It’s been a little while since I wrote something on gaming so
here’s another entry. This time I’m looking at what many consider to be
Bethesda’s biggest and best effort into the role playing genre and the fifth
main entry in the Elder Scrolls series. A game as massive as Skyrim is bound to
have some faults here and there so let’s get right to it; episode two of five
niggling things.
1. Competent if slightly underwhelming swordplay
As an RPG franchise, the Elder Scrolls has never really been
known for deep and complex combat, instead opting for the three simple play
styles of direct warrior, ranged mage or stealthy thief. But when you look at
countless other RPGs on the market today, especially The Witcher series and the
way they go much further with their combat systems, Skyrim’s seems very basic
by comparison; the third person kill cams ripped from Fallout are satisfying to
watch and the way your character’s attacks become progressively stronger is
certainly rewarding but let’s see a wider array of combat moves and styles in
the next game. I’m thinking of jump attacks for warriors, wizard duels for
mages and evasive rolls for thief characters as well as special attacks and
combat techniques geared to specific weapons and spells.
2. Bugged quests
This is a tricky one, considering Bethesda’s track record of
releasing games that always have a few bugs lurking within the code but during
my time with Skyrim I had the misfortune encountered more bugged or
unfinishable quests than perhaps any other game I’ve played in the genre.
Waking Nightmare, The Forsworn Conspiracy, Blood on the Ice and several others often came to a
screeching halt, forcing to me to either abandon the quest completely or make
use of codes to force the game to proceed onward; not to mention that if you're playing on console, there's no way to fix the quests at all. The problem really stings for
some quests as it breaks their sense of immersion and the often highly detailed
lore they contribute to the universe of Tamriel. Despite a few patches from
both Bethesda and the generous support of the modding community, many quests in
Skyrim are still relatively easy to break and this is something which the
developer needs to work on for next time.
3. An inconsistent reputation system
In Skyrim, there are all kinds of factions to join and skills
to develop and each of these draws different comments; for example if you put
time into upping the pickpocket skill, guards will say “I find your hand in my
pocket, I’m going to cut it off” or if you join the Companions, NPCs will make
different comments depending on the stage of that quest-line. This is fairly
good for progression but unfortunately that’s where the nature of the
reputation system ends. There should be a more dynamic system to make NPCs
react to the Dragonborn in different ways; perhaps something that refines on
the reputation system seen in Fallout New Vegas. If the player is dressed in
Thieves Guild or Dark Brotherhood armour then the guards could be more wary of
the player and this in turn would reinforce the need to stay hidden when moving
through civilised areas as a criminal in Skyrim. In turn joining different
factions could yield additional benefits such as store discounts on certain
items, depending on the faction. It would certainly be a lot more engaging than
walking past characters and having them greet you like normal even when you’re
clearly a member of a sinister organisation.
4. Disruptive loading screens
Open world games need to load; because their worlds are so
massive and varied, it’s a really difficult task for developers to have areas
directly stream across the entire experience. The load times may not be quite
as tedious as those in Fable 3 but again, other RPGs have taken steps forward by
trimming down their loading times more coherently whilst Skyrim has to have one
every time the player character enters a new area. The modding community, most
notably “Open Cities” by Arthmoor (Download it here: http://www.nexusmods.com/skyrim/mods/8058/?) has proven that several areas of Skyrim’s vast land can still function without the
need to drop to a static black screen. It would go a long way towards building
and maintaining immersion in the world if Bethesda was to cut down on the
loading times for future instalments in the series.
5. Perks with little purpose
Skyrim’s level trees involving star constellations look great
and were a progressive step up from Oblivion’s static menu systems and for the
most part the perks you unlock are very useful in enhancing your chosen play
style. Unfortunately a problem still persists that several studios as well as
Bethesda have trouble with; a somewhat lack of ingenuity in the perks you
choose. In Call of Duty, the useless perk was eavesdrop (listen in on the
enemy’s voice chat when barely anyone used a headset), in Far Cry 3 it was
firing a pistol while on a zip line, and in Skyrim the main two are “fists of
steel” (an increase to the damage of hand-to-hand attacks) and “quick reflexes”
(slows down time when blocking an enemy’s power attack). The former is more of
an issue as players must unlock it to progress through to the far superior “Conditioning”
perk (Makes heavy armour weigh nothing). Every perk should have a practical
purpose, which will make the levelling up process a far more rewarding
undertaking and this applies not only to Skyrim but to all games which possess
some kind of perk system.
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