The Elder Scrolls
That's a rather divisive one. Arena was more of a dungeon-crawler than an open-world, while Daggerfall is a precursor of open-world games. Unfortunately, design constraints common to the era made it rather user-unfriendly. Some people loved being forced to glean info left and right to figure out where anything was located, others raged at being able to feel directed.
Redguard was... something else. Not terribly Elder Scrolls-ish other than for the fact that it's set in Hammerfell and includes a few stand-outs from the lore. I think it's the one and only game where you actually get to see a Sload, for instance. I remember there was an N-Gage release that was surprisingly well-received but ? really, now. The Nokia N-Gage. I might as well call it the LOLGage.
Then comes Morrowind. We're back to Daggerfall's basic model, but in full 3D! There's a compass but no markers, the interface is a tad unintuitive (and I'm being generous), which makes exploration and basic survival a pretty daunting task for newcomers. Past that, though, you're left with incredibly deep lore, awesome world-building, and the first game since Daggerfall that makes you feel like the fate of Tamriel is in your hands.
Mechanically, I'd say Oblivion was quite sound. Not perfect ? mods made it perfect ? but entirely playable in its vanilla format. The insane promises regarding Gamebryo's AI turned out to be baloney, the FaceGen character generation system produced some truly disturbing results if you didn't mod the ever-loving shit out of the Character Creation system. There's a ton of granular systems for the core types to poke around, and enough of a sense of direction for more casual roleplayers to just plow through the main quest. A bit of everything for everyone, then ? including some of the least convincing voice work ever.
It had its flaws, but it still was a ridiculously awesome time leech. Plus ? anything that adds to the Sean Bean Death Reel counts as a win in my book.
Patrick Stewart was totally wasted, though, much like Liam Neeson's Dad, from Fallout 3.
Finally ? Skyrim. Beth went ahead and took out a lot of those optional systems I mentioned; but in doing so they streamlined the character generation process. Yes, Oblivion had insanely deep options for customization and general levelling up, but the idea that only certain ?core? skill contributed to your build made it difficult to feel a sense of progression and/or reward when you were tackling a faction quest that didn't exactly fit your dominating play style. In Skyrim, that's fixed. Everything contributes equally, so you're free to dabble or to use the outliers in your pack if you're a broadsword user but are stuck using bows for some reason or another.
Personally, I found that it makes the uniques a lot more useful. It's not because I'm rolling an Archery-based dude that the Mace of Molag Bal will be of no use to me, for instance. They also fixed the scaling for bandits, seeing as I never could understand how a bunch of cutthroats squatting on the Niben Bay's beachside could manage to score full sets of Daedric armor... It's nice to be able to actually feel powerful for a change, especially after a Blood Dragon comes within an inch of kicking your ass to Sovngarde.
I'm generally terrible at finding flaws to Skyrim. At best, I'd say I miss the way I'd have to fiddle with my bow's inclination before placing a shot. Archery being an FPS-like WYSIWYG system removed part of the brain-teasing aspects of the combat.
But ? honestly, Bethesda. You're sticking dragons in my game and I still can't ride and control them, three DLC packs later?! I'm turning to the mods for that but I am very disappoint. Very.
Fable
Ah, the eternally middling series, lamed by the insane ambitions of its own creator... We were taught to expect so much from you, Fable, and you didn't deliver anything bad per se, but what we did get was ? okay. Not terrible, not genre-redefining, just plain and simply okay.
Fable : The Lost Chapters showed promise. The plot was standard, but having Black & White-ish control over the destiny of a single hero made those god-gaming elements the series is known for feel a tad more personal. The central mechanics were tantalizing enough for one playthrough, but technical constraints and design oversights pushed you into either sainthood or demonic lordship. Either way, the end result was typically an OTP ************ in terribly blocky armor, sporting white hair and a metric fuckton of scars. The journey felt impersonal as a result ? like I was ticking boxes down to some sort of Prerequisite State of Utter Badassery that was being delivered without an ounce of gusto.
Fable II didn't do much more than introduce land ownership, the fairer sex, terrible odd jobs and gunplay. The gameplay felt a bit more reactive ? especially in the combat segments ? and I'd be lying if I said I didn't feel a tiny bit of a thrill during some of the late-game encounters I ran into. Mixing and matching magic, muskets and claymores allowed you to truly feel like an absolutely badass ************.
