#the dialogue options in this game are really good (for a bethesda game)
Explore tagged Tumblr posts
ronqueesha · 1 year ago
Text
Tumblr media
"The popular stereotype of the researcher is that of a skeptic and a pessimist. Nothing could be further from the truth! Scientists must be optimists at heart, in order to block out the incessant chorus of those who say "It cannot be done." - Academician Prokhor Zakharov, University Commencement
43 notes · View notes
tunnelsnacks · 5 months ago
Text
A longish list of Fo4 mods that hopefully won't break your game if you're playing on Next Gen (This list is very much catered to my specific play style and my love of the Minutemen and the Railroad, BOS look elsewhere)
I'll add more or edit this list when I find other mods that I like which play nice or if one's on here are incompatible
The Technical Ones:
Extended Dialogue Interface You'll need F4SE For this one though I'm pretty sure you need it for quite a few. The extended dialogue interface does what it says on the tin and removes the short four options you have for responses and gives you exactly what your sole survivor is going to be saying so you don't end up being incredibly racist towards Nick when the option says 'sarcastic'.
HUDFramework is a UI framework that makes it possible for mods to add new UI elements to the HUD (I say don't worry about this one until it's in a requirement for mods you're getting)
Cheat Terminal Yes, yes I know how some people feel about this kind of mod. I've been playing fallout 4 for like 10 years, I don't have fun scouring every corner of Boston's armpit looking for clipboards. This is a holotape cheat menu that lets you add anything in the game to your inventory, SPECIAL points and other bits. It also lets you teleport companions to your location if they get stuck in an elevator, fix some faction quest if they get broken. This one is great for me because in my little make believe world I have my soul survivor is either a Courser or the Kellogg guinea pig and there's options to make you a little more deadly
Workshop Framework For Players: New controls and faster, more stable workshop scripts. For Modders: Add new resource types, override settings, and generally change the way settlements work dynamically. You'll need this bad boy for a few of the mods on this list They'll be in the requirements for them on nexus
Fallout Priority Next-Gen - CPU Performance FPS Optimizer Does what it says on the tin and stops me from ripping my hair out. Improves performance by elevating the CPU Priority of the game process and minimizes input lags and prevents stutters caused by other processes.
Workshop Menu Missing Tabs Fix Sometimes your workshop tabs will just disappear which is really really annoying. This fixes that with a holotape
The Immersion/Gameplay Ones:
Realistic Death Physics - No Animations decreases the amount of force of both melee and ranged attacks (especially crits) to more realistic levels
Lowered Weapons I hate how your character is always pointing their gun foward 100% of the time in first person, this has your character relax their hold on their gun when not firing it
Improved Maps and Visible Roads A much better high contrast world map with roads, topography, and waterline all clearly visible. Optional number grid and regions
Reverb and Ambiance Overhaul Increases the diversity and dynamics of in-game sound, Great on the ears if you're playing with headphones. My one problem with it though is that it's a little too loud for me and the settings keep resetting every time I boot up the game, but that can be fixed by going into your sound settings, and it takes less than 5 seconds
Enhanced Blood Textures Mixed blood look a little more like well... blood
Vivid Fallout all-in-one In many cases they sharpened the games original textures somewhat, made new normal maps and enhanced shadowing.It looks really good and the textures are less V-Ram heavy than the original ones
Skip Kellogg's Memories I hate that Bethesda felt the need to try to make me sympathetic towards that man, and so I skip his memories all together. Wouldn't recommend for a first play through
Raiders Nonaggressive Raiders are now name "Wastelander" and they are no longer immediately hostile. If the player gets to close the Wastlander will warn you, if you continue to get close the Wastelander will draw a weapon, if you continue to move forward from there they will then attack
Gunners Overhaul makes the Gunners friendly to the player at the start of the game. It also makes all containers and useful items in Gunner areas belong to the Gunner faction, which means you have to steal it from them.  It basically makes them the mercenary/militia faction they're implied to be
Extremely Long Lasting Stealth Boy There is different scales for the length but I do the one that extends it to 1 minute
Pip-Boy Flashlight This one is one of my personal favorites, it overhauls the flashlight on your pip-boy as well as on power armour making it look more like an actual flashlight and like the light is coming from your pip-boy. You can customise what kind of light it is too and some of the options are really cool
