The Elder Scrolls Online: Return of the Thieves Guild - opinions

WerewolfMoonHunter
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Yesterday I managed to finish new Thieves Guild storyline. Without to many spoilers… I consider it as quite good story. Solid 6.5 out of 10. Nothing to crazy + it was nice to finally have an good story that wasn’t about the end of the world.

As for an positive sides of this story I must point out:
  • simple yet good story with quite well made plot-twists
  • fact that your decision and dialog options actually influence the story and outcome of the quests
  • new ideas and mechanics were implemented quite well (at least for ESO standards)
  • some new characters have potential for having their stories expanded in the future

As for the weak points…
  • I didn’t feel proper “wow” effect at the end of the story + the rewards for final quests was okay at best
  • more places important for the story should be set as solo-player zones
  • bugs and some mechanics and parts of the story were quite clumsy

I’m curious what are your opinions guys about new TG storyline.
  • GeneralGrundmann
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    A solid 7,0 out of ten for me. It's a nice little storyline. I felt entertained in a good way. Without any spoilers, I especially liked the epilogue quest.
  • emilyhyoyeon
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    I did like the new stealth features (hiding spots, sleep powder) and things like that. But in terms of story, it was plain to me that the writers didn't know what made the original Thieves Guild story so great. Daggerfall TG was firmly OK. The earlier quests were better than the later ones.

    Dialogue options + different outcomes is cool, but I'd rather have a well written story and no differing outcomes than a mediocre story and differing outcomes. Not saying that these are the only two options, of course, but rather just to illustrate that I don't care for the latter.

    IMO it was a mistake to tie the
    Nowhere Vault
    so much into the TG. The concept of the (spoiler), from what I understand of it, also just feels weird to me, so it being effectively the main goal* of the story was a letdown.

    I would've preferred if the questline was about dealing with the Koldane Cartel and had nothing to do with any fabled powerful magical artefact/place.


    *the real/first main goal being to unite the three Daggerfall thief groups: I like this concept, but I hate how it was executed. The ending moment in particular, talking to Quen, where she basically says
    well, we lost the main artefact, the Thieves Moon, but we got the three factions to work together :3
    felt really cheesy to me.
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • GeneralGrundmann
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    I saw it more like the classic:

    „The journey is the reward.“
  • AcadianPaladin
    AcadianPaladin
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    LIked it very much. As OP said, not another questline where The Chosen One saves the world, again. Just helping a friend and that was great! I loved the character development lavished upon Quen and the three gang leaders as they gradually grew into a guild. The result for me was a memorable questline and memorable characters. A bonus was that it was all set within a 'normal' medieval fantasy world instead of another weird realm of oblivion or such. Well done!
    PC NA(no Steam), PvE, mostly solo
  • emilyhyoyeon
    emilyhyoyeon
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    I saw it more like the classic:

    „The journey is the reward.“

    Exactly, which is really cheesy to me, not my thing
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • Finedaible
    Finedaible
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    Have not fully finished it yet (about halfway through) but I am enjoying the quest and how grounded it is. It feels like detective work, but doesn't have magic excuses thrown in your face at every turn. I really like that the magical aspects are in the background instead of the forefront of the story. The characters aren't as great as the ones in the original Hew's Bane story but they were alright enough. I don't think they could bring back characters like Velsa or Walks-Softly without the VAs or the original writers so they probably needed to make new characters.

    They had gotten into a real bad habit for a while of overusing portals and taking us to disjointed places over the whole world for some cosmic level threat. Feels refreshing to get back to the basics.
  • Gagoimaliu
    Gagoimaliu
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    Apart from the most un-subtle ending in the history of writing (I saw it coming as soon as they started talking about that character) It was actually really fun

    My only main issue was that it was marketed as a SEQUEL, and apart from the end and a few mentions of your old friends there's no connective tissue, so if someone was doing it without doing the first questline they wouldn't really have any problem since the cast is almost all new people.

