AdamBourke wrote: »We're not allowed to post in here right? because the main quest is NDA?
VicRedguard wrote: »Please note that I have abandonned the quest, used a wayshrine to Simmersene, Calibar came running to me, started a Queen's Decree which allowed me to see a white arrow, and thus know where to go find Razum'dar (after 40 minutes of turning around). As there are no bug sections for Main Quest, I am leaving this here. Summary : The Collectible's quest start never turns into a white arrow (target objective) when arrived in Summerset.
This thread would be considered part of the NDA. So we can post main quest things in here, but we can't repost anything from this thread anywhere else.AdamBourke wrote: »We're not allowed to post in here right? because the main quest is NDA?
My review, having solely played through the main quest and nothing else so as not to spoil anything later in May.
BIG SPOILER ALERTThe main quest was overall quite good, if I were to describe it single sentence , it would be "base game main quest, but better". The stakes were higher than usual compared to previous main quests as well.
Although I prefer villains to not be Daedra, the MQ worked as it did. I liked the portrayal of the Daedric Princes as backstabbers, very fitting and explains why we don't see alliances between them as much.
I like how Sotha Sil specifically asked Divayth Fyr in CWC to take the Skeleton Key as far away from Nocturnal as he could, which ties back into how the Princes couldn't just break into the Crystal Tower, and needed to do some legwork.
The companions were great, and a major highlight for me. I like how the traitor was actually a nice and reasonable guy with clear motivations and a reasonable viewpoint (not wanting the world to end), goes a long way into showing that not all Daedric cultists are crazed lunatics (which can be seen in their general portrayal e.g. Veya being the most recent). I felt the introduction of Sotha Sil was a little rushed, though I'm happy he had a part to play in the MQ (as opposed to the usual modus operandi of NPCs letting me do all the work). Raz had a few lines and scenes which were gold (though a little less than expected) but Mr. D really stole the spotlight with some very, very good writing.
I also appreciate the portrayal of the Proxy Queen. I was certain she was going to be somehow a pawn or disguised Daedra but no! She's just a competent, slightly xenophobic queen, but firmly on our side.
Also big thumbs up for having the side quests you've completed in Summerset play a part in the main quest finale. That's a very nice touch which I noticed in Morrowind, glad to see that being continued here.
Compared to the Morrowind MQ, which really was hindered by nostalgia (I felt the writers were constrained with what we knew about Morrowind which meant it couldn't be too surprising), the Summerset MQ plot was new and interesting to me, and overall I enjoyed it.
The quest markers were also different than Morrowind MQ (which I suspect was intentional to get players to explore, though if you don't have max horse speed this could be quite slow). At one point Morrowind had you go in a single quest to three different corners of the island to get stuff to put a Macguffin together. In Summerset, every event led logically to another, while taking you to different parts of the island (which I think is a better way to do things).
One minor complaint was that Iachesis and the College of Sapiarchs were kinda pushovers? I'd expected a little more magical might from them considering who they are, but once again it's up to me to save them from their problems. This isn't too bad actually, just a minor nitpick.
My only major problem with the MQ was a visual one. I strongly did not like the way Nocturnal was visually portrayed throughout - I never liked that crown store outfit, it looks like cheap plastic and gave a bad impression. Maybe it would have worked if it had the graphics that she had in Skyrim (which was great), but the ESO Nocturnal costume is not nearly as good as the one in Skyrim. Difficulty wise the final boss fight was slightly more challenging than previous boss fights (as in more than just a faceroll, which was nice), but honestly I wish a giant Nocturnal wasn't just floating there in human form and costume in the background - I don't think she even moves her lips when talking (though I may have been mistaken on that point). In comparison, Mephala and Vile had way more interesting NPC models.
For final boss fights, I'd rate this very low just from the visual factor. Orsinium's was great, interesting mechanics, you could feel the strength of the orcs. I loved DB's final boss, the time stop mechanic was visually done well and something completely new and cool but expected from a priest of Akatosh. CWC had a great backdrop for the final boss fight, very beautiful to fight in the centre of the Cogitum Centralis, the shadows being banished by the light effect was great too. But the Summerset MQ final boss environment was... visually not impressive compared to the previous three. The actual final boss NPC has a great design though, looked suitably scary.