Settler and Companion Dialogue Overhaul reduces or eliminates repetitive companion dialogue and adds new situation-appropriate dialogue for companions. They'll have more to say and seem more aware of their surroundings. Settlers are aware of your quest progression, and while they still occasionally complain about "my back hurts, my feet hurt…", they display increased awareness of the dangers lurking in the Commonwealth, expressing gratitude for the protection you've provided them
Better Third Rail this one makes the 3rd rail a little more lively in a lore friendly way
Combat zone restored-restored brings back the cut content that made the combat zone more than just another dungeon
Friendly East City Downs restores the content where this isn't just another dungeon
Fiddler's deliver animation retexture ooooh my god I'm obsessed with this one it makes the loading animations for unarguably the best gun in the game beautiful. And if you're wearing your wedding rings still you can see it in the animation and it makes my heart hurt each time
Natural expression fix helps make the expressions the player and emphasis have a little more...normal
Project reality footsteps changes almost all footstep sounds into more realistic ones. Including subtle gear and backpack rattle
Commonwealth encounter adds almost 300 new encounters to the game
The Faction/Companion Ones:
Afiinity Gains This changes the rate of how you gain affinity with companions. I choose the one that halves it because of the way I play, I get deacon's conversations a lot sooner than I feel is in character for him
Companions Infinite Ammo Gives the vanilla companions infinite ammo for all weapons, just like settlers. As long as they have 1 round in inventory they can fire indefinitely
Companions Stealth Distance Companions can sneak is the one I got before this but it's no longer compatible. It prevents your companion from charging up your booty at full speed whenever you enter stealth. Also slightly increases their follow distance. Now also prevents Dogmeat from entering player crosshairs every damn time you stop
Immersive Dogmeat Makes him a little more sneaky and a little more deadly. He'll wait for you to attack before doing anything for the most part. It also removes his level cap
Everyone's Best Friend Speaking of dog meat, this mod let's you take him with you and a companion at your choice like how it was originally intended before the game was launched
Preston Garvey No Radiant Settlement Quests Until you take the Castle, Preston will give you the quests as normal. After you have control of the castle and the radio powered up again, he'll stop giving you new quests every time you speak with him. Now to receive further quests you simply tune into the Minutemen radio station and will receive the alerts from there.
Deacon outfit change change stop deacon from changing clothes every three seconds. This one's for my own little game play reasons where he gets to a point where he feels like he no longer needs to change his clothes every 5 seconds when he's with Wanderer
Improved Railroad Overhauls the Railroad faction (in a lore friendly way) to more closely resemble the Underground Railroad and put them on the same level relative to the other major factions
Cleaner Railroad HQ Environment This is when I instal a little bit after joining the railroad, it gets rid of all of the trash and random bricks scattered throughout HQ
Railroad redone is an overhaul of HQ Even though the Railroad is a struggling faction in the commonwealth at the start of the game, I still feel that their base of operations in vanilla fallout 4 is extremely underwhelming. This mod fixes that by changing the physical environment. There's now personalized spaces for iconic characters like Desdemona, tinker-tom, deacon and others. The Player character also has their own quarters with a private terminal, bed, and power-armor station. It cleans up all trash -and some bricks and re-navmeshed the cell. And there's a pathway across the waters in the escape tunnel
More railroad exits adds a small little dungeon and two more exits into the inner city through the escape tunnel
Diverse railroad adds new faces to the unnamed NPC associated with the railroad
Railroad redemption This adds more bits to for the railroad associated with settlements, and allure friendly way it makes the railroad feel bigger and outside the scope of just the player
Railroad perks All of the quest reward perks for Railroad quests were cut before the game was released. This mod enables them at the appropriate times in doing Railroad Quests through a scavenger hunt style "quest"
You and what army Have you ever felt like the minutemen were a bit lacking? Perhaps the settlement system feels tedious, extra, or simply lacks real progression for you. Maybe even wondered why the minutemen seem less relevant the more you play? This mod aims to fix that, using your settlements as a base to expand the Minutemen and improve their ability to help the commonwealth. No longer will everything be entirely on the shoulders of one general. I love this one because in my head Preston and I are co-generals
We are the Minutemen The Minutemen are supposed to be the best alternative for rebuilding the Commonwealth because : More settlements = More resources = Better materials = Better fire power and a larger presence in all the Commonwealth. But currently this is not the case, this mod attempts to fix that
We are the men an alias framework gives the Minutemen ranks and lets you find out their names using the Alias Framework.