    But, negatives out of the way, the gameplay was fun, at least a few of the characters were likeable, and I liked how low stakes the story was, it wasn't a typical TES "THE ENTIRE UNIVERSE IS GOING TO EXPLOOOOOOODE" questline, it was a lot more chill, and even if things went wrong, it didn't feel like it was the complete end, there was always a way to get out of a pickle, like being caught or choosing the wrong dialogue option.

    My only other "gripe" you could say is all the characters felt too, noble? like they said they were thieves, but when I think of thieves I think of grimy, sketchy people you need to watch your back around, and the three leaders you meet, only one really gives that idea of being untrustworthy. Even the first quest line I feel had this problem, but there it can at least be accepted because they're an actual guild that's been running for years, and not pretty much three random people who just met.
  • anadandy
    anadandy
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    I enjoyed it and thought it was a refreshing change from "world ending!!!" or "Daedric Prince [X] is at it again!!!" (Super not looking forward to the Sheo questline, but that is purely a personal gripe)

    I also liked:

    Callbacks to previous accomplishments, and having them allow for alternate path.
    Decisions having consequences with at least one significantly differently plot result.
    Being able to make another choice in the end without it being a false choose (aka make a choice but really it'll circle around until you make the scripted choice)
    Quest is mostly character driven, work with a variety of personalities.
    Solving the quest via puzzles, stealth and in general not "DPS the eff out of it".

    Was it Wrothgar level? No, but I still think it was a good time.
  • DoofusMax
    DoofusMax
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    On the whole, it was a pretty good story and I think the actors did a superb job. Special shout-out to Quen's and Edwane's actors as the main cast members who I thought gave particularly memorable performances. Some of the background cast were very memorable, too, but "Koldane Thug" and the like don't provide a lot of information to work from.

    Some bits which were unexpected but welcome were some consequential decisions, quest objectives which can be failed, and quest structures beyond the usual "find this, kill that, report back" used by a lot of the rest of the game. The story relies on stealth much more than combat (yay!), but there were a couple of places where I think the designers leaned a bit more into the need for combat than the need for stealth. Honestly, that fight with Urfan in the first mission didn't really need to be there, but it's your story, so tell it how you like and I'll either enjoy or not. And the nicer part is that the story left lots of room for future expansion, so maybe we end up with a den in all the zones at some point. How cool would that be?

    It's not ZOS' best work in comparison to some of the other zone-like stories, but it was better than average and far superior to some chapter stories (cough Blackwood cough).
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • WerewolfMoonHunter
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    DoofusMax wrote: »
    It's not ZOS' best work in comparison to some of the other zone-like stories, but it was better than average and far superior to some chapter stories (cough Blackwood cough).

    I see a lot of dislike towards Blackwood. And while I agree it was first chapter that didn’t brought to much influence to the game in general, and was first chapter that got mixed opinions I feel that High Isle deserves way more hate and criticism...

  • ESO_Nightingale
    ESO_Nightingale
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    Im just happy it wasnt another bloody cult man.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • DoofusMax
    DoofusMax
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    I see a lot of dislike towards Blackwood. And while I agree it was first chapter that didn’t brought to much influence to the game in general, and was first chapter that got mixed opinions I feel that High Isle deserves way more hate and criticism...

    Personally, I thought High Isle was better-told than Blackwood, but those two still generally rank at the bottom of most players' "best stories" lists. I give High Isle somewhat higher marks than Blackwood for the germ of the idea that 2E 582 was not going to be a perpetual time warp. It didn't actually pan out that way until last year, but it was at least a nod in that direction.

    To return to the topic at hand (new Thieves Guild story), this one was a much more grounded story. No world ending threat, no inter-planal invasions, or the like. Just a simple "here's the goal, that's the MacGuffin, and there is the obstacle. Deal with those last two to get to the first and move on." Far from original, but eternally reworkable and a very nice change of pace for ESO.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Finedaible
    Finedaible
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    DoofusMax wrote: »
    It's not ZOS' best work in comparison to some of the other zone-like stories, but it was better than average and far superior to some chapter stories (cough Blackwood cough).

    I see a lot of dislike towards Blackwood. And while I agree it was first chapter that didn’t brought to much influence to the game in general, and was first chapter that got mixed opinions I feel that High Isle deserves way more hate and criticism...

