Ick.Anoctris said:Who cares about the game?
That's Max Von Sydow narrating!
Make way you undeserving plebs, lest ye want to feel the wrath of my Hammer!
ReiverCorrupter said:[I obviously cut it down for length]EvolutionKills said:ReiverCorrupter said:Oblivion's story wasn't as good because it required voice actors, which made it much harder to produce than Morrowind.EvolutionKills said:Story wise, Morrowind had a better narrative because of it's setting, scale, and focus.Stormz said:Less skills is annoying, but everything else sounds interesting. I have no doubt it will be better then Oblivion. Maybe even Morrowind? well we'll see.
To be fair, there are a number of things that they did right with Oblivion. Attempting to voice act everything was ambitious, and given the standards of the time, they did very well. Post Mass Effect and Dragon Age however, it's not as easy to forgive the fact that every person of a particular race/gender uses the same voice actors. But, if I remember correctly, something like 80% of the space on the game's disk was dedicated to audio files, so they still recorded a TON of dialogue.
I also approve of the cut down Skill list.
I believe that they where also right in trying to steam-line combat, and even the addition of the Power Attacks and the other abilities that you earned from raising your skills was a step in the right direction.
That being said, enemies that level up with you where a terrible idea.
I also hope they manage to work out some more of the kinks and loopholes in the character system.
EDIT: They dropped the total skills from 21 to 18. Now I haven't seen what the final ones are, but if I was to take a guess at what they did. They probably removed 1 skill each from Combat, Stealth, and Magic.
I don't disagree. There was no need for a lot of the skills unless they changed the gameplay up. There was no real benefit to using smaller weapons aside from the fact that they're a little bit faster, and no real reason for having separate skills for them aside for just complexity for complexity's sake. The things I didn't like were the missing spells, (although Mark and Recall were obviously obsolete due to the fast travel system), and the much more limited spellmaking and enchantment. It would be really nice to have reflect, absorb and resist ___ enchantments once you reached mastery level in enchantment. The weapon building system sounds very promising though.
They definitely improved the combat. Regenerating magicka was a great new feature for one, having to sleep after you cleared out each room in Morrowind was just pointless. I'd honestly like them to pull out some of the level caps, or at least heighten them so the maxed out character can be stronger. It would especially be nice for mages because they could cast stronger spells. But the reason for the level caps is that the enemies have a lot of code because of the stat system, and there just can't be too many of them in one area, which means that at a certain point the game would just be incredibly easy.
It would just be nice if the combat formula was something besides "point cursor at enemy, tap the right trigger, repeat until thing dies." Of course there's also blocking, spells and arrows, but it's still a little dry.
That does sound much better. It would be a little awkward from the first person perspective using melee though. They'd have to change the collision, you're sword swings across you so if you aim at an enemy's leg at close range, your sword is still probably going come down on his head. I must confess I never played Fallout. I'm sure it was a good game but the setting just didn't appeal to me. I thought I recalled them having a selective aiming system though, something like that would work. Fable used to have a fun target selection system for ranged weapons too, but they got rid of it in Fable 3 for some strange reason. Too bad, because it was a lot of fun to shoot people's heads off then here the popping noise and the fountain of blood. Cartoony? Yes? But still very satisfying.EvolutionKills said:ReiverCorrupter said:It would just be nice if the combat formula was something besides "point cursor at enemy, tap the right trigger, repeat until thing dies." Of course there's also blocking, spells and arrows, but it's still a little dry.
Hopefully, the Perks will fix that. If they add in the Sykrim equivalent of Fallout's 'Bloddy Mess' ability, that would be most awesome. After playing a Bumper Sword wielding muscle bound melee meat-head in New Vegas, I found it hard to go back to Oblivion. Being able to use the Bumper Sword's forward power attack (a 360 round-house sweep) and judge the distance just right so that I purposely decapitate my foe, is just plain awesome. It really makes you feel that the weapons are actually doing something when they hit your opponent, as opposed to just draining their health bar. Being able to cripple limbs was great too, and it they bring that over into Skyrim, then we'll have some fun.
Imagine either Stealth based weapons/artifacts/Skills/Perks that allowing you to do added limb damage, enabling you to more easily cripple your foe in a fight. This was one of the tactics you used in Fallout to deal with Deathclaws, those giant mutated horned lizards almost the size of a T-rex (and with a matching temper). Unless you where especially kitted out to be a sniper and could drop them with a critical headshot, your best bet was to cripple their legs. These things can easily outrun you unless you cripple their legs, allowing you to keep your distance from their armor shredding claws.
