Let me just collect my thoughts real quick....
What Obsidian can do better than Bethesda: -Character depth. Play through a Bethesda title, any of your choosing. Go through it and find a character with multiple personality layers. What I mean is....who is Nazeem? He's that condescending snob. What else do we know about him? Nothing. Every single line of his dialog screams "THIS IS ME BEING A CONDESCENDING SNOB, IN ORDER TO LET YOU KNOW THAT I AM ONE." Now, who is Farkas? He's the "stupid" companion. What else do we know about him? Nothing. Every single piece of his dialog screams "BTW IN CASE I FORGOT TO TELL YOU, I'M THE STUPID ONE."
99% of Bethesda's characters are limited to one personality trait that defines everything about them, or they lack any noticeable personality traits at all. There's no such thing as character depth or multi-layered personality types in Bethesda titles.
Brunwulf Free-Winter isn't the only Nord who's anti-racism, and yet he's the one that comes to mind because anti-racism DEFINES his entire personality.
After a time, this gets old. Not only is it kindergarten-level character depth, but it gets old when you know this is the case. It gets old because you know that if you talk to someone and the first thing they say is "yawn I'm tired," then without talking to them any further, you could make a safe bet that their personality type is "narcoleptic" and nothing but.
Some characters lack depth entirely. Hell, ALDUIN lacks depth entirely. What do we know about Alduin? Uhhhh, he eats worlds. Why? [censored] if we know, which is sad considering he's the villian. I've always believed "you can judge a story by the quality of it's villian," because believe it or not, humans are good. We seek to do good. Then how are villians created? How did they turn out bad? That's a good question and that's why successfully writing a (at least somewhat) sympathetic villian reflects the quality of your work.
Now compare this to New Vegas. Who is Veronica? She's a lisbian, she's an outcast, she's got a bubbly sense of humor, she has a strong sense of family, she's loyal and caring, she questions authority and she's somewhat of an idealist. Many of these personality traits extend into entire story archs, such as what became of her love interest, where will she go in the future, what became of her mentor and what will happen to her family. This is a realistic, believable person and every one of those personality traits has a purpose. She's not loyal "just because;" there's a quest and story that ties into her loyalty and gives it purpose.
What about the villain? Typically Caesar is considered the game's villain, although yes it is subjective. But let's focus on Caesar. Who is he and why does he do what he does? Caesar is....a fallen angel. An intelligent guy from a good organization who "snapped" and was willing to make the tough calls, all for the sake of the greater good. A man who saw the corruption that takes place within modern society and was willing to take drastic measures to do away with it. A practical, realistic man who lives in the moment and knows what needs to be done and what should take priority, rather than someone who lives in dreams or in the past. I could write a full page about his motives, because he has a 30 minute conversation (literally, go load up New Vegas and time him) about them, involving real-life philosophical theories and arguments. THIS is a villain. THIS is believable and, if you bother to hear him out, sympathetic as well.
For this reason, Obsidian's characters just have x1000 times more depth than Bethesdas.
Voice-actingIf I load up Skyrim, what do I hear?
"Who is this Ralof, one of your comrades (pronounced "kom-raids")?" Immediately after, Ralof pronounces it "kom-rad." Five minutes later... "Here, let me show your comrade (pronounced "kom-rad") into the house."
Ok, what the [censored]. I don't care what kind of fantasy world this is Bethesda or what accent you were trying to mimic. Nobody has inconcistency in their accent and dialect. You won't see me going to the store asking for the "toe-may-toes," then the next minute I'm praising the freshness of the "toe-mah-toes" there.
And yet, this is Skyrim. There's no consistency in the accents. It sounds as though everyone was told "SOUND EUROPEAN!!" and no one thought it was a problem when wtf, one guy was doing a french accent, another was doing a romanian one, another guy thought he was Arnold Schwarzeneggar and another thought he was british. And sometimes, the same voice actor switches his accent completely between lines. Sometimes the delivery is off. And by god, I swear that one blacksmith somehow manages to pronounce "Eorlund Grey-mane" like a robot.
The whole thing is like a very awkward, disgusting song, with the beat and tempo changing rapidly and no clear indication of what kind of song this was supposed to be.
New Vegas?
Rose of Sharon Cassidy
Robert House
Raul Tejada
The King
Joshua Graham
Ulysses
So many great voices and so many good actors.
Even weirder? New Vegas and Skyrim share many of the same voice actors. But whereas "the Making of New Vegas" will show you voice actors smiling and chatting and explaining their character's backstory for the interviewer, Skyrim shows you a voice actor briefly saying "LOL WOW this is hard changing up my voice so quickly from one character to the next!" Poor management is all it is; Bethesda doesn't know how to direct.
Gameplay mechanicsRemember what Agility did in Fallout 3?
Me neither.
Charisma?
Me neither.
In New Vegas, they actually do something. Whereas Agility in FO3 was practically pointless because every weapon had a high enough AP cost so that comparing 1 agility to 10 was the only way to make it matter, New Vegas actually had a system where it mattered. Furthermore, it effected reload speed.
