Well it’s good to have confirmation TES ended with Skyrim and we won’t have to port oblivion to yet another game, ever, for any reason.
Even Skyrim wasn’t that great compared to its predecessors, the storylines all culminated to the point where you were the dragonborn, master wizard, super thief and ultimate warrior. The quests where pretty dull for the most part and a lot of the unique world building of TES had been replaced with generic RPG themes.
I mean sure dumb down the character/points systems so the game is more appealable to the masses but the quality of Bethesda’s games have been taking a nosedive for awhile.
The last game I bought from them was fallout 4 and it was a massive letdown. I never bothered with a second playthrough because I couldn’t stomach all the fetch/bad quality quests.
After watching the shitshow of fallout 76 and starfield I know I made the right choice to never buy anything from this money grubbing shitty company again.
If you do, get it from GoG using the FALON link to support the devs!
Good to know they keep going their own way. We got more than enough carbon copy games nowadays, always excited for something unique.
are you suggesting that the elder scrolls series, specifically the next one coming out made and published by bethesda/ microsoft, is going to be unique?
You haven’t seen it, you haven’t played it, you don’t work there. You just want to shit on things people like
While all those things are likely true, Bethesda also does have a pretty consistent track record of releasing the exact same game over and over, so it’s not exactly an unreasonable prediction that they’ll do it again.
Yes they are. Why the hell would you not? What a toxic comment, we haven’t even seen anything about the game and you’re already complaining about it simply existing.
You realize the elder scrolls games are getting less unique as they continue on in their own series… Right?
Skyrim turning star-signs into shrines was a brilliant move. Didn’t oversimplify their effects, didn’t put the quiz before the lesson, didn’t give you any reason to delete a character and start over. And by making them in-world objects, at disparate locations, you couldn’t just open a menu and rewrite yourself. So much streamlining, especially in the Elder Scrolls, paves over interesting systems in the name of approachability. But occasionally they nail it.
Oof. I liked character stat screen in morrowind. I hate tjat newer bethesda games hide it.
The Magic System was simplified, but was made more reactive with things like igniting oil spills
Man, fuck oil spills. You walk into the first dungeon, you set fire to an oil spill with a spell. Then you’ll try dropping one of those laterns, which are always conveniently placed above the Exxon Valdez. And then, that’s it, the fun is over, the joke is told, that’s all you can do with oil spills.
I’d also really like to know what other examples there are of it being more reactive. You can’t freeze the ground to make enemies slip. You can’t zap a river to fry some fishes. You can’t set fire to wood.
It really feels like some dev thought to themselves, we’ve got oil lamps, maybe we could have some of that drip out, and then the Sweet Little Lies guy said fuck yes, put lakes of oil into every dungeon, so I can claim we’ve made the magic system more reactive or some shit.
The larian games have some interesting interactions beyond just oil. You can make people slip on ice.
The old Magicka game also had some fun interactions that more games could learn from.
Yeah, playing Magicka when I was young certainly set me up for disappointment. I thought by now, all sorcery games would have ways of combining spells. Alas, the need for high-fidelity 3D graphics has nipped that in the bud, because creating good-looking animations for so many combinations is nigh impossible…
It can be too reactive as well. I love BG3, I did 3 full runs. But I never used the grease spell again after the first run. They made it flammable to the entire puddle. What that means in practical terms is every tiny candle can turn the entire puddle into a small amount of fire damage. The prevalence of flame sources also means this will nearly always happen. So instead of getting a bunch of prone enemies that are easier to hit, I have mildly annoyed enemies.
So now that question is in the back of my head whenever I see this. What kind of damage and reactivity are we talking about here?