No, not Tera Patrick, you dirty minds! Tera is the upcoming MMO from Bluehole Studios, published by En Masse Entertainment. Yeah, another MMO -- do they ever stop pumping these out? To be honest, when I first saw the trailer for Tera a week or two ago, I thought exactly that.
But after playing an instance with two developers from En Masse today, I was pleasantly surprised to find myself having a lot of fun.
So, the first question that will pop in your head is: “There are a ton of MMOs out there and maybe I play World of Warcraft or Guild Wars already. Why the hell should I care?” That’s actually the easy part to answer. Tera is an action-based MMO where you don’t hold the right mouse button to rotate the camera, or left click on a player and press the 5 button to heal while you are just standing around at a distance, over and over again. When I first started playing it, rotating the camera with the right mouse button was the very first thing I tried. But it did nothing!
Next up was moving the mouse around without holding down any mouse button, so I could mouse-over my skills and see what they did. But that moved the camera! Suddenly it hit me: I was playing a third-person RPG on PC that happened to be an MMO.
Playing as the Sorcerer, the left mouse button had a fireball spell assigned and the right mouse button had a chargeable damage bubble that goes through groups of enemies. Charge it to the highest level and it does a ton of damage. The thing about this control layout is that you actually shoot fireballs and damage bubbles where you are aiming. So I was running around, pausing only to click the hell out of the left mouse button and spam dps. The two developers in my party were a tank and a priest. I tried to play it like World of Warcraft and let the tank gain some agro before nuking the hell out of mobs. It worked well, like you would expect from an MMO these days.

Among the spells I had chosen for my mid-range level Sorcerer was a short-range fire column with a short-radius area of effect that stuns enemies so you can escape to a safe distance if needed; this was assigned to the 1 button. The 2 button could be held for around 10 seconds or so to do a literal shitton of damage in a wide AoE. Some other skills were mapped to the F-keys, but I only needed to hold F1 for 5 seconds to cast a mana regen buff that regenerated a good 40% of my mana over around 20 seconds. I say "around" because I was enjoying nuking mobs too much to count the seconds. The F1 mana regen skill can be used in combat, so you don’t have to sit and drink water for a minute until you can go attack the next two mobs like in WoW.
My play session of about half an hour was following the tank through a typical dungeon instance and trying to kill stuff. Your cursor will indicate when you are in range for attacks to hit. That took a bit to get used to, but once you learned to focus on the cursor instead of clicking a mob and walking in range to press number keys, it felt like second nature quite quickly. Another thing I had to teach myself was to not run around like a madman, because the healer also has to aim at you to heal as well; there is no clicking a player and mashing the number key -- remember?
Mowing our way through the dungeon, we got to the first boss level enemy who spawns minions as reinforcement if you take too long. Good thing I had the damage bubble to obliterate the spawns, and the AoE attack, even though I kept forgetting to hold the AoE attack to actually cast it a lot of time. The bosses gave us a nice change of pace and some challenge to create a sense of variety between the enemy encounters throughout the dungeon.

At the end, we got to the dungeon boss who did a 3-hit swipe attack and a jumping attack. It actually jumped over me most of the time; good thing too or I would’ve died horrible, horrible deaths. Even though the Tera guys were not able to take down the final boss throughout the day, that was just because they weren’t playing with Destructoid and probably played with the Hair Palace blog guys.
Our healer died when the boss seemed to be almost down, but a constant stream of nuking by our tank and sorcerer eventually destroyed the boss. We actually went "YEAAAH!." In fact, the developers were super enthusiastic the entire session. Either they were trained well to act like that, or they really were. I believe it’s the latter because they seemed like down-to-earth guys who just loved their game.
Speaking of downing, the boss didn’t have a health indicator, which raised an interesting point. The user testing for Tera showed that the testers are actually split between preferring having no HP indicator for bosses and really wanting one. Not having one means you are a bit more on edge in surviving and finishing the boss without knowing how far you got. Having one might help when you are going to do multiple runs of a really hard instance in the endgame, especially if you keep dying there. We’ll see how it ends up in the final game or subsequent updates after community outcry.
Besides the dungeon playthrough, the developers talked a bit about what makes Tera special other than the action focus. You can play the game with a controller which actually works well because of the camera control and skill layout. The basic layout on the PC is a 2 x 7 or 8 grid for spells in the bottom right corner, and an HP and MP bar across the top of the screen. You can map whatever you want to an Xbox 360 controller, for instance, if you want to play Tera on your TV from the couch. Admittedly, that might sound like crap if you are a hardcore PC gamer.

At GDC Europe, the Tera guys let people play the game with mouse and keyboard as well as with a controller, and actually, most people didn’t really feel any difference in the gameplay experience. Apparently there were some "hardcore PC people" who were "meh" about it. But if anything, you just have the choice to play behind your monitor with mouse and keyboard, behind your desk with a controller or just lying on a couch. You’ll probably still want to go back to your keyboard for in-game chat, but most of us that play MMOs have headsets anyway for combat coordination.
I asked them what the endgame will be like. It’s going to be high level instances like you are used to, but another aspect that is unique to Tera will play a large part as well. Tera will have a political system where they allow the community to elect people like guild leaders to positions of power within the world of Tera. The elected "officials" will have abilities like setting tax rates and some other unannounced things.
This also adds a social aspect and allows those players who want to increase their ePenis by being elected and staying in power to do so. It sounded like an interesting system to keep the community engaged, something that is very important to the Tera developers. Maybe they should become a part of the Destructoid family if they like community that much, don’t you think?
A last aspect about the elected officials political system I should talk about is that they end up in one of two major groups. Since there aren’t really any factions like Alliance or Horde in Tera -- because the story is about different races teaming up against a common enemy that threatens the world they inhabit -- it’s likely that a lot of PvP will focus around rivalry between these two groups.

