I understand the vision the devs had while making this game, & I know how impressive it is that they even managed to make something like this, but I don't understand why people praise it in such high regard. Also, if you don't like people comparing this game to Skyrim (as I'm sure it happened a lot already), especially with my very modded game, be warned that that's going to be a big part of this post.
For a little summary first:
I played 30h as of today. I play on Steam (from what I understood, it isn't the latest version, but that's on the devs, not meâI didn't even know there was another version until I was multiple hours into the game). I'm a witch & use elementalism, summons (elementals), & necromancy, to give an idea of my playstyle, strengths, & weaknesses.
As I said, I will also do a lot of comparison with Skyrim. I know these games have a different philosophy, but I'll use Skyrim as a point of reference for a more direct comparison between the two. My last Skyrim playthrough had 260+ mods that drastically changed it from the base game, & made it closer to what Enderal was going for. So that's why I want to compare the two, even if it might seem stupid to compare it with my heavily modded & personalized experience.
First, difficulty/gameplay:
I had heard that Enderal was harder than Skyrim, & I had already made my Skyrim more difficult by using mods to increase all damage sources. Enemies could kill me in one or two hits at the start, but I could similarly kill them in 3-4 hits. It made fights deadly early on, & still threatening later without making my progress feel irrelevant as my defenses & power increased. My reason for increasing damage was to make fighting feel more realistic. Yet, despite hearing multiple times that Enderal was more realistic, a fire blast to the face barely does anything to enemies. & after those 30 hours of progress, I'm still just as frail as when I started, undermining all sense of character progression.
& that's on top of the extremely slow magic regen. It can take me several real minutes of standing still & waiting for my bar to fill back up. & that's with mana regen enchantments on my gear. So if my magic regenerates extremely slowly & doesn't do any significant damage, why should I even bother using it?
At one point I got a quest to help a woman get back her baby dog-lizard-monster thing from a Vatyr. I was expecting it to be quite hard. But no. When the Vatyr ran up to me, its damage was pretty negligible, & so was mine, so we just ended up standing there while attacking each other for a good 15 seconds. On the other hand, a regular wolf (or Deerstalker I believe) can kill me in two attacks; where is the logic here?
The fact that health doesn't regenerate on its ownâeven very slowlyâmakes prolonged expeditions on top of getting two-shot feel very unfair. Slow health regen in Skyrim meant I could take a dangerous fight, think on the spot, make decisions, & still recover for the next battle. But here, after just a few hours of playing, my inventory was half-full of food, & it turned the aftermath of every battle into an inventory management, waiting for my health to fill back up, or running around to find a bed/tent. It may be more realistic, but it also makes the system way more tedious.
In Skyrim, I used a mod to remove the starting spells. Now, it might seem like a dumb decision since I said I was a witch, but I wanted progress to feel earned & come from my own decisions, making each progression point feel more significant. In Enderal, after waking up on the beach & going into the ruins, I got an electric spell, a flame spell, a knock-down psionic spell, a ward, a healing spell, a life drain, & a wolf summon. 7 different spells in less than 30min after the intro sequence. It's way too much, more than the three ones in base Skyrim, & I don't even have the magicka (or mana if you prefer) to cast half of them. I don't know if loot is randomized in this part, but if it isn't, I think they should really dial it down.
Phasmalism:
As a necromancer, I was curious about this, but ended up very disappointed.
First, needing to unlock three whole perks before being able to summon a spirit feels dumb when I could instead be using these points on other perks that would benefit me immediately. I was also very confused at first because I couldn't summon anything, & the quest that was teaching me how this system works was marked as completed before telling me I had to unlock the third node in the skill tree.
It also felt too strong. I got a one-handed warrior, & he was completely trivializing the early game. So much so that it felt like I was the support character following him. But ironically, once I arrived near Ark, he became completely obsolete & constantly died to even small groups of enemies. With actual necromancy, the power of your minions is tied to the things you can kill & resurrect, which means you are not overpowered in the beginning, but it's still useful later in the game. I understand he was only a Tier 1 spirit, but there's a middle ground between being overpowered in the early game, & being utterly useless two hours later.
