Found Creetosis a week or so ago and now is a top youtuber for me. However I can not believe that after 2 YEARS, HE HAS NOT MADE A PART TWO. Please Creetosis, I need it
Do you know what happens if you reach LVL 50, become Dragonborn, kill Alduin, become Arch-mage of the College & complete many other quests that would make you world famous; then return to join the Companions in Whiterun? You get the same dialogue that you would have got if you had joined the Companions as a LVL 1 nobody. They discuss how they have never heard of you before and how you are one of those people who will achieve fame AFTER joining the Companions.
Do you know that even after you become Arch-mage of the College and wear the Archmage robes, Farengar in Whiterun will still refer to you as looking like a courier when talking about a Frost Salt delivery, as well as telling you "You know, if you've got the aptitude, you should join the Mages College in Winterhold" upon exiting the conversation?
10 years ago, I saw my roommate play the intro, and never picked up my pre order lmao. I listened to Todd's lie that they learned from the overly streamlined oblivion. I shit you not he said "it will be more like morrowind" What a fool I was. What a grand and intoxicating innocence.
Creetosis. You missed a thing talking about the Khajiit. Their Claw passive ability does not give them an extra 15 points of damage in Unarmed attacks. They deal 12 more damage because there is a misprint in that perk. The text say 15, but the bonus is only 12. It is a problem the devs never bothered to fix.
The core problem of Skyrims design is that everything in it was developed in a complete vacuum. Not one singular design decision really "clicks" into another to produce something bigger than those two feature individually. Dual wielding for example could have easily been used as a means of dealing with low HP but high damage enemies, shouts could have been used as specialized puzzle tools to allow for more complex dungeon designs, orc strongholds could have easily been used as source of troops for the civil war and so on and so on. It might not be so bad as Fallout 4 where one design decision directly undermines another but its exactly the same problem of never viewing the game as a whole. To use a cooking metaphor again its a if you were making your own pizza and instead of using toppings that compliments each-other, you would just randomly throw in whatever tastes fine. Now I am sure that brownies, vinegar fish and pesto taste just fine on their own but somehow I doubt they would work together covered in cheese on a slice of pizza. That is bethesda design in a nutshell, individually fine ingredients mixed in the most atrocious way possible.
Bethesda's games could have a large and cohesive world, but that would require them to actually follow design documents and put real effort into their games. This is heresy in the land of Bethesda. Just look up Bethesda and "Games are played not made" to find out more about this.
It isn't that atrocious. Maybe it's more like the alchemy system in the game. Sometimes potions are epic and sometimes dumdfoundingly useless, nevertheless the system has its benefits. Patt of the problem is that Bethesda keeps adding more and more things in each game and they must keep up if that. Can you imagine the next game without shouts and dragons? Personally I hope they're a one-time thing but I don't know about Bethesda. The lore keeps adding on top of each iteration and there's more of history and religion and things like that to keep track of. Then at some point they start contradicting each other.
@@tj-co9go Dude they have not added a thing in Skyrim besides dual wielding. Shouts are just spells with a dedicated cast button on a cooldown. Its literary the most basic addition ever. If anything they have been taking features out since Daggerfall and replaced them with literary nothing. Several weapon classes were entirely removed, several skills, most stats, schools of magic... the amount of features removed far outstrips features added.
@@Ravielsk yeah but shouts make a cool noise, special effect and are connected to DRAGONS? how could they be like other magic???? Nah, just kidding, I see what you mean by that. You are right, many features have been removed. Personally I don't mind the changes from Daggerfall to Morrowind to Oblivion but after Oblivion in Skyrim the RPG elements began to disappear So maybe the metaphor would be removing the toppings from pizza while making a bigger pizza each time, I don't know
What's sad about the spinning puzzles is that there was one puzzle that was actually pretty cool where you have to read a book and match the animals to where they were described, like matching the snake to the pillar in the grass. It was simple but it was better than evey other puzzle in game.
Agreed. Puzzles don't even need to be amazing, just enough to stump you for a little bit. I really liked the one you mentioned. But then you've got ones like the door that's opened by a lever and you've got two to pull, Snake or Whale and they're right beside the door...And the door has the answer literally right above it.
Something you may not be aware of is that Mage NPC Magicka Pools are virtually infinite, so as to allow them to cast spells for more than 15 seconds of the encounter. I tried a mod to fix that and from what I remember, most mages would pull out daggers after firing 3 or 4 spells.
Love how people on the internet cant accept people can enjoy a game and still be critical. I grew up playing skyrim and i have spent so many hours into it. Ive seen so many flaws over the years and i criticise it all the time. I love ur vid creetosis
I would lose many fights if I tried to argue with people who criticize the Quake games up to III, even the Harry Potter games that were on Unreal Engine, but also on other systems with different genres.
@@DJWeapon8 Lol nice analogy. Except in a dictatorship you have no choice. You choose whether you want to play a game or not. If you don't like a game, then why do you continue playing it?
One thing that was missed about lockpicking, there is a rune stone that allows you to unlock any lock except for master locks once a day. It also doesn't count towards picking a lock, that way you can technically beat the thieves guild quest line without ever being a thief. So yeah, that is where the lockpicking spell went, and was made worse overall.
Great video but some quick corrections/extra points: Lightning spells generally don't affect dragon priests since lots of them use staves instead of casting spells themself. But if you've seen mages of playable races not being affected then it's probably a base problem. Frost spells all apply an unmentioned slow effect, you can catch it if you go into the effects menu right after being hit by one. Dragon breath/NPC shouts are internally treated as spells, so they work off of magicka instead of cooldowns, an easy way to show this is to find a melee draugr and stand somewhere it can't reach. On magic characters being much worse than melee or ranged, the thing is that against staggerable enemies the game is a joke thanks to the Impact perk, but using any other school as your primary one either leads to the npcs fighting each other problem that you mentioned, or having no combat spells except for DLC outliers. Mainly using Illusion screws you out of most of the longer dungeons until 90 skill, since most of them are full of undead or dwemer robots. Stagger values are nuts, perks can make bows/destruction spells turn any 1v1 against humanoid enemies an instant win, and shield power bashing can stunlock literally anything as long as you have stamina, but daggers have no stagger value against anything, so there's no reason to use them outside of extra sneak attack damage. The game doesn't tell you anywhere about how almost every bow has a different speed modifier, while melee weapons are usually consistent across categories. Dawnguard's explosive bolts aren't actually locked behind siding with them or even completing their quests, since there's an area that the game never tells you about(Dead Drop Falls) that respawns them. Dual wielding always uses the speed of the weapon in your left hand for attacks with both hands, so power attacking with a dagger and mace nullifies the weaknesses of both. Since slower weapons have higher stagger values(which the game never tells you). You can't fight while swimming, so the only water bound enemy is much harder than it should be, and approaching enemies from water means breaking stealth and letting them get a few free hits unless you take a long way around them. The only reason to use light armor is stealth, but if you have the muffle spell, or the Silence perk at 70 sneak it doesn't matter since they fully remove all noise from moving. Alternatively the Muffled Movement perk at 30 sneak and muffle enchanted boots makes you completely silent, but the problem is that there are no guaranteed spawns of disenchatable muffled gear, but there are 3 different pieces of unique equipment that 100% silence you, but one of them is probably a bug, since level 32+ Nightingale boots give 35 muffle, which is normally a 0-1 scale.
I just want to beat Father Elijahcal to the punch with a "feathery" or Tootsie Pop comment. However, I'm going to have to steal a line a from him: I don't hate Todd Howard, but Todd is a leprechaun. Leprechauns always lie because they don't want you to know where their pot of gold is.
If that's true, then the Imperial race is inherently one of the worst races, since it doesn't get any secondary passive trait on top of the bog-standard luck trait...
It's hard not to agree, but let's play Devil's Adcocate. Bethesda didn't have to release tools to make modding easy, they didn't have to think about modding at all, but they mostly try to remember the modding community with their releases. Does it excuse the amount of laziness though?
What's really stupid is when you bribe someone in Skyrim the amount you give them is dependent on your level not your speech skill which means you can have a speech kill of zero but because you are level 500 you successfully bribe them with zero gold
I still can't believe my eyes when dark messiah first person melee combat is much better yet responsive feedback than Skyrim at that time.. like I said, Bethesda's first nature pretty much having too much ego, that they won't even hire professional animator nor better lead writer.
I have a feeling that, even if bethesda hired a more competent animator, due to their shitty & janky engine, it doesn't seem like the animations would even look better.
I have a confession to make: I never beat Skyrim. I played it only one time, but in that one time I wasted about 100 hours leveling up and crafting and all that stuff but then I abruptly realized how pointless all of it was and I stopped playing the game and never touched it since. This was way back when it came out. So I never actually seen the ending to the game, even though I got close. I just never really cared. I also never married my character in the game because all of the marriage options are basically the same and don't really mean anything. Like critics said at the time: Skyrim has an ocean of content, but the depth of a mudpuddle. That said, even though I haven't seen the ending of the game, I'm not concerned about spoilers because I don't even care. So therefore I will watch this video.
I only finished the main quest of skyrim once after doing 3 separate characters trying to do different builds that inevitably ended up all becoming stealth archers. Never went back to it after that.
@@rufus3715 damn and I thought was the only one who had this kind of experience. I put over 100 hours into the game, finished the majority of side quests but never finished the main quest, just stopped playing it and have never touched it again since. To be fair it was my first Elder Scrolls game and I only bought it because I enjoyed fallout 3 and fallout new vegas very much and therefore was eager to play another open world bethesda game like those two to soak up all that bethesda goodness but ultimately felt quite empty after playing skyrim. I recently finished Fallout 4 and had quite a similar experience although I must say I much prefer Fallout 4 over Skyrim. I don‘t know why but I experienced a lot more fun in playing Fallout 4 but it still does not hold up to Fallout 3 and Fallout New Vegas.
