Talya wrote:
Khross wrote:
Dash wrote:
Is it a linear story line with side quest or more of a go explore thing. In Oblivion I feel like often times I was left thinking, ok now what.
It's definitely a sandbox game; although, the core narrative seems more compelling than in previous Elder Scrolls titles.
Coming from you, this is a glowing review.
I'd say this ...
1. It's pretty in a visual way that
Oblivion and
Morrowind lacked. While there are still some issues with the art-direction on non-human races, things here are better. Environmentally speaking, the territory of Skyrim (that's the 'country') feels more cohesive, complete, and a thing unto itself than its predecessors.
2. It's more playable. It feels more playable; it feels more like the game promised in
Morrowind: doing things levels your character organically. You get better at being a protagonist by being a protagonist. And, to that end, it's a huge improvement over its predecessors.
3. Character Systems are simultaneously, "OMG! You listened!" and "WTF were you thinking?"
Points 2 and 3 kind of play off each other, but it's important. There's still this core element of previous Elder Scrolls games to it: you have to be OCD to min-max. Only, in this case, you have to be OCD beyond the level required by previous titles. On the flip side, see point 2: You don't have to be OCD to just play the game with a reasonable degree of confidence that your character will end up ok.
Honestly, it's a huge improvement that maintains the "Elder Scrolls" core systems identity without the drawbacks that made other games unplayable unless you understood the systems. In this case, the system is only an impediment if you're totally unaware of how it works, but even then it's still better than the old system.
The Min-Max thing is ...
Well, to hit Mathematically Maximum Level, you can raise no skill more than once per level. Period.
So, that's obnoxious, but not game breaking. In the predecessors, your character could end up useless in a game where NPCs are tied purely to your level. That seems to be solved here.
4. Again, the core narrative seems more compelling than previous games. And, it's a curious thing as to how they do this ...
The narrative abandons you as soon as the "hook" sequence is over, just like
Oblivion and
Morrowind. Only, in this case, you ...
1. Don't have to run clear across the entire god damned "world" to follow it.
2. Following it feels like something you would do, at least in the sense its a morphologically correct quest structure.
3. It's not weighted down by some horrible, "OMG this is an Epic" introduction by Patrick Stewart.
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