onemananadhisdroid
Augur
Not sure what the Codex Hivemend verdict on each of those two games is, but here is mine.
Even on its own merits, Fallout 3 outside of a few individual quests, is the definition of mediocricy all the way through. It eventually got "fixed" by New Vegas, by a different dev, including char creation, quest design and perks (+10 points on BIG GUNS, :mindblown
. Never finished 3 and never will.
Skyrim surprised me insofar as that -- back in 2011 -- it was fun enough that I played it all the way through. It also remains my last Bethesda game. This was in main parts due to the exploration as mechanically, it's even more shallow than Fallout 3 was. However, in hindsight, I was lucky. As this is a game that knows no boundaries, restrictions (or consequences, for that matter), to pretty much anything, I went into it creating my own.
So I restricted myself to ranged weapons and a sneaky type of character, and on higher difficulties, that on occasion actually proved fairly tactical, also thanks to the different arrow types and modifications. Like that one time when I increased a giant spider's vulnerability to fire , lured it into a nearby fire trap and wathced it burn. That was, like sweet. Subsequent attempts at both brute melee force and magic proved at tad less, er, "compelling" (ditched, never re-installed again).
Still that was 2011. In 2022/23 I would be less thrilled to buy into an AAA experience this heavily build around generic quest marking (and quest design) to boot. Not after a couple more recent games have shown that you don't need to go down that blatantly rail-roaded path to reach huge numbers far beyond the genre's core audiences just to break even. (Besides, there's enough alternatives outside the blockbuster space by now anyways, which in 2011 wasn't as much the case).
At least Bethesda seem to be still sticking to making actually games, as opposed to glorified cutscene simulators witcher sensing themselves.
Even on its own merits, Fallout 3 outside of a few individual quests, is the definition of mediocricy all the way through. It eventually got "fixed" by New Vegas, by a different dev, including char creation, quest design and perks (+10 points on BIG GUNS, :mindblown

Skyrim surprised me insofar as that -- back in 2011 -- it was fun enough that I played it all the way through. It also remains my last Bethesda game. This was in main parts due to the exploration as mechanically, it's even more shallow than Fallout 3 was. However, in hindsight, I was lucky. As this is a game that knows no boundaries, restrictions (or consequences, for that matter), to pretty much anything, I went into it creating my own.
So I restricted myself to ranged weapons and a sneaky type of character, and on higher difficulties, that on occasion actually proved fairly tactical, also thanks to the different arrow types and modifications. Like that one time when I increased a giant spider's vulnerability to fire , lured it into a nearby fire trap and wathced it burn. That was, like sweet. Subsequent attempts at both brute melee force and magic proved at tad less, er, "compelling" (ditched, never re-installed again).
Still that was 2011. In 2022/23 I would be less thrilled to buy into an AAA experience this heavily build around generic quest marking (and quest design) to boot. Not after a couple more recent games have shown that you don't need to go down that blatantly rail-roaded path to reach huge numbers far beyond the genre's core audiences just to break even. (Besides, there's enough alternatives outside the blockbuster space by now anyways, which in 2011 wasn't as much the case).
At least Bethesda seem to be still sticking to making actually games, as opposed to glorified cutscene simulators witcher sensing themselves.
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