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TERA Preview

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Frogster’s seemingly next-gen MMO, TERA, has been a long time coming. The game released into its home country, Korea, year ago and we are only now in the last leg up to a worldwide release. Saying that, like some of you already, we have played it, and we enjoyed it very much and we’re going to give you the low-down as to why this MMO is something pretty special already.

Current day MMOs all act the same way. Levelling is done through quests, though the bad ones come by mob grinds; we travel a huge landscape meeting other players along the way to play with, run dungeons for loot and essentially progress a story many don’t even play attention to. They all follow that pretty standard formula. But with each new iteration developers try to do something different with the combat, the main aspect of the genre, the task you carry out so very often when you play them, and TERA is taking that much further than others.


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Character races range from huge, furry, tiny, girly and everywhere in between



TERA offers a lot of variety with its character creation. Player races range from hulking red demonic creatures and their thinner versions, elegant elves, young girls, stumpy humanoid animal creatures and a lot of facial changes. Races have no limits as to what vocation of class they can choose but the choice of end-game role should be considered before choosing. There isn’t much in terms of hybrid classes here. Upon watching the beautiful cutscene, you’ll be dropped into the starter zone. An island with a mystery the new denizens are plagued by. Why did the island’s native wildlife suddenly decide to attack? It’s your job to find that out through a myriad of storyline quests as you level up.

We’ve all been there. Be it playing World of warcraft, Final Fantasy XI or anything in-between. We’re strolling through a forest on our lonesome when a monster much bigger than you starts to give chase. You think “sure, I can take that on” and pull out your ridiculous 7-foot blade and give it a clean slice across its flabby stomach “miss, miss, miss…” realizations of your impending doom race through your mind. Fearing for the durability of your gear and the long walk back to your corpse, you yield and run away. Only to have the mob somehow pummel you into submission from 3-metres away. That won’t happen in TERA, we assure you. Moving actually accounts for something in game. Just like a single-player game you control your every attack. You don’t just right click your enemy and watch as you automatically dish out the auto attacks. Each click swings your sword or fires your bow. If nothing is within the range of those attacks, you don’t hit anything. Simple! Same goes for the opponent. If you see them about to lunge, roll to either side of them and they’ll miss, giving you the perfect moment to dive behind and hit them while they’re down. But watch out, bad timing can mean your attempt to vault over them could be met with a smash sending you hurtling down and open for some serious pain.

To make the combat a lot more fluid over other titles, TERA has a combo system in place to give it much more engaging and stylized feel. Your primary let-click attack develops as you progress your character adding fancier animations and combos as you dish out the damage from your other skills whist keeping an eye on the attack patterns of your enemies. Your right-click skill can often get your out of harms way should you see a powerful attack coming at you. Of course, tank classes such as the Lancer and Warrior prefer to heighten their defences to actually block a move. No more relying on block value percentages to determine whether you can withstand a blow. Every single aspect of a fight is completely up to you. We shot some footage of our Warrior character during a quest which threw waves of enemies our way for you to see the combat in action.



The combo system is made up of signature skills as you level up. Some can only be used as follow-ups from another making them all tie in wonderfully with a perfect dodge after you smash through their defences and throw in some extra high-speed stabs to take advantage of the enemies mistake, rewarding you for being self-aware of their attacks. You won’t have to set these skills up to your hotkeys either. Following a combo starter, you’ll be prompted to hit “space” to perform the follow-up move. Its intuitive sure, but it did get in our way sometimes when we preferred to jump rather than twirl in place with our blades.

We’ve touched only lightly on the combat yet our preview is already on its sixth paragraph, but hopefully the video footage cleared up our confusing comparisons. Moving on, levelling as a whole isn’t done any differently at all. Quest chains made up the full 100% of the levelling experience during the test phase. Which capped player levels at 22. The chat channels did sometimes mention some empty spots in the quest line after level 30, but we were unable to confirm this during the test. Be it as it may, a grind would be slightly less gruesome with TERA’s more exciting combat, but still something to be avoided as best as possible. Hopefully PvE instances can back this up.


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Much like Guild Wars, TERA offers private channels should you wish to hunt alone of with friends



Crafting isn’t something we had time to dabble in as much as we planned. But it seemed to be handled very much the same as others. A short quest line attempts to walk you through the material collection task, but by then you’ll most likely have figured it out already. Materials are scattered all over the landscape. Be it plants, ore rocks or strange intricate energy things protruding from the ground, simply click them and wait for the harvest to buy tera gold complete. The mini-game aspect of Final Fantasy XIV doesn’t seem to have changed the way MMOs handle resource collection. Much to our shame. It’s another ageing part of the genre and we feel like it needs to change somewhat.

TERA is shaping up to be a real winner in our eyes. The combat changes make it feel like a toned down version of Monster Hunter only with a hugely expanded everything else. We can only dream of the kind of PvE boss fights the game could throw at us toward the end. Needing to be spatially aware of your surroundings and strategically decide your every move means you’re not just memorising tactics like in other MMOs. Teamwork and player control will play a much bigger role here making huge fights that much more tense. The core progression system could use a lick of paint for a change, but if it hasn’t driven people away before, it isn’t going to now. And besides, everyone knows MMOs show their worth with end-game content. That’s what keeps players there, and that’s often the deciding factor of a failed MMO and a successful one. If Frogster can keep churning out the content. They have a gem on their hands for sure.

Source: thegamershub.net

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