Suffers from the same problem of "stealth-archer" combat superiority as Oblivion did and an AI with goldfish memory.
AI does not grasp much beyond basic "maybe block" and "swing wildly".
And when using blades it's always superior to use daggers - the 2 handed weapons wer a worthless minor increase of damage per hit, with no real increase damage rate that was worth being that exposed mid-swing. Better to just overwhelm someone with a dagger.
It's fine to just keep swinging whereas doing that in Dark Souls or The Witcher (any of them) will get you killed fast.
Second, level design.
It's lazy as far as open world games go. Much of it seems filler. Mountain ranges are manipulated to make the world have a series of large "hallways" to give the illusion of scale.
Cities look like absolute nonsense. The great holds are barely fit to be called a village. The villages are literally just on average two or three buildings.
All the villages look like extremely primitive recently-made survival huts rather than dwellings fit for towns that allegedly have existed for hundreds of years.
And when the world isn't lazy by effort, it's lazy in motivation. Whiterun was literally Rohan from Lord of the Rings.
The parts of the world that actually do look interesting and well crafted, are largely avoided, as the game seems to always want to pigeonhole you into being in the most boring area for a while due to the main quest.
It's a retards plagiarism of Fallout New Vegas with shoehorned "chosen one" nonsense pretending to be Viking mythology "influence".
Oh, an empire that is but an imitative shell of it's former self that is stretched too thin and largely adheres to more diverse/metropolitan politics dealing with an enemy who used to be on friendly/neutral terms but then went radical conservative nativist and is actually putting up a decent fight despite the lack of training, resources, and outright superstitious of any advanced medicinal or technological medium?
I wonder where they got that idea.
And then they just threw in "Valhalla and Ragnarok but you are Thor but also you win and the world-eater snake is actually a wyvern that we called a dragon for some reason"
Honestly the greatest incentive to do side-quests is not that you get to see new things, but that it's an excuse to not have to put up with the droll quest-line.
This game was fun as fuck to play. I bet every one of you fucks who actually played it easily clocked on 100 hours if not more.
It's not as "uniquely handcrafted" as Todd the God screamed it out to be. It's story is full of shit and not at all interesting. Most enemies become piss easy even on the hardest difficulty when reaching mid-late game.
It's got flaws, but it's not a bad game at all. Most people will enjoy playing it
>>323262705 Skyrim is fun for the first 10 hours when you're just out exploring and discovering shit. Then you start to realize that 90% of the dungeons are pretty much the same thing and combat has absolutely no depth.
>>323262705 >It's got flaws, but it's not a bad game at all It may not be a bad game, but it's mediocre at best. Not to mention it's dumbed down from previous installments and the combat is worse than it was in morrowind. Furthermore, with such a vast library of fucking great titles at most peoples fingertips, why would you waste time on mediocre games?
Obvious ENB mod because Bethesda is a complete failure when it comes to faces.
But THEN this game was actually enjoyable and is still ranking second in my steam list. But then again I am not a no-lifer with over 1000 hours on record on my steam, so my opinion counts very little here.
They tried making it cinematic and epic. You're the chosen one everywhere. The problem with that was the fighters guild turned into some bizarre questline about werewolves instead of doing fighters guild stuff. The thieves guild didnt have any quests about stealing things, if I remember rightly. There's so many things they thought would be cool and epic in the design room that turned into pathetic jokes in the actual game. Example: all the civil war battles of like 5 men vs 5 men. (They made the same tiny battles mistake in Oblivion) It's like they learned nothing. Dragons were annoying to fight. Your character doesn't even talk, which is a good thing but it clashed with the "you're the chosen one" stuff every guild forces on you. They should've tried making a fun game.
And then there's like, 30ish people in there? Why not randomly generated crowds like GTA? Feels more like a game made by cheapskates, just like every other game this studio makes.
Anyways, it feels like a big, dead, empty world you are condemned to roam without any fear of something threatening you (especially with the stupid quicksaving idiocy), and from my time with it from forever ago, the possibilities weren't even that rich in terms of stumbling into things.
Other complaints that come to me are: >instantly drinking 10 potions whenever you want (basically ruins the combat) >relatively boring world with minimum artfulness >world feels too safe, and boring, and dead, and empty (did I mention that?)
Finally, it's another "open world" where nothing actually cool about an open world shows up. Like, for example, why not have characters wandering the world, following your trail? Big worlds conceal a lot, and an open world means that you can have something from one 'level' cross into another. Everything in Skyrim feels atomized, broken up.
I loved the ambiance of the game. The only real problem is that it looks like shit in complete daylight and that all playstyles that aren't sword amd shield archerer suck ass. Magic and stealth breaks the shit out of the game and grinding for gear sucks ass.
I had a blast playing level 1 run though. Followers were a big help. Daedric artifacts mattered and better stock up on potions when you meet a frost troll or go for a dragon or a giant. Dragon priests would wreck your shit and generally everything felt scaled and well balanced.
>>323259693 Good points. There is something seriously shitty about Skyrim's atmosphere. Not only are the villages and "cities" absolute trash, as you said, but there is just something haphazard and amateurish about their layouts, as if they were designed by a group of minimum wage indie developers in one day. They feel awkward and fake as fuck, whereas in Oblivion even the small villages felt slightly alive. They seem to have at least been planned out to some extent.
And then the NPCs. Oblivions were downies with fake as fuck "conversations," but they still made the universe feel alive with their little schedules and houses. Skyrim's NPCs are all dead as fuck, they interact with no one except le special chosen one. Even then, their interactions are often completely nonsensical, and even worse than no interaction whatsoever >I yiel- NEVER SHOULD HAVE COME HERE
And then quests. Oblivion, for all the shit it gets, and is, had some good quests, especially the Dark Brotherhood questline. In Skyrim, every quest, for reasons I can't remember, felt like a shitty mod made in five minutes.
But by far the biggest difference is in the small details. In Oblivion little things would happen that made all the shitty combat and running around worth it. You'd discover a tiny cache, or a love letter in a hidden nook with some loot. You'd do a quest a certain way and and really feel as though you had to take your time and get involved for a certain outcome. You had to role play to an extent. Skyrim is a ctrlv of every straight to tv action movie in the last decade, everything feels cheap.
>>323258098 >GOTY 2011, more than 200 overall awards, 96 Metacritic score, 9/10 and 10/10 from every reviewer, 92% positive review on Steam, biggest free gaming modding community with best mods, still one of the top sold and played game on Steam after 5 years, one of the best open-world rpgs out there.
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