When it comes to the German translation of the letter, I found it a little weird. Generally, there's some strange inaccuracies with the translations which made me wonder. Did they change the localisation studio? Their personnel? Did they use some automatic translation software this time? It just felt like something was a bit different than usually and sometimes the meaning of words was a bit off, by a nuance. This is even stranger considering that the translation of the New Life festival quests is awesome and on par with the base game dialogues, so I'm wondering why East Solstice doesn't have the same quality.
Onto the mine! I came across a soul shriven chef--I couldn't talk to them, but was able to, I don't know, season a meal on the table? The object said "pour" but the animation looked like I was sprinkling seasoning over something. Whatever I did, it made the chef pretty happy.
Oh, that's from a zone achievement. And I missed this character - already found all others. Generally it's a nice achievement, a very interesting idea, good interactions, and the locations all looked very interesting (well, all that I've seen so far). Nice design, really.
There's another zone achievement with soulbound weapons, although I've only found one of them so far. Makes me wonder if there'll be a bit lore on that, since for now, there wasn't much, just those items you need to find, but with no details on them.
Anyway, in the mine I found the note written by someone from "the court of Mannimarco." Well! Someone has lofty ideas of his station! The court of Mannimarco indeed.
That caught my attention too.It was interesting to see how much they go for the Worm King / nobility aspect this time. And of course they need their own furnishings then. I just wonder where it's suddenly coming from? The title "Worm King" isn't new after all, but it was nothing they ever made of much, not in the base game, not in later TES games. Now, I do like the idea of a necromantic court, and it would fit a Corelanya revivalist in a way (if they had made such a story out of it), but it's really strange it just comes up now while it was never a topic before, no? Honestly made me wonder whether it's a continuity error about the Worm Cult, just like, well, newer Jakarn isn't the same thing as older Jakarn.
They clearly have creepy plans for Vanus--magic battery once again (sequel as repeat).
But this time......in direct interaction with Mannimarco. And to raise the dead. Oh, what a psychologically interesting situation this could have been, to have Vanny being forced to partake in a necromantic ritual against his will!
We see Jeetra telling Darien he's worthless and then we talk to Darien. As someone who likes Darien, I have been enjoying his character moments in this story. I think it's pretty well done and I have found the player response options to be pretty well balanced if you like Darien. Once again, though, if you don't like him, or just don't care that he's having doubts about himself, there's no good response for you. I really think they could have added one more response option each time that was truly neutral/disinterested or even a bit brusque.
Exactly. That was my issue with that final dialogue of that quest, too. My character wasn't concerned, he didn't even care much, but there was just no fitting dialogue option for him. Why have a "neutral", a "friendly" and a "flirty" option if they basically all just mean the same, and nothing beyond that?
Now, when it comes to the zone, random encounters, etc...I've come across the khajiit dealing with the elusive illusionist three times now (and solved her little illusion riddles each time).
I come across the three stages of this encounter all the time, and not always in the correct order. Actually I got the last one first which didn't make much sense. It's also strange this one appears ad nauseam and others that I find more interesting don't. I got the last encounter right, but when it comes to the first two riddles, I really found no way to solve them. Made me wonder whether it's a translation issue (they also got the gender of one of the daedra wrong, but that was not a hint, it turned out, but just a translation mistake), as there's really no hint that makes any sense.
I inserted myself into an argument between a bard and a band of pirates--I told him I'd never heard of him and he replied that he'd never heard of me, which made me laugh.
There's no choice to be made there in dialogue, is there? To solve the situation somehow? It did feel a bit random to me.
I crossed a bridge and suddenly the entire skybox and landscape changed and I actually said to myself, "What's going on? Am I dead?" When I got to the other side of the bridge, a ghost boat appeared and sailed under the bridge. That was pretty neat.
That was a nice one. When I saw it the first time on PTS, I actually thought the skybox was bugged. It also seems to be easy to miss as it takes a whole while for it to appear, and some people have already left the location again before that happens. So it's a pity it only occurs once, so people who miss it the first time will not have the chance to see it again. I also wished it had a bit of background lore somehow, but I think there's nothing on it.