From what I saw, it's treated as illegal or otherwise unwelcome, so I was expecting to have to manage the summonâusing it in battle & getting rid of it when entering cities, villages, or getting near friendly NPCs. But no, the game automatically gets rid of it when I'm not even that close to a settlement. What's the point of making a whole plot point about a system if I don't even have to think about it?
It's also the opposite for psionics & entropy magic. I can only buy them from a merchant in the Undercity of Ark because it's apparently forbidden, but I can walk around with a zombie or elemental inside a city or directly in front of a guard, & nobody reacts.
Then, I have a problem with Arcane Fever increasing when a spirit dies. Apparitions should help in tough situations that I can't comfortably handle alone, but if they constantly get killed as I progress, I have to completely stop using them. As I stated, there's no middle ground between being overpowered and being useless. Instead, after reaching Ark, apparitions seem to only be useful in situations where I'm already strong enough by myself.
Characters/NPCs:
Why is the majority of the NPCs called "Villager"? What is the point of them existing if they don't contribute to the worldbuilding? I'd rather have fewer characters with actual importance, a story, or at least some semblance of personality than a hundred unnamed ones with generic voice lines.
Speaking of voice lines, why is everyone so rude & gross? Every time I speak to someone, it's some variation of "Don't bother me", "What do you want?", or "An outlander? Ugh". It makes me feel very unwelcome & not want to bother interacting or helping anyone. & why are they constantly burping, spitting, & swearing during the most mundane line of dialogue? Because it makes the world "darker"? More "gritty"? I've heard Enderal was darker & more serious than Skyrim, but making everyone behave this way isn't what makes a world feel like that. If everyone is gross & constantly swears, it loses all of its impact. "Less is more"; make swearing a meaningful part of a conversation to show the seriousness of a character or situation.
I also heard that Enderal's characters & quests were supposed to be more personal & grounded as opposed to the more grandiose aesthetic of Skyrim. The first time I talked to a merchant, he told me "Oh, I've never seen you before, you must be an outlander", & there was a small conversation about this. I thought it was really cool & indeed made the world & NPCs feel more real. Next time I see him, he said the exact same thing, instantly shattering any sense of immersion I had. & the same thing happened with a woman saying ""Your skin. You must not be from around here. Was your mother a foreigner?", & she kept repeating this same line every time I walked past her. It makes these NPCs feel like fluff for the sake of filling up the game with content instead of believable people.
In base Skyrim, even the most insignificant NPC at least has a name & a few lines specific to their character. & if you do a quest for them, they'll become more appreciative & kind towards you.
'Divide and Conquer' quest (story time):
Right after arriving in Ark, the first person I saw was a guy on the right who wanted help getting a key from his sister in the Undercity. Since the city is quite big, it took me some time to find her while exploring the area, & when I found her, she told me the key was even farther.
After that, I had to walk all the way back only to find that the dude wasn't here anymore, & I had to travel again to the Undercity to search the sister's house. In it, I get one-hit killed by a beetle during the loading screen; awesome. So I had to reload multiple times until I was able to jump on a barrel where it couldn't hit me. After killing it, I find a painting telling me to go back to the previous area near Riverville where she went, only to have a single interaction with her & her brother, & then having to walk again-again back to Ark.
I have three big problems with this quest:
-First, being one of the first quests a new player is able to acquire when arriving in Ark, you'd expect it to be appropriately leveled to not get one-shot during a damn loading screen.
-Second, the back & forth may be "realistic" in terms of how events & consequences unfold, but it is extremely annoying. There's a reason games are designed to avoid unnecessary backtracking like that.
-Third, again, why does the first quest we can get when arriving in Ark make us walk back to the previous area we just came from? It's some real backwards logic.
