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Why Did You Love Skyrim

Jun 09, 2021
Hello everyone and welcome back to Red Dead Redemption to criticize, this is the second part, but it is not necessary to see the first to follow it. Oh shit, wait, what's okay, sir? Howard Skyrim is then Elderscrolls v Skyrim, a game of the year in 2011. Many consider it one of the best RPGs of all time and the best game Bethesda has ever made. They say that in 2014, a could mean something. They say now. Wellness The best of Bethesda doesn't seem to carry much weight anymore first Fallout 4 then 76 it's becoming more and more popular to hate Bethesda and their approach to designing games which is undoubtedly a mess of their own making but along with those De feelings came up the idea that Skyrim was never good, so why did you

love

it?
why did you love skyrim
I wonder why we all

love

it. Why in 2011 was it considered a gift from God? Well, time to find out, since we're in the cart, we might as well start the game. terms yes yes yes yes yes yes yes yes okay, as you emerge from the spider-infested cave, slap hop winnie-the-pooh and watch the ancient wind tear through the skies, you confront the world that bore the title of the game Skyrim. You're free and there's nowhere you'd rather be here, we see more than just a view, we see one of the best exploration tutorials you'll find in gaming through the site's first few grim drops.
why did you love skyrim

More Interesting Facts About,

why did you love skyrim...

Barrow was engaging for the player, which could naturally lead to side quests and River would advance the main story and icons above that compartmentalize your options. You could go to River with Wits, you could jump straight into dungeon crawling or head to that weird looking rock, the important power boost from standing stones is. another example of positive reinforcement for exploration: you explore, you will grow and this is how the game introduces the first way to play Skyrim exploration, so let's start with that, let's take a look at what's impressive about Skyrim's visuals is that they are rubbish, but...
why did you love skyrim
They're really cool, that doesn't make any sense. What I'm trying to say is that the graphics are atrocious by today's standards. I mean, look at this, my fronts got a more detailed texture than this road in 2011, but it aged quickly. PC players could fix that with mods Bethesda even through console players a bone with Skyrim special edition in 2016 a remaster that looks significantly better than the original I know Dark Souls incredible, but not two years later it happened what is Skyrim edition special even with mods compared to graphically mediocre and yet visually fantastic modern games when you start climbing the mountains the sky turns pink the trees glow green you think what have I been missing and then as that the clouds are approaching, the snow begins to fall, it is a blizzard. leaves covered in frost rocks covered the path darkened white rays shone from the highest mountains and you realize that Skyrim is eight years old, but it still immerses me as if it came out yesterday, even the ancient edge in these aspects is like a special edition, even more so with Skyrim mods. overworld has the same quality as Red Dead Redemption in every frame, a painting every time you pause the game that still wouldn't look out of place as a desktop background, why is this if the game's graphics are so mediocre due to the colors and design which is difficult? long story short or at least it was until I found an interview with Matt Califano, the art director of Skyrim, he expressed exactly how I felt that the world of Skyrim is what the Bethesda art team understands as an epic reality, this means There were dramatic views everywhere you went. the goal is to make you feel in awe of the world you're walking through.
why did you love skyrim
Well, they did, it was the steep mountains, the thick white fog, they are enveloped in the endless caverns, nooks and gullies, steep cliffs painted with greens, blues and whites. a flow of cold water slides from the edge the colors with which they paint the skies in pink yellow white blue and the way the sun pierces the treetops the monolithic Nordic burrows that lie in and out of the mountains cutting the mists is very clever so so many dungeons in Skyrim will take you to the peaks of such heights, giving a view that the services are a reward in themselves and are not just the landscapes, even looking at the armor.
I can't think of any game other than Dark Souls that has brought something as good as this to the table, every set somehow looks amazing, Daedric armor is still among those badass things I've ever seen, in fact, I remember spending hours of my time watching Skyrim armor builds on YouTube because I was so delighted with how the art team did it. doing this when most RPGs compete for who can be the most generic is beyond me, but they deserve every ounce of credit for it. In this way, Skyrim is very similar to Darksiders: despite the low graphical quality, these games will still be good even when the industry has made photorealism standard.
