<<
Skyrim's gameworld is a generally cold, bitterly rugged place imbued with a mixture of down-to-Earth environment types and cultural influences as well as fleshed-out representations of the mythical nature of that culture, metaphysical fantasy elements, and a connected sense of place. It is, in two words, well-done low fantasy and it manages to both be familiar to us (provided we have some knowledge of Northern biomes and Scandinavian culture/architecture) and yet strange and inviting, yet foreboding. Combined with the standard TES affair of differing regions to break up the monotony of any given one, the standard day and night progressive time system, and the weather system, it takes steps towards feeling real that many gameworlds, unfortunately, do not. It does its job as capturing the feeling of a very specific part of Tamriel well and is a joy to explore and marvel at.
Skyrim's art style fits into what I would call stylized realism. It never attempts to be truly realistic and instead vales everything in a light touch of stylization that gives it a unique feel of its own. Visually, it covers shortcomings in the given technology and provides a consistently fitting image. Atmospherically, it draqes a mystical cover across everything within the game which draws us in and not only maintains, but enhances the atmospherically specific feel Skyrim generally presents.
Skyrim's soundtrack is, as with many of my favorite games, great. It also provides to and fits within the atmosphere of the game, immerses the auditory senses in a cocoon of bliss, fits to the moment, and inherently improves most moments within the game entirely on its own. In fact, I like the soundtrack so much and feel it enhances everything so well that I just listen to its music all by itself when not even playing the game. My favorite themes are those that play within settlements. They're just particularly awesome, for whatever reason, and I almost don't want to leave towns sometimes, but I am greeted with great music outside the towns, just ones never as fittingly comforting. Town music is comforting, exploration music is adventures while instilling curiosity and artistic appreciation of the beauty of the gameworld, the combat music, particularly dragon/boss battle music, provides tension, and the dungeon music often brings with it a sense of eerie, still somber and omen. I expected no less of Jeremy Soule.
Skyrim's dungeons are well-designed and often have a little back-story or quest to go with them. It's not uncommon to find creative geometry, craftily placed traps, or a cool little surprise within them and the dungeon designers should be proud of what they accomplished in their design and architecture.
Skyrim's quests are also generally pretty decent. They often have a unique premise to them (aside from miscellaneous quests) and serve to further flesh out the gameworld and inhabitants. I'd post and explain a few favorites, but I don't want to include spoilers for those who have not yet stumbled upon them.
<<
Skyrim, unlike its post-Arena predecessors, lacks a reputation system. From slaying dragons, to rising to Harbinger of The Companions, to warding off local threats, to mercilessly murdering people in the street, to successfully contacting gods, to playing a decisive role in the civil war... nothing nor anyone outside of a few directly pertaining to the related accomplishments ever acknowledge what you've done or who you've been and you never attain any standing, rank, or recognition with the gameworld. There simply isn't a mechanic in place to regulate any of this and when I first finally realized this, I was a bit crushed as I never felt I was making my way in the world anymore thereby I never felt I was defining my character anymore. Why bother role-playing if the role you're trying to play is never recognized? It's just disheartening. I cannot fathom why Bethesda would have neglected to include this core TES mechanic that's always assisted in fleshing out both the gameworld and the PC since 1996 and I deeply hope they consider bringing it back in future TES games.
Skyrim also, contrary to its post Arena predecessors, really dropped the ball on joinable factions. They lack content, purely and simply. Their quest amounts are pitiful, the sense of progression so abrupt it's nonsensical and unrewarding, and the depth of their very being and direct goals relatively vague. If there are going to be so few factions, they could have at least gotten them right. The lack of factions and faction content both, in conjunction with a lack of a reputation system, further alienate the PC in that they cut off involvement within the gameworld and provide less options for defining a character in any meaningful sense. They seem rushed and I'm not very pleased.
Bethesda a big AAA, best-selling, multi-GOTY award winning company, now, so I'd appreciate if they could put some of their money towards proper development for platforms other than their lead (Do I really need to mention the performance problems with the PS3 version and the general lack of optimization for both it and the PC version? People receiving a port directly converted by Bethesda themselves have good reason to have panic attacks at the news with their track record.) and if they could use some of it to hire more Q & A testers.
<<
While dungeons are quite nice in design and atmosphere, they lack the type of template variety I would hope for and, more importantly, they lose some motivation to explore them due to a lack of any hand-placed, unique loot besides dragon priest masks. They got so much right with the dungeons that I just hope they take it one step further and perfect them.
Spellmaking and general customization of spells have been in every single core TES title, including Arena, until Skyrim. It is a tradition that allows the expected further understanding and malleability by spellcasters of the scholarly, arcane called magic. It is a rather simple mechanic to implement that allows the player, as though they were a dev, to simply mess with in-engine tools for molding and creating new spells out of the old and existing ones. Place limitations wherever absolutely necessary, as usual, work around them if possible, and retain as much customization as one can. TES had some thing unique going with that system for the 17 years before Skyrim and there's no need to randomly cut it out, now.
Perks should not replace the properties of a skill itself. Morrowind and Oblivion's system were perhaps more flawed, but there are far more meaningful ways to handle stat progression than to cut all attributes and gut all skills just to put nearly everything into "perks". I propose a return to Daggerfall's system of assigning a certain number of points (although without Daggerfall's random, minor fluctuation between 4-6) to the player per level-up to spend on attributes as they see fit and a return to Daggerfall's general creation system (whether they choose to cut out classes or not, so long as we are provided the backstory questionnaire and the advantages/disadvantages, I'm indifferent) with a more focused (because to be blunt, Daggerfall did have some useless skills that just cannot be fleshed-out in any reasonable way) skillset and perhaps true perks, Fallout-style, added to truly give bonus capability trinkets to further flesh out a character.
I could use a few more things to spend money on. I've held on to this complaint for every TES except Daggerfall, to a degree. Do what a lot of other RPGs do and just place really unique, cool things that cannot be obtained by any other means in stores for exorbitant amounts of money.
Little else is coming to mind quite at this moment, so I'm finally done typing. Please, post your thoughts pertaining to what you like and dislike and/or what you think of my own thoughts.


!
Thieves guild was again pretty good questline, and DB not bad either, even though no one gave a [censored] about the outcome of the final mission
But the others were just excuses to gain access to locked dungeons.