For anyone interested, the mod Requiem addresses a lot of the issues with the mechanics of the game. It’s still the same basic combat with the same terrible quests and dungeons, but it removes level scaling for enemies and items, which allows you to get that demigod experience at high levels and prevents drawn out slapfights. You can’t just kill dragons at level 1 anymore, for example, but you aren’t punished for leveling up too quickly. Stamina actually means something since low stamina cuts your speed and damage, and increases damage taken and spell costs (NPCs, too). Magic is extremely powerful to the point it’s kind of a meme how unbalanced high level magic is. Stealth doesn’t let you just crouch in plain sight to become effectively invisible. Perks are essential to using skills effectively at all, preventing “jack of all trades” characters. Unique items have very powerful (and unleveled) effects that far surpass what you can enchant. Potions heal over time, so you can’t just spam health potions to recover instantly. Heavy armor and light armor actually have meaningful differences with movement speed, protection, and spell casting. There are very few essential NPCs, allowing you to kill almost anyone (previously essential NPCs can only be killed by you), including ones that are vital to quests. The list goes on. It’s a very expansive overhaul. I consider it a requirement for my enjoyment of the game and highly recommend it. You can visit the Skyrim Requiem subreddit for installation instructions and tips.
@@jamesbrincefield9879 So, I don’t want to start a discussion, but I really liked that game, and I would find it very interesting to understand your point of view and opinion on that game.
@@flowerthencrranger3854if you are still interested I can drop some critique, I've been intentionally avoiding spoilers for 10 years and are playing it now for the first time, overall it's a nice little game but nowhere near the masterpiece that reviewers have claimed it to be
I will say this, Bethesda's work ethic and their developers are total EGOISTIC in nature. Despite modding community fixing every bugs every potentially crash to desktop issues bloated save files etc etc, Bethesda are too EGO to learn from it.
"Supposedly [the Falmer] do hear better, but does that actually function in game or is that just lore?" It is in game, but it's buried in system interactions that are way more sophisticated than the average player will ever see. Moving in stealth generates, "noise," based on the weight of your equipped gear. Falmer have an easier time detecting moving players. They also have an 80 point blind spell on them, which doesn't affect ranged attacks, but does reduce their ability to detect players if they're standing in light. The real upshot is just that you don't take the full lighting penalty when sneaking around them, and if you stop moving you become much harder for them to detect. So, the entire, "blind with better hearing," lore around the Falmer in Skyrim only applies if you're trying to sneak past them.
Agree with 99% of criticism but I'm pretty sure the falmer in game are blind. I remember playing as an assassin, and unlike other enemies if you cast muffle or or have high sneak you can walk right in front of them.
@@user-db2uj9vc7s Well it has been two years... But no, invisibility + muffle allows you to achieve that. Enemies can both see and hear. But falmer can hear but can't see.
Oh boy, this is gonna be fun. This game made me lose hundreds of hours of my life as I desperately tried to fix it with hundreds of mods. However, no matter how many mods I shoved in it, the combat still felt shallow, the story writing was still bad and annoying, and the RPG elements were still neutered. I have no idea how I fell in love with this game five years ago. It might've been because I just came off of Fallout: New Vegas and just thought of Skyrim as the fantasy New Vegas back then, lol. Edit: Fixing grammar and spelling.
It is really fantasy new Vegas in some way. In this game you can also join one of two fractions and help one win the other, where one fraction dresses like Romans and the other has a bear on their flag
If I do not use the Unofficial Skyrim Legendary Edition Patch, my main skyrim game just does not work. The carriage rides bugs out and the carriage spins out of control.
It's a part of their problem of wanting to have a mixture of an open-world RPG and a more cinematic game experience; they ultimately end up doing neither very well.
@@grayman4951from what I've observed. It is impossible for an open world RPG to also be a cinematic game. Both genres have too much conflicting game design requirements. Namely player agency, RPGs need to have as much as possible to be good, while cinematic games frequently take away player agency to move the singular linear plot forward. RPGs are better off having well implemented and "natural-in-the-world" *_but optional_* tutorials. A great example is New Vegas' Goodsprings. My personal best RPG starter town.
In regard to the long tutorial. Oblivions tutorial while long did teach the player about traps, alchemy, magic, different weapon types, staffs, and tons of other stuff. Skyrims tutorial is a long dungeon set crawl That sometimes mentions things.
When I think of Skyrim and how good it is I think of my 1st playthrough. Going back to it now it doesn't hold up very well. Like Fallout 3 it was a lot of people's first experience with a fantasy RPG.
All those questlines Bethesda made and yet I've found the most enjoyment in Skyrim is being allergic to the main quest and instead playing as a mercenary doing odd jobs to pay for my farming homestead where me and my wife farm wheat with our adopted kids. This is how Skyrim was meant to be played dammit. Anyway great video I agree with pretty much everything you said despite being one of those "loves Skyrim subjectively" people, it's the only reason I ended up getting the anniversary edition upgrade. The creation club content individually is obviously overpriced but $20 for all of it isn't bad, to me at least. Plus to Bethesda's credit they fixed how the quests would all start automatically and fill up your quest log, now they all start more naturally as in you have to do something like visit an innkeep and ask for work.
Agree with you on that. I was too busy saving money to buy a house for adoption, finding a pet dog for my fictional family lmao and doing other side quests instead of participating in the main quest line. I wasn’t too familiar with open world so I was utterly confused because I could access other locations early on in the game…I’m used to games that let me progress further if I completed some of the storyline quests… Not to mention how sloppy I was in handling the battle system because sometimes I can’t tell who I’m hitting lmao. I’m not that good and mostly rely on magic to just randomly attack. Perhaps it’s me and probably if I ever play it again, I should change my pov and try to fix my poor motion sickness every time I play skyrim. Seeing those jagged and somewhat pixeleted gameplay…. i might have to resort to adding mods even if it costs death to my pc. Sorry for my rants yikes but I can say barely the civil war part of the game haha.
Bethesda, at the course they are on now, should honestly not bother making main stories, main quests, or anything of the sort. Instead. They should put all of that (let's be honest) *tiny* effort that would've gone into making main quests into the worldbuilding and sidequests. In that, writing the worldbuilding so that its consistent and synergizes with the sidequests, and vice versa. Making the game world feel that much more immersive and alive.
I've played Skyrim for thousands of hours without mods over the years and thoroughly enjoy the game. But I respect people's right to complain, hell that may make the devs make ES6 an even better experience so keep at it.
I think any kind of standard combat is at its best when both you and the enemies die in just a few hits, kind of like in Cruelty Squad or, to an extent, Hotline Miami. This keeps the pace and stakes at a steady level, and helps make it feel like more of a power fantasy. It's okay for bosses and minibosses to be a bit more damage sponge-y than common enemies, but there still has to be some feedback to your hits, so you can actually tell you're dealing damage. Having to slap a draugr forty times instead of the usual eight just because he has a beard and different prefix to his name is fucking stupid. Another thing I'm not a fan of is how heavy armor works in these games. Rather than just reducing a higher percentage of damage, it should give you the ability to completely negate hits from weaker enemies or light weapons, with a chance for blows to deflect or glance off of your armor completely, leaving the opponent open for a counter, at the cost of weaker mobility and maneuverability. Dark Souls 1 did this pretty well, with poise allowing you to tank a lot of weaker hits without staggering, while Skyrim did a particularly shit job, with your character's animations being the exact same regardless of whether you're buck naked or clad in full plate armor.
While fallout 4 is a 3/10 and a wack fest it still did a pretty good survival mode without it being bullet spongy and also prioritizes different perks.
This is why playing on Adept is fine, because then if you overlevel yourself, the game now has a low TTK until you eventually hit that OP power moment where you're invincible and the NPCs die quickly so you start raising the difficulty until they don't die as quickly and you can actually die. Started a game on adept, bumped it to expert and then master and it was relatively okay. Though mods once again unfortunately fix all of this. You know, it's sad that every problem in this game either requires you to constantly tweak difficulty levels or for you to modify the game.
Magic was a big sore spot for me. I loved playing mages in the older games. Honestly the speech mini game is super easy. That said it's not remotely hard to get Charm 100 points for 2 seconds.
Some speech checks ive always felt was scripted to succeed. Like the guard at the gate to whiterun and riften. Of all the playthroughs and characters ive made ive never failed those checks
skrublordnord69 I’m actually pretty certain that check doesn’t even make a roll. It acts like it’s a “Persuade” check but that’s not even a skill. And without attribute points, there’s nothing left to check, right?
@@haydens5321 I'm pretty sure it's a contest between a combination of your and their speech plus level and then intimate is just raw level. Some seem scripted though. I was talking about the spinning wheel game from Oblivion where you match the person's facial expression with the colored wedges. The goal is to get the big wedges on the topics that the person doesn't scowl at. Admittedly the facial expressions can be really hard to read on some characters.
@@kikiblair5132 2 months late, but with oblivions speech to make it even easier, just click the lest full wedge all 4 times and take note of which 2 went up and which 2 went down, then actually play the minigame of getting as many big ones up with as many small ones down as you can
Can’t wait for this series to end at part 2 and the inevitable "Hey guys, part 3 is coming, I’m just gonna work on [Insert new project here] first" community post. I’ll enjoy this one while it lasts though.
@@Creetosis | Don’t be, I mean at the end of the day you’re a guy on UA-cam talking about video games you like or don’t, nobody’s entitled to your time or content. My point I guess though is to try and pick a project and stick to it before moving on to the next one, otherwise you might end up in a mess that’ll be too troublesome to even try to get out of and then that’ll feel deflating for you as well as your viewers.
9:45 To be fair to Oblivion, they actually gave thought about the long tutorial and made a hard save right before you got out of the sewer and allowed you to change pretty much everything as far as i can remember and it tried to teach you more things like alchemy and sneak attack too for example. 10:03 The magic centered races start each with a spell corresponding their race most proficient school of magic, but yeah, it's still not much nor a gamechanger. 14:07 There is actually a working lockpick spell in the game, it's tied to the tower standing stone and opens a single expert locked thing per in game day, so you could in theory open everything that's not master locked with patience, but still, your point still stands because it's a single occurrence in the game and you would have needed to get prior knowledge, compared to the other games where there actual was alteration spells for that. 29:00 That exactly show that they wanted players to be a jack of all trades, if you want to upgrade your armor/weapons, the only option is to survive boredom and level up the the smithing skill, i don't even want to image if you only could repair weapons yourself in the earlier games. 30:02 The even worse thing, is that this spell that's only something you'd do somewhere safe actually costs a lot of magicka, if you don't have put much points into the magicka stat, you have to cast it once, wait an hour, cast it once, wait another hour because of how slow you regenerate magicka by default. 32:37 And since the enemies just get more health and usually keep mediocre armors with nothing really unique, you're not even "rewarded" for the tedious task of killing them. 40:20 There is actually a difference between each type of weapons, but it's simply a matter of Sword being faster than Axe, but doing less damage and Axe being faster than Mace, but doing less damage, while still being slower and doing more damage than Sword, and that's it if we don't account for the perks. 49:49 The funny thing is, dual casting is not cost efficient, you spend 2.8x the amount of magicka needed to have an spell power upgrade of 2.2x, it's pretty much only useful on spell effects that can't stack, for a skill you have to spend a skill point for. 53:03 The issue with lightning too is that it pretty much only works early on, because npcs regenerate magicka at 70% of their normal rate in combat, and you, as the player, regenerate it only up to 30% of your normal rate, which is why, when you've leveled up a bit, the drain magicka of lightning does basically nothing against the bigger magicka pool and regen rate of the npcs, and the same thing applies for health and stamina regen rate, albeit at different values. 1:19:15 And there's also a radiant quest you can get from the greybeards to make sure you don't miss those shouts. Pretty great video, can't wait to see the others when they'll be done, also sorry you had to play vanilla Skyrim, as a former console player that spent quite some time on the original edition, i know what it feels like.
