» Fri Dec 16, 2011 1:04 pm
The dungeon density is a bit much for the square mileage (one mitigating factor for that would be isolating several discreet dungeons in an area that is -hard- to get to, so there is a logical reason they weren't settled long ago), but overall, the design and implementation is the best since Daggerfall (And I'm sorry, but if you think the Skyrim dungeons are hard, you don't dare try DF. You can literally spend -hours- lost in a dungeon. Helluva good time). This go around they had level designers doing the dungeons; people with experience building such things, and it shows. The intact ones had a feeling of logic to them. The ancient Nord ruins had a feel to them, and there seemed to be some taking into account where the entrance was in relationship to the mass of the mountain it was in. The forts and towers were finally forts and towers The dwemer ruins had an ambience that fit machinists. The Aylied ruins in Oblivion showed hints of that same promise, but there was no real logic to their layout (or their location). If they had 4x the landmass to scatter those dungeons in, it would have felt a lot less crowded, and there would have been space to turn some of those villages into proper 'cities'.
But overall, these are the best, most creative, and lengthy dungeons since Daggerfall came out (and no, I have no problem complementing them on the things they did well.....and these were).
Of course those centurions are absolute SOB's........but since they are the baby brothers of Numidium, I guess they can be..... :rock: