Almost unbearably slow to start, you are eventually introduced to a world filled with the type of adventure and drama that a good RPG needs. The High King is dead, murdered, the land gripped by civil war, and an ancient evil has returned to rain fire and ice from the sky. What more could you want?
It is hard to describe the feeling of freedom you get the first time you step off the path and realise the world is open to you. That the mountains in the distance aren't a backdrop, but real locations you can visit. Games like Oblivion and Fallout 3 were big, but they were also largely empty. Skyrim is a world full of life, adventure, and more content than you can shake an enchanted stick at.
Most RPGs have a story, and a whole bunch of filler side quests. When they claim 40 hours of gameplay, they usually mean 15 to 20 hours + a bunch of pumpkin gathering and cat saving. Skyrim on the other hand has a main story, half a dozen side stories, and then a bunch of side quests.
Join the Mage's College and spend 6 to 8 hours investigating a mysterious magical artifact, fighting those who would claim it as their own. Join the Thieve's Guild and spend 6 to 8 hours helping them reclaim their former glory, and getting involved in an unexpected twist or two.
Even the side quests in Skyrim defy the standards. Using the new 'radiance' system the side quests adjust themselves to ensure you see as much of the world as practical. Sure you are still, essentially, just saving the local baker's son.. but the son will be locked in a strong hold surrounded by gaurds, and you have the choice of launching a full on group assualt, or using stealth and bribery to get the son back. In 40 hours of play, there wasn't a quest that didn't feel epic in its own way.
It would be easy to focus on the content, and ignore the rest of the game. Easy because compared to the content, the rest of the game is less impressive. That is not to say it is bad, just that it is not really anything to get excited about.
Combat has its moments, and is definately an improvement over Oblivion. But it feels unbalanced. Clearly a lot of time was spent on the intuitive and rather fun dual-weilding magic system, but mele, stealth, and ranged combat feels awkard and difficult to start.
Part of the problem is the new leveling and skills system. With no direction, players are able to explore and increase their skills in a wide variety of areas. There are no limitations. No primary and secondary skills. The problem is that every time you increase a skill, you gain experience towards your next level. When you level up, the world around you becomes tougher. It is very easy to get in to a scenario where you are level 10, but each of your skills taken individually is suited to someone closer to level 5.
But overall, the combat and skills system works. Reading a guide before starting would be highly recommended, but it is nice to have the freedom. Want to try and create a iron-clad battle mage? Go nuts! Want something more traditionally like a stealthy archer? You can do that too.
As a die-hard RPG fan, it would be easy to blindly give this game a perfect score. But the game lacks universal appeal, and with its dull start, average combat, and confusing interfaces, it doesn't deserve the score it's heritage should have bought it.
Must buy for RPG fans. Bargin-bin pickup for everyone else.
Must buy for RPG fans. Bargin-bin pickup for everyone else.