It's just too bad the road to that point is made up of some of the most tedious stuff I've ever had the displeasure of enduring. I'm just glad the Date and Time exploit was there; otherwise I never would've tolerated the notion of letting my playthrough gather dust for ages in order to rack up interest.
Fable III feels largely like a copy-paste of the second game, albeit with better graphics, John Cleese and Simon Pegg ? plus microtransactions. I would have loved it if only the combat offered the tiniest bit of challenge and if slogging your way through the Kingdom Tycoon aspects of the game wasn't so mind-numbing. Dude, Lionhead ? what'd you do with my kickass XBOX dashboard exploit?! Now I'm gonna have to sit through the game for ages, so I'll have to beg online for some rich pubber from XBL to freaking marry my ass. The fuck?!
(yes, I'm oversimplifying. Yes, I know you can enter a business proposal with a pubber without marriage entering the picture. No, I don't care)
I tried restarting the game recently, only to give up as soon as I realized I'd have to go through those awful, horrible, tedious jobs again, and slowly and painfully buy each and every freaking lot and house in the freaking game.
Then I tried Modio to give myself a fuckton of cash and just blaze my way through the Tycoon portion ? but my USB key won't format. I'm not wasting bandwidth and money on the PC version or on a trainer, either.
Plus, doing that would mean I'd have to potentially buy all the DLC for the PC platform. When I already bought a few pieces on my console.
God fucking damnit, Molyneux.
There's bits and pieces to love there, too. Stephen Fry plays the always entertainingly one-dimensional asstwat that is Reaver; the art direction is top-notch, there's Ben Kingley with an Irish accent because why not ? but none of that cancels out the fact that Fable III is a game that's forgotten what games are supposed to be. That is to say, entertaining. It's a collection of odd jobs and bits and bobs you need to tweak every so often in order to maximize your gold generation. It's Animal Crossing without the Nintendo crack and it's brimming with wit and soul ? but it absolutely squanders it all.
It's sad, really. Seeing the Fable franchise devolve into another multi-support cash cow for Microsoft makes you feel like Lionhead is starting to go Rare's way. The Journey is as mindless as its gameplay, and Fable Heroes was plainly and simply unnecessary.
PROTOTYPE
This thing's really gone downhill fast, hasn't it? Not that it really need to go that deep to reach rock bottom.
The 2009 offering felt like Radical had cribbed directly from their own licensed Hulk game, simply swapping textures and models and replacing glowy green super-strength with Fleshy Tendrils of Emo Death. It's The Incredible Hulk : Ultimate Destruction for people who feel that Bruce Banner can't quite capture the level of Gen-X nihilistic rage we've been taught to consider as being badass. Alex Mercer goes from your token amnesiac with a chip on his shoulder to a gameplay-mandated death machine within a few short hours. For a supposedly focused revenge tale, it's awfully geared towards letting you rack up insane kill tallies. Probably because it makes Mercer feel more like an absolute baller, right?
Ugh. The bottom line is I don't give a shit about Mercer's motivations because they're painted out in strokes that are so broad and undefined and just lost in the absolute mess of the Web of Intrigue thingy. The only saving grace is the gameplay ? and even that gets stale after a bit.
Yay, I'm mostly impervious to bullets. Yay, here's another Hive for me to blast down and another military outpost for me to fuck with, because I need more artillery strikes for some reason. Yay, more Hunters. Yay, more spastic boss fights because being a hyperkinetic virus on legs means you absolutely have to swing yourself around like a psychotic take on Spider-Man just to kill one dude. Oh yay, I can totally blow up the entire sector with another application of my Deathy Tendrils of... Death. Yeah.
It gets samey very, very quickly. No amount of super-intense teeth-gnashing by Barry Pepper can save this.
2012 brings us more of the same, only it's a now carried and dealt in generous helpings by a Black guy with a tragic past and a serious case of Hollywood Tourettes (in that he swears like a sailor).
Hey, look. It's another tough-as-nails wannabe baller with a popped jacket, an attitude thicker than the polar ice caps, and fuckin' blades everywhere, because FUCKIN' BLADES, MAN. SO FUCKIN' HARDCORE, I'MMA BRO-FIST MY OWN FUCKIN' REFLECTION IN THE MIRROR, BRO. AWWW, DJEEEAAAH.
Yeah, no. InFAMOUS still racks all the prizes, in my book. I'll give points to Radical for at least coming up with something that makes mindless bloodshed entertaining for five minutes or so ? but I'm a story and character-driven gamer, personally. Neither Mercer or Heller delivered in that respect.