Some short, final bits of info:
- Level cap is level 60
- There are 80+ zones and 25 cities
- The game will run well on a Core 2 Duo and a nVidia 7-series-type graphics cards
- Quest text scrolls if you select a quest NPC, but it will be separated so that the main goals come first and the story and universe text comes second. If you don’t care about the universe and just want to get on with it, you don’t have to scroll through the quest text to find what you need to know
- There will be mission quests that guide you from zone to zone. Since they mentioned mission quests, I asked if there will be a line of mission quests that conclude the story in Tera. The reps said that every zone will have its own questline that eventually leads to a conclusion
Tera is not your average MMO. It focuses on action-based gameplay rather than clicking and standing and mashing your queue of number-key skills. Skill at controlling your character and landing your attacks plays a key role in the gameplay. That also means you need a team that is not only good at coordinating and following their assigned roles, but also good at controls and doing the right attacks at the right moments and actually landing hits.
Tera turned me from "meh MMO" into someone who really enjoyed playing it. Being the compulsive gamer I am, I still need to stay the hell away from anything in the genre. But if I had the spare time, I would totally give Tera a shot.
DO SOMETHING NEW PLEASE!
They did try something new. It was called APB. And it's why they don't try new things.
Lol, they're both published by NCSoft, so, I dun think they'd care either way XD
I won't write this off though. Apparently APB had fundamental managerial issues where they refused to fix things that didn't work well. So I don't know, we shall see.
It looked nifty when I saw a video of this a while ago, and the developers' enthusiasm, although a promising sign, got reaaally irritating mid-video, haha.
That said, TERA's gameplay allows for it to be a totally different thing to regular MMORPGs.
Honestly? Comparing this to a truly fun action MMORPG like Vindictus or a truly different MMORPG that's unique in a lot of ways like Mabinogi, Tera sounds like just another WoW clone trying to push shiny graphics and a SLIGHT action edge onto gamers completely enraptured by the GREAT controls of WoW and its many clones. Or just the guys who are so used to it that any slight difference throws them into a frenzy of either love or hate.
I want to see some MMORPGs that actually break the mold. You can add social systems and cool infrastructure or neat extra elements, but it's still another WoW clone at the heart of the gameplay, and that's where being different truly matters the most!
Main point to that would be how healing was explained. Sure it gets boring playing whack-a-health bar in games like WoW but having to actively point yourself in the direction of the player your needing to heal and hope they don't move around like a chicken with hits head cut off sounds like a mess. Unless the bosses all allow you to stand in place with little movement involved (Which would get boring after a while) I can't see how well healing would be issued unless the healers had a few spells that automatically targeted either the party or the person with the lowest health -which takes a lot of the interactivity out of the game and is of itself boring (which also begs the question of "why use other healing spells then").
In its most basic form it sounds like healers are going to be in short supply in this game because people will be dying because of their excessive need to move without thinking of the healers need to be moused over (which it begs to question: is that really better then clicking them?) in their direction to heal them. Then, like MMO players do, will berate the healer for being shitty when it was their fault for moving. No ones going to want to put up with that and it doesn't sound like any other role has to go through that sort of frustration.
Oh and while the political system sounds awesome for a smaller game (which this will undoubtedly be) I can't see how it'd work well if the game got bigger.. Say they added a system like this in WoW. It'd be awesome to elect your guild leaders for sure, but leaders of the realm or your faction would be a total mess. Most of the people who would surely be elected would be the biggest trolls on the server (and usually the biggest assholes).. Those people don't need their epeens to be bigger, they can get that on their own.
Also, "The F1 mana regen skill can be used in combat, so you don’t have to sit and drink water for a minute until you can go attack the next two mobs like in WoW." doesn't really happen in WoW much any more due to the way the game is balanced to keep players actively moving more now, only time you'll run into this issue is in an instance that your drastically under-geared for when you have other players who want to rush through. I can't believe for a second that Tera doesn't put some form of limit on how often the mana regen ability can be used, so it seems overpowered -they mine as well just let mana regen at a fast, active, rate.
@DreamSequence: I dropped WoW after spending 17 hours straight on it during the beta. Never touched an MMO for more than a tryout after that, other that Flyff (don't ask). It felt different than most of the clones I played. I agree that we should always ask for amazing leaps and innovation but that doesn't mean we can't enjoy slight changes when we see them and they are fun. Then again, I'm pretty easy to please when it comes to being able to move my cursor and click on shit to make it die. Diablo 3 /life
I played Tera at Comic-Con. It was one of the best games I played at the show. It's not just that it's actiony, it's that it nails the feel of an action game. The higher-level functions like buffs and spells work pretty much the same as in any other MMO, but that's fine. The point is, I'm actively engaged when I play Tera; it's a click-to-kill game, not a click-to-watch-some-other-asshole-kill game. Anyone who underestimates the connection direct control fosters in the player is an idiot; when I feel like I did something instead of the computer, I feel powerful.
right moments and actually landing hits.