>There is actually a difference between each type of weapons, but it's simply a matter of Sword being faster than Axe, but doing less damage and Axe being faster than Mace, but doing less damage, while still being slower and doing more damage than Sword, and that's it if we don't account for the perks. While it is true the combat doesn't really changed between you wielding dagger or mace, so it ends up being distinction without a difference. You really don't go into thinking "would i rather use a sword or a mace against that enemy?" regardless of game difficulty because overall design of the encounters, clunky UI and perk system push you towards using a single type of weapong that's going to be your universal slapstick solution to all problems.
Liking before I even start watching, I think that speaks to your developing track record as someone who is extremely thorough and objective when making content
Another mechanic I want to add onto the discussion is leveled unique items. The idea behind it is that it allows players to have access to any quest at any level they want without getting an overpowered items that can break game balance, however in practice it is detrimental to the game since the level of items is set the first time you enter an area this encourage players to *not* explore further until they reach a high enough level. This also includes quest completion as well.
Technically you could power level yourself to ignore this. but that means either cripple your character because you level pickpocket and now can't damage anything due to level scaling or spend hours doing the same action over and over to level your attack skills.
I'd rather have sensibly placed equipment in areas that make sense to house them. And that each equipment can be used by any "class", but only those specc'd/meeting the equipment's requirements can use its full potential. As the olayer acquires the needed skills to fulfill those requirements, they start getting better at using that equipment. *Using generic examples:* > An enhanted warhammer that needs level 75 warhammer, level 50 magic, and level 10 vigor can be used by a Thief that is level 1 on everything But she sucks ass with it. > An bolt action scoped sniper rifle that needs level 65 guns and level 15 intelligence can be used by a Conman with level 1 on all combat skills. But he sucks ass with it.
Happy Anniversary Bois played and loved it since 11.11.11!…Now that Todd left the room may god have mercy on our souls if we have to pay for Skyrim another 10 times all over again.
Watched STAG stream #1 *mentions Skyrim video*. Look what just popped up in my recommended. Holy crap the timing. Just wanted to say loved your vids on fallout 3 + 4. Can’t wait to hear what you have to say about Skyrim.
Another problem with dragons is that despite Bethesda trying to make them super dangerous threath , when one spawn above any village, every NPC just charge him and starts fighting him. Grandma come we are going to fight dragon.... And most NPCs are grneric or Essential so they are going to win eventually.
Bethesda-Twice the Pride, Double the FALL. Hey you, your finally awake, Got caught trying to cross the border from the Mojave by the Legion. TRUE TO CAESAR XD
1:19:53 I said this on the discord and I'll say it here. I agree with most everything in your video. But I'm still gonna call it out. _Dragon Aspect was a Shout invented by Miraak, the First Dragonborn. It was created by a human being with a draconic soul so he could further tap into the power of said soul._ If you use the shout during the boss fight against Miraak, he outright says _"So, you use my own Shout against me. You learn quickly."_ Idk how long ago that part was recorded, but I did have to come and say it.
Best memories I have of Skyrim is playing it in the first few weeks it came out. All of my friends got it too, and we’d all talk to each other while playing. But I guess I didn’t really need Skyrim for that?
For myself, I think the reason Skyrim is still loved is because it's pretty much the only 1st person RPG where you truly create your own character, and explore an open world without restraint. Nobody else really makes that, as far as I've seen. It's why Fallout is still a favorite of mine. Whatever I might say about Skyrim, I have hundreds of hours in it. And that's a shame. I wish more people made these. Then maybe I'D have more options.
I'm surprised you didn't mention how Speech and bartering are so needed, not only for the gold they have, but for the they are willing to buy. So it's doubly restrictive, as even when they have the gold... They will just refuse to buy what you have until you have the lv50 Speech perk.
My biggest problem with combat is that only four things stagger enemies: power attacks, block bashes, offense based shouts, and dual cast destruction spells if one has taken the impact perk. That means that enemies will shrug off the basic attack of a GIANT warhammer without even flinching but if you hit a little harder than normal with a knife they'll stagger. Not to mention ALL of these ways of staggering use a limited resource: either stamina, Magicka, or shout cool down. Meanwhile you're still taking hits from enemies that can often damage you far more than you can damage them.
Hopefully between you and Patrician TV, we can finally see good objective eyes on Skyirm even as one who has a bit of a place for me as my first elder scrolls game I always disliked how so many content creators barley talked about the main faults of it.
Lol Skyrim is a complete joke of a game, it's a terrible RPG, and it's just.... eugh. But that has not stopped me from putting near to 2,000 hours into the game between LE, SE, and on Switch. Never will I ever call this game good. Just fun for me, with mods especially.
I'd say it's less of an rpg and more of a rollercoaster ride without a seatbelt . I'm currently on the hunt for 100% and in all honesty even when I do different choices in my quest...i think the only big difference was that i brawled with every person in debt to become part of the thieves guild. Worst part ngl was the radiant stuff just to get guild master but at least it kept me going
I never particularly liked the gameplay, always thought I was missing out on something whenever I played as mage. Turns out it wasn't me being out of touch, you pretty much mirror my impression that magic is like using matchsticks for the first levels.
A new Kinotosis video. I'll admit, as far as Elder Scrolls goes, I know of Skyrim, seen some speedruns of the other games, and that's about the extent of it. Thus I would not be able to offer much insight. "Mods will fix it." If there's one thing that Fallout 76 ought to get credit for, it's finally exposing why this was such a bad argument. Since the game couldn't be modded, whatever problems Bethesda left in there, stayed there until Bethesda themselves fixed it. And boy, there was a lot of problems people probably really wished modders would have been able to fix. The very state the game was launched in almost signifies that Bethesda themselves became overly reliant on the modding community. No wonder they pushed for paid mods. Modders are practically Bethesda employers in all but name. I know if I made a bug fix mod for Bethesda's titles, I'd put "Officially worked for Bethesda" on my resume. "Lore" Kind of bodes poorly for Bethesda's writing given that they're the ones who made Elder Scrolls in the first place. With Fallout, there's 3 games with consistent lore between them and so a lot of the rules are firmly established and thus it's possible to definitively say that something is lore breaking. With Elder Scrolls, if things change so frequently between games, there's not really much you can state other than "I guess Bethesda decided this is true now." It doesn't help that Elder Scrolls bases it's world building on magic, which seems to be a very easy way to find yourself digging deeper into the nonsensical unless you immediately reign yourself in and set iron hard limits on what can and cannot be done. If you can abra-cadabra your way out of any lore issue, your lore is going to get sloppy quick. "It does have a perk system to substitute the removal of classes and specialization." Why does that sound so familiar? "RPG" Probably one of the saddest things is that at this point, there's very little difference between a Bethesda RPG and the modern Assassin's Creed games. Bethesda's RPGs used to have an element of complexity, but were simplified to such great degrees that the mechanics are recognizable as those of RPGs but with nothing to distinguish them from the lot of other RPGs dedicated to casuals out there. Similarly, Assassin's Creed has been adding more RPG elements over the years, like choosing your sex, skill trees, multiple dialogue choices, and so on to the point where they've taken very simple stealth games and turned them into role playing-lite. These are two sorts of games that should only intersect gameplay-wise if someone really goes out of their way to play a stealth killer build, but functionally both Skyrim and the most recent AC games play the same. The overlap looks to be more evident with games like Skyrim, but could apply to Bethesda's Fallout games as well. They do seem to be, unironically, Skyrim with guns. "Speech" I've put some thought into how Bethesda might be able to improve their game design. It's pretty clear that in general, their idea of how to set up a quest is that you talk to an NPC, go to a dungeon, kill/collect a thing, and return. The problem being that this lends itself to very limited design philosophies when it comes to quests. You have the option of what sword/gun you want to use against the thing you need to kill, but ultimately the end result is going to be exactly the same. If they were able to really commit to the idea that they need to have at least three different ways of solving the quest, be it a violent way and two non-violent ones, two violent ones but one very indirect, certain skills might let you solve the quest as soon as it starts or may lead to an alternate ending, etc-might go a long way in helping Bethesda improve their quest designs overall. They can't rely on their incredibly linear way of handling things if more than one play style needs to be accommodated, and if they do need to brainstorm different ways of solving quests, it might actually lead to some interesting ideas they otherwise might never have thought of if they didn't have that requirement. It's overall rather depressing how technology had improved substantially but games overall had gotten simpler. Developers of the past were incredibly limited in what they were able to do, so they had to try and push as many different game mechanics to the limits to get as much as they can out of the limited hardware of the time. Now that hardware is far far less restrictive, developers have opted to play things as safe and bland as possible, dumbing down everything they could and making sure that as many people's play styles end up being as similar as possible in what should be an even more varied and open ended RPG. "Merchant gold pools" One possible solution to this sort of problem would be for an area to have a series of interesting quests, large and small, that if you solve, allows for the merchants to have larger amounts of money. The implication in world would be that the quality of the area had improved and thus encouraged more trade, and that the merchant isn't spending their own money trying to help fix the various issues plaguing the town and is able to thus save up more. This could also affect what supplies they sell as more trade means more opportunity for better items from farther away to end up being exchanged. It would be a small thing, but one that helped give a bit of life to the world and give a real sense of impact beyond seeing the quest title declare itself to be completed. They kind of did this with Fallout 4's settlement system but still ended up relying heavily on using a special perk when it came to bartering. "Axes" It's also worth pointing out that they had a use outside of combat. In fact, their use in cutting down trees and chopping wood was their primary purpose. With that, if you are part of a town of any sort, there is going to be an axe somewhere and thus the likelihood of them being used in combat is increased by proxy. They don't need to be specially smithed like a sword or warhammer, and axe is an axe is an axe whether you're chopping limbs off of trees or people. Given that throughout history, it was typically farmers and peasants who made up the majority of an army as opposed to distinguished knights, it's not surprising they'd rely on tools they already had on them as opposed to spending what little they had to commission new ones. "Can't cripple heads" Seems weird that you can't because that was a thing in Fallout 3. I know Bethesda's games code is basically a gordian knot, but it seems odd that they didn't just port over the code that checked which part of the enemy was damaged and how much overall damage that does to the enemy as a result. For all the memes about once being an adventurer before taking an arrow to the knee, shooting people's knees with arrows have no discernable impact over any other part of their body. "X can fight like bandits" I'm getting some real flashbacks to the fact that multiple enemies in Fallout are effectively raiders with different skins and character models. I see you've gotten outside help with your script as well. If you are willing, I'd love to work with you on something as well.
