» Wed Jun 13, 2012 5:29 am
I thought the smaller side quests in Skyrim to be generally superior to the "chance discovery" type quests in Oblivion. Particularly liked the Gauldur legacy episodes ! ( It should not have required Mages Guild to complete it tho...) They could have thrown a few more like this in, A + B+ C + finale = big payoff. The daedric quests are on a par with Oblivions, though I really wish so many hadn't been so "evil" ala "kill the quest giver, kill a friend" toned. Personal preference, I know many thought Oblivion to not be "Dark" enough.
Oblivion had the better central (main) quests IMO. The main quest in Skyrim is good, at least equal to Oblivions.
The ending in Sovyngarde is OK, but that last battle... mmm, pretty weak! My only complaint was the Blades not really accepting my judgement. Kill one of the best and most intriguing characters in the game, or you don't get to play with us was not a well thought out idea...... Understand the "you make hard choices" intent, but it seems not to fit with the game, being as it is more linear model than in Oblivion.
The rest of the quests though... too short, and too simple in execution.
Mages quest, some great locations to visit, Labrynthian was superb, but no way do you really earn your stripes to become head mage.
Companions / Fighters . Biggest let down in the game. Way too short.. and the Werewolves thing seemed totaly misplaced. ( It should have been an entirely different "branch" quest line. I'm not certain if Bethesda even planned them to be joined at the waist originally.... I suspect it was probably done to expedite game completion by 11/11/11. I liked the character of Kodlak, but the pacing of the questline totally sabatoges the development of a sense of connection. The funeral pyre scene is written decently, but everyone stands around woodenly, and there is no emotion. Sadly the soundtrack appears to have been toned down here as well, I think it was meant to have a solo violin accompanient layed over it that really pulled sadness to the fore-front, but it somehow got buried beneath the vocal dirge. As for the Silver Hands, their lack of a distinctive leader, relegates them to being little more than a more vicious type of generic bandits.
Dark Brotherhood? Can't quantify this truthfully. Oblivions was pretty good, though I roleplayed and finished killing off all those sickos but the Nightmother (couldn't touch her!) after its completion. In Skyrim, I've justed waisted them, rather than join up, I get annoyed at being targeted by them so early in the game.
Thieves Guild. Some good hand written jobs, mixed in with a ton of RGQs ( random generated quests). Vastly inferior to the questline in Oblivion. It was interesting initially, had great fun sneaking around the honeyfarm on the island, but nothing afterwards really seemed to build up as well. Mercer Frey was not written well, he seemed far too hands on to be a criminal mastermind. And like
the companions, tacking on a seperate Daedric side element , seemed pretty cheap, and contrived.
In conclusion, with the way the RGQs didn't work out, I just wish they'd dumped them when they realized the game suffered from them, rather than tried to rescue the questlines, with a hodge podge mix. I think Bethesda has the talent on hand to write some very good adventures, but for whatever reasons chose to gimp themselves. I Hope they learned their lesson with this, and that Fallout and other ES titles will be given enough budgetary money and time to bring back the depth of story which made their earlier games so enjoyable. We'll see if this happens with the DLC I guess.....