On the other end of the spectrum is the music of Jeremy Souls. There's a reason it fit so well even before the sound director was involved. Todd Howard was there with Jeremy discussing the theme song that would be used as a mood piece for the rest of the game and because it was so fantastic, the rest of the score you can also hear those drums in a lot of the sound effects. Jeremy composed individual pieces for many of the locations such as caves and ruins and EADS divided those pieces into wind instruments. drums, etc., send them to the sound team, who then edited them very easily as background music.
In this game you hear some of the calmest and most atmospheric music in games as a whole. Soul very much earns the label of him being the John Williams of video game music. Like music and sound, almost everything you see seems to share a palette of white, black, grey, brown with muted greens, blues and oranges. You will see that in the user interface, the clothes, the buildings, the animals, even the faces themselves, the feel of Skyrim is then. broadcast almost constantly, it is a thick, immersive atmosphere that places you inside the wall, thus amplifying the sense of exploration and narrative elements, a quality that Skyrim shares with Bethesda's most recent games is its problem when the game breaks, There is nothing more frustrating, but with patches.
Unlikely, you're much more likely to come across examples of Todd Howard's charm. I mean, honestly, this is never over, but it's part of the game in case it's buggy. No, Skyrim fans really enjoy bugs, although yes, Bethesda, really Horrell. a key group I've seen some incredible mistakes in my time, but they certainly don't compare to the things I've heard about. Did you know that mannequins in Skyrim are alive? They're retextured Dan Norse imprisoned in a wooden skin coded to still be forever, but sometimes the code gets broken, if that were the case, I'd want revenge, a quality Skyrim has that isn't even remotely shared by Bethesda's most recent games. , it's the great amount of care and creativity that went into populating the world, it's hard to find something completely innocent and harmless there's always a secret there's always something interesting to discover I once walked into a crack den only to find out it was a façade for a vampire drug operation what about older years who have secretly been running a meth business all along o It was theorized that the dead oryx were entirely populated by Daedra, a lot to take in, huh, but they have fertile Latinos despite of the tundra, there are no adult women in the city despite two recent newborns, which means they both died in childbirth, but there is a healer in the city, so how is it possible that all the residents have a unusual amount of soul gems?
You can find books about the Daedra and you can ask them about some kind of secret of their crops, which they quickly deny, but you will never see them the same way. When you have such a wealth of interesting places and combine them with an epic reality, the result is a high density of attractive places to explore and understand. The exploration of the beetles rarely has a dull moment, it is permanently engaging, but this presents a problem from my point of view. There are two ways to play Skyrim: quests and exploration, and I think one of the biggest problems with Skyrim is that the game gives you the impression that quests are the correct way to play, an attitude that is embodied in the affection of Skyrim for fast travel for the most part. my first game was all I did.
I traveled fast to get around. I never decided to walk to my destinations and investigate what I found along the way. Oh, the things I was missing in a dwarven ruin that requires traversing through a spinning gear dragon. Vile the Labyrinth isn't that kind of Norse ruin that requires you to find two skull keys to unlock the Ark's wind point, it's just amazing sights from both a gameplay and presentation aspect, you'll be missing out on a stupid amount of content. if you stay. to missions, so what causes this problem? Aside from fast travel I think it's multifaceted, on the one hand players generally want to feel confident that what they're doing is a waste of time and of course they would want to follow them. the written narrative rather than the inconsistency of its own adventure and on the other hand, quests in Skyrim are essentially just a series of locations, so why explore 15 random dungeons when you could explore 15 related quests for narrative experiences and multiple powerful quest rewards?
