» Tue Nov 29, 2011 9:37 am
I'm an old school gamer. I loved Morrowind, one of my all time favorite games, but there were things about it that I didn't like. I really had to play the game modded.
Daggerfall, can't really comment on because there were to many bugs a glitches for me to even attempt to play.
Oblivion, well after a couple hundred mods I managed to get the gameplay tolerable, then I went to tackle the story and found out that it svcked so hard it wasn't worth playing even if I had good gameplay.
Skyrim is something special. I bought it expecting that I would need to mod it like Oblivion and Morrowind, that is what I expect from Elder Scrolls games. Hours and days in I was surprised, no need to mod it little detail changes here and there would be nice but no need. It wasn't until this morning that I realized one thing that I will seriously need to have modded, and that is Unique Equipment is both boring and svcks. I had just spent hours running all over Skyrim, tackling the most difficult and epic dungeons I have found to date, went through epic boss fights, all to track down an artifact of such power that knowledge of its existance was erased to protect the world and this piece of crap is what you give me? It's the same with all unique and artifact items that I've found, all a disappointment.
That said there is something that compensated for that and brings up into discussion on actual content to determine if Skyrim is worth an Old School Gamers time. First on the list is crafting, Smithing is one of the most intensely satisfying experiences I'm ever had in gameing. Being able to build your own equipment and it actually being worth wearing is rare and is balanced well in my opinion. Very good.
Alchemy is basically the same as Morrowind and Oblivion except insteed of having alchemy equipment to carry around there are alchemy labs in various locations that you use.
Enchanting, is good too. It has less options than Morrowind, and you can only place one effect on an item unless you have the master perk which allows for two effects.
Crafting has allowed me to make my own equipment the way I want it.
Combat us definitely designed to appeal to modern crowd, but that isn't really a bad thing. There are a lot of different ways to fight, and a lot of thought was put into making them all fun and balanced. It demands of the player, not just high stats, but also player skill.
There is level scaling, but unlike Oblivion it is barely noticeable until much later on when you realize there are and aweful lot of those boss type monsters running around. Instead of making all of the monsters suddenly be higher level it replaces then with different higher level monsters. you can always judge roughly how dangerous an enemy is by it appearance and name. So no more common goblins becoming unstoppable killing machines when you level up. Fortunately it doesn't level up all of the monsters. If oyu are only fighting one or two enemies they are likely to be higher level enemies, but if you are going to go against a large group most will be low level enemies you would have fought at level one with a powerful leader and maybe some middle level managment guys to create variety.
There is lots of clutter everywhere, sometimes there is more than Morrowind, other times it's more like Oblivion. A lot of unimportant clutter you can't pick up, but you can kick it around. It's good.
I'm still uncertain about the RPG stats aspect of the game. They have greatly water it down. They took out Attributes completely, and instead focused entirely on Skills and supplemented them with a perk system. Health, Magicka, and Stamina are now all determined by how many times you choose to increase them when you level up. Classes are also non-existent. That said the perk system does create an astounding variety of potential characters. It also gets rid of the need to plan out what skills you want to increase when you level up to make sure you don't get screwed on attribute points.
Straight non-combat build aren't viable at all. You go into this expecting to fight dragons and a lot of them. That said non-combat skills used properly greatly enhance your combat potential. The one I'm suprised they kept at all was Speachcraft which really just determines how good you are at selling stuff. The in conversation stuff is, unfortunately, of little consequence, and there is no way to practice it other than selling stuff as far as I can tell.
Can't really comment much on thief skills other than to say stealth works, and lockpicking is like in Fallout 3.
Unless you are going to pay very close attention to what people are telling you, read books and notes very carefully, and take your own notes, turning off quest markers isn't really viable and even then you will need to pull up the map to see where a location is marked at.
Exploration is really good, but in my experience it is focused on the outside world and dungeons and less on the cities. In cities you get quests and advance their little storylines.
Overall it is a very satisfying experience, and with the exception of the occasional bandit camp over populated with Bandit Plunderers, I feel very much like a well rounded level 37 warrior should feel like.