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Skyrim was shit. Shit combat, shit writing, shit exploration, shit skill trees/RPG elements, shit C&C, shit graphics and physics, shit puzzles. You can't point to a single element of Skyrim and demonstrate that it's good. Most people get most of gameplay out of Skyrim via installing extensive lists of 200+ mods, only to realize 100 hours later it's still shit.
So yeah, other than the modding thing, I don't see why Afouled is not a worthy successor to Skyrim.
I can think a few aspects in which Skyrim is good, and one of them is the introduction.
Everyone knows the Skyrim intro at this point. You're being carried away like a bum with a few other bastards rounded up for execution like dogs. You're asked a few questions in formal manner before being prepared for what it seems is an inevitable death. Just in the last minute a dragon appears out of nowhere, causing mayhem and destruction. You're tasked with joining one of two options: the Imperial character or the stormcloaks. You go through a small tutorial section where you're introduced all the essential mechanics of the game like stealth, lockpick, magic and melee. After that you go out and you're free to do whatever you want.
In no more than 10 minutes you're introduced to the game's main story, factions and characters. And less than half an hour later you already know everything you need about in-game basics.
Now compare it to Avowed: You have 3 different introductory cutscenes. One made with 2D drawings where they explain how your character is super especial and are bombarded with alien lingo except for those that already know the setting of Pillars of Eternity. Followed by this is a completely unconnected, very realistic and expensive looking cutscene of a ferret-like animal that dies after touching a fungus plant that explodes and turns him undead. This is supposed to show how dangerous this new world we are about to visit is, but in reality does very little because a ferret dying in the middle of a jungle is something that happens in real life all the time. The final cutscene shows us reaching the coast before getting our ship exploded for reasons. After this follows a rather bothersome section where you perform seemly random and unrelated stuff like destroying boxes, picking items, killing copy-pasted enemies and jumping over cliffs and traps until you're literally teleported to a very small, safe hub.
Obsidian not only wasted more resources and time making multiple introductions, they also tell you less information about the world, mechanics, and characters in the same amount of time. Let's remember that Skyrim was released in 2011; developers with virtually infinite money and better technology are unable to replicate a fraction of a 14-years-old game. It's pathetic.
The saddest thing about the picture is the thousands of hours it took not only to know what every bit of that information means but to prioritize it at a glance.
Flying a Concorde in a hurricane would be less formidable than mastering that layout.
Zoomers are ADHD brain rotted idiots with the attention span of a flea. You MUST, absolutely must, have very bright colors, flashing lights, loud noises, and a frenetic pace. Sort of the same therapy they use to stimulate the severely retarded into getting some signs of brainwaves / interaction. This is how the vast majority of games will be moving forward because all the shit from the past few years looks EXACTLY like this. "Overwatch Effect" basically.
I am in an advisory role still, but I did a little bit of writing on Avowed. I've helped out with some system design and things like that. Basically, wherever they needed help. I am doing more hands-on work there and then just thinking and talking about ideas for future projects.
How is everyone's adventure in The Living Lands coming along?
With this next big snow storm hitting our region up until Monday morning, Avowed will be a wonderful time sink while snow blankets the house. Exploring this region of Eora has only been 11 hours in for our dear Miriamele. Although the open-zoned feel of exploration has plenty of freedom, it somewhat is like sliding on the surface of a frozen pond but never breaking on through. The potential is there but I feel only one side of the coin is polished. It is beautiful to look upon, and true to form, if you see it in the distance, you can walk there and explore it.
I really do appreciate the high level of detail that was taken to create The Living Lands. The little things you come across that are not repeated as an art asset somewhere else that tells its own story without the need for dialog.
Yet at times I'm left baffled by the large number of non-player characters that are just there with nothing to say, even a single voiced line of random dialog is missing due to not being able to press F for conversation. During one long journey I came across a guarded outpost. Why are they guarding this area? What are they guarding it from? How long have they been posted here? Only a single merchant had anything to say, along with a single guard atop stone steps you climb to be told you cannot pass. But no flavour. No small backstory from the generic guards you can pickup on and piece together yourself naturally as to what is going on.
Meanwhile in Claviger's Landing you can pass two people having a conversation and overhear one say they're not looking down there or going anywhere near it (it's a sewer grate). What is it she is afraid of? What has she seen or heard to frighten her so? This is a nice touch because without receiving a quest or having a conversation tree to move through, do you gather information on the fly, and begin a search on how to get below the street. With some exploring, you are rewarded.