On the other hand, it's actually looking for a more effective route to gaining power, not beyond assuming it's partly because RCM's exploration isn't consistent, it's on Bethesda for not convincing you otherwise, so you're missing out. a lot if you choose to only do missions. and you rarely explore, but you can still become addicted to Skyrim's core gameplay loop, with only slow narrative moments or repetition posing any risk of boredom. Skyrim's gameplay loop is simple, you go somewhere if you say hi, you both progress in scale and by the In the end, you're done with me, the only comparable feeling is found in games built around addiction as destiny.
Why do I think the answer lies in rewards? Skyrim offers rewards from levels to quest rewards, the only thing you will find in common between them all. The rewards are important, if you've ever played the Deus Ex games you'll know exactly what I'm talking about, almost every skill point you spend in Human Revolution will create a big noticeable change in the way you play, not 10% , No. 50% practically 95%, whether it's hacking levels of invisibility, best way to create meaningful content. skill trees and replayability in these narrative games and attempts at

skyrim

, something similar, there are some advantages that may not be useless, but boring, but almost all of them are meaningful. 20% bonus damage with certain weapon type, perks, increased synergy, ability to forge more. applies double enchantments, various status effects, it's a long list, but even the least interesting buffs you choose will end up being noticeable and that's what matters, no 1% gains below 50,000, certain conditions like in mmo's , this makes it easy to understand and exciting.
Leveling up, which is sadly rare and skill tree games these days, leveling up comes from any form of gameplay. Now let's tie it back into the game loop. The rewards here accumulate over the course of the entire dungeon. In your conventional dungeon, I will accumulate gold. potions scrolls soul gems ingredients jewels arrows probably a skill book or a power word and maybe even a weapon or armor upgrade each of them have their uses their small rewards combine into a significant profit when you finish it creates an experience very special feeling when you look at each shelf and search for valuables in each body, a continuous and addictive game that satisfies the hoarder in you, of course, there is also something special about having a reward curve that matches your physical progression through from the dungeon, small things like gold and the arrows at the beginning Luke gets better as you go deeper until the boss with his hundred gold enchanted weapons, wild wall and chests on the other side of the coin, we have quest rewards, the Augmon finian at the end of discerning trans monday, the rewards of the black book. in Apocrypha all the daedric artifacts like mehrunes dagon's razor the mace of Molag Bal and Dawnbreaker maybe even a position of power or a considerable amount of currency if we see that the benefits in the chest are thereward for completing the dungeon, then similarly we can view these quest items as a reward for completing a series of dungeons, which is essentially what most quests are, and likewise the rewards of a quest that are especially powerful match your position at the end of a quest and therefore have a similar reward curve to What We Saw Inside a Dungeon By doing pretty much anything, you're progressing in some way, that's special and another important reason why you loved Skyrim.
Thinking about it rewards the only interesting quality that Skyrim shares with intentionally addictive games because both Skyrim and many in the mobile genre. They're surprisingly accessible even for people who don't play much. My lovely girlfriend has 9,000 hours on Skyrim 9,000 and the interesting thing about this is that this was basically her first triple-a game and certainly his first RPG. How could Skyrim do what he would have done? It was considered a precise or non-serious role-playing game in 2011. Love it. Someone unfamiliar with most of Skyrim's mechanics. You can attribute a lot of that to the game's visuals. Anyone would be dazzled by places like these, but I think the root is the simplicity of Skyrim.
There isn't a single complex attribute in the entire game, and yet it manages to maintain a remarkable amount of depth through this nuanced yet simplified approach. Skyrim can capture the attention of almost anyone, which I would say is the most successful example of a progressive series. appeal to broader audiences I've seen in games look at how cleanly the UI separates the categories look at how distinct are those categories you don't need to ask what destruction or restoration points no matter how experienced with gaming you have the clues in the name Look how simple the map is or how you can equip two-handed weapons or the quests or the navigation or the interactions with NPCs.
