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Dark Lands Kickstarter Takes Off Running

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Mingle Games, the studio behind the popular Windows Phone runner game Dark Lands, have announced a Kickstarter campaign to port the game to other platforms.

A runner game with a fantasy setting and dynamic combat system, Dark Lands will have you chopping up goblins, orcs, trolls, and more as you sprint through the world. The Kickstarter campaign, which is aiming to raise $10,000 CAD, will allow the developers to port the game to iOS, Android, Wii U, and Vita. They’re also planning to add full campaign and multiplayer modes, as well as new bosses, weapons, environments and more.

For more information, head on over to their Kickstarter page or check out their official website. You can also check out a trailer with a minotaur battle below this article.

Slightly Mad Studios reveals World of Speed massively multiplayer online racing game

Slightly Mad Studios reveals World of Speed massively multiplayer online racing game

Award-Winning Developer bring the ultimate AAA free-to-play online racing game to PCs in 2014

MOUNTAIN VIEW, Calif – February 10, 2014 – Slightly Mad Studios, the critically acclaimed developer known for their pedigree in racing video games, today unveiledWorld of Speed, a AAA massively multiplayer online arcade racing video game. World of Speed will be available in 2014 as a free-to-play experience on PCs.

In World of Speed, players will hop in the driver’s seat of an endless garage of cars ranging from everyday city runners to the fastest super cars on the planet to the most iconic cars from throughout the storied history of auto racing. Players will find themselves racing on true-to-life tracks spanning the globe and on tracks only a speed freak could dream up, carved from roadways across cities including London and San Francisco.

“At the heart of World of Speed lies a unique massive multiplayer online experience which incorporates a dynamic social elements and entirely new ways to compete in a racing video game – from an individual to a team level,” said Ian Bell, Chief Executive Officer of Slightly Mad Studios. “World of Speed is an online game and will be continuously supported with innovative and fresh content to keep the competition furious well after its launch.”

World of Speed introduces a new level of connected competition allowing players real-time interactive social gameplay through intense Club and team gameplay, the Airfield social hub, and unique missions and objectives in every race to make every players actions really matter. As an online experience, World of Speed will be supported with live events and player challenges, new gameplay modes, tracks and cars and much more.

World of Speed will be entering closed beta in Spring 2014. To learn more about World of Speed and for a chance to play the fast-paced action in the closed beta, visit and sign up at www.worldofspeed.com. The game will be published worldwide by My.com.

About Slightly Mad Studios Ltd
Slightly Mad Studios is an independent, award winning developer known most recently for its work on Electronic Arts’ Need For Speed franchise with the successful SHIFT series. The company has a core studio located near Tower Bridge, London but predominantly uses a unique distributed development system that allows the team to attract worldwide talent, be cost-effective and ultra-efficient.

For more information about Slightly Mad Studios, please visit:www.slightlymadstudios.com.

About My.com
My.com, based in Mountain View, California, is a subsidiary of Mail.Ru Group, the largest Internet company in Russian-speaking countries with the audience more than 100 million users (comScore, September 2013), that is publicly traded on the London Stock Exchange (LSE: MAIL), (listed since November 5, 2010).

My.com is building an integrated communication and entertainment platform, dubbed ‘Communitainment,’ beginning with a family of mobile services and games. My.com’s mobile communications apps —myMail and myChat—provide multiple email account management and messaging, and myGames is a growing collection of mobile and PC game experiences.

For more information about My.com, please visit: http://press.my.com/about/

New YuruYuri anime project announced

yuruyuri-season-3-revealIt looks like fans of the YuruYuri manga, or at least fans of the anime adaptation, will be getting another dose of the series. Today the YuruYuri manga author Namori has announced that the production of a new YuruYuri anime project has been confirmed. While this is great news, it is unknown at the moment whether this means that YuruYuri will be getting a third anime season, a movie, or simply an OVA.

The YuruYuri series follows a group of middle-school girls, primarily the four members of the “Amusement Club” and four members of the Student Council, as they live out their lives with yuri undertones and plenty of comedy. It has been nearly two years since the second season of YuruYuri debuted and this season was released by NIS America last month, with the company currently holding the license for both seasons in North America. If you want to check out our review of the second season of YuruYuri you can find it here.

New Stills of Music Icons in ‘What Difference Does It Make?’