The Pretty Ones:
Forest Transforms the Commonwealth into a dense and overgrown forest landscape without disabling precombines. It's my favorite nature overhaul. Tree Trim is a 2024 patch for it that improves tree placement and compatibility (but you can open console commands and type 'disable' after selecting one if there's a tree in a place where a tree shouldn't be)
Animated Traffic Lights This makes the traffic lights thought the Commonwealth work again which I think is fun and goes nicely visually wise with the next one on my list
Lighting Series - All In One lights up red rockets, Starlight and other diners neon, bus stops adds, and illuminates billboards in the Commonwealth
Lightweight Lighting The lighting overhaul lighting mod I use, there are others out there higher on the endorsement list, but this is the best I've found for not tanking my fps while still looking fantastic
Interiors Enhanced - Darker Ambient Light and Fog Ambient light power and fog brightness inside all interiors reduced by 60%, without touching any directional light sources whatsoever, keeping lighting 100% true to vanilla except for those dark corners and unlit areas. Subways are actually dark and scary! Not just a filter, actual light data has been altered. 10/10 my fav lighting mod
Enhanced Lights and FX creates more atmospheric and realistic lighting. It overhauls the lights, effects, ambient light and creates a new mood for interiors. If you get a weird teal light at some locations it might be because of this mod
Darker Nights The lighting ones above look really cool with this. I have the lower setting that doesn't make the nights longer but adds just a little more night
The Flora and Fauna Ones:
Glowing Animals Emit Light Makes glowing animal variants emit light, scaled to their size
Fireflies This adds fireflies at night. It gets a little heavy at the start for my taste but there's a holotape that can tweak the settings
Wildlife overhaul less aggressive creatures and companions This mod makes prey cautious but still scared - also stops companions from hunting them down without cause. Additionally randomizes the animals height slightly, and adjusts some stats. Adds aggression radius to most creatures and robots
Squirrels of the Commonwealth there's squirrels now :)
Mutant Menagerie is a real fun one with all new creatures gathered from a wealth of public access sources. These new, lore-friendly creatures come with unique drops and hand-placed spawns. This mod also adds in dozens of dynamic spawns for new, vanilla, and DLC creatures alike! I'm not going to tell you what it's using as a shell but there's a giant hermit crap and the first time I saw one I was genuinely afraid
More Radstags adds more radstags
Commonwealth Chickens and Rabbits adds, you guessed it! Chickens and rabbits
Commonwealth wilderness overhaul adds a ton of hand placed scenes, objects and creatures across the entire commonwealth wilderness
DECAY makes feral ghouls terrifying
The Player and NPC Ones:
Rusty face fix so there's this bug right? Bug changes the colour of your characters and NPC faces and it's really annoying. This mod fixes that
Classic Ghouls Redux Every Ghoul in the vanilla game gets a Fallout 3/NV ghoul look. It gives them that gruesome falling apart look like the older games
FCO - HD Eyes My fav eye mod that just enhances the vanilla eyes. There's the eyes of beauty but I feel like that mod is too over the top and the eyes, while beautiful, don't fit the game
Ponytail Hairstyles This is the hair mod I think fits best with the vanilla textures, also 13 is my favorite
Lore-Friendly Maxson I don't even see his stupid face in my games, I just need to know that he actually looks like a 23 year old before I blow up his stupid blimp. But seriously, there's something more heavy about knowing that you're destroying a ship whose captain is someone who is so so young
Magnolia is not a cartoon makes Magnolia look a little bit more like the fantastic Linda Carter who is her voice actor. Hi Linda!
