» Thu Dec 08, 2011 1:50 pm
1.Is exploring worth it again? In Morrowind, rare armor and ancient artifacts where hidden in the lairs of critters, guarded by (sometimes) fearsome monsters. In Oblivion, everything was leveled, so it was pointless looking further than one dungeon except for quests, loot and experience in certain skills.
Yeah, some people even disable map and compass for a better experience. Loot is still leveled, although there are tons of cool things to find. Dungeons are overall rather unique. There are repeated rooms, but I'd say I have yet to encounter a single dungeon that was a clone of another in my 110 hours. Some dungeons are beyond unique, they're simply incredible, though these are often exceptions.
2.Do the weapons feel different? In Morrowind and Oblivion, I couldn't tell the difference between a longsword and mace except for another damage stat, reach and speed.
Not really as far as I can tell. It's just slight changes in damage, reach, and speed again. I can tell that a greatsword, say, is much faster than a warhammer though. It's not unnoticeable, but it's not blatantly obvious either.
3.Is the perk system covering the removal of some skills? Do they feel really balanced, or are some of them fun? Can you really specialize in a certain role, or do you end up as jack of all trades again?
I think so, overall. Some can be abused in conjunction with others at the moment (mostly crafting skills) to ruin the game, but that can easily be avoided by conscious decision not to combine them. All perks overall, (except lockpicking? I don't know) seem fun and useful. I've got a warrior type at 36, an Assassin at 37, and a mage at 21 on master difficulty. I've experienced most of the perks and they seem well designed.
4.Did they do a better job at voice acting in Skyrim than in Oblivion? IE: Do the random NPCs actually have a personality this time? Some had a personality in both Morrowind and Oblivion, but Morrowind was easily fixable because of the non-spoken dialogue with LGNPC project.
Yes. Of course, some voice acting is obviously copy/pasted for some NPCs, and some nNPCs share voices. However, the 70+ voice actors used in this game performed excellently. Compared to Oblivion, you've got a massive boost in unique personality and sound for individual NPCs due to the voice acting.
5.What's the deal with the removal of custom spells? Yes, you could abuse it, but it was also a tool for making fun spells like Damage Speed 10pts for 10 seconds on target. Also, what spell effects are removed?
I'm not sure what to think of this. I liked spellmaking, but I understand the need/desire to remove it. The ability to cast two spells simultaneously adds some much needed versatility on the fly. However, at end game, some schools of magic suffer from a lack of scaling and become nearly useless at higher difficulties, destruction being the prime example. There's a decent variety of spell effects, but as my mage is only level 21 at the moment, I have yet to encounter enough spells to judge which are missing from previous installments.