When it comes to random encounters, there's another few I've come across:
- A lootable chest with a Maormer ghost attacking (basically like the group of bandits random encounter from the base game).
- An alchemist testing a potion on a group of stranglers.
- Two argonians of different tribes discussing their cultural differences. That's a nice one.
Generally, I usually come across the same few, though.
I've done a couple more side quests, too, but only one I'll mention right now. It was the one called "Dubious Intentions."
While I like that we get different choices there, the whole thing felt too obvious somehow. I mean, even the quest name is obvious. The behavior within the dialogues also felt unnatural, clichéd - to make absolutely clear "This person is hiding something!!!" - I'd have prefered something more subtle. The end was also a bit strange - even if you get him to confess, you just let him stand there in the end, relying on his promise he'll go to town to confess to the guards alone, later... Why would one trust him after the things that happened?
Part 2! Now, the side quests...
"To Know the Void":While I personally have no problem with it, I think helping a Dark Brotherhood member might be a problem for some player characters? I also think it's too obvious who he is, even if he doesn't state it directly in dialogue (unless you're also a Dark Brotherhood member and have that extra dialogue option) - his diary directly next to him doesn't make a big secret out of it and everybody can just read it.
The dialogue also had a few weird questions we could not avoid asking; and while of course I appreciate that we could discuss the stone tablets at the end of the quest, I would have hoped for something deeper than what we got. A culture having a more positive interpretation of death isn't such a unique or alien thing, so it felt a bit weird to me that it was portrayed as such an astonishing lesson there.
The quest itself was a simple fetch quest, but I don't mind also having such quests in the mix, as long as there are also a few more complex ones. The delve was a little bland, no lorebooks, not many interesting things to see. It was also a bit bugged; the lorebook at the quest npc wasn't glowing, and all enemy names in the delve were untranslated in the German version.
Generally I think it was an okay quest, though.
College of Sea and Sword:
Location-wise, I loved this one! So much to explore, many different assets/furnishings to look at, lots of containers to loot, too. The quest itself was okay. What I disliked was the lore contradiction - the college just shouldn't be there. Other lore sources told us that no one from the West had set a foot on East Solstice in the past 40 years, after all!
"Dismantling the Worm":I, personally, didn't really find the cultist's reasoning believable. I mean, fine, her village didn't approve of her interest in magic, but why join the Worm Cult of all things? Why not the Mages Guild, for example? Guild mages should also be easier to find than Worm Cultists... Also she claimed some weird thing like the Cult convinced her by telling her necromancy was "an art of make something greater of souls" of something like that... Why would a commoner believe that? If you told that some random person, wouldn't they be rather disconcerted instead of finding it plausible and agreeing to join? I also didn't like that "necromancy is always harmful" dialogue part in the end. Or that we needed to ask what the Order of the Black Worm is to be able to progress the dialogue. Or that asking us to decide over her fate, or all her worries about what her family might think - she's an adult, after all?! Didn't come across as mature to me at all. Anyway, I told her to just leave.
The location itself - visually beautiful, though sadly every single door of the whole village was locked. No lore either. This is really my main point of criticism for the whole chapter - there's a lack of lore. Quest design itself was okay.
Calindvale Gardens:
Not much to say here, indeed. The location was beautiful - as always - , it was also an interesting idea. Lots of space though, with not much to see. I found the boss designs visually interesting, too (I also managed to solo the group boss, it took quite a while, though). The quest itself was okay, but not too creative. Ending was good, I guess, for people who cared about these characters - now they're finally free. I could comment on having met them before, by the way.
The dead mage:Yes, that one dialogue option to flirt with the widow was rather silly. Do you remember that news article where they stated they offer dialogue options about things people would not dare to say in real life? Again, I can only say I'd rather see them focus on serious roleplay options instead of options that only seem to serve some shock value. The whole quest seemed to have some weird "funny" undertone that I personally didn't find funny at all. It also had some text or translation mistake/contradiction: First that mage told us he wanted to take a restore health potion, and about 2 lines later he told you he didn't have magicka left, which sounds more like it was a restore magicka potion. Which made me wonder whether he's supposed to be lying, but context-wise, this doesn't make much sense, so I think it's rather a continuity mistake.