Good points in this comment. In practice, the only difference between AC Odyssey and Skyrim is the setting and the whole annoying levelling system in Odyssey. I won't go into detail hear but the whole game is divided into leveled regions and all loot (weapons and armor) is divided into levels. This means you cannot explore the map until you complete enough quests in a certain area, making it mandatory to do a lot of compulsory side-questing and story progression. To add to that, the dungeons in Odyssey are even more boring than Skyrim, the same exact layout being copied everywhere. Problem is, AC Odyssey has more interesting quests with dialogues and choices affecting the outcome of the quests, with far more frequency than in Skyrim. This shouldn't be the case if Skyrim real was much of an RPG. You can also see what the shout system should have been like: selectable special combat abilities and attacks with a smaller cooldown between them, to make the fight feel more active and alive. Just like the abilities in AC Odyssey. But they also somewhat act like perks of Skyrim since they are unlocked by gaining levels and can increase the efficiency of your attacks. Now, I am not praising AC Odyssey too much, it too suffers from many problems, much of them same as in Skyrim. But at this point, thus AC Odyssey felt like an even further streamlined version Skyrim. Thus I fear for the future of the Elder Scrolls series.
The Unofficial Skyrim Patch comes in clutch a lot of the time. Especially since it fixes the Arcane Point quest glitch that prevents you from finding other Shouts via the Greybeards telling you where they are.
@@Creetosis Oh, that'd be sick. The setting, art style and the story was like something out of a dreamlike fairy tale. Like a real epic from a culture that unfortunately never actually existed.
In all seriousness, Skyrim is a game I play when I don't want to play an rpg or adventure game. It's one where I can just escape into my personal reality, where I have a loving husband and our pet tabby cat named Tinsel. I work our farm, help the local lumber yard with woodcutting, and trade with residents of Falkreath and Riverwood, sometimes hiking further out to other towns and cities, so long as I bring my hubby a souvenir (He's so spoiled)! And while I'm gone, he runs our store. So there's always a trickle of gold for us. :) It's not necessarily how the game was to be intended. But Skyrim has no dragon problem for me (I have yet to set foot in Dragonsreach for this primary character), and the civil war is something that only rarely causes issues for my Husband and I. We're too busy tending the crops and manning the shop!
Oh ew... Was that Oxhorn? Gentlemen extraordinaire, fair use fighter, and professional Bethesda ball sniffer? Damn i though he died under a pile of cigars and burbon like a wannabe Churchill.
Alright about the whole "oh you have a lot of the choice how you defeat a dragon - with sword, axe, magic or bow - therefore its an RPG!" That arguement is absolutely wrong. Let me bring a simple example taken from TTRPGs how and what the whole gameplay loop consists of. It consists of the *encounters* Encounters can have absolutely different scale and the amount of outcomes. Some of them dont have options therefore they are called "railroaded". And its not a bad thing - if used correctly - as a starting point of the adventure or as a result of a previous chain of encounters or, in rare cases, a final event that players were preparing for. Everything else, in most cases, should have a wide range of options or atleast some. See the bandit? You can kill him. You can bruise him and talk him out. You can pay him off. You can fright him he leaves by your look or skill demonstration. You can persuade him you are of the same views and essentially a bandit too. Its just a simple example of what players might do with a bandit in TTRPG. We probably cant have a huge branching story for such a simple encounter to not make it repetitive in videogame RPG. The problem is Skyrim *does not have* the choice. All your encounter options are kill or ignore. The second option being a questionable content skip at times. Thats all. What could save us from it? Quests with branches and options. Guess what - we almost dont have those. We cant susbtitute the item or make a fake of it we were ordered to bring. We cant majority of times talk out with the hunted enemy or bring them alive. We dont have alternative entrances or exists in dungeons to get items/targets you would need your other skills than combat ones. What is the beforementioned weapon choices then you might ask? Simple. Its an option to handle the kill encounter. Not the whole encounter but only the "kill" option. The very core design is an RPG-lite at best because of that.
@@-SaintUK- Garry's mod is far better in that regard, as are most Source games. Garry's mod just stands out the most, because it actually is intended to be a basis for mods.
The leveling system is a good *base.* Skills leveling based on what you do directly, aggregating into your character level... Perks to enhance skill effects... But a base does not make a good full package. Having reactive stats (similar to the bonuses in prior games) work in a similar manner as character level (e.g. leveling more "mage" skills increases your "mage" stats) would have been a good addition. As would having a fucking unarmed skill. And while we're at it, so would having an additional, hidden "skill" bar for quest exp. Works the same as skills, but increases when you finish a quest... Y'know... Like a RPG does.
Can't remember who said it, but basically: the universal currency is gold, yet it's a world where everyone can perform magic, and there's a novice spell that turns iron into gold. When i heard that my opinion on Bethesda went from 'yeah they are kinda trash, but you can have some fun' to 'holy shit, i hope it all burns down'.
"Just because something is successful does not mean it is good" THANK YOU! I've been saying this for years but catch a lot of flak from the Todd Howard Andys who insist that Appeal to Majority isn't a logical fallacy used by witless fops.
Found Creetosis a week or so ago and now is a top youtuber for me. However I can not believe that after 2 YEARS, HE HAS NOT MADE A PART TWO. Please Creetosis, I need it
Do you know what happens if you reach LVL 50, become Dragonborn, kill Alduin, become Arch-mage of the College & complete many other quests that would make you world famous; then return to join the Companions in Whiterun?
You get the same dialogue that you would have got if you had joined the Companions as a LVL 1 nobody. They discuss how they have never heard of you before and how you are one of those people who will achieve fame AFTER joining the Companions.
Oh, we WILL be talking about that later on.
I mean to be fair Vilkas and Kodlak had been sitting there since the start.
Do you know that even after you become Arch-mage of the College and wear the Archmage robes, Farengar in Whiterun will still refer to you as looking like a courier when talking about a Frost Salt delivery, as well as telling you "You know, if you've got the aptitude, you should join the Mages College in Winterhold" upon exiting the conversation?
@@Creetosis > _Oh, we WILL be talking about that later on_
How much later exactly?
@@TheMadTurtle pretty later
10 years ago, I saw my roommate play the intro, and never picked up my pre order lmao.
I listened to Todd's lie that they learned from the overly streamlined oblivion. I shit you not he said "it will be more like morrowind"
What a fool I was. What a grand and intoxicating innocence.
Creetosis. You missed a thing talking about the Khajiit. Their Claw passive ability does not give them an extra 15 points of damage in Unarmed attacks. They deal 12 more damage because there is a misprint in that perk. The text say 15, but the bonus is only 12. It is a problem the devs never bothered to fix.
The core problem of Skyrims design is that everything in it was developed in a complete vacuum. Not one singular design decision really "clicks" into another to produce something bigger than those two feature individually. Dual wielding for example could have easily been used as a means of dealing with low HP but high damage enemies, shouts could have been used as specialized puzzle tools to allow for more complex dungeon designs, orc strongholds could have easily been used as source of troops for the civil war and so on and so on.
It might not be so bad as Fallout 4 where one design decision directly undermines another but its exactly the same problem of never viewing the game as a whole. To use a cooking metaphor again its a if you were making your own pizza and instead of using toppings that compliments each-other, you would just randomly throw in whatever tastes fine. Now I am sure that brownies, vinegar fish and pesto taste just fine on their own but somehow I doubt they would work together covered in cheese on a slice of pizza. That is bethesda design in a nutshell, individually fine ingredients mixed in the most atrocious way possible.
Very well put, I came down here to say similarly.
Bethesda's games could have a large and cohesive world, but that would require them to actually follow design documents and put real effort into their games. This is heresy in the land of Bethesda. Just look up Bethesda and "Games are played not made" to find out more about this.
It isn't that atrocious. Maybe it's more like the alchemy system in the game. Sometimes potions are epic and sometimes dumdfoundingly useless, nevertheless the system has its benefits.
Patt of the problem is that Bethesda keeps adding more and more things in each game and they must keep up if that. Can you imagine the next game without shouts and dragons? Personally I hope they're a one-time thing but I don't know about Bethesda. The lore keeps adding on top of each iteration and there's more of history and religion and things like that to keep track of. Then at some point they start contradicting each other.
@@tj-co9go Dude they have not added a thing in Skyrim besides dual wielding. Shouts are just spells with a dedicated cast button on a cooldown. Its literary the most basic addition ever.
If anything they have been taking features out since Daggerfall and replaced them with literary nothing. Several weapon classes were entirely removed, several skills, most stats, schools of magic... the amount of features removed far outstrips features added.
@@Ravielsk yeah but shouts make a cool noise, special effect and are connected to DRAGONS? how could they be like other magic????
Nah, just kidding, I see what you mean by that. You are right, many features have been removed. Personally I don't mind the changes from Daggerfall to Morrowind to Oblivion but after Oblivion in Skyrim the RPG elements began to disappear
So maybe the metaphor would be removing the toppings from pizza while making a bigger pizza each time, I don't know
What's sad about the spinning puzzles is that there was one puzzle that was actually pretty cool where you have to read a book and match the animals to where they were described, like matching the snake to the pillar in the grass. It was simple but it was better than evey other puzzle in game.