Shawn goes to bed this one's a spoiler so don't click on it unless you know what happens at the end of the main quest but now your son goes to bed at night
Eli's Armor Compendium Adds a bunch of new lore friendly armors and outfits to the game
Wasteland fashion also adds a bunch of more friendly outfits and armors
Black Metal pip-boy Makes the pip-boys in game black
Player comments and head tracking makes your character speak other then just in dialog scenes. Includes combat taunts, player hello's, responses to NPC's and much, much more including player head tracking
The Settlement Ones:
Transfer Settlement Blueprints This mod is currently not working if you're playing with the next gen. The author's most recent update on the 5th of June says that their hard work's paying off, and they're getting to a point where they're testing the mechanics of it. Basically this mod lets you download other people's settlements that they've made and posted on Nexus to have them be in your game and vice versa. Since this mod is currently out of commission, I won't include any transfer settlement mods in this list but Fiddleflaps has the best one's in my opinion
IDEK's Logistics Station 2 Adds a system to automatically manage supply lines, improve the efficiency of inter-settlement resource sharing, and adds a handful of minor convenience features.
Place Everywhere My beloved, makes building where you want them a lot easier
Scrap Everything And in game version of a console command disable that lets you delete things while you're in build mode. Be very careful with this 'cause if you delete a part of Sanctuary's road I'm not responsible for the 30 minutes you had to reload to
Icebreaker Settlements 400+ new carefully selected lines of settler dialogue to reduce the repetitive sound of the 168 original. All lines in the original actors' voices. Intended to blend in very naturally with the default lines. Settler dialogue lines that insulted the player character were also tweaked
Graygarden Planters Unlocks the ability to craft the planters at Graygarden after you clear the water purifying plant and talk to Supervisor White. Each planter yields the same amount of plants that are visible in the planter
Proper trading stores and animation Changes how trading stand look and settler animations to be the same as the crafting workbenches So now, an armor-smith who sells your armor would be seen like he actually made the armor
Settlers Go Shopping Your stores in your settlement are no longer empty and silent. Settlers occasionally go shopping and start different randomized conversations with the vendors. Or maybe just the vendors asks them about buying something. Invisible Shopping Marker version is available too
Dino's Decorations Gives you the option to craft static clutter, makes settlements feel more lived in
Sanctuary Hills Overhaul is my favorite Sanctuary mod and the one I used for like 7 years straight . It makes it so there were a few plane crashes near sanctuary and previous settlers used the bits of those planes to build walls and homes
Rickety restored Sanctuary bridge fixes the bridge in Sanctuary but in a lore friendly way
Anom's Sanctuary Hills Overhaul makes the houses there somewhere to the ones and the rest of the commonwealth instead of 'houses of the future' It also adds a community centre and a hotel in a lore friendly way
Starlight bus barricade is an overhaul of Starlight Drive, it's very fun but very big
CVC Dead Wasteland Workshop adds 1000s of unique, lore friendly items to build in your settlements and I love it, The candles and other lighting they have or an excellent touch for low/no power settlements
Settlement supplies expanded is another workshop expansion , this one adds about 400 things
70 notes · View notes
sexhaver · 1 year ago
Text
ive been playing Cassette Beasts for a minute and it never stops being funny to me how flagrant they are about making this "Pokemon but with features you didn't know Pokemon has always needed". off the top of my head:
super effective/NVE hits have added benefits/debuffs beyond just doubling/halving the damage (hitting Electric types with Ground reduces their evasion and speed, hitting Steel types with Poison gives them poison-coated spikes that do contact damage, etc)
legally-distinct-Pokemon will learn new moves while in your party without having to battle, and you can then straight up steal these moves from them and put them on a not-Pokemon you actually care about using, which gives an actual incentive to hunt down and raise otherwise fringe not-mons beyond completing the not-Pokedex
we all played the Pokemon Infinite Fusion fangame right? we know how fusions work? okay so this game has them as temporary per-battle things instead of permanent ones, which is only marginally less cool while being infinitely easier to balance around
attempting to catch something shows you the percentage chance of success so you know whether you just got unlucky or if you should save your Pokeballs-i-mean-blank-cassette-tapes
