- The Elder Scrolls V: Skyrim Release Date: November 11th, 2011
Platform: Xbox 360, Playstation 3, PC
Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Genre: Nonlinear Action-RPG/ Single Player MMO
ESRB: M for Mature
When it comes to size, there’s a fine line between agreeing with the
Texas motto of “Bigger is Better,” and wondering if such largess isn’t
there to compensate for shortcomings someone doesn’t want you to notice.
In the realm of epic fantasy, and especially in video game versions of
the genre, a sweeping scope is often one of the more obvious ways of
getting the “epic” to be a part of the equation. Yet, and maybe it’s
just me, I always have a hard time figuring out which side of the fine
line Bethesda games fall on.
Bethesda’s slogan is “The more you play with us, the bigger we get” and boy is that ever the truth, seeing as millions played Fallout 3 and now they come back with the latest offering in their marquee series, The Elder Scrolls V: Skyrim and it’s their biggest game to date. Not in terms of landmass, as that honor still falls to the horribly buggy Elder Scrolls 2: Daggerfall (which still holds the world record
for largest game), but in terms of pure density. There are so many
things for the player to do, hidden tombs to find, monsters to kill,
potions to make, and stuff to buy in Skyrim that if you get enraptured
by its gigantic world, you could find yourself traipsing around killing
demons for months on end or at least until the sequel gets here.
So
yes, Skyrim is large, certainly. But is such size there to enrich the
experience of exploring the fantastic dual-mooned world of Nirn? Or is
the company’s adherence to producing exorbitant amounts of content a
smokescreen to mask the fact that they don’t really know how to make the
fundamentals of a game all that good anymore, if they ever knew how in
the first place?
Tonight we ride! TO SKYRIM!
Let’s start with the fantasy basics, which might well be as good a descriptor for what The Elder Scrolls
series is all about. Skyrim is the name of cold, northern regions of a
continent called Tamriel, on a planet called Nirn; a magical land home
to elves, orcs, skeleton warriors right out of a Harryhausen film, and
more than enough prophecy and legend than you can shake a Tolkien at. If
that level of fantasy geekery gives you acne and a dateless Saturday
night just thinking about it, Skyrim is definitely not going to be your cup of mead.
Skyrim
itself (the region I mean) is the homeland of the Nords, the hardy race
of men who throughout the series are basically surrogate Vikings,
complete with their own surrogate northern European chunk of Valhalla,
er, I mean “Sovengarde.” The Nords are engaged in a civil war as brĂ¼tal
as the heavy metal their progeny will end up loving, and it’s at a near
end to this conflict where you’ll enter the game in the tradition of all
its preceding entries: as a prisoner for a crime you didn’t even know
you’ve committed yet. The twist here is that moments before your head is
separated from your shoulders during an execution of the charismatic
rebel leader Ulfric Stormcloak, the most standard fantasy monster of
them all (which had until this point been absent from the Elder Scolls
series), a dragon, appears and upends the town you’re in. Amidst the
chaos caused by the winged T-Rex with fiery halitosis you’ll escape into
the rest of the winter wonderland that is Skyrim proper.
If you
decide to continue with this primary storyline, you’ll discover that you
are “Dragonborn”; part of a long lost lineage of some import, as they
are the only bipedal beings capable of actually killing dragons. You’ll
find that it is of course your destiny to save Skyrim and the world
itself from these terrible lizards, which you can do . . . but probably won’t for a while. In all likelihood you’ll spend most of your days in Skyrim doing the ten thousand other
things there are to do first; just because you’re a prophesied hero
doesn’t mean you’re all that good at prioritization or time management!
Screw saving the world! I need to buy a house so I can decorate it for hours on end with nifty stuff like this Troll Skull!
Buying property, getting married, hunting deer, mining for gold, or
reading the copious amount of in-game literature (seriously, there are
multivolume novels to read here) can easily overwhelm, and that’s
not counting the well over 300 unique locations, from haunted graves
and monster filled caves to explore between any given destination on
your path. A path, that as per Bethesda standard, is completely
nonlinear and never forces you along any given route or to go along at
any pace other than your own. This extreme level of freedom of choice
can be paralyzing at times, but in the best possible way: you can
legitimately want to while away your time in Skyrim doing
anything BUT the main quest, since this is about as enrapturing a
virtual world as you’ll find, at least until the next one comes out.
This
isn’t to say that the various plots of the game’s primary quests and
storylines aren’t interesting. In fact, they’re actually the best their
writers have yet conceived of. The civil war is fascinating, and both
sides of the conflict are portrayed evenly, forcing you to actually
question your own moral compass regarding the players involved. There
are several full blown murder mysteries to figure out; one sees you
trying to get to the bottom of terrorism in a city of stone and has you
enter a medieval Alcatraz, and the various guilds’ stories are quite
entertaining. The fighter’s guild known as “The Companions” forces you
consider whether or not all that goes bump in the night is truly evil,
and the Thieves Guild plot naturally weaves a tale of betrayal and
criminal intrigue, and even includes a helping of some Indiana Jones style tomb raiding and shadowy mysticism for good measure.