    I think Blackwood is generally disliked for the characters, which were wholly different from their previous appearances and/or very unrelatable. It felt like the whole chapter was unnecessary setup for the rest of the story to come in the Deadlands dlc, which was quite a bit better when it finally got into the conspiracies of the Longhouse Emperors (and the stunning performance of Arox, lol).

    High Isle/Galen were definitely the lowest points though. Doesn't help that they marketed High Isle as a story of "political Intrigue" like Orsinium but what we got was another world-ending-threat and an entire zone/culture that didn't seem to take itself seriously. The public Dungeons were pretty cool, but the rest of that chapter just screamed 'Disney theme park' to me.
  • SilverBride
    SilverBride
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    I wish there had been less "sneak and don't be seen" and some pickpocketing objectives thrown in, too. My thief loves to pickpocket and it would have been fun to add some of that.
    Edited by SilverBride on 22 July 2026 18:04
    PCNA
  • BretonMage
    BretonMage
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    I haven't finished it yet but I'm enjoying it. Such a relief to have a story that doesn't revolve around meddling daedric princes and dremora.
    IMO it was a mistake to tie the
    Nowhere Vault
    so much into the TG. The concept of the (spoiler), from what I understand of it, also just feels weird to me, so it being effectively the main goal* of the story was a letdown.

    I would've preferred if the questline was about dealing with the Koldane Cartel and had nothing to do with any fabled powerful magical artefact/place.


    *the real/first main goal being to unite the three Daggerfall thief groups: I like this concept, but I hate how it was executed. The ending moment in particular, talking to Quen, where she basically says
    well, we lost the main artefact, the Thieves Moon, but we got the three factions to work together :3
    felt really cheesy to me.

    Wasn't that actually her primary goal? Also, it sounds like it would be in-character for Quen to treat the artifact as merely a means to an end.

    For my part I am enjoying the magical artifact aspect of the story. It feels very true to the Elder Scrolls to have magic be so fundamentally important that its artifacts are sought after by mages, fighters and rogues alike. It also feels a bit like a callback to the TG quest in TES Oblivion, a heist for the ultimate magical artifact.

  • emilyhyoyeon
    emilyhyoyeon
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    BretonMage wrote: »
    I haven't finished it yet but I'm enjoying it. Such a relief to have a story that doesn't revolve around meddling daedric princes and dremora.
    IMO it was a mistake to tie the
    Nowhere Vault
    so much into the TG. The concept of the (spoiler), from what I understand of it, also just feels weird to me, so it being effectively the main goal* of the story was a letdown.

    I would've preferred if the questline was about dealing with the Koldane Cartel and had nothing to do with any fabled powerful magical artefact/place.


    *the real/first main goal being to unite the three Daggerfall thief groups: I like this concept, but I hate how it was executed. The ending moment in particular, talking to Quen, where she basically says
    well, we lost the main artefact, the Thieves Moon, but we got the three factions to work together :3
    felt really cheesy to me.

    Wasn't that actually her primary goal? Also, it sounds like it would be in-character for Quen to treat the artifact as merely a means to an end.

    Yes I said that's the real/first main goal.

    I don't know what it being presented cheesily has to do with it being in character or not.


    ETA
    BretonMage wrote: »
    For my part I am enjoying the magical artifact aspect of the story. It feels very true to the Elder Scrolls to have magic be so fundamentally important that its artifacts are sought after by mages, fighters and rogues alike. It also feels a bit like a callback to the TG quest in TES Oblivion, a heist for the ultimate magical artifact.

    IDK if this was also as a response to me: but I don't dislike the Nowhere Vault's involvement because it's magical or whatever. I don't like the involvement because it felt the TG story was used as an ad for it, and that feels lame. Like, they didn't have to include it in the plot. The Vault could've had its own quests that gave the lore/background that was revealed during the TG, and the TG could've had a new plot, still based around the Cartel and the three mini Daggerfall groups, replacing what the Vault covered. When content is already super spread thin recently, it feels bad.