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The Red Bull Music Academy has released a bunch of brand new stills from their documentary film about making music in what is an ultra-competitive industry, called ‘What Difference Does it Make?’. Check the gallery out below.

The talent found within – including the legendary Q-Tip as seen above – are just the tip (pun not intended) of the iceberg; Philip Glass, Nile Rogers, Lee ‘Scratch’ Perry, James Murphy, Debbie Harry and Erykah Badu are also joined by equally iconic names such as Brian Eno, Giorgio Moroder, Rakim, Skream, Bernie Worrell, Egyptian Lover, Ken Scott, Thundercat, Richie Hawtin, Stephen O’ Malley and more. The film releases globally on February 17, before making its way online for free. You can watch the official trailer for the film here.

Vertiginous Golf Preview

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Vertiginous Golf
Developer: Kinelco & Lone Elk Creative
Publisher: Surprise Attack Games
Platform: Windows
Price: $10.00 – Beta Access Available Here

Vertiginous Golf has bounced back on course, since the original steampunk mini golf game series, Vertigolf was released in 2003. Kinelco and Lone Elk Creative have recreated the sport, by manipulating physics and the perceived ideals of golf within a dystopian universe. Vertiginous Golf is currently in the beta-testing stages, with the development team planning Steam Early Access in March to work with the gaming community, before the full launch version arrives later next month on PC, Mac and Linux.

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Vertiginous Golf is a first-person sports simulation that takes players into Vertiginousphere, an exclusive realm in the skies that comprises of floating golf courses. Vertiginous Golf  is definitely a long-shot from the typical golf simulator, such as Everybody’s Golf, but the diverse landscape offers a fascinating journey and mysterious story. As the game is still in beta, there is no definitive narrative yet for players to piece together. However, the opening sequence distinguishes that ‘Vertiginous Golf’ is a store accessible to the public, where people can escape their overcast lives and virtually experience the wonders of sunlight, using Edward V Frohlich’s Vertiginous Levitation Systems.

The unique and impressive layout across the endless sky is the perfect atmosphere for partaking in this bizarre golf game. Vertiginous Golf serves as a dream world for golfers, with a great variety of holes and a suitable companion. The golden mechanical hummingbird serves as a handy guide for players to visually jump ahead of their shots and get a birds-eye view of the gorgeous sky-lands. Additionally, there are several zoom out cameras for players to flick through using X to appreciate the entirety of Vertiginousphere.

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At the moment, there are 9 holes and a tutorial course for players to challenge themselves in the beta. As a way for players to monitor their progress, every golf ball movement is traced with a glowing pink ribbon. That being said, the visual scope becomes more cluttered with each stroke in the same area. Fortunately, players have the option to rewind strokes and redeem themselves from unlucky shots. However the ‘rewind power’ is drained according to the distance the ball has travelled and can only be recharged when players use the putter wedge. With Steam Early Access, the development team will be introducing twice as many courses and new abilities for players to control the direction of the ball by curving the shot left (hook) and right (fade).

Based on the holes so far, the level of difficulty is dependent on the player’s ability to utilise the surroundings and barriers to their advantage. The latest beta version offers an exceptional range of technological systems, including; helicopter drones, directional powered pipes, moving carpets and blocks and a teleportation sphere spitter throughout the golf course. The extensive design for each new hole allows players to search for alternate routes and strategise the best method to reach the flag. An interesting addition in the game are the ‘free stroke holes’, which act as hole-in-one-shortcut that display the number of strokes required before the hole closes. Following the current build, the development team plan on implementing an extended replay system, as well as local and online multiplayer to ensure that players get the most out of the golf courses and tournaments.

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One of the slight issues in Vertiginous Golf is the control mechanism, which restricts players from powering their shots to the optimal velocity. Despite the players’ ability to rewind bad shots, the power for each swing (using spacebar) rises too quickly and cannot be adjusted. Consequently, when it comes to hitting the ball in the Green Room, where the flag resides, players will struggle to effectively manoeuvre the golf ball precisely into the final hole. Upon completion, players are scored accordingly to the number of strokes over par and can review their scorecards for each hole. As development proceeds in Steam Early Access, it will be interesting to see how the controller support will change the gameplay and what type of new achievements players can earn in the game.