One of the more interesting ways Skyrim does this can be found in the scaling regression in Skyrim the more you do. One thing, the more powerful you become by doing that thing, like in real life, you don't need outside knowledge to grasp that the parallels with our own everyday life are there and again through that, anyone, no matter how experienced they are. You can easily choose a playstyle in these simple and distinctive categories and have a satisfying power progression. It couldn't be simpler, but it could be better. There are also drawbacks as you play with the walls keeping you locked into your chosen playstyle and getting stronger. you can't just switch from two handed archery for 100 hours, you'd be completely destroyed and therefore you'll have to keep using bows if you want to keep playing well.
Trading would take hours and hours of farming experience with the new type of weapon plus spending your entire bank on skill providers that give you levels for gold, you could just create an enchantment, something absolutely crazy that negates the need for experience, but still you're making a sacrifice and would need to assert yourself to Smithing and enchanting are good enough if you feel the need to farm just to use a different weapon after 100 hours of play, especially given the quality of Skyrim's combat. There's something wrong, sure a mage shouldn't be able to use a sword competently, but yeah. the fact that two hands cannot switch to a sword after 100 hours, Skyrim is not an MMORPG, but this encourages multiple playthroughs, at least not for the best of reasons, because of the desire for variation in combat, not because You are incredibly excited. to see how combat is played with a different type of weapon, the truth is that Skyrim's combat is pathetic to illustrate all the reasons why Skyrim is and was so adored.
I have to talk about a weakness. The combat fits perfectly and is probably what frustrates me. Most of the status isn't really a surprise, I mean, the only game I've ever played with good first-person magic slash sword fighting was disgraced and that game was literally scared by its own brilliant combat system, so that Skyrim is not I have a lot to go on. I think there's a reason so many people I know gravitate toward stealth. Archer Skyrim's detection mechanics, while perhaps meaningless or higher levels are somewhat deep. The speed of him. Armor. Weight. Lightning. Line of sight. most of the onions are designed well enough to allow you to sneak past everything except maybe the boss, a dagger into the equation and you have a pretty satisfying game of ruthless assassinations with a bow, while now you're doing something much more interesting : archery. and Skyrim is probably my favorite archery system in gaming, not that there's much competition, the bows are badass, the kill chambers are endlessly satisfying, the arrow actually sinks deep into its targets, which looks incredible and the dummy that is set up when you eliminate someone is believable, it looks as if they have been hit with a shotgun blast at depth due to the nature of the projectile that is aimed, being the travel time and gravity and you have a good ceiling of skill that allows you a good degree of mastery.
My only real problem with archery is how long it takes to prepare an arrow even with the light zephyr bozo and the fact that the arrow somehow defies the laws of physics by gravitating upward before gravitating downward to Performing close range headshots requires you to aim way below your head and headshots don't even do more damage. Why did the game ship with that? Still, I'm confused, the overall package is solid, has a fair stealth mechanic and a satisfying artery. It's tremendously fun to listen to any other form of combat in Skyrim, those that are melee. and magic doesn't come close in the case of melee, you can master the recoil at the right time in enemies' attack animation to make sure they never hit you.
You can also learn how to better time heavy attacks and shield hits for more useful staggers. This is because the AI ​​will almost never back down. Trying to employ these techniques requires you to go backwards at all times, especially when facing a group, because you will also want to try to disperse them in this hyper defensive manner. play style you can become extremely lethargic and on the most basic enemies you can ignore some hits as long as you have some buffs, restoration and a ring. The vast majority of melee players simply rush, which boils down to spamming. attacks on completely non-reactive enemies, the guy may be blocking once or twice, the most satisfying melee you can really get are the death animations, even if there were more than positioning and timing stickers to give it some depth, like Perry's with the shield bash you already have swinging a sword. it feels like you're cutting paper with a butter knife, certainly compared to the vast majority of other games with sword fighting, the hand to hand fights are animated like we're playing an MMO, I mean look at the fights, hook right, right hook, right hook, right hook, right hook, right hook, right. hook right hook Oh, surprise him with a left hook Wii Sports hits the target better than this MAGIX was the only satisfying thing about using magic is conjuring a bound weapon because technically you don't have to use magic, you're just sticking your hand in his face someone, I mean, what is this?