    Edited by emilyhyoyeon on 22 July 2026 21:36
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • BretonMage
    BretonMage
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    BretonMage wrote: »
    I haven't finished it yet but I'm enjoying it. Such a relief to have a story that doesn't revolve around meddling daedric princes and dremora.
    IMO it was a mistake to tie the
    Nowhere Vault
    so much into the TG. The concept of the (spoiler), from what I understand of it, also just feels weird to me, so it being effectively the main goal* of the story was a letdown.

    I would've preferred if the questline was about dealing with the Koldane Cartel and had nothing to do with any fabled powerful magical artefact/place.


    *the real/first main goal being to unite the three Daggerfall thief groups: I like this concept, but I hate how it was executed. The ending moment in particular, talking to Quen, where she basically says
    well, we lost the main artefact, the Thieves Moon, but we got the three factions to work together :3
    felt really cheesy to me.

    Wasn't that actually her primary goal? Also, it sounds like it would be in-character for Quen to treat the artifact as merely a means to an end.

    Yes I said that's the real/first main goal.

    I don't know what it being presented cheesily has to do with it being in character or not.

    Ah, I thought you meant the fact she was pleased at achieving her primary goal, despite losing the artifact, was cheesy.
    ETA
    BretonMage wrote: »
    For my part I am enjoying the magical artifact aspect of the story. It feels very true to the Elder Scrolls to have magic be so fundamentally important that its artifacts are sought after by mages, fighters and rogues alike. It also feels a bit like a callback to the TG quest in TES Oblivion, a heist for the ultimate magical artifact.

    IDK if this was also as a response to me: but I don't dislike the Nowhere Vault's involvement because it's magical or whatever. I don't like the involvement because it felt the TG story was used as an ad for it, and that feels lame. Like, they didn't have to include it in the plot. The Vault could've had its own quests that gave the lore/background that was revealed during the TG, and the TG could've had a new plot, still based around the Cartel and the three mini Daggerfall groups, replacing what the Vault covered. When content is already super spread thin recently, it feels bad.

    Just my personal opinion of course, but I was thinking that the story might have been a bit thin if it just revolved around the Cartel. I guess they could have substituted in another powerful artifact as you say.

    I also look at it this way: these quests were written when they had their full team. I'm not sure expecting more content is going to work out, going forward. I myself am just happy to see characters who are fairly well fleshed out and well acted, with an interesting story too.
  • CatalinaWineMixer2
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    I was never super into the Thieves Guild but this was nicely done. They did a good job with the story and characters. The Quests are rather fun and interesting and I was surprised. Definitely better than expected.
  • guarstompemoji
    guarstompemoji
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    It was not my type of content, but I was glad it was there for the folks whose interest it was, 100%.

    It delved into different characters' stories, touched on a few dofficult topics (Walks Softly).

    Yet...

    Quen is not my favorite character, and the no combat commentary felt a bit...off-putting in how it was portrayed. It felt a touch elitist? What, no swashbuckling, dashing rogues?

    Thieving is, at its heart, violating someone's sanctuary and sense of safety. Someone violated another's safe space. They broke into a family's house. _They could get you and your family at any time_.

    It felt a bit...rose-tinted.

    I enjoyed the Telvanni storyline, and Isobel's plotline felt adorable and well-done. Same w Sharps.

    For Blackwood, yeah. We don't talk about Heem-Jas 2.0. Lady Lamont was a hoot, tho. I swear there is a contest at zos to see who can up the ante.
  • BXR_Lonestar
    BXR_Lonestar
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    I haven't finished it yet - I only just completed the ambush at Rols Bolon's Warehouse segment. But I really like the thieves guild quest so far. I'm really enjoying the quest overall, it's just the right amount of NPC interraction (not too talky, yet it doesn't feel like it was low-effort either), and I'm enjoying having access to new areas in a zone I thought I had fully explored. It's been fun!
  • ShalidorsHeir
    ShalidorsHeir
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    Good stuff - i wish they consider extensions (new maps, conditions, levels etc.) for Heist dailies or even additional content like that in general.
    Eltrys Wolfszahn
    Julia Ansei at-Tava
    C H I M
    "Find a new hill, become a king"
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