Agreed. Puzzles don't even need to be amazing, just enough to stump you for a little bit. I really liked the one you mentioned. But then you've got ones like the door that's opened by a lever and you've got two to pull, Snake or Whale and they're right beside the door...And the door has the answer literally right above it.
Something you may not be aware of is that Mage NPC Magicka Pools are virtually infinite, so as to allow them to cast spells for more than 15 seconds of the encounter. I tried a mod to fix that and from what I remember, most mages would pull out daggers after firing 3 or 4 spells.
"I've been looking forward to this!" - Count Doku
"I've been waiting for this moment my entire life." - Count Sudoku
"I've been looking!" Count Doki Doki
"I've been to forward looking this" - Count UwU
"I've been forwarded to look at this!" - Count Doppel
"SO, You have chosen.....death" - Sarumon
Love how people on the internet cant accept people can enjoy a game and still be critical. I grew up playing skyrim and i have spent so many hours into it. Ive seen so many flaws over the years and i criticise it all the time. I love ur vid creetosis
My most hated argument is "you played the game for many hours, ergo it can't be bad"
I would lose many fights if I tried to argue with people who criticize the Quake games up to III, even the Harry Potter games that were on Unreal Engine, but also on other systems with different genres.
@@KoylTranejust tell them "People survived dictatorships! Ergo, dictatorships can't be bad!"
@@DJWeapon8 Lol nice analogy. Except in a dictatorship you have no choice. You choose whether you want to play a game or not. If you don't like a game, then why do you continue playing it?
@@jackhastings9859 research purposes.
To see and study why I hate it.
Usually due to awful writing and game design.
One thing that was missed about lockpicking, there is a rune stone that allows you to unlock any lock except for master locks once a day. It also doesn't count towards picking a lock, that way you can technically beat the thieves guild quest line without ever being a thief. So yeah, that is where the lockpicking spell went, and was made worse overall.
That's a birthsign power, it was in Morrowind and Oblivion, too. Surprised they still kept the effect.
Great video but some quick corrections/extra points:
Lightning spells generally don't affect dragon priests since lots of them use staves instead of casting spells themself. But if you've seen mages of playable races not being affected then it's probably a base problem.
Frost spells all apply an unmentioned slow effect, you can catch it if you go into the effects menu right after being hit by one.
Dragon breath/NPC shouts are internally treated as spells, so they work off of magicka instead of cooldowns, an easy way to show this is to find a melee draugr and stand somewhere it can't reach.
On magic characters being much worse than melee or ranged, the thing is that against staggerable enemies the game is a joke thanks to the Impact perk, but using any other school as your primary one either leads to the npcs fighting each other problem that you mentioned, or having no combat spells except for DLC outliers.
Mainly using Illusion screws you out of most of the longer dungeons until 90 skill, since most of them are full of undead or dwemer robots.
Stagger values are nuts, perks can make bows/destruction spells turn any 1v1 against humanoid enemies an instant win, and shield power bashing can stunlock literally anything as long as you have stamina, but daggers have no stagger value against anything, so there's no reason to use them outside of extra sneak attack damage.
The game doesn't tell you anywhere about how almost every bow has a different speed modifier, while melee weapons are usually consistent across categories.
Dawnguard's explosive bolts aren't actually locked behind siding with them or even completing their quests, since there's an area that the game never tells you about(Dead Drop Falls) that respawns them.
Dual wielding always uses the speed of the weapon in your left hand for attacks with both hands, so power attacking with a dagger and mace nullifies the weaknesses of both. Since slower weapons have higher stagger values(which the game never tells you).
You can't fight while swimming, so the only water bound enemy is much harder than it should be, and approaching enemies from water means breaking stealth and letting them get a few free hits unless you take a long way around them.
The only reason to use light armor is stealth, but if you have the muffle spell, or the Silence perk at 70 sneak it doesn't matter since they fully remove all noise from moving. Alternatively the Muffled Movement perk at 30 sneak and muffle enchanted boots makes you completely silent, but the problem is that there are no guaranteed spawns of disenchatable muffled gear, but there are 3 different pieces of unique equipment that 100% silence you, but one of them is probably a bug, since level 32+ Nightingale boots give 35 muffle, which is normally a 0-1 scale.
Muffle in and of itself is incredibly broken. You can remain silent with full heavy armor!
I just want to beat Father Elijahcal to the punch with a "feathery" or Tootsie Pop comment.
However, I'm going to have to steal a line a from him: I don't hate Todd Howard, but Todd is a leprechaun. Leprechauns always lie because they don't want you to know where their pot of gold is.
Ah yes father elijahcal the inspiration who also believed oxhorn would hire hitmen to kill him
@@Regularguy220 Well Setch sent his armies of Lizard minions after me so it makes sense
11:44 Unless you're using the Unofficial Skyrim Patch, ALL races get the imperial luck bonus upon completing the tutorial quest.
Is it actually possible to play the game without the USP though?
@@demomanchaos PS3 and Xbox360 for sure can't use it. That said, I'm masochistic enough to not use it on PC >.>
@@demomanchaos yes
If that's true, then the Imperial race is inherently one of the worst races, since it doesn't get any secondary passive trait on top of the bog-standard luck trait...
@@demomanchaos Myself and, afaik, Creetosis played without the unofficial patch.
"If a game needs mods for it to be good, then it's probably not a good game."
I've been saying this for YEARS!
Skyrim and fallout 4 are objectively bad because of this alone
@@MultiWolfstorm Skyrims okay
@@dasonbane2839 it's pretty mediocre but I won't begrudge your opinion or argue with you
I played through Skyrim's main quest for the first time yesterday.
I did it with mods, and it was still just an utter slog near the end.
It's hard not to agree, but let's play Devil's Adcocate.
Bethesda didn't have to release tools to make modding easy, they didn't have to think about modding at all, but they mostly try to remember the modding community with their releases.
Does it excuse the amount of laziness though?
What's really stupid is when you bribe someone in Skyrim the amount you give them is dependent on your level not your speech skill which means you can have a speech kill of zero but because you are level 500 you successfully bribe them with zero gold
Really need those next 4 parts.
I still can't believe my eyes when dark messiah first person melee combat is much better yet responsive feedback than Skyrim at that time.. like I said, Bethesda's first nature pretty much having too much ego, that they won't even hire professional animator nor better lead writer.
I have a feeling that, even if bethesda hired a more competent animator, due to their shitty & janky engine, it doesn't seem like the animations would even look better.
I have a confession to make: I never beat Skyrim. I played it only one time, but in that one time I wasted about 100 hours leveling up and crafting and all that stuff but then I abruptly realized how pointless all of it was and I stopped playing the game and never touched it since. This was way back when it came out. So I never actually seen the ending to the game, even though I got close. I just never really cared. I also never married my character in the game because all of the marriage options are basically the same and don't really mean anything. Like critics said at the time: Skyrim has an ocean of content, but the depth of a mudpuddle.
That said, even though I haven't seen the ending of the game, I'm not concerned about spoilers because I don't even care. So therefore I will watch this video.
Its like fallout 4 mod it to hell and skyrim is slightly better but still crud overall
Ending lol
I only finished the main quest of skyrim once after doing 3 separate characters trying to do different builds that inevitably ended up all becoming stealth archers.
Never went back to it after that.
The final boss is just a bandit with wings. Nothing more.
@@rufus3715 damn and I thought was the only one who had this kind of experience. I put over 100 hours into the game, finished the majority of side quests but never finished the main quest, just stopped playing it and have never touched it again since. To be fair it was my first Elder Scrolls game and I only bought it because I enjoyed fallout 3 and fallout new vegas very much and therefore was eager to play another open world bethesda game like those two to soak up all that bethesda goodness but ultimately felt quite empty after playing skyrim. I recently finished Fallout 4 and had quite a similar experience although I must say I much prefer Fallout 4 over Skyrim. I don‘t know why but I experienced a lot more fun in playing Fallout 4 but it still does not hold up to Fallout 3 and Fallout New Vegas.
Perfect timing, just finished STAG 6, let's goooooo
- Jim
I’m going to smack jim
-the guy about to smack jim
You forgot to mention how BROWN this game is
Fuck. I'll never recover from this grievous mistake.
There's always part 2
Omg lmao
Its more grey tbh.
it's more grey.
For anyone interested, the mod Requiem addresses a lot of the issues with the mechanics of the game. It’s still the same basic combat with the same terrible quests and dungeons, but it removes level scaling for enemies and items, which allows you to get that demigod experience at high levels and prevents drawn out slapfights. You can’t just kill dragons at level 1 anymore, for example, but you aren’t punished for leveling up too quickly.
Stamina actually means something since low stamina cuts your speed and damage, and increases damage taken and spell costs (NPCs, too). Magic is extremely powerful to the point it’s kind of a meme how unbalanced high level magic is. Stealth doesn’t let you just crouch in plain sight to become effectively invisible. Perks are essential to using skills effectively at all, preventing “jack of all trades” characters. Unique items have very powerful (and unleveled) effects that far surpass what you can enchant. Potions heal over time, so you can’t just spam health potions to recover instantly. Heavy armor and light armor actually have meaningful differences with movement speed, protection, and spell casting. There are very few essential NPCs, allowing you to kill almost anyone (previously essential NPCs can only be killed by you), including ones that are vital to quests.
The list goes on. It’s a very expansive overhaul. I consider it a requirement for my enjoyment of the game and highly recommend it. You can visit the Skyrim Requiem subreddit for installation instructions and tips.
Crazy to think it’s been 10 years now since I was first disappointed by this game
I’m totally stealing this comment for Breath of the Wild’s tenth anniversary.
I played this game for the first time in 2017 and was not remotely impressed by it
@@jamesbrincefield9879
So, I don’t want to start a discussion, but I really liked that game, and I would find it very interesting to understand your point of view and opinion on that game.
@@jamesbrincefield9879 It really was great though
@@flowerthencrranger3854if you are still interested I can drop some critique, I've been intentionally avoiding spoilers for 10 years and are playing it now for the first time, overall it's a nice little game but nowhere near the masterpiece that reviewers have claimed it to be
I will say this, Bethesda's work ethic and their developers are total EGOISTIC in nature. Despite modding community fixing every bugs every potentially crash to desktop issues bloated save files etc etc, Bethesda are too EGO to learn from it.
"Supposedly [the Falmer] do hear better, but does that actually function in game or is that just lore?"