Someone needs to give a written explanation for this monstrosity because I'm trying to roast someone's balls, not get a palm reading as you move up to apprentice and expert spells, you need to aim and stuff. is good for projectile spells, but aside from enemies being particularly weak to shoot, I'm really struggling to find a reason so that when you can take hits, the bolts can continue and you get quirks like an explosion or a chain effect that both have their situational uses and that encourages the occasional change of our spells. I'm scraping the bottom of the barrel here, the balance of the Masters calls for looking aside from how superficial the spells are, the biggest problem with magic is the fact that low level magic bills are very difficult to enjoy in the first place. , magic recharge is extremely slow, even with robes, rings and circles, your offensive potential depends on your total magic, which includes potions, if you run out of potions, your donald dipped a lot of magic bills, then we will have a crutch bow or weapon melee, oh if they're smart about draining magic, oh that's a lot of magic ax and a low spell cost to start with, then they hope it'll be enough to get them through fights, but that'll only be practical in the end of the game with enchantments. equipment and a bunch of levels in magic, our magic can become so desperate that when you inevitably run out of Magica you practically can't win because you have the pain tolerance of a football player and maybe a sword that could also be a stick to everything will do in some way.
Skyrim being a stat-based RPG makes its lack of depth a good thing because everything is so basic that it doesn't really matter how good you are with the actual combat mechanics that you are. Don't beat a dragon with a wooden sword unless you've exploited the hell out of it as such, you'll never be as good at higher difficulties than using all the combat performance affecting systems like levels, perks, armor and weapon upgrades, enchanting blacksmithing potion. Scrolls and such would be completely unnecessary. You are going to interact with them as a beginner or advanced. In a deeper game, you might be so good that you'd give up on leveling or upgrading.
Is this an excuse for the state of Skyrim's combat? No, despite the depth of the real-time engagements, the depth is technically derived almost from the performance of the combat that affects the systems and you can make decisions to create a successful outcome, as with so many RPGs, those decisions are hidden behind menus, so they're largely uninteresting. It's not particularly satisfying gameplay, but given that Skyrim's locales are a visually appealing and highly immersive video game, you think they put more effort into making the combat at least look fun, feel good, feel like you're beating up soldiers. toy if they don't want to. to increase the depth then at least give us an illusion I say yes but we really need them we really have to wait until Elder Scrolls six until Fallout 76 Bethesda has not been a drawback in their games for a long time Skyrim is not infinite and you can go through almost everything What the game has to offer in a good two or three hundred hours, that is, missions and locations, it is certainly a very fun game to play, but most people who played it and liked it have done it many times.
Maybe they want to do it again because it's true that few if any other games have done better what Skyrim does better, but with the current state of the industry you're probably not playing something old, you need something new, fresh experiences that will give you give a reason. To come back, you know what I'm talking about, mods, a feature we're all familiar with, comprising the ability to simply download player-created content and experience it in Bethesda's game. PC gamers have had this option for years, but with the special edition console, gamers can do it too. from the main menu, what's especially magical about this is that the biggest barrier between the player and the mods is now removed.
You'd be upset how many people would mod but they don't because downloading player created content is too scary or too annoying now you just start Skyrim and right from the main menu you can search for a new quest to download new armor new game mechanics let me show you armor and weapons that we already know and understand, but it's amazing, just a simple alteration was made to the power of certain spells or a new texture can make the game much more entertaining. Thomas the Tank Engine dragons are counting on me to replace the fus-ro-dah wood increasing the power allowing me to use it on myself.
This is a better just cause than a just cause, but you and I know that's not why we're modifying, we're here to become an awesome McNutt, we're here to fix the carom problems and make it more of a game of what it already is, all those problems with depth and satisfaction. combat I heard it right now you know why I needed to illustrate them in any other game you're into this game download ultimate combat savage TK dodge an artery review done fixed isn't great but it's a hell of a lot better depth that allows combat masteryIt might make some systems redundant, but I think it's worth it and you can experiment similarly and essentially create your own combat system, but we still have to scratch the surface.