Now in the context of Oblivion, how much more fun would the combat be if you could really target specific body parts? Cause a Nord highwayman to drop his greatsword after crippling one or both of his arms, then watch him try to put up a fight with his fist (also, make it so that looting the corpse of a disarmed enemy still allows you to get their dropped weapon, just like in New Vegas). Stealth based characters would now have a true way to disable and disarm their enemies in combat. Now the choice between a Greatsword and a Longsword/Shield isn't just about damage and reach. Now it also involves how much risk you want to take by increasing your chances of crippling limbs through brute force, but also making you more likely to be crippled in return (using a two handed weapon). Weapons like Axes could cause more critical hit damage, maces could be more likely to break limbs, and swords could do more damage with a higher critical chance, but at the cost of less limb damage. Now you have a system for greater variation with your weapons, supported by relevant mechanics.
I just think that, ironically enough, they did melee combat so much better in New Vegas than Oblivion. Skyrim had better be taking some notes of what it's post-apocalyptic predecessors did.
ReiverCorrupter said:That does sound much better. It would be a little awkward from the first person perspective using melee though. They'd have to change the collision, you're sword swings across you so if you aim at an enemy's leg at close range, your sword is still probably going come down on his head. I must confess I never played Fallout. I'm sure it was a good game but the setting just didn't appeal to me. I thought I recalled them having a selective aiming system though, something like that would work. Fable used to have a fun target selection system for ranged weapons too, but they got rid of it in Fable 3 for some strange reason. Too bad, because it was a lot of fun to shoot people's heads off then here the popping noise and the fountain of blood. Cartoony? Yes? But still very satisfying.
Melee combat is just always better from the 3rd person perspective, you just have much more awareness of your character's body and surroundings. The problem is the TES games just look so ugly from 3rd person, your character is extremely awkward and it's hard to tell what he/she is aiming at. I think it would be better if they fixed the third person view so that the camera was tighter and the character's motions looked more fluid and responded more fluidly, then the game would be a lot more fun. A targeting system would help a lot, there could be a lock target button (left trigger or bumper is most intuitive I think) where the camera would zoom close to being over the shoulder and you could sub-select limbs. Doing any fancy movement in 1st person is disorienting. I really liked Fable's combat system, I think TES could go a little more in that direction. It's tough though. The entire game is designed to be viewed from the first person perspective, so having a combat system that switches to 3rd is obviously a bit difficult.
Yeah, I don't really have the resources or time to be a PC gamer. Because of school I now almost exclusively play online games when my friends are online. I played a little FPS on the PC back in the day (SoF). But I never liked the controls. It's true a mouse and keyboard give you far more control, but it just doesn't feel as organic as a controller to me. But this is probably because I was raised on consoles (my first game ever was Goldeneye). Though the PC is still the undisputed champ of strategy games, hands down. I have Star Craft II but my crappy laptop is below the System req., so all I was really able to do was play the campaign. Shame really, but I don't have the time to devote to being good at it anyway, I'll just stick to my beloved Halo Wars.EvolutionKills said:I'm guess from your posts that you're a console gamer, and not PC. So the next game I'm about to mention you might not recognize or have played, but it's worth a shot.
The absolute best first person melee combat that I've played, was 'Dark Messiah of Might and Magic' (later released with the subtitle 'Elements' on the 360). Developed on Valve's Source engine, it was a solid action RPG. Some of the reasons the melee combat felt so visceral was that the game was built in a de-facto FPS engine, the aforementioned Source (Half-Life², Team Fortress 2, Left for Dead series, etc.). So the game had solid collision detection and fluid controls. The game also had an immersive style of first person, when you looked down you actually saw your legs and chest. When you moved, your head bobbed realistically to how you were moving. But the game was mostly action with light RPG elements. It was also linear, so they had more control of the games pacing.
LOL! Quest called off due to lack of interest.Tom Goldman said:How about a shield in your right and a heal spell in your left, to bore enemies to death?
ReiverCorrupter said:It actually wouldn't take that much to do; just an afternoon or two in the studio with a motion capture camera. They have to do that anyway. The only rule I would keep in mind is to keep the sequence fluid and under a second in length; any longer than that and the player will be frustrated by the character's unresponsiveness.