Crono1973 said:
SirBryghtside said:
Crono1973 said:
BloatedGuppy said:
Crono1973 said:
It seems to me that comments like yours (and there are many) are really saying that those who hate Oblivion will be the most likely to love Skyrim. To me, that is evidence enough of how far Skyrim has strayed from the expectations of TES fans. In short, Bethesda sold out TES fans.
Buh?
They're extraordinarily similar, sharing almost all the same virtues and all the same flaws.
Hate Skyrim if that floats your boat. But sold out TES fans? Good grief, people.
Maybe you haven't noticed all the "Oblivion sucked, Skyrim is the best game ever!" posts?
...apart from the fact that Oblivion is one of 4 Elder Scrolls games that came before Skyrim? It lived up to and blew apart my expectations, as a person who loved Morrowind, likes Daggerfall and can't stand Oblivion.
Why can't you stand Oblivion but like Morrowind and Skyrim?
Haha, this'll take a while...
OK. Let's start with why Morrowind is my favourite game of all time. First and most foremost, the
setting. From the very first moment you're thrust into the alien port of Seyda Neen, you can tell that this is one of the weirdest, and somehow most realistic games you've ever played. The creature variety is insane, with bipedal crocodiles, freakish pterosaurs, steampunk armadillos, hunks of bone and flesh patched together Frankenstein-style, and humanoid Gligars. The aesthetic is wonderfully and consistently inconsistent, which gives you an awesome feeling of being thrown into another land.
Compare and contrast Oblivion. The creatures are pretty much all standard fantasy fare, with Goblins, lions and minotaurs so heavily featured that it ends up feeling hopelessly generic. The Daedra, often the most interesting part of TES games, look a lot less colourful - compare this Clannfear [http://media.giantbomb.com/uploads/1/17166/965689-mwcreature_clannfear_large.jpg] to Oblivion's [http://media.giantbomb.com/uploads/1/17166/965700-oblivionclannfear_1.jpg]. Add to that the Lord Of The Rings setting and copy/pasted dungeons everywhere you look, and the magic is gone - it just feels like your typical bland fantasy game 001.
Enter Skyrim. You're back to being thrown out in a harsh environment with little direction at all. It ends up reusing a lot of the creatures from Morrowind, and almost ditching the Daedra altogether - which I can't say I'm all too happy about - but the redesigns are so good that it almost doesn't matter. The aesthetic is back to being slightly bland, with animals ranging from Sabre Cats and Mammoths to Giants and Dragons - but the difference between this and Oblivion is that firstly, the original creatures, and there are a fair few, are amazing - Wispmothers, Ice Wraiths, Falmer to name a few - but also that they actually feel realistic and varied. In Morrowind, the animals had very different attack styles, from the aerial approach taken by the Racers to the charging in of the Alits, and this is mostly missing in Oblivion, with all creatures and NPCs just walking up to you and attacking, without variation. Skyrim returns to the Morrowind style - fighting, say, a Dragon cannot be more different from the flanking tactics taken by packs of Wolves, the brutish maneuvers of the Trolls, or the Headcrab-style pouncing of Spider Centurions. The actual world, as I said, feels harsh and unique, and this is supported by the consistent idea of a wintry area mixed with all the different and interesting things the devs managed to do with them. There's so much open space that it feels inviting to explore again, rather than the unspoken suggestion to stick to the roads.
Still not done! You asked for this, you know.
So, combat systems/general gameplay. In Morrowind, EVERYTHING, and I mean EVERYTHING, was decided by dice rolls D&D style. This led to a game where everything was the bare minimum it needed to be, which shifted the overall focus to the RPG mechanics. It's a rough tradeoff, and while it doesn't entirely work, it's solid. The actual combat system relies on hit/miss mechanics, which many people get turned off by - especially when they first play - but again, it's the bare minimum.
The problem with Oblivion is that while it tried to have a more involving battle system than Morrowind's, which I don't fault it for doing from a purely theoretical perspective, it ended up being mechanically the same thing as Morrowind - just with the added annoyance of it not actually feeling like you're doing anything. In Morrowind you hit them and they'll do a 'hit' animation. In Oblivion you hit them and they'll wobble a bit, with your weapon flying backwards as if they were made of rubber. It's horrifically immersion-breaking, and it's actually an incredible feat that they managed to make it more so than missing someone who's standing right next to you.
However, as I said, it's not the idea of an action-based combat system that I hate, it's the implementation. And that leads me to Skyrim. Every single part of this was designed to make it feel like you are actually wielding whichever weapon you've got equipped. Dual swords? The best tactic is to maximise your DPS by mashing both mouse keys/triggers, or holding them both down at the same time to do a move I like to all the Eviscerator. Giant warhammer? Running at them like a maniac before unleashing a power attack. Stamina affects the game in a significant way thanks to the sprinting and power attack mechanics rather than it being an annoying bar you don't pay much attention to in both Morrowind and Oblivion. And then the finishing moves come in, adding just enough cinematic brutality to make winning a fight feel like an achievement, but not so much that it becomes dull to watch every time.
