around and sped off in the opposite direction. Confused, I followed it a short ways away, whereupon it began devouring the fresh corpse of one of its own kind. I imagined it sucking down each spindly leg like spaghetti, bristly hairs dissolving in its pincer like maw. Then I left Baltimore and never looked back and now here I am forever please make the memories stop.

Killing Is Wrong – Unsurprisingly, you cannot kill every NPC in The Elder Scrolls Online. Or even very many of them, for that matter. But then, it’s a quest-oriented MMO. What else did you expect?

Low-Impact Combat – While first-person certainly seems like it could remedy this, TESO’s combat just doesn’t feel good at the moment. Sure, strikes correspond to individual mouse-clicks – ala other TES games or, perhaps more similarly, TERA – but they’re about as hefty as WoW’s auto-attack. Attacks and spells alike could stand to produce far more pronounced feedback, as I found myself relying almost solely on numbers to figure out whether I’d hit clean or missed entirely. And even then, the lack of specific information (Is my damage-over-time spell working? Etc) was glaringly noticeable. Also, while Zenimax is hoping to avoid pattern-heavy “rotation-based combat,” I simply found myself in a rotation with a few extra steps. Timed rolls and shield blocks put a little extra on my plate, but I was still ultimately mashing hotkeys and waiting for bars to recharge.

More Than A Feeling – Impressively, The Elder Scrolls Online’s quests are fairly diverse (by MMO standards) and laced with twisting twines of story. Well, when you’re in quest mode, anyway. I was disheartened to find that environments told soberingly few tales, but a couple standout chains nearly made up for it. One saw me put together a crack squad of brigands to take down the nasty, manipulative leader of the starting area, and here’s the kicker: I wasn’t required to round up everybody. Only one of three would’ve been enough to get the job done, but the full set conferred more benefits in the final, impressively subterfuge-based confrontation. More surprising, however, was that choice’s reverberation through the rest of my playtime. My ragtag band boarded my ship into Daggerfall, at which point they popped up in various quests I undertook around the area. But that’s apparently just the beginning. Those characters stick with you through thick and thin, Zenimax told me, but only if you help them out of their respective binds during the story’s early goings.

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That said, wise-cracking scoundrels? Rah-rah-rah “gooooo team” moments? Maybe I’m being nitpicky, but the plot felt more like a rejected Pirates of the Caribbean script than Elder Scrolls’ admittedly wobbly fusion of unabashedly epic and unsettlingly alien. The general tone and vibe felt all wrong, like someone had rearranged all my furniture and also set most of it on fire. For what it was evidently trying to be, it was decently – though certainly not extraordinarily – done, but I could never shake the feeling that something was off.

NOTICE MEEEE – This part really threw me. See, Daggerfall’s initial zone is packed with Orcs that absolutely, positively despise outsiders. It’s pretty standard Elder Scrolls fare, really – racial tensions, angry green people, etc. But here’s the problem: I was playing as an Orc, and the others didn’t acknowledge it in the slightest. They wanted to sew my mouth shut before I even opened it, which seems strange for a culture that fanatically cherishes its own kin. Granted, Zenimax later told me that they simply knew I came across the sea with a bunch of non-Orcs, so I was guilty by association. Unfortunately, however, when pressed further, lead gameplay designer Nick Konkle told me that player-centric racial recognition won’t really be present in TESO.

That strikes me as odd, given that Zenimax is focusing so heavily on making players feel like “the main character” in an MMO setting. I mean, why not go the extra mile to acknowledge the “hero” I’ve personalized and intend to spend hundreds of hours swimming around in the skin of? It’s an element of Elder Scrolls that always made the world feel more personal to me, and it allowed for exploration of some interesting, fairly important topics to boot. So that’s a shame. Sorry, Xenorc The Warrior Princess. Someday, you will find a home.

So What? – The big takeaway for me? I felt like I was playing A Fantasy MMO with Elder Scrolls elements – thankfully, more of them than I expected – sprinkled on top. That’s not meant to be a damning appraisal by any means, and there’s certainly time for major changes before launch, as the suddenly existent first-person mode demonstrates. Based on what I was able to play, however, TESO’s currently a competent but largely typical MMO with a few interesting buds that could blossom into something far more unique. Here’s hoping it manages to really soar, but for now, we’ll just have to wait and see.

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Check back tomorrow for the first of two interviews with The Elder Scrolls Online’s developers, in which I raise many of these concerns in an effort to find out why things ended up this way in the first place and – more importantly – if there’s any chance they’ll change over time. Also, mudcrabs. I asked way too many questions about mudcrabs.