The graphic design is outstanding thus far, with the implementation of Unity3D to create a beautiful Victorian-era themed universe. Vertiginousphere is breathtaking and will have players spending more time flying around the realm as the golden mechanical hummingbird, rather than playing golf. What I found to be the most surprising element of the beta version is the classy and stylish harmonious soundtrack in Vertiginous Golf. The original music composed by Luchs and I, transcends players into the dystopian universe that establishes a hypnotic mindset for concentrating only on pitching and putting the golf ball.

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Vertiginous Golf is definitely on the right course to becoming a successful browser title, with the hardworking developers Kinelco & Lone Elk Creative and support of the Vertigolf community. Of course, there are a few adjustments that need to be addressed before launch, mainly the controls for powering shots and story completion. Steam Early Access promises to be a significant opportunity for players to partake in development decisions and contribute to this ridiculously unique golf game.

Wizards Announces From The Vault: Annihilation

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“Beyond Destruction Looms Annihilation.”

That is the ominous title of today’s news coming straight out of Wizards of the Coast. The world leading card and strategy game designers have officially announced the latest “From The Vault” set for the world-renowned Magic: The Gathering trading card game. The latest set is titled: From the Vault: Annihilation.

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The Set Symbol for FTV: Annihilation

From the Vault collections gather together a select number of highly powerful (and highly popular) cards from Magic’s storied history, usually with a shared theme and reprint them in a special box set. This time around, the theme is (you guessed it) Annihilation. We as of yet don’t know the full contents of the box, but I am going out on a limb here and guessing that “Decree of Annihilation” will feature somewhere.

 

 

What we do know is that like most other From the Vault products, Annihilation will contain:

  • 15 Premium foil cards, including 6 with new art.
  • An exclusive Spindown D20.
  • A collector’s guide.
  • Each card has been printed using a foil process unique to the From the Vault series.
  • From the Vault: Annihilation will be available world-wide in English only, and will have an extremely limited print run.
  • All cards are black bordered and tournament legal. This means that these cards are legal for use in any tournaments where the original printings are still legal.

From the Vault: Annihilation will be released on August 22nd for a RRP of $34.99. However it is important to note that since these are incredibly limited print-runs, the price is sure to skyrocket (the previous From The Vault set jumped up to around the $300 mark at one point).

So what will we see from From The Vault: Annihilation? Lots of board-wipe effects, creatures with the Annihilator ability, or just ridiculously overpowered cards from Magic’s history? Let us know your thoughts in the comments below and be sure to check out our coverage from this weekend’s Born of the Gods Prerelease. Remember to stay tuned to Capsule Computers for all the Magic: The Gathering news as it becomes available

Naruto: Shippuden Set 17 Review

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Naruto: Shippuden Set 17
Studio: Studio Pierrot
Publisher: Viz Media
Format: Blu-ray, DVD (Reviewed)
Release Date: January 14, 2014
Price: $44.82 – Available Here

Overview
When a series such as Naruto makes it into the five hundred episode range, viewers have obviously taken a liking to the franchise and have become invested in what will happen to these characters. Throughout the original Naruto anime and now Naruto: Shippuden, we’ve seen Naruto and Sasuke turn from enemies, to reluctant allies, to friends, to bitter enemies. However no matter how dark Sasuke’s path seemed to turn, Naruto always believed that he could bring his friend back to the light. Now, after the events of the last set, will Naruto: Shippuden Set 17 be able to capitalize on the major developments that took place?

Story
With the Five Kage Summit successfully repelling Sasuke’s attacks and Danzo on the run, Madara has revealed his plans to the remaining Kage. Madara has revealed that he wishes to use the power of the jinchuuriki to revive the origin of the tailed beasts, the Ten-Tailed beast. With the power of this creature he will use the Infinite Tsukuyomi on the moon to give himself complete control over everyone on the planet. When the Kage refuse to turn over Killer B and Naruto, the last two jinchuuriki, Madara declares that the Akatsuki will hold open warfare against the five great nations in order to complete his plan.

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After this declaration, the remaining Kage agree to form the Allied Shinobi Forces with the Raikage as the leader. At the same time, Killer B is locked in combat against Kisame in battle. Focusing back on Naruto and the Konoha 11, Sakura approaches Naruto to confess her love to him, in an effort to free him from his promise of trying to bring Sasuke back to the village. When Naruto doesn’t believe her, she leaves and asks for the help of Kiba, Lee, and Sai in order to track down Sasuke so that they can deal with him.