Still not done...
Story. Now, I'll be the first to admit that TES hasn't exactly got the best plotlines in the universe - but I've always found it strange how people constantly fault this series for that while praising Half-Life 2 to the high heavens. Everyone's familiar with the idea in HL2 of there being a fairly generic story, but the presentation being amazing - and that is exactly what happens in Morrowind. The main plotline is standard 'you are the hero who must slay the demon', but the lore behind the Nerevarine, the justification and depth of Dagoth Ur and the Sixth House, and the little details and characters you come across along the way are what makes it interesting. Outside of the Main Quest, the guild quests are noticeably devoid of any form of overarching storyline - but the conflicts between the different factions and within them are well-defined. Outside of even this, and going into the world as a whole, there are a lot little stories and quests that all have interesting snippets of what could be considered 'story'. These make the word feel deep, grand and realistic. One more thing I want to say on this front is that in Morrowind, every bandit, Ashlander and farmer has a name. This tiny factor adds a huge amount to the depth of the world, making every character feel a bit more like an actual person. The game also has a great sense of lore about it which can take years to fully understand - but almost all of it is in plain view for the player to access, be it in the form of books, random NPC conversations, or parts of the world.
Oblivion, on the other hand... the main plot is 'fight demons in hell, save world'. It has hints of Morrowind's detail, for example in Mankar Camoran's speeches, but it doesn't really add anything to the lore that hasn't already been established about Mehrunes Dagon in previous games (AKA he's a bad Satan sorta guy). It also seems to have no real focus - you're going through random dungeons to get MacGuffins A, B and C before going and killing the biggest, baddest demon ever. It's about as deep as Doom, and at least that had some humour in it. Unlike Morrowind, the Guilds have their own self-contained overarching plotlines - but these boil down to Necromancers are bad, the Gray Fox is cool, and you... don't like the Blackwood Company? These aren't very deep at all, but I'd like to focus on the Mage's Guild plotline, because it highlights a major feature of the Lore's treatment in Oblivion. This [http://www.imperial-library.info/sites/default/files/gttpo_mannimarco_01.gif] is the King of Worms from waaay back in Daggerfall, who was an interesting, dark character, who acted with a keen sense of logic and had hands in the pockets of politicians all across the continent. And this [http://images.uesp.net/thumb/6/6e/OB-npc-Mannimarco.jpg/180px-OB-npc-Mannimarco.jpg] is him in Oblivion. You can immediately tell that he's gone from being a corrupted figure to... just some High Elf. In-game, he's gone from being a great character to some cartoonish supervillian with the depth of Team Rocket, head of some ragtag band of Necromancers that have formed to do eeeeeviiiil in the land of Cyrodiil. This is just one example of the total disrespect for the lore that features so heavily in the game - other 'great' examples include the transformation of the country from a
jungle into the dull countryside I mentioned earlier, and having no references to previous Elder Scrolls games bar when they wanted to destroy something (see Mannimarco). And the detail, contained plotlines? All but gone.
And now, back to Skyrim. The story is, again, fairly generic - 'you are the chosen one who must rid the world of Dragons' - but the detail is back to Morrowind-style. Buzzwords like 'Thu'um' keep coming up, they invented an entire
language just to complement it, and the civil war plotline is one of the most morally ambiguous and fleshed-out choices I've ever seen in a game. So it adds great lore to the series - but not just that, it isn't ashamed of its past. The Wolf Queen, the Red Year, a pub called 'New Gnisis Cornerclub' - these references, though small, really add a sense of connection to the old games - and admittedly, just make me happy every time I see them. And the detail that featured in Morrowind? Back to the power of ten. At least half of the dungeons I've entered have had secrets, little snippets of what happened, and just
detail in general. Things like a tent with two beds, covered with flowers and a single Amulet of Mara, a madman who resurrects dead women for... pleasure, and a deserted mine bar one man crushed by rocks... these details make the game so rich and just plain
cool that you can spend days just exploring every nook and cranny of Skyrim and never get bored or feel like you've completed it.
If there's one thing I feel defines the Elder Scrolls as a series, apart from the obvious exploration and worldbuilding, it's that it takes every fantasy trope out there and screws with it until it is almost completely indistinguishable from the original. Morrowind and Skyrim fit this to a T - Oblivion not so much, instead opting to play all of it completely straight. And that is not what the games should be.
And that is why I can't stand Oblivion, but like Morrowind and Skyrim. Thanks for your time, there will be no TL;DR.