heh i soaked over 100 hours into that shit and don't regret it all. might have helped that it was my first elder scrolls game and i wasn't working at the time though so i could easily play for 6 hours a day. ;)
After the honeymoon effect and the alcohol wore off, it's just been collecting dust.
This describes it pretty much perfectly for me.
What really killed it for me was having no feeling of exploration since the landscapes and towns were pretty much exactly the same. And it never really felt like you were making a character, since you could just level everything and it didn't matter. I liked starting a new character in Oblivion after playing ~70 hours as a dickass thief, and then suddenly being a hardass warrior paladin of righteousness.
Quote from arkarian:
it's supposedly a lot of content
Looking at the steam store page, the only part that adds new content is being able to buy two more homes, and becoming a "lord of the vampires". The other stuff like more weapons and cosmetic stuff can hardly be considered more content. Having your own upgrade tree for being a werewolf is cool, but eh.
the lord of the vampires thing is its own collection of quests, like the thieves guild or mage guild ... that's the main part of the expansion lol
and yeah heh i played for 100 hours and didn't level nearly everything up. the skill progression in that game is pretty good if you ask me. and i loved exploring skyrim ... it does kind of all look the same, but that didn't really matter to me i guess. frozen snowy worlds are p. cool.
Couldn't you just... not level everything? I mean it doesn't force you or anything right?
eh, for the most part. You could just not spend the skill points you get since it's been babbyied.
The dungeons were extremely disappointing as well. The extent of the puzzles were "look at the wall behind you to figure out which order to turn the stones" or just "run through with the right timing". The dungeons never seemed to fork off or have lots of rooms, 90% of the time it was just just straight hallways that eventually made a loop, with some big treasure at the end (coins and mats) and a shout, and then a super secret door that opened up right at the entrance.
the dialogue and everything else was nice about skyrim, and even though the snowy mountains were copy-pasted over the entire map, it was still pretty to look at.
i liked that most dungeons were linear and simple, but one thing the game seemed to be lacking were large, complex dungeons. would have been cool to see more zelda-esque stuff in there, but i guess that's just not elder scrolls's thing.
With such a big and open game I'd imagine there's simply not enough time to create a lot of big complex dungeons. And you're also limited because of the openness of the design, as you can't make most dungeons dependent on various skills in the way you could with a more linear game. And that's the thing with skyrim overall imo. The world is so big and open and well crafted, but most gameplay elements are pretty primitive and bland.
i don't think it's all that hard to put more puzzles and whatnot in; you don't necessarily need to base dungeons around abilities. but bethesda did say they were trying to attract the call of duty crowd, so i guess it makes sense why they didn't. i don't mind really, i just think the game would have benefitted from more actual "dungeons" instead of caves.
They were trying to attract the call of duty crowd? Why not just rehash Oblivion, with slightly improved graphics, nearly identical gameplay, but add a few new, minor elements. Oh, don't forget to throw in an incredibly repetitive online versus mode, which could be filled with prepubescent male teens throwing constant obscenities. There, multi-million dollar game.
i liked that most dungeons were linear and simple, but one thing the game seemed to be lacking were large, complex dungeons. would have been cool to see more zelda-esque stuff in there, but i guess that's just not elder scrolls's thing.
Morrowind, or even Oblivion to an extent.
Quote from Cpadolf:
as you can't make most dungeons dependent on various skills in the way you could with a more linear game.
Why not? "Oh, you chose these and these skills so you can't do this half of the dungeon" makes it feel more real and gives different people different experiences. Then just have the reward for that part of the dungeon based on the skills that you need to get in there. Not having a high enough lock-picking did that to a much lesser extent, but yeah.
Having another 3D game like Colosseum or XD but with more of the core game elements such as routes and actual wild Pokemon would be great. It would take forever to play because of the animations during each battles if they didn't speed them up a bit, but it would still be great.
I remember having a lot of fun with Colossem's single player. Never did try XD though. I guess not having a working GBA anymore killed my interest in it since I wouldn't be able to transfer Pokemon off of the console after I was done playing.
I want a new Gradius game but too bad SHUMPS are not popular enough for this to happen even though zun's Touhou series is almost widely known but thats just only in Japan only few people in certain countries know about it...