The Elder Scrolls Online Preview
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No damage numbers tick above enemy heads, and on-hit effects are subtle by MMOG standards. If anything, this is the combat system's biggest failing: while the ambition to replace overly technical feedback with something more immersive is laudable, the animation isn't currently impactful enough to sell the power of blows.
Out of combat, every character has access to stealth by crouching, which changes the crosshair into the traditional eye-like status indicator. Sneaking is an option for many quests, and a disguise system enables you to wear enemy uniforms over your armour. You move faster while disguised, but alert enemies are capable of breaking your cover if you get too close.
The Elder Scrolls Online's instancing is subtle. Key characters change location, so it's not uncommon to leave a dungeon to find the quest-dispensing NPC standing outside waiting to give you your reward, while hub towns are entirely optional. Convenience aside, there's some impressive variability on display. The choices the player makes affect who will be present in their storyline and which characters will accompany them on missions. Although your progress from level 1 to 50 will be bound to your chosen faction, a subsequent new game plus option allows you to play through the other two sides' quests with enhanced difficulty and rewards. It's an elegant solution to endgame PvE.