leveling up is tied to your not-trainer instead of your not-pokemon, so you don't end up in the classic trap where your starter is way overleveled and everything else is underleveled and then you hit a fight your starter can't solo and have to spend an hour grinding to get the weaker not-mons up to par (funnily enough most Pokemon Nuzlocke romhacks have already figured this out and give you infinite rare candies with the only restriction being that you can't level past the next gym leader's ace pokemon, because Pokemon fans have realized that grinding is the worst part of the game way before Game Freak has)
moves, not-Pokeballs, not-PokeCenter visits, and healing items are all bought using entirely separate currencies which stops you from trivially breaking the economy in half
the soundtrack, fittingly, is pretty good! the vocals were a bit much for my taste but there's an option in the settings menu to straight up turn them off (letting the BGM play on its own), which i've never seen in any other game and really appreciate
downsides:
on a game design level, i understand why can i only carry a max of 5 not-Potions and 1 not-Revive at a time - it's to put a limit on how far away from fast travel points i can get by just running away from everything and healing off damage. on a gameplay level, however, this feels pretty bad
the pixel art style is trying to look as much like Pokemon as possible without actually being Pokemon so the overworld sprites look more like beta stuff from Pokemon that they cut for looking too weird. i have yet to find a haircut that doesn't look bad
this is super petty of me but something about the bloom and lighting of the 3d environments combined with pixelated 2d sprites that still cast shadows makes me painfully aware im playing a video game. it's like they were going for the same aesthetic as Octopath Traveler but fell just barely short. i can't think of a better way to articulate this feeling but if you know you know
it does that really obnoxious half-assed style of voice acting where plot-relevant characters will sometimes (maybe every third or fourth textbox) speak the first two or three words of dialogue before trailing off. mashing through textboxes (as one does) means constantly getting jumpscared by "hmm"s and "haha!"s "okay then!"s
i get that they wanted to make the player feel involved in the story, and it has a pretty decent hook so far, but oh my god. the amount of dialogue "choices" that just transparently do not matter. you know how people memed on Fallout 3 and 4's dialogue choices all leading to the same outcome, to the extent that you were basically choosing between "yes" and "yes (rude)"? and you know how Bethesda would at least attempt to justify how both options led to you accepting the quest anyways, even if it was really dumb? Cassette Beasts has streamlined this process even further by making the options in most of their binary decisions so identical that they don't even require different followup dailogue before rejoining into the main conversation thread. a solid 2/3rds of the dialogue options in this game so far feel like checks that you're still awake. i know this is a minor issue because people aren't playing Pokemon-likes for the engaging "choices matter" approach to storytelling, and i did ignore it at first, but it's so pervasive that you really can't ignore it
235 notes · View notes
lizardsexposed · 4 months ago
Text
there's a rly idk 'weird' feeling that RPGs like fallout: new vegas, mass effect 1, dragon age: origins and to an extent, baulders gate 3 really give me that I don't know how to explain
It's in such stark contrast with the following mass effect and dragon age games, alongside the bethesda games.
I'd hesitantly call it a lack of polish, but I don't mean that in a derogatory sense. I'd maybe call it lack of LED lights.
All of them feature things that are just there, small scale stories, characters with hidden dialogue that takes often excessively long and disinteresting steps to give. There's huge reward there if you take non-conventional (or what the developers perceive as non-conventional) approaches and rather than punishment for it, it's sort of encouraged.
I feel like a lot of 'more modern' and other developers, and bioware as they got larger like to present the cool and interesting stuff as front and centre (which is understandable, you want to show off your good work).
But this accessibility and ease of access, as well as diverting away from more 'hidden' sections of dialogue (likely the associated costs of voice actors and stretching of writers time as games get bigger) really under saturates the experience, especially the replay experience. Sure, you want to get the players to keep playing and capture the casual player. But this really costs the experienced player and makes the game feel less alive and responsive.
Let's be real, no one plays ME1 or dragon age: origins for the 'incredible game play and fantastic combat' they're janky as hell (ME1 somewhat less so after the remaster). But there's a rich host of things to explore, builds to create and unusual dialogue choices to make that keep players returning. For example, just look at the amount of dialogue options in DA:O vs DA:I and build possibilities.
Sure, a lot of the talents and builds in DA:O were just not viable and the bulk of the players will gravitate to premade builds. But sometimes it's just fun to do something ridiculous for the sake of it.