So why not have some passing information with the guarded outpost? Why make it feel so barren and lifeless after you traveled so far to get there? The polish is there in Claviger's Landing, in other places it's like a tavern in Pillars of Eternity with everyone having yellow names except the proprietor of the establishment you're in. At least the yellow-named NPCs had SOMETHING to share with you.
How is everyone's adventure in The Living Lands coming along?
With this next big snow storm hitting our region up until Monday morning, Avowed will be a wonderful time sink while snow blankets the house. Exploring this region of Eora has only been 11 hours in for our dear Miriamele. Although the open-zoned feel of exploration has plenty of freedom, it somewhat is like sliding on the surface of a frozen pond but never breaking on through. The potential is there but I feel only one side of the coin is polished. It is beautiful to look upon, and true to form, if you see it in the distance, you can walk there and explore it.
I really do appreciate the high level of detail that was taken to create The Living Lands. The little things you come across that are not repeated as an art asset somewhere else that tells its own story without the need for dialog.
Yet at times I'm left baffled by the large number of non-player characters that are just there with nothing to say, even a single voiced line of random dialog is missing due to not being able to press F for conversation. During one long journey I came across a guarded outpost. Why are they guarding this area? What are they guarding it from? How long have they been posted here? Only a single merchant had anything to say, along with a single guard atop stone steps you climb to be told you cannot pass. But no flavour. No small backstory from the generic guards you can pickup on and piece together yourself naturally as to what is going on.
Meanwhile in Claviger's Landing you can pass two people having a conversation and overhear one say they're not looking down there or going anywhere near it (it's a sewer grate). What is it she is afraid of? What has she seen or heard to frighten her so? This is a nice touch because without receiving a quest or having a conversation tree to move through, do you gather information on the fly, and begin a search on how to get below the street. With some exploring, you are rewarded.
So why not have some passing information with the guarded outpost? Why make it feel so barren and lifeless after you traveled so far to get there? The polish is there in Claviger's Landing, in other places it's like a tavern in Pillars of Eternity with everyone having yellow names except the proprietor of the establishment you're in. At least the yellow-named NPCs had SOMETHING to share with you.
How is everyone's adventure in The Living Lands coming along?
With this next big snow storm hitting our region up until Monday morning, Avowed will be a wonderful time sink while snow blankets the house. Exploring this region of Eora has only been 11 hours in for our dear Miriamele. Although the open-zoned feel of exploration has plenty of freedom, it somewhat is like sliding on the surface of a frozen pond but never breaking on through. The potential is there but I feel only one side of the coin is polished. It is beautiful to look upon, and true to form, if you see it in the distance, you can walk there and explore it.
I really do appreciate the high level of detail that was taken to create The Living Lands. The little things you come across that are not repeated as an art asset somewhere else that tells its own story without the need for dialog.
Yet at times I'm left baffled by the large number of non-player characters that are just there with nothing to say, even a single voiced line of random dialog is missing due to not being able to press F for conversation. During one long journey I came across a guarded outpost. Why are they guarding this area? What are they guarding it from? How long have they been posted here? Only a single merchant had anything to say, along with a single guard atop stone steps you climb to be told you cannot pass. But no flavour. No small backstory from the generic guards you can pickup on and piece together yourself naturally as to what is going on.
Meanwhile in Claviger's Landing you can pass two people having a conversation and overhear one say they're not looking down there or going anywhere near it (it's a sewer grate). What is it she is afraid of? What has she seen or heard to frighten her so? This is a nice touch because without receiving a quest or having a conversation tree to move through, do you gather information on the fly, and begin a search on how to get below the street. With some exploring, you are rewarded.
So why not have some passing information with the guarded outpost? Why make it feel so barren and lifeless after you traveled so far to get there? The polish is there in Claviger's Landing, in other places it's like a tavern in Pillars of Eternity with everyone having yellow names except the proprietor of the establishment you're in. At least the yellow-named NPCs had SOMETHING to share with you.
Game with no romances means that pozz and woke garbage is kept to a minimum. So far I have not met a single NPC who has preferred pronouns, no trannys, binarys or other type of gender trash. yes there is over representation of women, but I would take that over gender blender garbage any day of the week.
Um, it was the further guard post east of Southern Embrace called Emerald Stair Gatehouse and Precarious Hold. Miriamele has just received access to Paradis, so I am looking forward to hopefully, having a full fledged city to explore with all the polish to make it look and feel like a city.
Um, it was the further guard post east of Southern Embrace called Emerald Stair Gatehouse and Precarious Hold. Miriamele has just received access to Paradis, so I am looking forward to hopefully, having a full fledged city to explore with all the polish to make it look and feel like a city.