"Roots in Stone":
This one was horribly bugged on PTS (so much that I could never finish it, after several attempts) and I was actually astonished it worked without any errors on Live - for me, at least. On PTS I got stuck at 3 different dialogue parts - the npc just became uninteractable. And the probably worst (and strangest) bug I came across was......when the Voskrona guardians at the end suddenly attacked me instead of the enemy, for unknown reasons. Which ruined the whole quest right at the end. And made me not try it again. I actually had feared that we'd see the same disaster on Live now, especially since several other bugs from PTS just carried over. But anyway...
It's, again, a very nice location, both inside the ruin as well as outside, but, yes, everything's locked and you can barely talk to anyone. That was disappointing. Locations really just feel like movie backdrops now. Well, actually, I think I found exactly one npc who was not directly quest-related who had some dialogue, and that was dialogue she should rather not have (yet), as she congratulated me on the victory before I had even started the quest...
Generally, it was a good story at an interesting location (of course you had to ignore the bookshelves inside the ruin - I really wish they'd seperate ancient shelves from the normal ones, so the Ayleid, Dwemer and whatnot ones in ruins wouldn't display books by Telenger! Or maybe they could just deactivate the ancient ones, as that would probably be the easiest solution technically).
Some comments were wrong again when you didn't do that pendulum task in the intended order.
The flirting between the two Argonians - they are amusing characters, but I'm not sure I found that realistic. It happened way too fast - they didn't know each other first, and after just a few minutes they're much too close already.
When it comes to the elder: Yes, Argonian player characters do understand what he says in the end. According to UESP, the translation is: "The great change draws closer". Might that be a hint on next year (they often hid some hint on the upcoming story, after all)? If so, is it fair to only provide it to players who play a specific race? I mean, not that it tells us much this time.




And... I think you actually missed two side quests. Or you forgot to list them. The titles are, according to UESP:
- An Ambition Fulfilled (that one is really fun!)
- Death Hound's Devotion (this one felt rather... well, not very meaningful)
You probably want to play them first before I write about them? The Death Hound quest can be picked up near Ashbound Hall and the other quest starts near that small pond South of the first wayshrine we get on East Solstice, in front of Gristmung Hold (or wait, I guess it's easier just to cross the Wall from Warm-Stone Village, it's immediately East of that location).
And that's it. It's only 13 side quests (at least that's all I found, and UESP also doesn't list more), and 4 of them are extremely short, another 4 are fetch quests,... Compared to what we got in Morrowind or Summerset, it's sadly really not much.
Of course, there are also a few dailies - I haven't done most of them yet. Somehow I usually get the old ones from the quest givers, which I find annoying. Boss quests also don't work well as there are rarely any people around and soloing takes too long. Now, an event would help to get the zone more populated, but I don't think we'll see any Solstice event again soon...
Ah, yes, this is one aspect that does annoy me somehow in East Solstice:
So many books one can't interact with everywhere!
When it comes to the main quest - not finished yet, but we're close!
Well, that's unfortunate, particularly if it changes the intended meaning of the dialogue. Obviously the translations aren't something I ever come across; I just get annoyed by typos and misspellings.
I did eventually find all of the soul shriven--that was some cool zone ambiance. Also made me wonder what/who else might have inadvertently ended up on Nirn due to this reverse planemeld.
For the soulbound weapons, I don't think it's a spoiler to say there will be a book to read at the end. I thought that one was really well done, too.
the actual 'court of Mannimarco' wasn't anything that interesting.
I was disappointed in the scene where we rescue Vanny from Mannimarco. I had hoped for more back and forth between them, or something. And, yes, they could have made much more of the intent behind using the Great Mage for such a purpose, given how firmly against necromancy he is.
Well, he does, technically.
