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We have collected 9 reviews of the Tera. Experts rate Tera 7/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Tera and PC games.
In a proper and just world, Tera would've launched in 2004 and rewritten the MMO rulebook instead of WoW. I realize that I've just spewed outright blasphemy and am in extreme danger of being stricken down by a bolt of divine lightning, so let me explain. Traditional MMO combat â?? as popularized by Blizzard's genre-stomping behemoth â?? isn't exactly thrilling. While PvP and high-end PvE ratchet up the mobility factor a bit, leveling generally involves all the high-octane action that's typically associated with being a tree. That is to say, you root yourself in one spot and flip your brain switch firmly into the â??Offâ? position. Tera, by contrast, requires skill-based swinging and fleet-footed acrobatics, leading to adrenaline-pumping last-second dodges against even the most mundane of foes. Also, which would you rather play as: an ugly old gnome or an adorable (and vaguely horrifying) dog person? I rest my case. My starting statement is, however, a double-edged sword. On one hand, Tera would've made for an excellent neanderthal to kick off modern MMOs' evolutionary cycle. Matched against said modern MMOs, however, Tera's non-combat elements (quest structure, crafting, story, PvP, etc.) feel woefully behind the times â?? like vanilla WoW as opposed to post-Cataclysm WoW.
In a day when more and more MMOs are going free-to-play, En Masse Entertainment is taking the traditional subscription-based approach with newly released MMORPG, TERA. Don't be fooled with the pricing model, however; TERA is anything but traditional. In part one of my TERA review, I mentioned combat was the game's big selling point. As I progressed throughout the game, the initial sheen of new action-based combat wore off, but it was still a welcomed change to the traditional click and wait combat. To refresh everyone's memory, TERA features high-paced action combat that relies just as much on player skill as it does character stats. You must aim properly and click to successfully attack your enemy. Each click performs a different attack in the combo. Add in some special abilities that can combo into other abilities for more damage and En Masse has created a nice little combat system. In regular encounters you don't really appreciate the combat as much, but once you get into the later level dungeons and BAM (big-ass monster) encounters, you begin to see combat is a test of strength and endurance. It's not easy to actively aim, dodge, and counter a giant boss for 10 minutes.
10 years ago when I was just a nave, little snot in high school, people asked me if I was going to play Final Fantasy XI. It was a different time then: You couldn't walk around for more than an hour without hearing Eminem, the Spider-man film series that had just begun its wonderful maiden voyage long before emo-Peter Parker and Sandman fucked it up, and if you asked someone what an MMORPG was, the most likely answer you'd get (other than a blank stare) would be something along the lines of \"Oh, that's kind of like an Everquest, right?” And in that antiquated bygone age, I would reply to the FFXI query: \"Nay, good sir! For I refuse to support the practice of charging anything beyond the original purchase price of my digital entertainment!” If only my younger self could have glimpsed the future, with our DLCs and Xbox LIVEs and micro-transactions, he very well may have forsaken this hobby altogether. But then a few friends suckered me into WoW, and I've been playing—and paying—for eight years now. And because of that one tiny, little fact, that indignant, righteous kid who once vowed never to touch an MMO would eventually be deemed \"the MMO guy” at Game Revolution.
In many ways, Tera is a whole lot like other massively multiplayer role-playing games. You team up with other players, fight monsters, level up, earn new gear, and so on. It is, in fact, a very traditional online fantasy adventure in most respects but one: its action. And that action is so smooth, so immediate, and so enjoyable that it's likely to keep you invested in Tera, even as you skip from one quest to the next, ferrying messages between characters standing 20 feet from each other. Generic questing aside, Tera is a well-executed game: it's easy on the eyes, smooth under the fingers, and remarkably stable. So what is it about the combat that makes it so good? For one, you needn't worry about choosing your target before firing off the usual barrage of sword slashes and fireballs that automatically find their mark. Instead, you hover your targeting reticle over your target and swing, or stab, or cast. Sure, some attacks are homing attacks, but generally, if you miss, you don't do any damage. For example, should you release a slow-moving blastball and the big hulk in front of you lumbers away, you're out of luck. Tera feels more like a third-person action game than most MMOGs--you don't even need to hold a mouse button to engage mouselook.