I feel, and this is just a theory. This shift has occurred due to the AAAisation of games. The game needs to sell and only sell once per player. Realistically you don't make money from someone doing their 65th run of dragon age origins where they chose a slightly different response to Alistair. And this led to de-prioritising what I'll call 'vanity' content. With budget costs (and development costs rising) I feel most RPG games have moved away from it, despite the fact said 'vanity' content is really what made the game feel alive in the first place.
Anyway, just some thoughts of mine. Not sure if anyone agrees or has some input.
14 notes · View notes
danshive · 1 year ago
Text
Three things make me dislike my companions in Starfield✨:
If they want to talk to you about something, they’ll refuse any other dialogue options, including trade and “wait here”. It keeps them from functioning properly from a gameplay perspective, and makes me rush through what should be a meaningful conversation because “SHUT UP I’M OVERENCUMBERED JUST HOLD THESE THINGS” Even if the idea is that they’re insisting on talking about something, it doesn’t make me like them. They’ll do this behind enemy lines, and they’ll often be talking ABOUT ME. It’s like someone refusing to carry something in a life or death situation because they just REALLY want to ask you invasive personal question right the heck now.
They keep picking up useless trash, and won’t shut up about having something for you until you take it. I can recall one occasion when I got credits this way, which was nice, but it’s usually trash, and it’s annoying. It would actually be amazing if they could find things you had marked for crafting and the like, but, like… Sarah literally gave me part of a dead animal. It was a resource, but still, what the heck even.
They can be annoyingly critical of your choices in annoyingly weird, even hypocritical ways. One time, after a faction quest, they unanimously criticized me, and I hadn’t even done something evil. It was a “no right answer” situation, except I guess there was a right answer, because every Constellation companion was in agreement. Couldn’t have had at least one agree with me to give the illusion of there not being a “correct” answer?
That third one, I think we’re stuck with, but you have the power to fix the other two, Bethesda. Please, for the love of good game design, make “trade” and “wait here” options even if you’ve triggered a companion discussion, and please keep companions from being insistent on handing us random trash they found on the ground.
32 notes · View notes
lucere-aeresta · 1 year ago
Text
Starfield ng+ could be a great meta game system, like in one of travelings to Unity you get greeted not by yourself but someone from TES or Fallout or other Bethesda and/or xbox games and you can just start playing that game from there... if you want to get back you can choose going back to starfield from some menu. And then you get some new options in dialogues bragging you've been to totally different worlds and experience stuff so incredible (but nobody really believe you not even other Starborns lol)
it probably requires game pass but...hey, that's a good business opportunity and Xbox should consider it.
8 notes · View notes
saturniandragon · 7 months ago
Note
Please answer any or all of the Skyrim ask game questions you want! I want to hear whatever you're willing to tell me!
Oh my god Emily you can't be doing this to me /j
Welp, here goes!
-
Helgen - Who was your first Skyrim character? Do you still make anything with them/play as them now?
My first Skyrim character is actually 2 different characters. If by "first" you mean the first character I made from the character creation, it would be a male Argonian named Adrastea (yes named after my dragonsona). But if by "first" you mean the first character that completed the main quest, it was a male Khajiit named Draqanar.
I talked about this in my inpiration behind my tes ocs post, so do check that out!
Riverwood - Hadvar or Ralof? Why?
Hadvar. Honestly I only chose Hadvar because in my first time playing, at the opening scene in Helgen, I was so overwhelmed by whatever the fuck was happening around me and just chose to follow the first NPC I saw in front of me, which happened to be Hadvar.
Whiterun - Do you tend to do Bleak Falls Barrow before or after meeting with Farengar?
Usually I visit BFB before going to Whiterun, by triggering Lucan Valerius' quest in Riverwood trader. Saves me some time because I don't have to go to Riverwood, go to Whiterun and go back to Riverwood again. Although, from a lore/story standpoint, I think Bethesda intended the players to go to BFB after meeting Farengar. Which I find to be more immersive.
Ivarstead - How do you feel about the Greybeards and Paarthurnax?
Cool chill old men and cool chill old dragon! I could never side with Delphine again after she tells me to kill grandpaarth. Luckily I've found a way to get around that.