What about the passion projects that developers have spent years of their lives working on quest mods? What we are going to focus on now, I have chosen three projects, The Forgotten and Fall Scar. These three present a very good range, each of which will allow me to illustrate a separate point, but the true scope of the quest modding scene is mind-boggling. Without going out of the way, let's start with the biggest fake car that is currently the most popular quest mod ever made for Skyrim. Imagine the Dragonborn DLC and make it a little smaller. That's what you can expect from this huge player-created expansion.
Sounds good, but the introduction. the leaves are surprisingly bad printing the door portal textures are buggy the map not only cuts off at the end but it also looks incredibly low level and oh my god the opening is ridiculous there's a guy who's supposed to be a guard and He tells you that a traveler is coming. Walking through that door is supposed to be a sign of horrible times to come, so what does he do with you? He says that he will let you go if you help him with an errand. Seriously, I'm not even joking, luckily that doesn't set the precedent. what we have is a peaceful land that is under threat of war, there is a MacGuffin plot device that some villain wants to become mortal and take over the entire fake car, very original, but the pacing is actually remarkably good, you start out running some Investigative errands and the stakes rise and tensions rise higher and higher as confrontational bonds build until the end, where you're laying siege to the final battle of a war.
It is a great preparation. The characters are archetypal, sure, but they're easy. Like the quest layout is good, there's no slavery, no tea growing, it's just good old fashioned dungeon crawling, the vast majority of dungeons and forts you'll end up in over the course of the fall. Skaar more than lives up to Bethesda's quality and some come with unique quirks. like a progression to a dwarven ruin from the largest ancient norse in the game or a big battle for the rift at the start of act 3, side quests range from hiding in the bushes to catch a possessed wolf eating a farmer's chicken to enter a daedric crystal that shows a messy version of reality while fighting frozen spiders trying to make you think they are loved, not this time, sun, the side quests are fantastic.
I would say that most of the characters have interesting backstories that make you really like them, if I had reviews about them. It would be that the ending was surprisingly unsatisfying, the second city is underused in the story and the map is too flat, other than what we have at the end is essentially an expansion, is it overall on par with Bethesda's Dragonborn? It's worth playing, it's a good 20 hours of high quality Skyrim content, yes, and it's free, you can download it from the main menu. The mod was created by a guy, Alexander J. velikiy, who now works at Bungie.
Congratulations to the entire voice team and the composer as well that espasion The Forgotten City, however, that is dominion The Forgotten City is not only the best quest mode I have ever played, it is probably the best quest in the history of the Elder Scrolls. Although it is small, I want to illustrate how good a pair can be. The Imperials were investigating a dwarven ruin hidden behind a waterfall. The woman sent the Dragonborn a letter begging for help. Her partner fell through some sort of hole and hasn't been seen in days, so we head down and The Forgotten City is what greets us.
We, an imperial man in the last words of him tells us to never answer the call of the house on the lake while we explore, you can't help the feeling that something is watching you, why are there all these burned bodies? What about the centurions? You have many options other than pressing the big red button and heading to that lake house where you read a note and go through a portal. You emerge in the Forgotten City, illuminated, alive and prosperous. You went back in time and now you have the chance to stop whatever catastrophe struck this city before it even happened.
I won't reveal how, but the information you will inevitably gather is that there is a law in place, a law of the land itself, not the people, if someone steals or tries to harm another. The Centurions will awaken and the citizens will be exterminated until someone else discovers the Forgotten City and inhabits it themselves. The thing is, every time the dwarven tradition is activated and you are counted in that law, so let's be honest, the same person will happen. Run to that lighthouse, write that note and open that portal, which means time is not altered and you can just go through the portal to reset the day, it's the edge of tomorrow, basically, find out who activated the law of the dwarves to Creating the future you saw is almost completely done through research, exploration, and incredible use of time travel mechanics.
