This is the best TES Scrolls game for me.
But how does it hold as a roleplaying RPG game?
This is the best TES Scrolls game for me.
Bigger != Better would be the best way to describe my impressions about it. But again, i ve never seen an example of well done procedurally generated dungeons, it tends to get exhausting and buggy quite fast.
i would much rather just play the more handcrafted and carefully designed underworld if i would go for dungeon exploration.
It definitely is one of the most fun games in the series.The main appeal of Morrowind was always the sheer number of quests and different factions and just the weird atypical fantasy setting. Especially the latter I miss in Daggerfall and Skyrim. In base Oblivion too but the Shivering Isles were awesome - but I didn't play it in years. I need to revisit Oblivion and Skyrim certainly - especially Skyrim since I never played the DLCs.
All the games have something deeply going for them in concept - Daggerfall with the vast generated world and quests, Morrowind with the, to repeat myself, sheer number of quests and different factions. Oblivion had the daily schedule of the NPCs even though I honestly barely noticed it when playing it - but I like the concept (I doubt it's so interesting to pursue it to be frank). Skyrim was not so great in concept terms but simple fun.
I never could get in to Oblivion. I beat Morrowind, and played a little bit with the expansions, but never beat them. If Bethesda hadn't bragged about the NPC schedules so much, I wouldn't have known it was a feature either.Oblivion had the daily schedule of the NPCs even though I honestly barely noticed it when playing it - but I like the concept (I doubt it's so interesting to pursue it to be frank).
Then don't show me visually that I hit the enemy. The only feedback the player has that he hit is a noise. Visually, it looks like a hit. If you want to have RNG play a part after that, that's fine, but there's better ways of doing it, dummy.I'm not quite sure why they decided that you could attack a monster, have the sword swing which visually hit the monster, and it consider it a miss because of a dice roll.
That's how proper RPGs roll, dummy.
Supposedly Bethesda retconned Cyrodill to be the way it is when it was, up to that point, supposed to be a jungle-like area. That might have actually helped it, since Oblivion is a very cookie-cutter setting. Maybe the engine and technology wasn't there at the time to do a lush jungle, but having Roman-esque Imperials etching out their place in a capitol that's in the middle of a jungle would have presented some unique things which Oblivion just didn't have. And it's such a stark contrast from Vvardenfell that it doesn't even seem like it's from the same developers at all.Oh how the mighty codex has fallen, people singing oblivions praises here ITT. Were you not alive when this POS came out?
Yeah, it was a huge jungle, but apparently Tiber Septim shouted the jungle away with his Thuum and turned Cyrodiil into a forest...Supposedly Bethesda retconned Cyrodill to be the way it is when it was, up to that point, supposed to be a jungle-like area.
Then don't show me visually that I hit the enemy. The only feedback the player has that he hit is a noise. Visually, it looks like a hit.
There's also the thing that the White-Gold Tower somehow changed the entire biome of Cyrodill to accommodate the Imperials. That's one of the funnier things I've heard.Yeah, it was a huge jungle, but apparently Tiber Septim shouted the jungle away with his Thuum and turned Cyrodiil into a forest...
Pretty sure DaggerXL is dead, but there's still Daggerfall Unity which supports mods, and there's quite a few of them out there now.Faggerdall: Nice game and playable with daggerxl, gets too repetitive unfortunately after you loot a handful of randomgen dungeons.
The Elder Scrolls setting always relied on a pulp fantasy approach for the human provinces, whereas the elven provinces were much stranger and the beastfolk provinces even more bizarre. TES II: Daggerfall covers portions of High Rock and Hammerfell, the former of which is based on late-medieval Britain and France, while the latter is based on Islamic North Africa (the Maghreb). Similarly, Skyrim might as well be called Vikingland, taking inspiration from a particular era of Scandinavian history. Cyrodiil, the Imperial Province, should have taken inspiration from the Roman Empire (following the depiction of the Imperials in TES III: Morrowind) or medieval Italy, but instead TES IV: Oblivion presented it as pseudo-medieval mishmash of influences, with no two cities even sharing the same architectural style. There's a complete lack of cohesion to Oblivion's setting, as well as a lack of any depth. Although TES V: Skyrim overall is about the same lower quality as its immediate predecessor, one thing it did better was having a coherent pulp setting, lending the game a consistent character.It's still really odd to me that they went from Morrowind, which is so unique and saved the company, to utterly generic settings for their next two games.
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Supposedly Bethesda retconned Cyrodill to be the way it is when it was, up to that point, supposed to be a jungle-like area. That might have actually helped it, since Oblivion is a very cookie-cutter setting. Maybe the engine and technology wasn't there at the time to do a lush jungle, but having Roman-esque Imperials etching out their place in a capitol that's in the middle of a jungle would have presented some unique things which Oblivion just didn't have. And it's such a stark contrast from Vvardenfell that it doesn't even seem like it's from the same developers at all.
Pretty sure DaggerXL is dead, but there's still Daggerfall Unity which supports mods, and there's quite a few of them out there now.Faggerdall: Nice game and playable with daggerxl, gets too repetitive unfortunately after you loot a handful of randomgen dungeons.
I'm pretty sure it did as well, but at the same time, the monsters were all incredibly generic. Imps, trolls, goblins, various undead, and so on. Meanwhile, Morrowind had some of the most interesting creatures in any CRPG to that date, such as all the variants from the effects of the corpus disease, cliff racers(even though I hate them), the Ash species of monsters, Guars, Kwamas, Netch, and so on. In Oblivion, it was like, "Oh, a goblin. I'll kill it!" With Morrowind on the first playthrough, it was more like, "What the Hell is THAT?!"Also I want to say Oblivion had less enemy types, but not sure.
I'm pretty sure it did as well, but at the same time, the monsters were all incredibly generic. Imps, trolls, goblins, various undead, and so on. Meanwhile, Morrowind had some of the most interesting creatures in any CRPG to that date, such as all the variants from the effects of the corpus disease, cliff racers(even though I hate them), the Ash species of monsters, Guars, Kwamas, Netch, and so on. In Oblivion, it was like, "Oh, a goblin. I'll kill it!" With Morrowind on the first playthrough, it was more like, "What the Hell is THAT?!"Also I want to say Oblivion had less enemy types, but not sure.
Daggerfall depicted Cyrodiil as lush jungle with tropical climate. Morrowind showed Imperials as Romans. Oblivion? You couldn't be able to tell that at all, which shows terrible art direction. Even in The Elder Scrolls Online and Skyrim the basic Imperial soldiers at least resemble [medieval] Romans somewhat (in fact, The Elder Scrolls Online pulls the whole idea the best, out of all The Elder Scrolls games).Cyrodiil, the Imperial Province, should have taken inspiration from the Roman Empire (following the depiction of the Imperials in TES III: Morrowind) or medieval Italy, but instead TES IV: Oblivion presented it as pseudo-medieval mishmash of influences, with no two cities even sharing the same architectural style. There's a complete lack of cohesion to Oblivion's setting, as well as a lack of any depth.
Indeed, no modding is going to change that. We have super graphics mods and combat revamp systems, but the game AI simply can't cope with those revised controls.Severely broken with terrible combat but nevertheless highly immersive and still emblematic of what I want an open world to be.
This applies to all the games in the series?Severely broken with terrible combat but nevertheless highly immersive and still emblematic of what I want an open world to be.
Pretty much.This applies to all the games in the series?Severely broken with terrible combat but nevertheless highly immersive and still emblematic of what I want an open world to be.