It is in game, but it's buried in system interactions that are way more sophisticated than the average player will ever see. Moving in stealth generates, "noise," based on the weight of your equipped gear. Falmer have an easier time detecting moving players. They also have an 80 point blind spell on them, which doesn't affect ranged attacks, but does reduce their ability to detect players if they're standing in light. The real upshot is just that you don't take the full lighting penalty when sneaking around them, and if you stop moving you become much harder for them to detect.
So, the entire, "blind with better hearing," lore around the Falmer in Skyrim only applies if you're trying to sneak past them.
I dont know why i love this game, there is so much bs but when im exploring and i see the landscape and hear the music, i feel happy.
Agree with 99% of criticism but I'm pretty sure the falmer in game are blind. I remember playing as an assassin, and unlike other enemies if you cast muffle or or have high sneak you can walk right in front of them.
They are indeed blind
Well it has been two years, but that aplies to every enemy
@@user-db2uj9vc7s Well it has been two years... But no, invisibility + muffle allows you to achieve that. Enemies can both see and hear. But falmer can hear but can't see.
Oh my…this is in my sub feed. This going to be a interesting 5 part series.
We'll get part 5 when the 20th anniversary edition comes out.
@@Altough24 by then Bethesda will have made the super ultra mega awesome edition of Skyrim for a rock
I hope my grandchild will enjoy part 3
12:01 January 1, 2000
Oh my...this in my calendar. This is going to be a interesting 5 part series. (200 year intervals)
Oh boy, this is gonna be fun. This game made me lose hundreds of hours of my life as I desperately tried to fix it with hundreds of mods. However, no matter how many mods I shoved in it, the combat still felt shallow, the story writing was still bad and annoying, and the RPG elements were still neutered. I have no idea how I fell in love with this game five years ago. It might've been because I just came off of Fallout: New Vegas and just thought of Skyrim as the fantasy New Vegas back then, lol.
Edit: Fixing grammar and spelling.
It is really fantasy new Vegas in some way.
In this game you can also join one of two fractions and help one win the other, where one fraction dresses like Romans and the other has a bear on their flag
If I do not use the Unofficial Skyrim Legendary Edition Patch, my main skyrim game just does not work. The carriage rides bugs out and the carriage spins out of control.
Alternate start could fix this without the unofficial patch, but then again there really is no good reason to not use both
@@MrAskmannen You are right and it's also a good alternative then this terribly long and annoying opening.
I'll never understand Bethesda's obsession with long ass intros that don't allow you to do anything for 20+ minutes
It's a part of their problem of wanting to have a mixture of an open-world RPG and a more cinematic game experience; they ultimately end up doing neither very well.
@@grayman4951from what I've observed. It is impossible for an open world RPG to also be a cinematic game. Both genres have too much conflicting game design requirements. Namely player agency, RPGs need to have as much as possible to be good, while cinematic games frequently take away player agency to move the singular linear plot forward.
RPGs are better off having well implemented and "natural-in-the-world" *_but optional_* tutorials. A great example is New Vegas' Goodsprings. My personal best RPG starter town.
In regard to the long tutorial. Oblivions tutorial while long did teach the player about traps, alchemy, magic, different weapon types, staffs, and tons of other stuff. Skyrims tutorial is a long dungeon set crawl That sometimes mentions things.
When I think of Skyrim and how good it is I think of my 1st playthrough. Going back to it now it doesn't hold up very well. Like Fallout 3 it was a lot of people's first experience with a fantasy RPG.
I’ve waited two years for part 2… I’ve been so eager for the second part… please GOD, tell me this isn’t an abandoned project.
Abandoned, no. On hold, yes. I am sorry, I didn't mean for it to take this long.
@@Creetosis It ok, I’m just starved for the content. Hope all is well
Time to watch this while I play Skyrim
45:37 Aaaahhhh Dark Messiah... the Medieval Fist of the North Star simulator.
Really hope a part two comes from you one day. This format is great
Eventually, yes
It'll probably come before TES6
All those questlines Bethesda made and yet I've found the most enjoyment in Skyrim is being allergic to the main quest and instead playing as a mercenary doing odd jobs to pay for my farming homestead where me and my wife farm wheat with our adopted kids. This is how Skyrim was meant to be played dammit. Anyway great video I agree with pretty much everything you said despite being one of those "loves Skyrim subjectively" people, it's the only reason I ended up getting the anniversary edition upgrade. The creation club content individually is obviously overpriced but $20 for all of it isn't bad, to me at least. Plus to Bethesda's credit they fixed how the quests would all start automatically and fill up your quest log, now they all start more naturally as in you have to do something like visit an innkeep and ask for work.
Agree with you on that. I was too busy saving money to buy a house for adoption, finding a pet dog for my fictional family lmao and doing other side quests instead of participating in the main quest line. I wasn’t too familiar with open world so I was utterly confused because I could access other locations early on in the game…I’m used to games that let me progress further if I completed some of the storyline quests…
Not to mention how sloppy I was in handling the battle system because sometimes I can’t tell who I’m hitting lmao. I’m not that good and mostly rely on magic to just randomly attack. Perhaps it’s me and probably if I ever play it again, I should change my pov and try to fix my poor motion sickness every time I play skyrim. Seeing those jagged and somewhat pixeleted gameplay…. i might have to resort to adding mods even if it costs death to my pc. Sorry for my rants yikes but I can say barely the civil war part of the game haha.
Bethesda, at the course they are on now, should honestly not bother making main stories, main quests, or anything of the sort.
Instead. They should put all of that (let's be honest) *tiny* effort that would've gone into making main quests into the worldbuilding and sidequests.
In that, writing the worldbuilding so that its consistent and synergizes with the sidequests, and vice versa. Making the game world feel that much more immersive and alive.
I hope part 2 comes soon , I love these reviews because you guys go in depth.
I've played Skyrim for thousands of hours without mods over the years and thoroughly enjoy the game. But I respect people's right to complain, hell that may make the devs make ES6 an even better experience so keep at it.
It's like Seth said in his Starfield review: Bethesda games are for Dads.
I think any kind of standard combat is at its best when both you and the enemies die in just a few hits, kind of like in Cruelty Squad or, to an extent, Hotline Miami. This keeps the pace and stakes at a steady level, and helps make it feel like more of a power fantasy.
It's okay for bosses and minibosses to be a bit more damage sponge-y than common enemies, but there still has to be some feedback to your hits, so you can actually tell you're dealing damage. Having to slap a draugr forty times instead of the usual eight just because he has a beard and different prefix to his name is fucking stupid.
Another thing I'm not a fan of is how heavy armor works in these games. Rather than just reducing a higher percentage of damage, it should give you the ability to completely negate hits from weaker enemies or light weapons, with a chance for blows to deflect or glance off of your armor completely, leaving the opponent open for a counter, at the cost of weaker mobility and maneuverability. Dark Souls 1 did this pretty well, with poise allowing you to tank a lot of weaker hits without staggering, while Skyrim did a particularly shit job, with your character's animations being the exact same regardless of whether you're buck naked or clad in full plate armor.
While fallout 4 is a 3/10 and a wack fest it still did a pretty good survival mode without it being bullet spongy and also prioritizes different perks.
This is why playing on Adept is fine, because then if you overlevel yourself, the game now has a low TTK until you eventually hit that OP power moment where you're invincible and the NPCs die quickly so you start raising the difficulty until they don't die as quickly and you can actually die.
Started a game on adept, bumped it to expert and then master and it was relatively okay. Though mods once again unfortunately fix all of this. You know, it's sad that every problem in this game either requires you to constantly tweak difficulty levels or for you to modify the game.
@@grimjudgment6527 Bethesda: "Bugfixes? Difficulty balancing? Nah man... Modders will fix that. For free."
Stalker difficulty is a myth
@@12halo3 stalker only added difficulty because the publisher or someone wanted them to
I award this video a 10/10 and a badass seal of approval
Magic was a big sore spot for me. I loved playing mages in the older games.
Honestly the speech mini game is super easy. That said it's not remotely hard to get Charm 100 points for 2 seconds.
Some speech checks ive always felt was scripted to succeed. Like the guard at the gate to whiterun and riften. Of all the playthroughs and characters ive made ive never failed those checks
skrublordnord69 I’m actually pretty certain that check doesn’t even make a roll. It acts like it’s a “Persuade” check but that’s not even a skill. And without attribute points, there’s nothing left to check, right?
@@haydens5321 exactly my thoughts over the years lol
@@haydens5321 I'm pretty sure it's a contest between a combination of your and their speech plus level and then intimate is just raw level. Some seem scripted though. I was talking about the spinning wheel game from Oblivion where you match the person's facial expression with the colored wedges. The goal is to get the big wedges on the topics that the person doesn't scowl at. Admittedly the facial expressions can be really hard to read on some characters.
@@kikiblair5132 2 months late, but with oblivions speech to make it even easier, just click the lest full wedge all 4 times and take note of which 2 went up and which 2 went down, then actually play the minigame of getting as many big ones up with as many small ones down as you can
Can’t wait for this series to end at part 2 and the inevitable "Hey guys, part 3 is coming, I’m just gonna work on [Insert new project here] first" community post. I’ll enjoy this one while it lasts though.
:(
The other projects aren't abandoned
@@Creetosis | Welp here we are, 5 months later lmao
Hoping part 2’s coming out at some point as I enjoyed part 1
I know. I'm sorry, it really does take a lot of time to make these videos and I do have a lot I want to do.
@@Creetosis | Don’t be, I mean at the end of the day you’re a guy on UA-cam talking about video games you like or don’t, nobody’s entitled to your time or content.
My point I guess though is to try and pick a project and stick to it before moving on to the next one, otherwise you might end up in a mess that’ll be too troublesome to even try to get out of and then that’ll feel deflating for you as well as your viewers.
A big thumbs up for Creetosis and Setch for making this great video. And another big thumbs up for the modders that fix and improve Skyrim
Minded Skyrim is one of my favorite things ever and I’m not afraid to admit that lol
It's finally here and let's hope that God Howard doesn't smite this off the face of the earth.
9:45 To be fair to Oblivion, they actually gave thought about the long tutorial and made a hard save right before you got out of the sewer and allowed you to change pretty much everything as far as i can remember and it tried to teach you more things like alchemy and sneak attack too for example.
10:03 The magic centered races start each with a spell corresponding their race most proficient school of magic, but yeah, it's still not much nor a gamechanger.