You'd be surprised if I gave you the details, but on principle I want all the characters in The Forgotten City to be well-acted and have interesting backstories, but the important thing is. that discovering backstories and finding creative solutions based on them is a key mechanic, interacting with NPCs has never been so deep or engaging in a Bethesda game before, add that to a fantastic dungeon, incredible secrets to discover most of which have only been told to me about Jesus, even the books, the books are incredible, in the abandoned palace you find the corpse of the only man who has ever entered the doors and, a few meters from him, a diary.
I can hear my dark beauties coming for me crying out. The last closed door determined that I joined them on the other side. It's time for me to join them. Now for the big PD, but behind you, and of course, you have the multiple endings which I think are about as different as you can get. another The Forgotten even has its own soundtrack. In addition to some incredible voice talent, what we have in the end is what I would call a masterpiece, with the villain being the only real disappointment in my eyes, it's no big surprise that the man behind it all be I'm currently developing an indie game based on the mod set in ancient Rome rather than a dwarven ruin that I can't wait to play.
Samar, someone has to get this joke, a possible exclamation point along with the Writers Guild award and my recommendation. I hope you see the potential. to mod you can now download the best Skyrim you can, but does that mean we turn our gaze to the final mod we cover today? project to done project to done is a good example of what can go right and wrong a non-professional group of developers said that rifka gran is an underground city much like Black Reach that you have been illegally dumped into, let's just say it's really impressive the amount of work that went into creating this.
I really can't imagine mud crabs. forms mushrooms on houses, even on NPCs, it's easily up to Bethesda's standard, the rest of this mod makes Bethesda look like they're drawing with crayons, said Ruth Qug, it's on top and the old installation of Dwemer research called Aho was intended to look at hyperspace essentially, which I think is a very, very effective combination of sci-fi with fantasy settings and as the mod progresses you'll see some things as a whole. Yeah, I mean, even the farm looks amazing and it's just a farm. What we have here is the best of this engine. can achieve in its current technical state and was achieved by players, that is impressive, unfortunately I have nothing more to praise.
The first act is so boring that it leaves me speechless. They steal your current game and force you to literally be a Muppet. Slave for hours and hours, believe me, the location is rich, but in the context it is numbing. The collection staff collects some acid. Collect some ingredients for the tea. Ingredients for tea. You are a slave collecting ingredients for tea. Give it to him, he spits it out and tells you to do it again. It is this? What are they torturing me? It's like he's sadistic. Is this a social experiment or something? The first time you do anything remotely interesting when entering a dungeon, you still have to follow your slave master and when they take off your chains you can't go three feet without falling into a trap, what is this?
This doesn't result in a fun or interesting game, it just ends in an incomprehensible mess. I really can't understand what the designers said. We were thinking it's a shame because Aho has tons of physical content like dungeons and NPCs that are completely let down by the main quests. Mission design is poor. The characters, if I'm honest, aren't very interesting, but maybe I would. I've read about them and maybe I would have wanted to worry about their lives if I didn't want to put their heads on a spike. I'm so glad they designed multiple endings for aho and the most I'll say is that I will.
What I don't spoil for any of the others is that one of them ends badly, I mean, they all die and for me that was quite a pleasure. I enjoy shooting each Bunt corpse a couple of times just to make sure you know you can't be too careful, yeah aho. He turned me into a psychopath, what can I say? For me it is admitting that a good level of quality cannot be guaranteed when you modify the concession. I'll admit this with the idea that you can download new bits of the game for yourself if I enjoyed this mod then it's really fantastic, but I guess my point is that the modded content is much less consistent than anything Bethesda has made and by Therefore, you might eventually end up wasting your time, God forbid, that will keep you away from the modding scene forever, trust me, this is not like that. a dead scene, or the Skyrim community is still very much alive, in fact, in a matter of weeks, maybe days, they will be back to doing what they do best, they will beat Bethesda at their own game, better, better bug fixes. content and now better multiplayer too Skyrim together is about to come out of beta and it's essentially everything you want from Skyrim multiplayer playing with IP addresses just join a server no problem it's not horrible no difference how you do it The loot from the pro theme is shared so there is no competition and the only problem as of now is that enemies that go down in combat don't appear in the same location for everyone on a server, but that is being fixed .
