6:09 PM The elder Scroll v/s Skyrim Review | |
I was stacking books on a shelf in my house in Whiterun, one of Skyrim's
major cities, when I noticed a weapon rack right beside it. I set a
sacrificial dagger in one slot, an Orcish mace in the other. They were
on display for nobody but me and my computer-controlled housecarl,
Lydia, who sat at a table patiently waiting for me to ask her to go
questing. The chest upstairs was reserved for excess weapons and armor,
the bedside table for smithing ingots and ores, the one next to the
Alchemy table for ingredients. I'd meticulously organized my owned
virtual property not because I had to, but because tending to the
minutia of domestic life is a comforting break from dealing with
screaming frost trolls, dragons, a civil war, and job assignments that
never seem to go as planned. It's even a sensible thing to do; a
seemingly natural component of every day existence in Skyrim, one of the most fully-realized, easily enjoyable, and utterly engrossing role-playing games ever made.
Many times the unexpected takes the form of a dragon. Sometimes they're
purposefully placed to guard relics, sometimes they swoop over cities
and attack at seemingly random times. In the middle of a fight against a
camp of bandits a dragon might strike, screaming through the sky and
searing foe and friendly alike with frost or flame. Momentarily all on
the battlefield unite, directing arrows and magic blasts upward to knock
down the creature, creating impromptu moments of camaraderie -- a
surprising change from what may have been yet another by-the-numbers
bandit camp sweep. Dragons show up often, their presence announced by an
ominous flap of broad wings or an otherworldly scream from high above.
The scale and startling detail built into each creature's appearance and
animations as it circles, stops to attack, circles again and slams to
the ground makes encounters thrilling, though their predictable attack
patterns lessen the excitement after a few battles. In the long run
they're far less irritating than the Oblivion gate equivalent from The
Elder Scrolls IV, can be completed in a few minutes, and always offer a
useful reward. Not only is this land under assault by dragons, long thought to be dead, it's also ripped in two by civil war. You can choose one side or the other, but so much of the allure of Skyrim is how, even outside of the confines of quest lines, the embattled state of the world is evident, and steeped in a rich fictional legacy. Lord of the Rings this is not, but with the release of every Elder Scrolls game, the fiction becomes denser, and the cross-referencing for long-time fans all the more rewarding. Skyrim's residents are all aware of current events. They'll comment on
the civil war, some sympathizing with the rebels, others thinking the
establishment sold its soul. The peasants complain about the Jarls who
control each settlement, the Jarls complain about the rebels or foreign
policy, the overprotective College librarian complains when I drop
dragon scales all over his floor; many characters feel like whole,
distinct personalities instead of vacuous nothings that hand out quests
like a downtown greeter hands out flyers for discount jeans. Characters
stereotype based on race, they double-cross at even the slightest hint
it might be profitable, and they react to your evolving stature within
the world. It makes a ridiculous realm, filled with computer-controlled
cat people and humanoid reptiles, demon gods and dragons, feel
authentic, like a world that existed long before you showed up and will
continue to exist long after you leave. | |
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