As Sakura’s determination leads her to take steps she never thought possible, Madara brings Sasuke to where Danzo is currently hiding, allowing Sasuke to face off against the man who ordered the elimination of the Uchiha Clan. With the Allied Shinobi Forces beginning to mobilize and organize for the upcoming world war, Sasuke facing off against Danzo, Sakura heading towards Sasuke’s location to put an end to him, and Naruto reeling at the fact that his friends are preparing to eliminate Sasuke, the set brings with it a battle of great importance as well as the strain of friendship between the members of Team 7 and what Sakura and Kakashi are prepared to do.

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While it is difficult to follow up on the events of the summit, this set does a rather spectacular job by moving the plot forward with a number of important battles. Viewers see Killer B facing off against Kisame, followed by the multi-episode battle between Sasuke and Danzo, and finally the confrontation between the members of the original Team 7. While it is great to see a story move along without fighting and there are a few episodes near the end of the set that are focused on preparation and digesting the events that had taken place over the past episodes, most of the story told in Set 17 occurs during Sasuke’s battles.

That being said, there are a fair number of flashbacks throughout this set but before you get too concerned over this fact, it actually helps drive home the emotional impact that Team 7 is feeling. While flashbacks are often the bane of long running series such as Naruto, and most of the time they are used to either emphasize a character’s death or to provide filler material, this time the flashbacks are focused on the times that the team has shared in the past, such as Sakura’s love for Sasuke and her tearful begging to Naruto to bring Sasuke back to the village, Kakashi’s thoughts of fighting a previous pupil, and Naruto’s undying devotion to his friend.

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With emotions running high and a world war between the Allied Shinobi Forces and the Akatsuki, Set 17 delivers one of the battle viewers have been waiting for and the emotional confrontation of Team 7 as they come face to face with what Sasuke has become, which is a man twisted with thoughts of revenge and hatred and nothing else. All of this is done while remaining on focus with no filler and using meaningful flashbacks, though they do feel a bit over-done by the time the confrontation ends.

Visuals
Another of the banes that weekly shōnen shows such as Naruto suffer, is inconsistent animation quality and unfortunately that remains a problem in Set 17. The beginning of the set features some nice looking animation while focusing on Naruto and Sakura’s conversation as well as Naruto’s conversation with Gaara, but whenever the focus switches elsewhere the background details and basic quality suffers.

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Oddly enough, while most of the action that takes place between Killer B and Kisame as well as Sasuke’s fight with the members of Team 7 remain impressive looking with fluid movement, the quality actually takes a dive during Sasuke’s fight with Danzo. There are noticeable animation issues and loss of detail in the characters’ designs as they fight and even Sasuke’s Susanoo is poorly presented in the battle, which is a real disappointment considering how long fans have been waiting for this fight.

Audio
As one would expect considering the running length of the Naruto series, Viz Media has retained the voice actors for all of the characters presented in Naruto: Shippuden Set 17 with no new characters really introduced or focused on. As such, viewers can expect the same high quality voice work they have come to expect from the series, even with Killer B’s English rhyming being as painful as the Japanese dub.

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As far as background music goes, viewers can expect the same standard themes throughout with nothing changed or no standout themes. The opening theme found in this set is “Lovers” by 7 Oops and it is not only enjoyable to listen to but also very fitting considering the choices Sakura makes in this set. As for the ending theme, it is “Freedom” by Home Made Kazoku and it is a much more rock themed song and light-hearted in comparison to the opener.

Extras
As far as bonus features go, Naruto: Shippuden Set 17 comes with a number of on-disc extras, though a number of them are fairly standard for a release such as this. There is a clean version of the opening and ending theme, English Credits, and trailers from other Viz Media shows. Accompanying these extras are six pages of original storyboards from the episodes, an art gallery consisting of ten pieces of character art, and an omake.

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There are two mini-shorts about a minute long found in the omake, with the first one focusing on how Guy, Neji, and Tenten have not been given much screentime and are fighting for who gets to appear and the second showing Sai, Sakura, and Naruto looking at magazines in a convenience store. These little shorts have been given an English dub and provide us with some of the standard Naruto comedy which was mostly lacking in the main show this time around.