Actually,
it’s the main plot line that ends up perhaps the most underwhelming.
It’s not terrible, but despite starting out strong and featuring an
assorted cast of the most classically trained celebrity actors
available, from Max Von Sydow and Jane Lynch to Christopher freaking
Plummer, it mostly ends up a long and protracted vocabulary lesson about
Dragon language in order to fight the game’s big nasty final boss in a
battle that proves anticlimactic. Which fits since, well, it provides no
ending. Once you finally complete it, there’s no conclusion or sense
that what you’ve done will change the future of this mystical land
except in ways you won’t see; you’re simply plopped back into the world
with a couple of new powers and a feeling that everything else you do is
protracted retirement for a legendary hero.
This lack of ending is dramatically unsatisfying, but seems to be in response to fan criticism of Bethesda’s last game, Fallout 3,
where players complained that they were “forced” to end their adventure
due to such arbitrary things like “story” or “narrative resolution.”
This led the designers to make a game they want you to play
forever; the obvious solution of writing in an epilogue, but still
allowing the player to keep going on afterwards is ignored in favor of a
‘Radiant Story’ system that dynamically generates new stuff for you to
do . . . endlessly.
Endings schmendings. Who cares about narrative when you can duel the undead to the de- Er, double death?
Acquiescing to fan demands in this manner proves that, at least, Bethesda does listen to its community, and they’re definitely learning from their previous works. A lot of Fallout 3 design is present in Skyrim,
just with different aesthetics and usually improved upon. The leveling
system to improve your character borrows the concept of “perks” from
Fallout and the inventory menu takes the “frankly-clunky-in-retrospect”
pip-boy, and replaces it with a clean, smooth, and direct interface.
They also took a cue from the V.A.T.S. system and added in dramatic slow
motion attacks that show off a much improved set of character
animations that no longer have as much of the stilted, wooden quality
that was almost as much a Bethesda trademark as anything else they’re
known for.
Certainly,
the improvements to artistry and craftsmanship don’t stop with
animation, for Skyrim is quite wondrous to view. Gorgeous vistas of
beautiful, almost painted, mountains sit in every backdrop and wondrous
lighting effects ensure that the magic you’ll be hurling at bandits
crackles to life. Topping this off is a score that never fails to get
your blood pumping when danger is afoot; the opening theme alone is such
an enormous achievement of a war chant that every time I boot the game
up I feel like I should don a horned helmet and pillage the nearest
village with a battle ax!
So far, Skyrim seems like a nearly perfect game, doesn’t it? It contains a vast world filled with as much gaming as ten Call of Dutys
and it doesn’t even contain a multiplayer mode! How could such a grand
adventure that can prove to be so enthralling that its fans have already
made numerous Youtube videos shouting its praises even before it released possibly have a downside?
If pastorals are your “thing”, then Skyrim is going to be your game. There’s a lot of majesty in them thar hills.
Let’s have some real talk for a minute. The folks from Maryland that
made this, while certainly possessing a group of talented writers, only
really understand ONE thing when it comes to gaming: making more
“stuff.” The sidequests are stuff to do, the weapons are stuff to make,
the dungeons are stuff to find, and everywhere you’ll just find more and
more stuff. To grossly bowdlerize a Carlin routine, Skyrim is a
game where you do stuff to get stuff so you can get stuff with that
stuff and you store that stuff in your house, which is just a place to
store all the stuff you already got.
Yes, it’s always fun to find
more stuff. But if in film, it’s not about the tale but how it’s told,
in gaming, it’s not about what the player is doing but how they’re doing
it, and unfortunately Skyrim is constantly presenting a case of the
most boring and conventional means of doing everything. Or to put it
another, more direct, way: the actual playing of Skyrim is mediocre and filled with half-baked concepts.
About as half-baked as the excuse of “That dagger was in his chest when I got here, I was totally just taking it out for him.”
Most obviously, there’s the combat system, which is a bit different
depending on your preferences, and again, improved from previous
iterations, but still wrought with issues. Ranged combat is easily the
better example, since the focus is still on a first person perspective
and firing missiles (magical or otherwise) is naturally suited from this
point of view. Some positive tweaks have been made to melee combat by
including a “stagger” state, but for the most part, fighting with a
blade is a testament to imprecise hit detection because it’s entirely too precise
(i.e. you can swing a sword through an enemy and hit the guy behind him
because your cursor is now on the second foe) and how often you can
interrupt an enemy’s attacks by bashing them with your pommel or shield,
which effectively makes the least lethal attack in the game’s minimal
melee repertoire the most deadly by a Nordic mile – especially if you
get the perk that disarms foes, which turns even the occasionally decent
battle into a slaughterfest.