You can even use all your mods as usual. You'll be able to play The Forgotten City with your friends as long as they all have the mod installed in a few months, probably a few years, whatever works for them. Skye Bolivian will throw all oblivion into the Skyrim engine. Because? Well, she has everything. the benefits of a good remaster and essentially none of the drawbacks it's free it looks much better in every way imaginable the combat will be improved as if it were difficult and of course it will reintroduce Elder Scrolls 4 to a new generation of video game humans sky wind is the same concept applied to morrowind by a completely different team.
I can't wait to get my hands on it either, so there we have it. Skyrim has an addictive core gameplay loop thanks to its brilliant reward systems and dense creative content. It is an optimized role-playing game. so accessible that even people new to gaming can pick it up and it still manages to offer almost everything you want from a game in the genre classes built houses factions so many paths and things to do it's well, that's amazing right out of the box where you get out of the cave and it's rich enough to immerse you and intrigue you for hundreds of hours and when you're done intrigued you can just download more download the best it can be Bethesda knows how to make games Todd Howard is not a demon, he is a crazy man and In light of this, the bottom line is that it makes Fallout's trajectory even more confusing.
They made Skyrim with ninety people in a few years. Its efficiency is something to marvel at. So what really happened, what's happening is that whatever Max is rushing them. How did they forget his own successful formula? Bethesda deserves it. All the crap they're throwing at you right now deserves to be laughed at, but there was a reason why Skyrim was loaded with a 10 out of 10 until 2011. There are more reasons now, and there's more on the horizon. Thank you all for watching. I keep saying this. There's a new video style at the end of every video now, so let's assume it's all new.
I hope you enjoyed it. There is so much more to come and for anyone new, there is a lot to go back and check out. I'm considering taking a step into voice, dubbing and acting work for several projects, probably smoothing things out before making a big announcement, but if you're looking for a voice like mine to hire,DM me the discord names in the description, the recent comments have been mind blowing views, not that much but I'll take what I can get and I thank you all for that for the 40k subscribers. If you want to help keep the channel afloat, Patreon donations are huge. appreciated I am very close to my first goal and if you are interested in videos like this, I would recommend my last Red Dead review or my most prized achievement, the dark side is: video that I will stop mentioning when I'm dead.
I hope it's up to par, well, joking aside. I'll be back next time with something people have wanted for a long time. See you then. I usually have good music playing in the background as the credits roll, but I need to take advantage. this time for something else, something about this game that almost drove me crazy in the Dawnguard dlc, you will eventually travel to the soul, a plane of oblivion run by the ideal masters, this is a cool location of a DLC that I admit I underestimated what is. incredibly interesting about the soul Ken are its inhabitants, the most common of which are bone men, bone men, bone men, bone men, bone men, bone men, what I think What has happened here is the drugs, the moon sugar, skooma, it's a kind of acid, that caused this.
I may still not understand where I'm coming from, but bear with me, imagine you're working at Bethesda, maybe not when Dawnguard was being developed, maybe before because technically the Bonemen were in Battlespire, and what you need is a creative name for a skeleton. So if you look at it closely, it's a man and it's made of bone, so the bone man, his own man, this is like when zombie movies go out of their way to make their zombies not be zombies by calling them something like Zed or Z or infected, imagine calling a person a flesh man, it's less the word bone man, more the mental state someone would need to be in to decide on bone man as an acceptable name for a skeleton, it sounds like the joking suggestion that the funny guy around the table would suggest a similar boned man.
You know there are images that intentionally make you feel an emotion that you simply cannot describe. This is how I feel about Bone Man. I am absolutely stunned. I don't know whether to be proud, horrified, or seek rehabilitation. All I know is that he is a gay, straight, black and white man. or woman or all the men of bones inside

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