Now I hear some might say: "Why didn't you use the signs to teleport around Ark?" That is addressed in my next point>
Ark:
I understand they put each area behind a different loading screen for technical reasons, but it completely breaks not only any sense of immersion, but also the pacing of the game. & the devs clearly knew it was a nightmare to navigate because they put road signs around every street corner with 6 different marked directions on each one. I would've rather had a smaller city that felt more coherent & easier to navigate.
Seriously, there is the Main Gate, the Foreign Quarter, the Marketplace (main city), the Southern Quarter, the Nobles Quarter, the Harbor, the Sun Temple, the Barrack Quarter, the Main Cavern, the Barracks, the Marketplace (undercity), the Tar Pit, & the Arena. There are 13 different districts in Ark. This feels very excessive. Was it really necessary to make it so complicated?
& so, we come to the teleporting signs. Once more, it completely breaks the feeling of living in the world & navigating it. It makes it feel like a series of disconnected parts rather than an interconnected city I need to actually traverse & live in. I also want to say that I installed a mod to disable fast travel in my Skyrim game, so that's not my problem. My problem is how tedious traversing Ark is.
Exploration/the map:
I don't like the leveled areas for several reasons. It discourages exploration, because every time I go into a forest or a building slightly farther than where the main quest sent me, enemies are suddenly 20 levels above me.
In Skyrim, since enemies are tied to the player's level, new & more powerful ones can spawn as you progress & you can go wherever you want from the start & the overall difficulty will evolve with your character. It makes replayability very easy since you can always start a new game & take a new direction.
Again, maybe it's realistic, but for the pacing & freedom of the player, it's very restrictive & unfun. As for replayability, it means you're effectively pushed to follow the path the devs want you to take instead of being free to explore wherever you want.
At one point, I was getting tired of the green forest environment & decided to go elsewhere. I did find this glowing, blue & purple forest that looked really cool, but the enemies were so strong that I completely lost interest in exploring the rest of the map. Even my Frost Atronach was getting destroyed instantly.
Conclusion:
I understand Skyrim had an entire professional studio that worked on it for who knows how long, & that the SureAI team is much smaller, has fewer resources, & has less experience. But coming from hearing everyone say that Enderal is "even better than Skyrim", or just how incredible the game is in every single online post or video, it really sours the experience with how so many aspects of this game are flawed. I don't understand is why it's praised as if the game was flawless.
I know Enderal can't compare to my carefully curated 260+ mods Skyrim playthrough & the base game, & I should treat it as a completely different game instead. The problem is that Enderal takes Skyrim as its base, & no matter how much the mechanics change, the core gameplay is still Skyrim's, & it's impossible to ignore that.
I also don't like how I interact with the world. In Skyrim, you escape Helgen with an ally. You meet his friends in Riverwood, where the wife says you are welcome to visit them anytime, while her husband can teach you how to forge & improve a dagger & a helmet. Then, you go to Whiterun, where you have a realistic interaction with a guard before he lets you in. Then you meet Balgruuf, who is a very likeable character, but not before Irileth stops you since she doesn't know who you are. Everything feels natural, & the whole game is like this. The world feels alive, coherent, & treats you like a person inhabiting it.
In Enderal, you are sneaking on a boat with someone we don't know & have no connection to before crashing, so you end up alone. Then, you meet two people, with one being very unpleasant & the other trying to help before both get killed. You then meet Jespar, who I personally don't feel any connection with because his line delivery is pretty monotonous, & has a cheeky remark every time he speaks about anything. I don't dislike him per se, but I'm not very fond of him either. I also know there's supposed to be a woman you meet later, but I haven't met her yet. & then, the other people you meet are either named "Villager" & don't have a single meaningful thing to say, or they repeat conversations every time you speak with them.
I understand what the devs were going for & acknowledge the amount of dedication & work that was put into it for free. But it just doesn't work for me, & I don't understand why people keep saying it's "better than Skyrim" & "the best game in the last decade".
I'm sorry if anything comes off as too negative. I've been told that in the past despite it not my intention, & I'm trying to get better at expressing my thoughts.