Overall
While animation quality continues to be a plaguing factor in the series, Naruto: Shippuden Set 17 manages to deliver both action as well as emotion. A number of important fights take place in this Set and, although the series ends up going overboard on the flashbacks, they help drive home the feelings that Sakura and Naruto are struggling with when dealing with Sasuke. With the Fourth Great Ninja War declared and the Ninja Alliance preparing to face off against Madara and the Akatsuki, things continue to heat up in Naruto: Shippuden.

8-0-capsules-out-of-10
Capsule Computers review guidelines can be found here.

Disney Infinity Toy Box Challenge Week 24

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A week has gone past us already, and it is time for the awesome folks over at Disney to shower us with free Disney Infinity maps in this week’s Toy Box Challenge. As with previous weeks, there are five free maps for Disney Infinity owners to download, as well as a new Toy Box Submission Challenge, and a video that showcases the winners of the previous challenge. Without further adieu, lets get into it!

TOY BOX SUBMISSION CHALLENGE

This week’s Toy Box Submission challenge will be a tricky one. The theme for this week is the Ultimate Battle Arena Challenge. That’s right, time to put your thinking caps on and create the best, the most bad-ass battle arena you can possibly think up. Will you make a WWE-Inspired wrestling ring, or make a fully interactive FPS styled map? Whatever you choose, just make sure it is awesome!

As always, you can create and share your Toy Box creations though, using these instructions:

Xbox 360, PlayStation 3, Wii U

  • Bring up the Pause Menu and select “Online/Multiplayer.”
  • Then select “Toy Box Share” > “Disney’s Toy Boxes” > “Submit to Disney.”
  • Follow the prompts. You’ll be asked to give your Toy Box an original name and description. Choose carefully – they will be shown to everybody if your Toy Box is featured.

iPad

  • Bring up the Pause Menu and select “Toy Box Share.”
  • Then select “Disney’s Toy Boxes” > “Submit to Disney.”
  • Follow the prompts. You’ll be asked to give your Toy Box an original name and description. Choose carefully – they will be shown to everybody if your Toy Box is featured

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TOY BOX COUNTDOWN

This week’s Toy Box Countdown features the top 5 user generated maps that were submitted to Disney for the previous Winter Sports Challenge. Check out the video below to see the top 5 entrants in the challenge. All of which you can download right now!

Check out last week’s videos here

 


 

That’s another week of Disney Infinity updates for you passionate Disney fans out there. Were you happy with the Toy Box Countdown winners? Will you be downloading any of the maps (wither from the winners, or from Disney)? Let us know in the comments below, and remember that for all the Disney Infinity news as it becomes available, stay tuned to Capsule Computers.

Toast Time Review

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Toast Time
Developer: Force Of Habit
Publisher: Force Of Habit
Platforms: iPhone, iPad (Reviewed), iPod Touch, Android
Release Date: 6th February 2014
Price: $2.99 – Available Here

Overview

“Toast Time”…a game where you’re put in control of a piece of toast, a happy little slice of bread that has been cooked to perfection, a tasty little treat for young and for old. Our hero is called TERRY which stands for; Toast-ejecting Recoil and Reload System, and he’s what stands between us and the hostile invaders coming for us. All I can say about “Toast Time” at this point in time is that it is one of the quirkiest little mobile games I’ve played in a very long time and, for me; quirk is king. It’s a nice little game that doesn’t ask too much of the person playing it but gives back a great deal of enjoyment, the way mobile games are supposed to be!

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Gameplay

It’s quite hard to place “Toast Time” under one particular genre because it mixes a great deal of them yet only fits loosely into them so, yeah, it’s quite a hard one to pin down. It’s an arena shooter that isn’t quite an arena shooter, it’s a tower defence game that isn’t quite a tower defence game. It’s sugar, beans and cream all mixed together to create one tasty cup of coffee. Basically you tap to do pretty much everything, everything being pretty much just “shoot”. Shooting sends TERRY flying in the opposite direction which sometimes can make killing an enemy quite difficult but it just works as being part of the fun.