14:07 There is actually a working lockpick spell in the game, it's tied to the tower standing stone and opens a single expert locked thing per in game day, so you could in theory open everything that's not master locked with patience, but still, your point still stands because it's a single occurrence in the game and you would have needed to get prior knowledge, compared to the other games where there actual was alteration spells for that.
29:00 That exactly show that they wanted players to be a jack of all trades, if you want to upgrade your armor/weapons, the only option is to survive boredom and level up the the smithing skill, i don't even want to image if you only could repair weapons yourself in the earlier games.
30:02 The even worse thing, is that this spell that's only something you'd do somewhere safe actually costs a lot of magicka, if you don't have put much points into the magicka stat, you have to cast it once, wait an hour, cast it once, wait another hour because of how slow you regenerate magicka by default.
32:37 And since the enemies just get more health and usually keep mediocre armors with nothing really unique, you're not even "rewarded" for the tedious task of killing them.
40:20 There is actually a difference between each type of weapons, but it's simply a matter of Sword being faster than Axe, but doing less damage and Axe being faster than Mace, but doing less damage, while still being slower and doing more damage than Sword, and that's it if we don't account for the perks.
49:49 The funny thing is, dual casting is not cost efficient, you spend 2.8x the amount of magicka needed to have an spell power upgrade of 2.2x, it's pretty much only useful on spell effects that can't stack, for a skill you have to spend a skill point for.
53:03 The issue with lightning too is that it pretty much only works early on, because npcs regenerate magicka at 70% of their normal rate in combat, and you, as the player, regenerate it only up to 30% of your normal rate, which is why, when you've leveled up a bit, the drain magicka of lightning does basically nothing against the bigger magicka pool and regen rate of the npcs, and the same thing applies for health and stamina regen rate, albeit at different values.
1:19:15 And there's also a radiant quest you can get from the greybeards to make sure you don't miss those shouts.
Pretty great video, can't wait to see the others when they'll be done, also sorry you had to play vanilla Skyrim, as a former console player that spent quite some time on the original edition, i know what it feels like.
>There is actually a difference between each type of weapons, but it's simply a matter of Sword being faster than Axe, but doing less damage and Axe being faster than Mace, but doing less damage, while still being slower and doing more damage than Sword, and that's it if we don't account for the perks.
While it is true the combat doesn't really changed between you wielding dagger or mace, so it ends up being distinction without a difference. You really don't go into thinking "would i rather use a sword or a mace against that enemy?" regardless of game difficulty because overall design of the encounters, clunky UI and perk system push you towards using a single type of weapong that's going to be your universal slapstick solution to all problems.
Ahhh… my favorite closeted avian.
Liking before I even start watching, I think that speaks to your developing track record as someone who is extremely thorough and objective when making content
I really appreciate the gen I and II pokémon background music.
Another mechanic I want to add onto the discussion is leveled unique items.
The idea behind it is that it allows players to have access to any quest at any level they want without getting an overpowered items that can break game balance, however in practice it is detrimental to the game since the level of items is set the first time you enter an area this encourage players to *not* explore further until they reach a high enough level. This also includes quest completion as well.
Technically you could power level yourself to ignore this. but that means either cripple your character because you level pickpocket and now can't damage anything due to level scaling or spend hours doing the same action over and over to level your attack skills.
I'd rather have sensibly placed equipment in areas that make sense to house them. And that each equipment can be used by any "class", but only those specc'd/meeting the equipment's requirements can use its full potential. As the olayer acquires the needed skills to fulfill those requirements, they start getting better at using that equipment.
*Using generic examples:*
> An enhanted warhammer that needs level 75 warhammer, level 50 magic, and level 10 vigor can be used by a Thief that is level 1 on everything But she sucks ass with it.
> An bolt action scoped sniper rifle that needs level 65 guns and level 15 intelligence can be used by a Conman with level 1 on all combat skills. But he sucks ass with it.
Happy Anniversary Bois played and loved it since 11.11.11!…Now that Todd left the room may god have mercy on our souls if we have to pay for Skyrim another 10 times all over again.
Watched STAG stream #1 *mentions Skyrim video*. Look what just popped up in my recommended. Holy crap the timing. Just wanted to say loved your vids on fallout 3 + 4. Can’t wait to hear what you have to say about Skyrim.
I am *hurting* for the other parts!! This is so good!
Another problem with dragons is that despite Bethesda trying to make them super dangerous threath , when one spawn above any village, every NPC just charge him and starts fighting him.
Grandma come we are going to fight dragon....
And most NPCs are grneric or Essential so they are going to win eventually.
Bethesda-Twice the Pride, Double the FALL.
Hey you, your finally awake, Got caught trying to cross the border from the Mojave by the Legion. TRUE TO CAESAR XD
1:19:53 I said this on the discord and I'll say it here. I agree with most everything in your video. But I'm still gonna call it out.
_Dragon Aspect was a Shout invented by Miraak, the First Dragonborn. It was created by a human being with a draconic soul so he could further tap into the power of said soul._ If you use the shout during the boss fight against Miraak, he outright says _"So, you use my own Shout against me. You learn quickly."_
Idk how long ago that part was recorded, but I did have to come and say it.
This is perfect timing Cree and Setch you amazing bastards
Best memories I have of Skyrim is playing it in the first few weeks it came out. All of my friends got it too, and we’d all talk to each other while playing. But I guess I didn’t really need Skyrim for that?
Despite its faults I still love it but yeah it’s pretty heavily flawed
"Bukka-tagaak! Bukka-tagaak! Buk-Buk-Buk-Bukka-tagaak!"
Ahh, the sound of the mighty Cliff Racer.
For myself, I think the reason Skyrim is still loved is because it's pretty much the only 1st person RPG where you truly create your own character, and explore an open world without restraint.
Nobody else really makes that, as far as I've seen. It's why Fallout is still a favorite of mine.
Whatever I might say about Skyrim, I have hundreds of hours in it.
And that's a shame. I wish more people made these. Then maybe I'D have more options.
I'm surprised you didn't mention how Speech and bartering are so needed, not only for the gold they have, but for the they are willing to buy.
So it's doubly restrictive, as even when they have the gold... They will just refuse to buy what you have until you have the lv50 Speech perk.
ayyy lets go excited for the new series, cree!
Damn, around 18 minutes in and i was having a hard time paying attention because the music is such a banger
*scream* Thank you, Creetosissssss ! 🦉💜
My biggest problem with combat is that only four things stagger enemies: power attacks, block bashes, offense based shouts, and dual cast destruction spells if one has taken the impact perk. That means that enemies will shrug off the basic attack of a GIANT warhammer without even flinching but if you hit a little harder than normal with a knife they'll stagger. Not to mention ALL of these ways of staggering use a limited resource: either stamina, Magicka, or shout cool down. Meanwhile you're still taking hits from enemies that can often damage you far more than you can damage them.
You should retitle this vid to part 1 of 1 😂
Oh God, thank you for highlighting the problem with sneak. Especially the B-lining straight for you despite having never seen you.
Hopefully between you and Patrician TV, we can finally see good objective eyes on Skyirm even as one who has a bit of a place for me as my first elder scrolls game I always disliked how so many content creators barley talked about the main faults of it.
Who’s patrician tv?
who says there isn't already objective eyes? People have already seen the objective good of GTA 5.
When do we get the rest of the series?! Don’t leave us hanging!
Lol Skyrim is a complete joke of a game, it's a terrible RPG, and it's just.... eugh. But that has not stopped me from putting near to 2,000 hours into the game between LE, SE, and on Switch. Never will I ever call this game good. Just fun for me, with mods especially.
"switch skyrim" bruh
I can only Play Skyrim with mods. I need at least 100 to make the Game somewhat enjoyable for me
I'd say it's less of an rpg and more of a rollercoaster ride without a seatbelt . I'm currently on the hunt for 100% and in all honesty even when I do different choices in my quest...i think the only big difference was that i brawled with every person in debt to become part of the thieves guild. Worst part ngl was the radiant stuff just to get guild master but at least it kept me going
This is all Bethesda games for me. I recognize how flawed they are but I can’t help but have fun with them
But why does it matter if you are having fun? Isn’t that the entire point to a game.
This is why Todd took peters crown, even fable three had spell weaving my guy.
Damn. No Part 2 on the Channel.
I never particularly liked the gameplay, always thought I was missing out on something whenever I played as mage.
Turns out it wasn't me being out of touch, you pretty much mirror my impression that magic is like using matchsticks for the first levels.
This is where the fun begins.
Alternate start is the only way to not be treated like a demigod by everyone. Being a vampire sucks lol
NEW CREETOSIS DROPPED, LETS FUCKING GOOOOOO
I still play this game regularly. There's something deeply relaxing just exploring them ruins
A new Kinotosis video. I'll admit, as far as Elder Scrolls goes, I know of Skyrim, seen some speedruns of the other games, and that's about the extent of it. Thus I would not be able to offer much insight.
"Mods will fix it."
If there's one thing that Fallout 76 ought to get credit for, it's finally exposing why this was such a bad argument. Since the game couldn't be modded, whatever problems Bethesda left in there, stayed there until Bethesda themselves fixed it. And boy, there was a lot of problems people probably really wished modders would have been able to fix. The very state the game was launched in almost signifies that Bethesda themselves became overly reliant on the modding community.
No wonder they pushed for paid mods. Modders are practically Bethesda employers in all but name. I know if I made a bug fix mod for Bethesda's titles, I'd put "Officially worked for Bethesda" on my resume.
"Lore"
Kind of bodes poorly for Bethesda's writing given that they're the ones who made Elder Scrolls in the first place. With Fallout, there's 3 games with consistent lore between them and so a lot of the rules are firmly established and thus it's possible to definitively say that something is lore breaking. With Elder Scrolls, if things change so frequently between games, there's not really much you can state other than "I guess Bethesda decided this is true now." It doesn't help that Elder Scrolls bases it's world building on magic, which seems to be a very easy way to find yourself digging deeper into the nonsensical unless you immediately reign yourself in and set iron hard limits on what can and cannot be done. If you can abra-cadabra your way out of any lore issue, your lore is going to get sloppy quick.
"It does have a perk system to substitute the removal of classes and specialization."
Why does that sound so familiar?
