Second, English is not my first language, hopefully the quality of text is still acceptable.
€: Third, there may be spoilers regarding persons or quests.
They say the start is always the hardest part. Probably true if you don’t know where you are going yet and yet you have to make some tough decisions early on.
Well, over the past years Bethesda had us make some hard decisions by releasing many games that might just hit the sweet spot between action and roleplaying. So while the Fallout series has seemingly carried the main bulk of decision making, the Elder Scroll series also had some decisions to make, just differently so.
Seeing Fallout 4 coming to life and being released soon enough, I wanted to take the opportunity to reminisce about the games Bethesda had been releasing over the past few years, some of my favorite games, but not all good.
A good couple of days ago I ran across a copy of the Skyrim Legendary Edition for a short buck. I knew of Oblivions buggyness, thought a moment or two about my computer being able to handle the game and picked it up. What followed was … a wild ride of emotions, for a matter of reasons. Pretty much everything was expected, just not in this intensity, both good and bad.
Bethesda is known for making their games generally big, no Fallout or Elder Scrolls game has been an exception this (well… Shelter is), and most of the time, the game is looking appropriate for its time. Remember when Fallout 3 first hit the shelves? Getting out of the Bunker for the first time and being blinded by the sunlight? An awesome feeling in a world so different… over the time, their artists even exceled at making diverse locations and with Skyrim they finally got the faces right too! Skyrim was nicely done, with pine woods, plains and all those nice little references to the Lord of the Rings… not quite my style, but nice nonetheless. I was astounded at how the game actually worked on my ancient rig, hell a few weeks back I have been struggling running New Vegas (heavily modded, though), now I could literally smell the fresh snow.
I can’t say much on the soundscape, though. That’s not because Bethesda has made a bad call, on the contrary, it’s my condition. Bad ears or something, I won’t go into detail any further. What I’ve been hearing, most of the games’ sounds are nice, footsteps, gun or swordsounds, grunts, pretty much all okay. Voices, too. Well, for the most part if they could have sticked with the stand out voices to single characters. Boone in New Vegas, or Farkas in Skyrim. Too bad Farkas’ actor had been used on other NPCs as well which hurt the game’s feeling quite a bit after a few hours. Have a few less recognizable voices for regular townsfolk and such and things should be fine.
Those NPCs got you and me a good amount of quests. From easy fetch or kill quests all the way up to clean three consecutive dungeons, kill a big bad boss at the end and solve a small puzzle – often the way was more exciting than the end, and that’s okay. In the Fallout series, most of these quests also mattered in the end, which was awesome, and I hope Bethesda will continue on walking the extra mile. It’s good that they did find a sweet spot between the more quest heavy New Vegas and more exploration (I remember that New Vegas barely had any good, big dungeons), and the map being huge again. Things felt pretty small with New Vegas to me, while Skyrim doesn’t have this kind of neighborhood feeling. Good progression here although I think it will be a hefty challenge linking the openness of the world with the consequences of the quests in one final event; there’s just so many strings coming together. Since I have been working in community projects for various games over the past ten years or so, I can relate; it’s a ton of work. Speaking of ends, the quality of Main Quests has drastically improved over the years. Oblivions quest series felt kinda… meh to me, Fallout 3 was great, and Skyrim’s final battle felt pretty epic to me. Good job here. Maybe for once you could retire a character ways after the Main Quest, after you have done everything you wanted to, and then play the credits of what happened outside the main quest…
However, those things come at a price. Now I don’t mind a bandit being stuck in a wall every now and then, but with Skyrim someone’s head got to roll. Within around 30 hours of playtime in 1 ? weeks I encountered no less than half a dozen gamebreaking bugs, and a lot of those sure as hell aren’t related to modding the damn game. They aren’t related to the game being not properly optimized for its platform, whatever that platform may be. I know Rage had tremendous driver issues, yes that can happen. Recently it happened to Arkham Knight but since I haven’t played it I cannot say anything of the bugs within. Back to Skyrim. I had to read every bug up when encountering one, so there goes a Sunday afternoon that you had planned on spending relaxing but ended up being a rush of madness at a game. In Skyrim, I encountered the Esbern bug (because of a follower being present and he wouldn’t start his speech), I encountered the High Hrothgar bug (that wasn’t even being fixed by mod, had to disable / enable a character that was related to an unfinished quest to update his actual quest status), I encountered a bug where a cell wouldn’t update with a quest status, quitting on cellchange with a CTD in two different instances forcing me to reload earlier saves (in one instance going back six (!!!) hours of playtime because I never bothered with the quest), I experienced Morthal NPCs not updating properly and rendering me unable to enter Morthal at all (CTD), experienced a bug that goes back to the days of Oblivion when fast travelling and autosaving at the same time - and in one case I made a bad call with mods. Other games have been plagued by this as well, just not as much as I have experienced just now, and it’s making me somewhat angry.
I know of Bethesda’s stance on mods and it is totally reasonable and understandable because they can’t be responsible for every outcome of modding – they can’t check every mod. I know another company tried this on small scale with maps in a first person shooter for reasons “power levelling perks” with what they called a “whitelist” – it just didn’t work out in the end, too many good maps fell flat and the process still took months to get a map through. Also, in America I suppose you’d get sued if not for this official declaration on mods, so…
However, mods also fixed so many of these bugs I practically refuse to play any Bethesda game without them. Might be a reason to wait – until I get a new computer to handle Fallout 4 and for Fallout 4 to get rid of most of its bugs. I have seriously thought about giving Skyrim back. When I play a game I want a product that I can play from alpha to omega without having to rollback the game half a dozen times. This point definatly goes to digital game reseller platforms like steamworks who just integrated a fitting feature – you can get a refund of the game bought within 2 weeks for a reason, and if that reason is “I can’t finish (emphasis on gamebreaking and more than one) the game because of bugs”, that I think is a very good reason because the developer hasn’t done its job properly. You wouldn’t drive a car with one of its motion dampeners defect would you?
Well I got carried away here for a bit and I apologize. Bethesda games are generally playable and I have spent probably a good two thousand hours combined in games like Oblivion or New Vegas, modded or not. Mods have been an integral part of the experience, however, with adding fixes and additional content to the package. I doubt there would be sold as many copies of Oblivion today as there would be without.
As you can probably see by now, I do like Bethesda games. I am looking forward to Fallout 4. I just felt the need to vent my frustrations here for a bit; but with Bethesda’s reputation those… “fears” are not without a grip on reality. I really hope a few more people are joining QA until November.
I hope you enjoyed the read and share your feelings towards this matter.
Regards,
- Excea