Remember those great perks in Skyrim?
Me neither.
That's because while Skyrim was feeding you "your skill is now 20% more effective" in bulk, New Vegas perks were giving you the ability to repair any weapon with practically any other weapon, or the ability to knock enemies down with your melee attacks, or an immunity to being knocked down, or the ability to paralyze an enemy with you attacks, or the ability to regenerate HP over time, or the ability to slow time temporarily, or or or....
Remember all those threads we've had in the Skyrim forums complaining about balance? Yeah, me too. Too bad they've never been answered.
And remember all those threads in the New Vegas forums complaining about balance?
Yeah, me neither.I like that in New Vegas, I don't have to pretend my characters are different; they actually are. My NCR soldier has almost consistent 95% accuracy in VATS, can knockdown enemies by shooting them with a shotgun and he reloads and draws his weapon faster than the devil himself. My Legionnaire can pierce straight through enemy defenses with his punches, can paralyze an enemy, is invulnerable to knockdowns, runs 15% faster and attacks faster than all hell. My Boomer uses explosives with a longer range and bigger area of effect that deal more damage, while simultaneously being more resistant to explosives himself. My Powder Ganger's sneak speed is faaar faster than anyone else, he can do a lot of sneak damage with one handed weapons and is unaffected by light while sneaking. My Brotherhood of Steel Paladin crits often as hell, can fire his plasma rifle far more in VATS than anyone else, can trigger explosions with his energy weapons and can get base damage in the 200s with the right ammo type. My Great Khan enjoys drugs that last three times as long as those used by others, has the ability to slow time to his advantage several times a day and gets healed by stimpacks 20% more.
And that's just perks.
That's not including SPECIAL, that's not including weapon choice, that's not including practical decisions like who they ally with or what weapons/armor/items they have access to BECAUSE of their decisions.
Skyrim? My warrior hits harder, my mage has more tools available but has less health, and my thief is less likely to be caught in stealth. And that's about it.
ConsequencesIf I take a quest in Skyrim, it's go from point A to point B, then I get 500 gold. Sometimes I get the choice to go to point B or point C, but both point B and point C award me 500 gold.
In New Vegas, my choices matter. Hell, I may make a decision for someone and unknowingly impress a warlord on the other side of a map, qualifying me for a special reward when I finally meet him. I might unknowingly cut myself off from the only supplier of a certain chemical in the area. I might be rewarded with a unique weapon I can't get any other way. Or I might tick off a faction to the point where they send assassins after me.
In Skyrim? The assassins hunt me anyways. The unique weapons are usless to me as I can make something better. There's no one who'll ever be please or displeased to the point where they don't associate with me, and even the few that do offer no consequences.
This ties into the above point: my characters feel different. It's nice that, if I load up New Vegas on my Boomer, the world treats me different then it would on my Powder Ganger. It's annoying that, in Skyrim, on one character I turned in the redguard lady and in another I killed her assassins, but on both characters? The world looks exactly the same and reacts to me exactly the same. What's the point in doing ANYTHING if the world doesn't react to it?
So what's the difference between someone using a police batton and someone using a knife? None that I saw
Of course it matters, my light armour characters can't soak up the damage like my heavy armours can. You're assuming that everyone will take all the perks; that's the biggest problem of your argument.
Convenient that you forget the perks when comparing one handed to two handed
Right, so both my characters can swing a knife and hit someone, the distance is purely in my mind. I understand completely now
Knives vs. Police baton? Swing speed (actually matters due to the perk Super Slam), Damage, crit rate, crit damage (the last three matter due to heavy handed), VATS special move (some offer special perks, such as a guarenteed knockdown, higher chance to cripple enemy limbs, or more bonus damage than normal), reach, repair difficulties (repair difficulties actually matters since New Vegas doesn't have draugr wiping their asses with gold coins; money is actually finite in New Vegas)
Light vs. Heavy No it doesn't. The armor cap is around....576? After that, you've hit the cap with 80% damage reduction. Both Light armor and heavy armor are MORE than capable of hitting the cap. As for me assuming everyone's taking all the perks, go look at the light armor or heavy armor tree. Both are very linear (and similar in shape) and if you nerf yourself by not taking all the 20% extra protection perks, you can nerf yourself equally with both.
One handed to Two Handed? This wouldn't be so sad if you were right, but you aren't, which is why Skyrim is so pathetic. Go review their perk trees. The ONLY difference? Two-Handed gets a side-swipe AOE, one-handed let's you dual-wield for higher DPS, or use a shield (which only matters if you get shield perks). That's
-literally- it. Two entirely different skill trees and the only difference is side-swipe AOE vs. higher DPS. Same goes for Light armor vs. Heavy, which is basically damage reflect vs. faster stamina regen.
The distance? That's your choice. Both characters can attack from afar if you'd like, both can sneak up if they'd like. The difference is purely in your imagination OR you have to go out of your way to purposefully nerf yourself and MAKE this difference matter. Why should you be expected to nerf yourself?