"RPG"
Probably one of the saddest things is that at this point, there's very little difference between a Bethesda RPG and the modern Assassin's Creed games. Bethesda's RPGs used to have an element of complexity, but were simplified to such great degrees that the mechanics are recognizable as those of RPGs but with nothing to distinguish them from the lot of other RPGs dedicated to casuals out there. Similarly, Assassin's Creed has been adding more RPG elements over the years, like choosing your sex, skill trees, multiple dialogue choices, and so on to the point where they've taken very simple stealth games and turned them into role playing-lite. These are two sorts of games that should only intersect gameplay-wise if someone really goes out of their way to play a stealth killer build, but functionally both Skyrim and the most recent AC games play the same.
The overlap looks to be more evident with games like Skyrim, but could apply to Bethesda's Fallout games as well. They do seem to be, unironically, Skyrim with guns.
"Speech"
I've put some thought into how Bethesda might be able to improve their game design. It's pretty clear that in general, their idea of how to set up a quest is that you talk to an NPC, go to a dungeon, kill/collect a thing, and return. The problem being that this lends itself to very limited design philosophies when it comes to quests. You have the option of what sword/gun you want to use against the thing you need to kill, but ultimately the end result is going to be exactly the same.
If they were able to really commit to the idea that they need to have at least three different ways of solving the quest, be it a violent way and two non-violent ones, two violent ones but one very indirect, certain skills might let you solve the quest as soon as it starts or may lead to an alternate ending, etc-might go a long way in helping Bethesda improve their quest designs overall. They can't rely on their incredibly linear way of handling things if more than one play style needs to be accommodated, and if they do need to brainstorm different ways of solving quests, it might actually lead to some interesting ideas they otherwise might never have thought of if they didn't have that requirement.
It's overall rather depressing how technology had improved substantially but games overall had gotten simpler. Developers of the past were incredibly limited in what they were able to do, so they had to try and push as many different game mechanics to the limits to get as much as they can out of the limited hardware of the time. Now that hardware is far far less restrictive, developers have opted to play things as safe and bland as possible, dumbing down everything they could and making sure that as many people's play styles end up being as similar as possible in what should be an even more varied and open ended RPG.
"Merchant gold pools"
One possible solution to this sort of problem would be for an area to have a series of interesting quests, large and small, that if you solve, allows for the merchants to have larger amounts of money. The implication in world would be that the quality of the area had improved and thus encouraged more trade, and that the merchant isn't spending their own money trying to help fix the various issues plaguing the town and is able to thus save up more. This could also affect what supplies they sell as more trade means more opportunity for better items from farther away to end up being exchanged. It would be a small thing, but one that helped give a bit of life to the world and give a real sense of impact beyond seeing the quest title declare itself to be completed.
They kind of did this with Fallout 4's settlement system but still ended up relying heavily on using a special perk when it came to bartering.
"Axes"
It's also worth pointing out that they had a use outside of combat. In fact, their use in cutting down trees and chopping wood was their primary purpose. With that, if you are part of a town of any sort, there is going to be an axe somewhere and thus the likelihood of them being used in combat is increased by proxy. They don't need to be specially smithed like a sword or warhammer, and axe is an axe is an axe whether you're chopping limbs off of trees or people. Given that throughout history, it was typically farmers and peasants who made up the majority of an army as opposed to distinguished knights, it's not surprising they'd rely on tools they already had on them as opposed to spending what little they had to commission new ones.
"Can't cripple heads"
Seems weird that you can't because that was a thing in Fallout 3. I know Bethesda's games code is basically a gordian knot, but it seems odd that they didn't just port over the code that checked which part of the enemy was damaged and how much overall damage that does to the enemy as a result. For all the memes about once being an adventurer before taking an arrow to the knee, shooting people's knees with arrows have no discernable impact over any other part of their body.
"X can fight like bandits"
I'm getting some real flashbacks to the fact that multiple enemies in Fallout are effectively raiders with different skins and character models.
I see you've gotten outside help with your script as well. If you are willing, I'd love to work with you on something as well.
Good points in this comment.
In practice, the only difference between AC Odyssey and Skyrim is the setting and the whole annoying levelling system in Odyssey.
I won't go into detail hear but the whole game is divided into leveled regions and all loot (weapons and armor) is divided into levels. This means you cannot explore the map until you complete enough quests in a certain area, making it mandatory to do a lot of compulsory side-questing and story progression. To add to that, the dungeons in Odyssey are even more boring than Skyrim, the same exact layout being copied everywhere.
Problem is, AC Odyssey has more interesting quests with dialogues and choices affecting the outcome of the quests, with far more frequency than in Skyrim. This shouldn't be the case if Skyrim real was much of an RPG. You can also see what the shout system should have been like: selectable special combat abilities and attacks with a smaller cooldown between them, to make the fight feel more active and alive. Just like the abilities in AC Odyssey. But they also somewhat act like perks of Skyrim since they are unlocked by gaining levels and can increase the efficiency of your attacks.
Now, I am not praising AC Odyssey too much, it too suffers from many problems, much of them same as in Skyrim. But at this point, thus AC Odyssey felt like an even further streamlined version Skyrim. Thus I fear for the future of the Elder Scrolls series.
"can't wait to count out your coin"
-todd post anniversary release
Whoooo booooy, you dont know how much ive been looking forward to this one
The Unofficial Skyrim Patch comes in clutch a lot of the time. Especially since it fixes the Arcane Point quest glitch that prevents you from finding other Shouts via the Greybeards telling you where they are.
Cree's reviews excel at making me want to play Legend of Dragoon again. Such an underrated OST.
Do it.
@@Creetosis Any plans on doing a vid on it or any other of the classic RPGs I hear represented in your music choice?
Yes, I want to do a complete breakdown of Legend of Dragoon's story at some point
@@Creetosis Oh, that'd be sick. The setting, art style and the story was like something out of a dreamlike fairy tale. Like a real epic from a culture that unfortunately never actually existed.
To be fair I do love the one with the giant launching you into the next universe
I can't wait for part 2 to come out maybe next year :)
In all seriousness, Skyrim is a game I play when I don't want to play an rpg or adventure game. It's one where I can just escape into my personal reality, where I have a loving husband and our pet tabby cat named Tinsel. I work our farm, help the local lumber yard with woodcutting, and trade with residents of Falkreath and Riverwood, sometimes hiking further out to other towns and cities, so long as I bring my hubby a souvenir (He's so spoiled)! And while I'm gone, he runs our store. So there's always a trickle of gold for us. :)
It's not necessarily how the game was to be intended. But Skyrim has no dragon problem for me (I have yet to set foot in Dragonsreach for this primary character), and the civil war is something that only rarely causes issues for my Husband and I. We're too busy tending the crops and manning the shop!
Still staying tuned for the continuation
Long man short
Why I do keep rewatching these? Why, or even how these videos make me wanna go back to these products and re-experience them? Thank you regardless
Oh ew... Was that Oxhorn? Gentlemen extraordinaire, fair use fighter, and professional Bethesda ball sniffer?
Damn i though he died under a pile of cigars and burbon like a wannabe Churchill.
I was looking around a realized he never made parts 2 through 5. Sadness
Oh shit it's here! Grumpy owl shaking the pillars of heaven.
Mans went from Fallout 4 to Skyrim. Appropriate with the new anniversary edition that broke my mods
Alright about the whole "oh you have a lot of the choice how you defeat a dragon - with sword, axe, magic or bow - therefore its an RPG!"
That arguement is absolutely wrong.
Let me bring a simple example taken from TTRPGs how and what the whole gameplay loop consists of.
It consists of the *encounters*
Encounters can have absolutely different scale and the amount of outcomes. Some of them dont have options therefore they are called "railroaded". And its not a bad thing - if used correctly - as a starting point of the adventure or as a result of a previous chain of encounters or, in rare cases, a final event that players were preparing for.
Everything else, in most cases, should have a wide range of options or atleast some.
See the bandit? You can kill him. You can bruise him and talk him out. You can pay him off. You can fright him he leaves by your look or skill demonstration. You can persuade him you are of the same views and essentially a bandit too.
Its just a simple example of what players might do with a bandit in TTRPG. We probably cant have a huge branching story for such a simple encounter to not make it repetitive in videogame RPG.
The problem is Skyrim *does not have* the choice. All your encounter options are kill or ignore. The second option being a questionable content skip at times.
Thats all. What could save us from it? Quests with branches and options. Guess what - we almost dont have those. We cant susbtitute the item or make a fake of it we were ordered to bring. We cant majority of times talk out with the hunted enemy or bring them alive. We dont have alternative entrances or exists in dungeons to get items/targets you would need your other skills than combat ones.
What is the beforementioned weapon choices then you might ask? Simple. Its an option to handle the kill encounter. Not the whole encounter but only the "kill" option.
The very core design is an RPG-lite at best because of that.
The nostalgia of the might and magic game hit hard. I played it so much when it came out.
I know Skyrim is shit but i like it (With mods lol)
No other game gives you that freedom
@@-SaintUK- Garry's mod is far better in that regard, as are most Source games. Garry's mod just stands out the most, because it actually is intended to be a basis for mods.
Yeah but Garry's Mod lacks a lot of infrastructure though it does have potential
@@Mirthful_Midori i mean for a fantasy world. garry's mod is fun till some arse come with a glock and spoils your medieval rp
The leveling system is a good *base.*
Skills leveling based on what you do directly, aggregating into your character level...
Perks to enhance skill effects...
But a base does not make a good full package.
Having reactive stats (similar to the bonuses in prior games) work in a similar manner as character level (e.g. leveling more "mage" skills increases your "mage" stats) would have been a good addition.
As would having a fucking unarmed skill.
And while we're at it, so would having an additional, hidden "skill" bar for quest exp. Works the same as skills, but increases when you finish a quest... Y'know... Like a RPG does.
Been waiting for this to come out!
5:57 Classic Vinny streams.
6:29 ANOTHER classic!
7:09 MORE classics!
Can't remember who said it, but basically: the universal currency is gold, yet it's a world where everyone can perform magic, and there's a novice spell that turns iron into gold.
When i heard that my opinion on Bethesda went from 'yeah they are kinda trash, but you can have some fun' to 'holy shit, i hope it all burns down'.
It was probably Mister Caption who pointed out the potentially broken economy in this game.
"Just because something is successful does not mean it is good" THANK YOU! I've been saying this for years but catch a lot of flak from the Todd Howard Andys who insist that Appeal to Majority isn't a logical fallacy used by witless fops.