Definitely a limitation of the system so far. Hopefully they keep refining it/adding to it so that it gets closer to the single rpg aspect of giving us more control of what our character says/thinks/feels. I don't know what kind of limitations they are up against when it comes to this system, or how much more complex adding one more character response option would make the branching dialogue system. Our character's lines aren't voiced, but if the npc is going to react to each type of response, that could potentially lead to a lot more lines of dialogue that need to be recorded.
I don't think I got them in order (I don't really know what the order is meant to be) but I haven't seen them repeat at all.
I'm glad I haven't run into them again, because that kind of repetition weakens the impact for me. I see the mage caught in a bubble in the water quite frequently, to the point where I now think, "Dude, this is all on you," and I don't even bother trying to help him.
I think the background lore is in the achievement description.
Well, in my playthrough of it, there was no notion of him turning himself in. Basically, he didn't care that I found out the truth, he wasn't remorseful, and he was annoyed with me for not bringing him back any lizard-bear scales. He mostly just griped about how much harder his life was going to be, and he wasn't at all concerned that I might report him to the authorities.
I hope the dialogue doesn't give away any hint of it, so as to make it more plausible that they'd help. As for the lorebook--well, that's his personal journal, so if our characters read it, and are horrified to find out they helped a member of the Dark Brotherhood, maybe they shouldn't have been so nosy!
Sometimes I wonder if the average Tamriel/Nirn denizen is rather clueless about the big events going on that we get involved in. I mean, in the base game, with dark anchors dropping in all the zones, and the Worm Cult everywhere, I'd think just about everyone would know who the cult is, what they're up to, and so forth.
I wonder why I wasn't able to. I mean, even if one chooses to side with the lamias in that Coldharbour quest, one still has to first deal with the Shadow Walkers and what's her name. It would have been cool if they were kind of hostile to people who had chosen to side with the lamias, actually. Honestly, I can't recall which side my main character chose--it was so long ago, and I've done that quest on multiple characters, and sometimes I choose one side, and sometimes the other.
I'm glad those PTS bugs got worked out. As it was, this was the quest that had the most bugs for me (two, I think it was).
A movie set/back drop is an excellent description for how some of the places feel. I really wish they would go back to making villages/towns more explorable. I can understand from a story perspective--the villagers have fled/gone into hiding to avoid the cult, and so locked up their homes--but even the regular towns are so limited these days.
I think it's an interesting choice to have a line of dialogue that a character cannot understand if they aren't Argonian. Whether it's a hint of something more or not, I think it adds to the atmosphere of the world and makes the npcs seem more like their own persons with their own histories.
I totally missed those! And the funny thing (well, I find it amusing anyway) is that you had told me some of the quests were hard to come across, so I was doing my best to crawl all over the map and look out for them. Well! Looks like I wasn't as thorough as I thought I was. Guess I have a project for the next couple days (not sure when I'll have time to do them).
I haven't bothered with the dailies since eastern opened up. I barely bothered with them in western--took them all once each just to find out if there was more lore--but I haven't gotten around to doing that for the eastern ones.
I was also noticing all the book-like objects that aren't books. I don't remember there being so many in previous areas, but memory being what it is, I can't say if that's actually the case. At any rate, I kept walking up to tables with books on them, expecting something to read, and nothing.
Taking your usual casual strolling tour with wine, I see!
One might think you would know! Then again, I must remember how careless you are about the welfare of your assistants in general.
There might be some journal entries from his earlier years the Great Mage wouldn't want anyone else reading. Might ruin the mystique.
Shorter attention spans, maybe? I couldn't say.
Ok, so being unfamiliar with the use of resin in that way, I want to know: after you collected it, what did you do with it? Was it ready to use in its raw form? Or did you have to process it somehow?
I'm guessing flowers die real quick-like in the presence of so much necrotic energy.
Bugs like that one always make me wonder: how did that happen? I mean, I wonder that with all bugs to some degree, but when it's a specific character giving the name of a different character as their own--a character that isn't even the same race, in this instance--it just seems even more strange. Still funny, though!