Other than a charge, there are no
unique attacks, no combinations, counters or dodges to learn, no
strategy to consider when picking a weapon other than speed and block
effectiveness. To make matters duller, playing with an axe functions the
same as with a sword or mace other than minor passive effects. It’s a
system that never evolves or feels like much care was put into it.
Despite the dramatic music and camera shaking, most of the early
dragon battles prove to be surprisingly non-threatening. Once you hit
about level 40 though . . . oh boy.
A similar lack of care is present in the AI. There are plenty of
bugs, certainly, but it’s the obvious fact that the designers must’ve
usually said “Eh, works well enough” nine times out of ten and created
completely repetitious, boring and rote attack patterns that are all
exploitable in one form or another that’s the major issue. This is
easily seen in the game’s stealth system, where you can shoot an arrow
at an enemy, wait a few seconds from the shadows and watch as they get
back to whatever it was they were doing, completely forgetting the fact
that an arrow is protruding from their skull, although, maybe that’s due
to the arrow? Regardless, the bandit that’s conversing with his
recently perforated friend should probably notice something is amiss.
But
the really irritating aspects of the design are the myriad little
things. Dying enemies get on their knees and pray for mercy, which is a
neat concept but if it’s granted, literally all of them get up and
attack, forgetting that you’re the guy who just stabbed them out of a
kidney. You can ride around on a horse, but it does nothing when
attacked and you can’t fight back so long as you’re riding it; you can
sit there with wolves biting away like mad with no reaction until you
get off your trusty steed, when all of a sudden it tramples them to
death faster than you can unsheathe your weapon. Huh? And all of the
terrain, as beautiful and varied as it is, has no sense of friction or
texture; when you walk along the plains of Whiterun, you’ll get the same
traction as on a graveled mountain slope, swimming through a lake, or
running on an ice floe, since basic physics and momentum apparently
don’t exist in Skyrim.
The list of the “other stuff,” that is, the stuff that’s wrong
with the game (or just bizarrely inconsistent) goes on just as long as
what it does right. Picking locks, a crime, freezes time, which means as
long as you aren’t completely idiotic and doing it right in front of a
guard, you’ll never worry about getting caught making the one threat it
contains moot. If you become friendly with someone, you can take almost
everything they own out of their home and no one bats an eye. Food is
present as an alternate form of healing, and traps are deadly at first,
but if you raise your health a bit, both become a waste of time.
Paralyze poison is powerful enough to be game breaking while poisons
that actually hurt enemies are comparatively useless. Even with an
expanded voice cast, you’ll still constantly encounter instances of the
same voice actor talking to himself through two different NPCs. I could
seriously go on here, and I’m not even getting into bugs other than to
say that there are enough here to call for fumigation.
The in game version of “fumigation” is a lot more fun actually.
For as many improvements as have been made to this game over their
last, it simply seems that Bethesda just doesn’t really know much about
making games. Literally every aspect of Skyrim has been done before by other developers and done better, even in the same genre. Dark Souls had far better combat with both sword and sorcery. Thief: The Dark Project, which came out in 1998, still
has a better stealth system. Zelda games have consistently made
horseback riding and world navigation more fun and engaging. Pretty much
every other game since the dawn of the NES understands that you should probably have less friction on ice than on a paved road!
Really
though, this level of general mediocrity is expected in a game that
crams more content onto its disc than most developers produce for the
duration of their careers, and with the ridiculous level of freedom
granted to the player. When those are the aspects a developer focuses
on, of course other elements, even ones considered integral in other
games, fall by the wayside.
But that’s just a reason, and not an
excuse. No, the real question is simple: does the mediocrity of the
game’s individual elements outweigh the sheer density of its world and
the enjoyment you’ll find there?
That’s going to depend on whether you like the world enough, and are able to enjoy Skyrim
less as a game, and more as (fittingly for this site), a novel. If you
can get into the mythos and lore the game presents you with. If you can
care about the characters that you’ll meet along the journey that you’ll
have your hand in creating. Can you love the world itself?
For my
part, I can. Skyrim is a beautiful place, and I found it easy to fall
for, and I know I’m not alone in this, as it’s already sold millions at
retail. But I can’t help but feel that The Elder Scrolls is sort of like
your average licensed game that ties in with an established franchise
of far better quality, it’s just that in this case, the people who made
the original are also the same people making the crappy game adaptation.
The Elder Scrolls V: Skyrim Trailer







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