by Chris Noll on May 28, 2012
Take aim at real action combat in
TERA--even at a range
If the questing in TERA is run-of-the-mill then the combat is a finely
tailored, distinguished commodity. It's elegant in its modesty and easy
to understand: point your crosshairs in the direction you want to
perform an ability and press the corresponding key. If playing a melee
character you can string maneuvers together in a graceful dance-like
chain of combos. Or, if ranged play is your fancy, take aim with almost
FPS precision and round out damage with a glorious blaze of spells and
projectiles.
These moves can take time to perfect but they separate the average
player from the excellent. Skill-based combat is rarely executed well
but TERA has managed to bring the concept into the realm of reality
with their system. Regrettably, I found I wasn't handicapped so much by
the game mechanics but rather by my own interface tools. Playing with a
mouse and keyboard wasn't nearly as effective and fluid as playing with
a controller until I tried it with my Razer Naga mouse. Once I had all
of my abilities hotkeyed to thumb buttons I felt empowered, in control,
and balletic in my bashing of baddie's brains.
Perhaps best of all is the streamlining of skills. In a case of
emphasis on player skill the adage of "less is more" holds true and
Bluehole seems to have understood that concept by a humble offering of
skills and abilities. As you level up you learn more skills, as is
again traditional, but never are there too many skills. My hotbars were
never teeming with abilities I would only use once per day. The
abilities are streamlined and purposeful without being superfluous. You
get what you need, and use what you get.
For all of its dazzle in providing a revitalizing approach to MMO combat, TERA does
exact a price on the social game. The combat is so involved that it
leaves one little room for much else. You won't be chatting with your
groupmates or guildies while killing the evils of Arborea. Typing text
while connecting combos is near impossible, though the game does offer
some quick macros that allow you basic responses like "follow me" or
"busy fighting" with the click of a button. It even takes a
considerable measure of dexterity to employ a push-to-talk key while
stringing attacks.
For the most part the inability to quickly communicate while fighting
isn't a gamebreaker, but it does become increasingly challenging if you
enter one of the game's instanced dungeons. Unless everyone in the
party knows the dungeon inside and out (which is unlikely in most
pickup groups) you'll need to take time to plan and discuss. Once
synchronous with your groupmates though, the instanced dungeons provide
challenging content and clever scripts that are rich in fun, even if a bit
prosaic.
As if in contradiction to the social drawbacks with the engaging
combat, another new element TERA brings to the MMO buffet is its
political system. These systems have been toyed with before in various
free-to-play titles and a smattering of Eastern MMO games but the
system in TERA is the first time the concept has been introduced to the
Western audience on such a large scale. The idea is relatively simple:
players level 20 and above vote once per month on their Vanarch.
Vanarchs are responsible for setting and collecting taxes from NPCs and
with the funding are able to open new merchant NPCs and fast travel
routes. The political system itself promotes a very social game, as
campaigning for votes plays a huge role in a candidate's success, as
does the guild the candidate leads. Yet, as in real life, the political game takes place at a remove from the core progression of the game for most players, and is (at least at the early stages) relegated to novelty feature status.
As far as regular pricing for modern MMOGs TERA has a
befitting price tag of $49.99. Included with the box purchase is the
first month of game play. To reach maximum level will require
anywhere between 60 and 100 hours of gameplay depending on the play
style. During that time you will be able to experience most
of what the game has to offer. If you can cram all those hours into the
first month the value is quite good. Each additional month will cost
$14.99 if you pay by the month with discounts for longer subscription
terms (3, 6, and 12 month plans available).
- Inspiring environments and art work
- Arresting combat system
- Potentially profound political system
- Thoughtful streamlining of abilities
- Diverse class options to appeal to a variety of gaming styles
- Players' actual skill level is showcased as opposed to which macros
they've pasted in
- Spiritless linear quest grind
- In-game communication can be difficult during battle
- Humdrum story and lore
- Replay value limited by one story path for all classes and races
- Cutscenes feel more interruptive than immersive
If we could remove or revamp the quest grind in TERA and isolate
the immensely entertaining combat and the animated instances this game
would be a must-buy. Unfortunately, though, the leveling plot makes up
for such a huge portion of the game that it becomes irksome and
detracts from the enjoyment of the game's true strengths. It's like
trying to enjoy the Yuyuan Garden from the McDonald's across the
street. You can see the beauty right in front of you but you're stuck
under fluorescent lighting swallowing another Big Mac. Sure,
you may like the occasional Big Mac but not when you want to be whisked
away on what could be an edifying journey.
Throw me into a dungeon crawl with some friends. Give me a hint of
something sinister lurking over the next hill and set me out to
explore. But please don't make me kill another boar to bring meat to
some bloke who wants to have a barbecue.