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The tower defence aspect of it is that there is an actual literal times somewhere on the stage, it both counts down and works as the item you have to defend. Shoot the enemies and don’t let them get to the timer, that is basically all “Toast Time” is and it works so damn well. The quirkiness just oozes out of this game like uncooked egg in some French toast; you equip yourself with different types of ammunition throughout the game, from baguette lasers to bagel scatterguns you get them all and each one of them is bread-based so the humour never really stops. There’s actually a fair bit to do in this game, there are a bunch of equipables to make your TERRY look what you consider to be cool and even other game modes to keep you occupied though I found that I didn’t really stray from the main game type, it was enjoyable enough to keep me there so that’s where I stayed but I did try the other ones out for the sake of this review and it was a nice little change of pace.

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Visuals

The game had an overall old-school vibe mixed with the aesthetics of a virtual pet from the 90s. The game was made up entirely of pixel-like blocks that gave it the old look and just added to the already high level of quirkiness. Don’t be angry at me for using “quirkiness” a lot because it is going to happen regardless. I absolutely love games that are made up entirely of pixel-art, there’s something about it that sends a jolt into my brain and makes me nostalgic and I don’t think I’m the only one. It’s also great for visuals to match the vibe that the gameplay gives off, too many times have I seen a great looking game that just falls flat when it actually has to be played.

The colouring system works great too and it’s not because there are plenty of them or that they’re vibrant, it’s that it gives a nice feeling while playing through a level. The colour of the levels change depending on what the environment is like; during the first set of levels you’re on what looks to be a farm and the colour is a light blue, during the second set of levels you’re in what looks to be Egypt (because of the pyramids) and the colour is a light orange. Sometimes I think the saying “less is more” may actually be true and in this case, yes, it’s absolutely true.

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Audio

The music within “Toast Time” is probably exactly what you are expecting it to be at this point in time; entirely chiptune and much like the visuals of the game it fits in perfectly. You cannot have such an old-school-looking game without having an old-school soundtrack to back it up, it would be ungodly. Luckily “Toast Time” did everything right. For the most part the music is pretty joyful, it’s chirpy and positive though so is the game, no surprises there. All the sound effects are great too, I really can’t single any out because you’re hearing so many things at the same time but, in general, the game just sounds great.

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Overall

Look let’s be entirely honest here; the game is in absolutely no way groundbreaking, if anything it’s a massive step back in time rather than a couple steps forward, that doesn’t mean it is bad though because it is absolutely perfect for mobile gaming and for a majority of mobile gamers. It is pretty much perfect for what it is. You don’t expect much from it but what it gives you is enough for a giggle and enough for you to be able to sit there and play the game at least for a while. It looks good, it sounds good and it plays good, it hit positive on three counts and there’s no way I can discredit any aspect of the game simply because it is “basic”. Let’s make a toast…to “Toast Time”! Well done, old chap!

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10-capsules-out-of-10

Capsule Computers review guidelines can be found here.

The Elder Scrolls Online Preview

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Ah, Tamriel. Lands rich with lush, vibrant flora, diverse, deadly fauna, and a wide range of sentient races, each with their own worldviews and problems. From heavily populated metropolises to dark, ancient dungeons and beyond, through tales of heroism and intrigue, the world of The Elder Scrolls has long captured the imagination of fans.

In recent years, those fans, many of whom have poured hundreds of hours over multiple games into Bethesda’s fantasy universe, have begun to question whether a multiplayer mod could be released for the enormous single-player games. Bethesda’s answer was The Elder Scrolls Online, an MMORPG set in Tamriel. I recently had an opportunity to take part in the game’s Beta. Here are my impressions.

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Character creation in the Beta combines elements of both traditional Elder Scrolls and modernized MMO character creation, leaning more to the latter. You choose one of the traditional 9 races, each of which belong to one of three factions. After that, you pick one of four classes: the tank-like Dragonknight, the arcane Sorcerer, the sneaky, cunning Nightblade, and the noble Templar. Having only four classes feels somewhat underwhelming compared to its contemporaries, but players will find that classes feel more open than other similar titles. Be sure to check out our preview footage below this article to see it in action.

The story will take you from the prison of the dead to Stros M’Kai, where you’ll meet a group of companions. From there, you’ll travel the world, dealing with your own journey as well as the tasks you take on from people of Tamriel. Thus far, the storytelling is well done and the voice acting top-notch, helping to bring a sense of vitality to the world.

