Eleima said:That "maybe Japan" comment might've been a little insensitive, I think.
Back on topic...
Not sure how "weird" Skyrim can be, really, since its concept is pretty much based on Nordic countries in Medieval Times (think vikings). And least that's what my knowledge of TES lore has led me to believe. Not sure it can be *as* weird as Morrowind, and we're not really asking for it to be that weird, I guess... Bethesda, if you're reading this, just *be* Skyrim, don't try to be like Morrowind, that's a pitfall which must be avoided.
(For clarification purposes, I loved Morrowind to bits, but I'm not convinced that you can take a recipe that applied to Morrowind and hope it'll work for Skyrim as well, the provinces are just too different)
I take it from your comments that you haven't played the Bloodmoon expansion for Morrowind then. The expansion took place on the Nordic island of Solsteim, and featured creatures like Horkers, Grahl, Draugr, Rieklings and The Udyrfrykte which weren't exactly normal. Plus Skyrim had quite a long history of border wars with the Dwemer, so I would expect Dwemer ruins in parts of 'modern' Skyrim. Just sayin'.Optimystic said:Where would they put in weirdness though?
It made sense in Morrowind because the Dunmer motifs are highly insectoid. They armor themselves in carapace, we have the Silt Striders, the helmets have bug-like goggle-eyes etc.
Nords are vikings. Axes, wenches, ale, horned helmets, the works. Where do you find room for weirdness in that?
You've got me there, it's true that I haven't gotten around to playing Bloodmoon yet (it's on my "to do" list, I swear). So I was mostly basing my comments on the knowledge I've derived from Nords in Morrowind and Oblivion. My point was that they shouldn't try to make it weird so that it's "like" Morrowind, just for the sake of making it weird.Grouchy Imp said:I take it from your comments that you haven't played the Bloodmoon expansion for Morrowind then. The expansion took place on the Nordic island of Solsteim, and featured creatures like Horkers, Grahl, Draugr, Rieklings and The Udyrfrykte which weren't exactly normal. Plus Skyrim had quite a long history of border wars with the Dwemer, so I would expect Dwemer ruins in parts of 'modern' Skyrim. Just sayin'.
Personally I reckon the re-introduction of slightly alien cultural concepts is a good thing, it always wound me up that Oblivion got everyone into thinking that Tamriel is just like Medieval Europe.
They may not be timberwolves but they're nothing on Morrowind either. Horkers are glorified seals with jazzy dental work. Draugr are slightly more heaavyset skeletons. Riekling are snow-goblins that ride pigs; not even tentacle-pigs, ordinary ones. Udyrfrykte is a yeti - so original! The only semi-unique one is the Grahl and if I called it an ice troll nobody would bat an eye.Grouchy Imp said:I take it from your comments that you haven't played the Bloodmoon expansion for Morrowind then. The expansion took place on the Nordic island of Solsteim, and featured creatures like Horkers, Grahl, Draugr, Rieklings and The Udyrfrykte which weren't exactly normal. Plus Skyrim had quite a long history of border wars with the Dwemer, so I would expect Dwemer ruins in parts of 'modern' Skyrim. Just sayin'.
Personally I reckon the re-introduction of slightly alien cultural concepts is a good thing, it always wound me up that Oblivion got everyone into thinking that Tamriel is just like Medieval Europe.
Instead of riding horses, people travel in the hollowed-out carapaces of 20-foot tall insects. There are entire villages which are made of giant mushrooms. People wear armor made from chitin. There are enormous steampunk ruins left by the dwarves, who all disappeared. There are wizard towers which can only be reached by levitation. There's a few more, but those are the really awesome ones.Merkavar said:so can someone giv me an example of the bizare ness in morrowind? never played it