Saturday, July 7, 2012

Tera First Impressions

So I’m pretty much done with Star Wars: The Old Republic. And I’m pretty much committed to playing Guild Wars 2 in September. And while I’ll still be playing TOR for another month or so, mostly doing 4-mans with friends once a week, I really have no interest in trying to level another character to 50, or even doing more on the Imperial side. To make things worse, I don’t really have any new single-player games to play right now. So, I went ahead and downloaded the Tera trial and installed it.

Tera is a fairly straight forward fantasy-based MMO. I’m told it is a Korean MMO, though I haven’t done ANY research on the game. It came out earlier this year (May, I believe), and what little I know about it has been its combat system which has been mostly praised from everything I’ve read. The game definitely has a distinctive Asian theme to it, that’s both pretty and colorful, and the game itself is gorgeous.

The reviews I read indicated two things: first, the game’s combat system is very good. And second, the game’s leveling system is about as generic as you can get. And now that I’ve spent some time in the game (I have a Priest at level 26) I can say both of those statements are very accurate.

As First Impressions go, Tera is a little bit of a mixed bag. Like every MMO I’ve ever played, you pick a server, and create a character. You have a good variety of characters you can make, and you can customize the characters more than most MMO’s I’ve played. And you can make some very cool looking characters in the system—it’s better than SWTORS by far, while offering considerable flexibility. And it gives you a chance during creation to view the character under multiple different types of gear which in itself is useful to people who care a lot about the look of their characters.

Character classes seem fairly varied. You have tanks (Lancer, Warrior…though apparently there is some debate about the effectiveness of Warrior tanks); Slayer and Beserker for melee DD, Sorcerer and Archer for Ranged DD, and Priest and Mystic for Healing. This is actually one of the areas where the game really shines: because of the way in which the combat system works, there are a lot of new ways that a class can distinguish itself compared to a lot of other MMOs.

The game starts with some ‘epic’ cut scenes, and a rather bewildering ‘Prologue’ which also serves as a form of tutorial. I’m not sure if this was just for the 7 day free-trial, but the Prologue makes your character level 20, with a full set of abilities, and then shows you some of the basic mechanics. I did this as a priest, and I was a bit frustrated by it mostly because in the end you fight a boss as a healer, but actual healing didn’t seem to work. In hindsight, I think I understand why…you can’t heal NPCs not in your party…but it never TELLS you that.

The story itself is rather bland and doesn’t really explain things very well. Basically there are two sleeping titans, who formed the continents (or, I think ARE the continents), and now some new island has formed. And the combined nations see this as a threat of some form, though I have no idea why. An expedition was sent, yet everyone died. So, now you are part of a second expedition of level 1 characters who will have to succeed where all of the established veterans failed. And while you are there you are to find out what happened to the leader of the first expedition that was with you in the prologue.

This is where Tera certainly missteps. The graphics are pretty, and the art style is great. Yet the story and presentation is lacking in every way. Most of the quests in the prologue involve you being sent from person to person to person, not really doing anything but running back and forth and reading quest text. And this definitely follows with the ‘and the questing is as generic as it gets’ point above.

Tera is a quest-based leveling game that is definitely very WOW like in regards to leveling and execution. You go to an area. You receive a group of quests to kill/collect something with genetic quest text that you can fully ignore, and then you run in a circuit doing everything the quests ask you to do. Then you turn everything in and move on to the next area. There is actually LESS variation from what I’ve seen than WOW…WOW had the benefit with Cataclysm of revamping the questing system and using new scripting tech to increase the types of quests they could present. Tera shows little of that. It’s ‘kill 10 things, or ‘collect 5 things’, or ‘kill things till you get ‘x’ drops’.  It’s simple, and mindless, and deliberately designed to flow easily. But even at its best it’s as generic as it gets.

On the plus side questing help is very useful and things are easy to track. Hyperlinks in quest descriptions allow you to identify objectives, and follow things; and you can easily arrange the orders of quest in your screen however you want. And the quests are definitely designed to flow together—though they are generic and boring, they are designed to be inoffensive as possible. So when combined with the combat system the game actually flows pretty well.

And speaking of the combat system, Tera’s is good. I’ve seen several classes now and the game rewards being actively engaged with one’s target and situation far more than most MMOs. And skill very much reflects on how well you do rather than gear and mindless stats. Gear lets you do things faster, but not necessarily ‘better’. This is because positioning, avoidance, and maneuvering is more important in the game—you avoid damage by NOT BEING HIT. And a lot of the game’s mechanics involve maneuvering into positions to attack (say from a flanking position or from behind), all while avoiding being hit yourself. Combat therefore takes a bit more time in Tera, but it’s more engaging and more fun, and feels much more mindless.

Then there are the BAMS, or ‘Big Assed Monsters’—their name not mine. These are larger mobs designed to be taken by a party. They are basically like mini-bosses (though some of the lower level BAMS I’ve encountered actually have more mechanics that saw an old Molten Core boss in WOW. I’ve killed some of these solo—but this can take 10 to 15 minutes to kill and I’m not sure that the rewards are worth it. The risk involved is relatively high, but it’s also good practice and I suspect this is fairly indicative of the game as a whole.

At this point I’ve gotten at least one class to Level 26 (Priest) and I’ve played several other classes past the starter area (Lancer, and Sorcerer). Each of these classes plays different from the other, and in ways that I like. The start zone itself doesn’t change though. And I suspect that the level grind pretty much has the same problem SW:TOR had—it seems very likely that you will have to follow the same level path through the game, with only a little variation to keep things moving.

Despite these minor problems and nick picks the game has proven to be very fun and I’ve had a blast playing it. It may be generic question, but the combat and new scenery makes the experience as a whole anything but boring. And now seems to be a good time to be playing it. The server I’m on seems active and lively, and there is plenty of content to see that is new. I’m looking forward to checking out some instances as a healer (healing in this game as a Priest is definitely more involved), and I’m interested in seeing if some of the higher level content shakes things up a bit.

I don’t know how long I’ll be playing this. Certainly up to the time of Guild Wars 2. But, who knows, I may end up keeping up with the game past GW2 if the end game is interesting and accessible enough. It certainly seems like the game will keep my attention at least to the level cap at 60.

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