I never realized how much fun missing my target could be, especially in an MMORPG. Not in the World of Warcraft sense of relying on some random numbers or "hit" stats to determine whether or not my arrows reached their mark, but in the sense that I missed bloodying my target because I misjudged the lead and the arrow zipped right past them. Failure in TERA, in other words, is usually my own damn fault. TERA's crosshair-based combat consistently provides these kinds of little skill-based thrills and others, and for now, that's enough to keep me looking forward to logging back in every night. But how long can the thrill last? Feeling the Grind By the time I hit level 30, I could already feel the grind of questing starting to wear me down, even though the combat itself improved the higher I leveled. As an archer, for instance, I found myself forced to make constant use of my traps to avoid getting hit, and enemies began to hit harder and come in groups of two or more. The leveling process prepared me for these challenges, but I still feel a little too disconnected from the world around me to care too much about what I'm doing. A few skills still let you lock onto targets.
Let's face it: once you strip away superficial fluff such as narrative settings, graphics, and faction organization, it's almost impossible to find an MMO that doesn't feel very much like most others when it comes to the nuts and bolts of combat. At times this issue even runs to extremes. My keybinds for my Vigilance Jedi Guardian in Star Wars: The Old Republic, for instance, almost precisely mirror those of my Arms Warrior in World of Warcraft. That commonality is what TERA, a Korean-built MMORPG that's being introduced to the West by En Masse Entertainment, seeks to defy. Trumpeting itself as the "first true action MMO," TERA has less in common with Rift and Lord of the Rings Online than it has with console favorites like God of War and Bayonetta thanks to its fast-paced combat system. And since so many MMO players are clamoring for "something different" lately, TERA could potentially add that spark that players have been waiting for. Suffice it to say that my keybinds in TERA are entirely different -- since I played it with a gamepad. Most of the violence in TERA starts when characters mistake each other for Justin Bieber.
Many of today's MMORPGs are clones of each other. The genre has been saturated with games that feature boring combat and repetitive quests. Thankfully, TERA takes a different approach and tries to distinguish itself from the general market. Through an invigorating combat system and a groundbreaking political system, it looks to break free from the mold. TERA is not your typical “click a button and watch the combat take place” type of game. Instead, you control the action in this real-time combat system. You must aim and click for each individual spell cast or swing of the sword. The game's combat leaves nothing to chance. Your aim will be the difference between successfully healing your ally or missing and inflicting death on your entire party. This system is a breathtaking change to a genre where combat has become stale. TERA goes even further with its unique political system. This system allows players to take control of provinces and create the rules of that province. It rewards the players with money, power, and fame. Once a player is max level and contains a good amount of political influence, he can become Vanarch. A player may rise to power in two different ways.
After an impressive showing at E3 2010, developer Bluehole Studio came to this year's Gamescom with a fresh demo of Tera to show the public. The game is an action-oriented MMORPG, and the section we played saw us taking the role of a warrior, supporting two Bluehole reps as we went on a dungeon crawl. It was a good chance to find out more about the mechanics of the game, which is due to launch next year, as well as talk to its creators about their aims for the project. One thing's for certain--Tera is an action-focussed MMO if ever we saw one. Our gameplay session was spent hammering the mouse buttons and furiously tapping the number keys to unleash a constant barrage of attacks and spells. The game relies on the player to direct the action--there's no auto targeting, meaning you have to aim your attacks, while dodging those of your opponents is key to survival. Our character was good at brute force, but he also had a spell at his disposal to stun enemies, allowing him to get in there with the sword. The control system is simple enough--the W, A, S, D keys control movement, while the mouse moves your viewpoint.
At GDC last week, En Masse was showing off its first MMO localization effort, Tera. Those who attended the show floor might have had trouble spotting the booth from amongst the slew of other Asian-market game artwork displayed though; Tera's art style is distinctly Korean -- especially obvious if you're familiar with the likes of Lineage II -- with its long-limbed light and dark elves, and strange rock-like armor covering little-to-no body parts with protruding bits in all the most useless places. Personally, it's an aesthetic that I begrudgingly find attractive (along with the majority of Asia apparently). But whether you love or hate the art direction, a quick glimpse at the monitors stops most people in their tracks. Fact is, Tera's graphics look good for what I've come to expect from MMOs. This might be due to its use of the Unreal Engine; it just doesn't look like what I'd peg as an MMO. If it weren't for the telltale user interface, with its hit point and quick bars, I would have guessed it was some sort of fantasy action game for consoles. Which, I suppose, wouldn't be that far off the mark. Tera has controller support (at GDC, the booth had XB360 controllers hooked up, along with mouse and keyboard for you to feel the difference), and it's probably the first MMO that I felt controlled easier with a gamepad than the good ol'M&K set up.
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