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Combat is, undoubtedly, one of the largest aspects of The Elder Scrolls Online. Like its contemporaries, you will learn class-based skills as you level up. These are accessed via the hotbar. Unlike other MMOs, though, fans of the franchise should feel at home swinging their maces, staves, and blades in real-time. Lost with this entry are the directional swings from the single-player entries, but you can left-click to swing, hold to perform a charged attack, right-click to block, and double-tap a direction to dodge. It helps give the MMO a feeling of dynamism in combat.

As you complete quests, take out enemies, and level up, you’ll earn two forms of reward. You’ll get points to spend upgrading your character’s health, stamina, or magic, and you’ll get skill points. Within the skill menu, you’ll work up through three trees, each with a different focus. For example, the Templar has a combat-focused tree, a spellcasting tree, and a healing tree. When you unlock a skill, you level up that individual skill as you play, eventually earning the right to further refine it’s effects. Each tree also has an “ultimate” skill you can use to great effect, albeit much less frequently than normal moves. If you would rather place your skill points elsewhere, though, you can upgrade your armor proficiencies, racial abilities, combat style (two-handed weapons, dual wielding, weapon-and-shield, etc.) and more. It’s fun and rewarding to see your skill trees progress, but it still feels like skill progression lacks a true sense of satisfaction.

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Questing in ESO feels like standard fare for RPGs. You’ll talk to someone, get a task, then go carry out that task. To its benefit, though, ESO rarely has you doing the boilerplate “kill X of these” quests to earn your reward. They tend to be well-written, with fun or interesting stories accompanying them. Have you ever seen an Orc beg you for help because he’s afraid to slay a beast but his mother wants him to become a notable warrior? They’re well entertaining beyond the quest rewards, and that’s largely due to Bethesda’s attention to narrative. They also make navigating to quest objectives a little easier, with the compass telling you if it’s on a different floor than you. Early impressions for those interested in story content bode well for the final release when it hits store shelves.

Fans of the franchise will feel right at home with the exploration mechanics in ESO. Like the single-player entries before it, the world of Tamriel is filled with wondrous sights to stumble upon, many of which may contain hidden treasure or an interesting bit of sidestory. As you wander around the map, nearby sites will show up on your compass. Finding them will mark them on the map so they’re easier to track down later should the need arise. Players will also notice that many of the world’s containers (boxes, crates, backpacks, etc.) are searchable, allowing you to enter an area and go buck-wild on Dwemer jars, just like you could in the good old days. New to ESO, however, are items known as “skyshards.” These are hidden throughout the world, and ever 3 you find will grant you a permanent skillpoint, adding even more incentive to scour Tamriel.

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The Elder Scrolls Online is a beautiful game, hands-down. When you travel around the world and look at everything, it’s easy to see fantastic attention to visual detail is being placed on the game. Everything from house spiders to characters and gear to the cityscapes are well laid out and visually pleasing. Dungeons feel dark and dank and jungles feel vibrant and alive. It will be interesting to see what more they can churn out before retail.

The sound design in the early build I played already has more polish than most of the other games on the market. With involvement from composer Jeremy Soule, the soundtrack is set up to bring a wonderful sense of atmosphere and emotion. The voice acting, mentioned earlier, feels sincere and well-delivered, delivering a sense of weight to even the most piddling sidequest.

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As good as the preview build looks, there are a few things that may concern long-time fans of the series. ESO is an Elder Scrolls game built on an MMO framework – not the reverse fans have wanted for so long. Character classes are built on archetypes, which is more rigid than Elder Scrolls games tend to be. Inventory is based on a limited number of spaces instead of weight. You also can’t manage personal inventory while in a loot screen. Some things can easily be fixed before or shortly after launch.

Overall, The Elder Scrolls Online has had a solid first showing. Fans of the franchise looking to play in Tamriel with friends should definitely keep their eyes peeled for this game. If it stays the course, it will deliver excellent narrative, compelling voice work, and a beautiful, intriguing world to explore. Hard-line fans of the single-player games may not be happy with all of the changes, but it’s ultimately poised to deliver what fans have been asking for – an Elder Scrolls experience with an online framework.

For screenshots taken from our time with the early build, be sure to check out our gallery below. You can also check out video footage of the game below this article. Be sure to come back to CapsuleComputers for all your Elder Scrolls Online news!