It is particularly difficult to talk about an expansion, especially in an MMORPG, the style of play par excellence in which the interest is as much in what is possible to do in solo, as in the content offered. to groups. Unfortunately, even though I have been replaying Zenimax's game regularly for about two months, I do it solo, without friends or guilds to help me navigate the lands of Tamriel. I am well aware that my way of playing prevents me from discovering a whole section of the extension, but I nevertheless hope to make you want to discover it, if only thanks to its universe and its quests.
A political mishmash
During the prologue, I had already had the opportunity to discover the heroine of this extension, the delicious and eccentric Dame Arabelle Davaux, member of the Société des Inébranlables. Together with his trusted man, the handsome Jakarn, we had worked out the final details of a peace summit, with the aim of ending the War of the Three Standards. At the time, things didn't go as planned due to a spell cast on the medallions serving as invitations that nearly cost the delegates their lives. A blow from the Ascending Order, according to her...
This failure was not enough to discourage the members of this secret organization. This time, they simply made the three ships that carried the delegates, or the monarchs of each kingdom, disappear! A very effective but somewhat hasty way to avoid a summit! Of course, this poses many concerns... Above all, the news should not spread. The talks would be called off. Worse, the realms would risk descending into chaos. Dame Arabelle Davaux does not allow herself to be deterred by this slight setback. Determined to find them, because she remains convinced that the Ascending Order could not just assassinate the kings and queens of Tamriel, she organizes the search. Then begins an investigation, going back the track, from the wrecks of the ships, to the captains and the master of the port... A plan of such scope has left witnesses, and certain collaborators regret having let themselves be bought.
I'm not going to dwell on the story, it would be a shame to reveal too many details. But expect an investigation that takes you to discover the political intricacies of this atypical (and volcanic!) island which tries to remain neutral in all conflicts.
Tales of Glory
The first quest for the new card game begins with a note hanging on the side of the road.
I go, as indicated, to the inn of Gonfalon, where Master Razhamad offers me my first pair of decks after a game in which I did not understand much.
Honestly, understanding the rules was not easy. It was still a little intimidating despite the tutorial. Various points led me to ignore this part of the expansion for a good two weeks. Already, it requires some investment because you have to climb in ranks to access rewards and quests. It lacks a well-defined goal at the beginning. Add to that the fact that the exterior is teeming with quests to do and that I don't necessarily connect to ESO to play a turn-based card game, so I delayed.
But when I got to the point where I only had these quests left in the area, I went back to the Gonfalon Inn and took the time to think about strategy. The best is clearly to observe the opponent, the cards he draws, or does not draw, the mentors he uses and those he ignores. I lost my few games testing things, then I figured out how to optimize my deck and victory was within reach, at least against NPCs. Thus, each turn, five cards are drawn from the draw pile and activate effects. Often, the amount of effect is linked to combos, thus leading for maximum efficiency to having to combine two, three or four cards belonging to the same color (mentors).
Initially, the objective is to optimize the yield in gold coins and to convert, turn after turn, the cards that only bring one gold coin into cards that bring in two. At the same time, you have to draw the right cards presented on the table to enrich your deck. The solution that works for me is to pick one or two colors (I usually do with two mentors) and stick with it. Thus, the deck has mostly cards of the same colors, which facilitates the triggering of combos. Do not hesitate if necessary to activate the mentor which allows you to destroy cards from your deck, just to maximize the chances of seeing the right cards come out. As the rounds progress, the gain in gold coins increases, making it possible to buy ever more cards, for ever more effects. The end of the games is explosive: I think that about 75% of the points are won during the last two or three rounds.
As a reward, various useful items such as consumables, crafting recipes, styles, equipment... But also special currency for this activity, something to have fun
Companions
The first one I encountered is Braise. The Khajiit magician tends to cast her spells, only then to think about the consequences. Taking advantage of her master's absence, she transformed animals into humans and created a real mess. Once things are more or less back to normal, Braise and his master come to an agreement: the region is not large enough to contain the exuberant mage who wishes to accompany me on thrilling adventures.
Isobel Veloise is the second to join me (well, the fourth if we count the two companions already added previously). She is in Castel Caraque, at the tournament organized by the Duchess Éléa of the Dufort house, a party that has been maintained despite the absence of her guests of honor... you know, these same sovereigns that Dame Arabelle and I are looking for for a while. Isobel desperately wants to win the tournament in order to save her friend, Dame Aurélia, the daughter of the Knight Commander whose hand was promised to the winner. A real scandal!
Gonfalon
The port city is the archetype of a medieval town with its cobbled streets, its half-timbered houses, its heavy ships at the quay...
Special mention for the crafting area which I find much more practical than in many capitals because everything here is gathered in one house, the workbenches lined up next to each other. What a time saver for crafting quests!
Repeatable quests are also available to adventurers, whether they want to go solo or in a group.
Some famous faces
Are you curious? No worries, it's happening below 🙂
Open only at your own risk
And, of course, the best for last, a Jakarn-style diversion:
High Island and Amenos
The Steadfast Mansion:
The reefs:
A cavern :
A crafting area lost among the sunflowers at dusk:
A villa to welcome souls in pain, with a magnificent view from the swimming pool (just that!):
The local museum, sadly haunted:
Volcanic resurgences, never far away:
A perfect place to indulge in alchemy:
Pity ! Nobody touch the pulleys while I pass...
It's still raining...
Conclusion
As I said in the introduction, previewing an extension is dangerous. My article in the end looks more like a travel diary, with its beautiful photos worthy of a tourist. But after a good ten hours of play, I still have so much to discover. Without forgetting the dungeons, the raid, in which I have never set foot. And, of course, the card game. Nevertheless, I can already give a first feedback, and assure you that High Isle remains in the worthy line of previous expansions, with a lot of content that will keep you busy for a while, whether you are still raising your levels or already a champion (the quests of the game having the advantage of adapting to the level of the player).
You can join the adventure now on PC or on consoles, the extension being released on the latter on June 22!