Not too long ago, I made a thread that criticized the aspect of having companions in Skyrim and I asked you to tell me that one thing in Skyrim that pissed you off. Now, however, after talking with my neighborhood voodoo priestess, I am making this thread to say the one thing that I really liked from playing the game (something about a disturbance in the force and unbalanced karma she said).
While the companion system was crap, what was pitch perfect was the environment. Yes, the environment (including the dungeons) was better than actual moving people. There were some moments where I didn't want to leave my horse when I made it to my destination - the world is so beautiful. The dungeons (except those Dwemer ruins with the Falmer - so goddamn annoying and fruitless) were all, in my opinion, perfectly made. They all felt like the Vaults from Fallout 3 and Fallout: New Vegas (but, more like NV), in which they all (around all) had a backstory with it. Take for example Yngol Barrows (up north in the cold as hell waters). I went in there for no reason - out of whim. I find a book talking about sea ghosts and Yngol and his tomb and at the end I get to fight Yngol himself and get his sweet ass helmet. This is what I'm talking about! A dungeon that has a reason for being important.
THAR BE SPOILERS AHEAD!
Gasp! I also have another aspect that gained my satisfaction - the minor story lines (Mage's College, Companions, etc). The one I'm specifically talking about is The Thieves' Guild. Let me start by saying that I'M AM NOT A STEALTHY PERSON. WHAT I THINK AS STEALTH IS USING A SHOTGUN INSTEAD OF A MINIGUN THAT THROWS MINI NUKES AT YOU! I only started to be with them because my brother wanted to be a Dark Brotherhood member and I don't like doing the same things as him on my first play through. It's all normal (burn this, steal that), until the middle of the story where you go off to kill Karliah. The whole mission was a rush to me - every draugr is a Deathlord, traps everywhere, the rush to catch her before she leaves. Then, when we (the leader of the Guild is with you) find her it all goes to hell. She shoots me with an poisoned arrow and then the leader Mercer Frey stabs me with the intent of killing me.
Then, it turns out that Karliah is the good guy and Mercer is the dildo who killed the previous Guild leader, not Karliah. After that and many hours later, a totally different view of the Guild is shown to you - a group that follows and does the biding of a Daedric Prince. The Nightingales are a splinter sect of the Thieve's Guild that does just this and their existence is unknown to the rest of the Guild members. It goes from joining a group of thieves to joining a group of thieves that have the power of a God on their side and it goes from finding Mercer Frey to get revenge to finding Mercer to restore the sect's connection with their God. When you finally meet Mercer (after traversing one of the best Dwemer ruins in one of the best ways you can to look and feel like a badass - very laggy in one area, though), who is trying to steal jewels the size of a man's head (which you can keep!), and kill him, one of the coolest moments in the game happens as the area gets filled with water. Where is the way out! The water's too high!
To me, the Thieve's Guild story is one of the best stories in the game. I had more DAMN! moments doing this than the actual main story, which had its moments too.
My question to you is this: What was that moment, quest, magic, weapon, etc that made you think that Bethesda finally did something right?
Side question- If I were to have that box with a quote from someone's reply appear in one of my replies, how would I do it?
While the companion system was crap, what was pitch perfect was the environment. Yes, the environment (including the dungeons) was better than actual moving people. There were some moments where I didn't want to leave my horse when I made it to my destination - the world is so beautiful. The dungeons (except those Dwemer ruins with the Falmer - so goddamn annoying and fruitless) were all, in my opinion, perfectly made. They all felt like the Vaults from Fallout 3 and Fallout: New Vegas (but, more like NV), in which they all (around all) had a backstory with it. Take for example Yngol Barrows (up north in the cold as hell waters). I went in there for no reason - out of whim. I find a book talking about sea ghosts and Yngol and his tomb and at the end I get to fight Yngol himself and get his sweet ass helmet. This is what I'm talking about! A dungeon that has a reason for being important.
THAR BE SPOILERS AHEAD!
Gasp! I also have another aspect that gained my satisfaction - the minor story lines (Mage's College, Companions, etc). The one I'm specifically talking about is The Thieves' Guild. Let me start by saying that I'M AM NOT A STEALTHY PERSON. WHAT I THINK AS STEALTH IS USING A SHOTGUN INSTEAD OF A MINIGUN THAT THROWS MINI NUKES AT YOU! I only started to be with them because my brother wanted to be a Dark Brotherhood member and I don't like doing the same things as him on my first play through. It's all normal (burn this, steal that), until the middle of the story where you go off to kill Karliah. The whole mission was a rush to me - every draugr is a Deathlord, traps everywhere, the rush to catch her before she leaves. Then, when we (the leader of the Guild is with you) find her it all goes to hell. She shoots me with an poisoned arrow and then the leader Mercer Frey stabs me with the intent of killing me.
Then, it turns out that Karliah is the good guy and Mercer is the dildo who killed the previous Guild leader, not Karliah. After that and many hours later, a totally different view of the Guild is shown to you - a group that follows and does the biding of a Daedric Prince. The Nightingales are a splinter sect of the Thieve's Guild that does just this and their existence is unknown to the rest of the Guild members. It goes from joining a group of thieves to joining a group of thieves that have the power of a God on their side and it goes from finding Mercer Frey to get revenge to finding Mercer to restore the sect's connection with their God. When you finally meet Mercer (after traversing one of the best Dwemer ruins in one of the best ways you can to look and feel like a badass - very laggy in one area, though), who is trying to steal jewels the size of a man's head (which you can keep!), and kill him, one of the coolest moments in the game happens as the area gets filled with water. Where is the way out! The water's too high!
To me, the Thieve's Guild story is one of the best stories in the game. I had more DAMN! moments doing this than the actual main story, which had its moments too.
My question to you is this: What was that moment, quest, magic, weapon, etc that made you think that Bethesda finally did something right?
Side question- If I were to have that box with a quote from someone's reply appear in one of my replies, how would I do it?