I do wish Bethesda did a bit more with them though, like why can't I talk about Miraak with Arngeir or Paarthurnax? I hope there will be some mods to address that. We have voice synthesizer tools now like xVASynth and ElevenLabs, so I'm just waiting for someone to take one for the team and create a mod like that.
Morthal - Do you enjoy exploring dungeons and ruins? Why or why not?
Matter of fact, I do! Especially when it's night time, because 90% of my characters are stealth snipers. I embrace the darkness like a friend. It's even more satisfying when using mods that let me one shot kill enemies via headshots. One of my favorite shootout places is Treva's Watch, there's a stony cliff just across the river that makes perfect sniping position. I love it.
Kynesgrove - What's your favorite non-major city/town/settlement?
I don't know if I have one. Riverwood and Dragon Bridge both are nice, but I don't really feel any particular attachment to them, or any minor settlements. My favorite place has just been Whiterun since the beginning.
Markarth - If you could rewrite one questline in Skyrim, which would it be?
Dragonborn DLC. Initially I didn't have problems with it, but like I mentioned before, there's almost no connection between Miraak's story and the Greybeard's and Paarthurnax's acknowledgement. We could just settle with "Miraak was so terrible that Arngeir and Paarth don't want to talk about him" reasoning, but then so was the Dragonrend shout. And they had dialogue options about it.
Idk, it's just subpar to me after repeated playthroughs. Deep down I feel like Bethesda only made that DLC for the sake of wanting to give Morrowind fans nostalgia.
But I do have to give them credit for one thing, and that is this music:
youtube
See I've never played Morrowind before Skyrim. But when this music hits, it made me feel all fuzzy. Like "wow this is very Morrowindy." And it is, because it's original TES3: Morrowind soundtrack. I think it's a powerful moment when a music can convey a message even to those who have no prior experience. Good stuff.
Blackreach - What's your favorite enemy in the game? What's your least favorite? Why?
Favorite enemy actually I think was Harkon in the Dawnguard DLC. Really the game forces you to wield Auriel's Bow to defeat him (well, probably not, but I don't see how you can beat him otherwise, esp without Sunhallowed arrows). I'm already an experienced virtual archer before Dawnguard. Watching him disintegrate to blood red messy dust pile at the end was gratifying.
Least favorite is any dragon priest (Vokun, Krosis, etc). If you've had experience trying to fight dragon priests as an archer, you'll know that their hitbox is absolute dogshit. Arrows have a large tendency to just pass through them without doing damage. I've been scouring the internet trying to find a mod that fixes their hitbox but nothing has turned up yet. Nowadays I use TK Dodge RE to make the fight a bit fairer.
Throat of the World - How do you feel about "Season Unending"?
Oh God, where to start? Imperials and Stormcloaks. These two care more about the defeat of the other, more than the fate of the mortal realm. I hate it. And there's no way to make both sides like your decision either, no matter which options you choose, even the ones that you think are the fairest options.
I tend to side with the Empire. Not that that's saying much, because around 2022 I learned that both sides are equally shitty. Scylla and Charybdis situation, I suppose.
There's only one good Season Unending, this one:
youtube
Skuldafn - How do you feel about dragon priests?
Dogshit hitboxes, like I previously said. Nothing more than that.
Sovngarde - How would your Last Dragonborn celebrate after the battle with Alduin, or would they celebrate at all?
I've actually been waiting to answer this one.
My current LDB is a Khajiit named Merri'sa. She's not fighting Alduin because she's following her destiny as Dragonborn. She's fighting Alduin on a personal level; a revenge for burning down her hometown before the events of Skyrim (fanon).
But for her, there's nothing to celebrate. Because she knows that nothing can bring back her memories.
So, she opted for a quiet life in Whiterun, before finally going back home to Cyrodiil.
I'm actually in the process of writing her story from start to finish, which I will upload some day in the future, either on tumblr, AO3, Wattpad, or all of them. I plan to upload the entirety of it at once, instead of chapter by chapter. So keep an eye out!
2 notes · View notes
that-stone-butch · 2 years ago
Note
i agreed with all of your fallout 4 analysis but wanted to add that the dialogue system from NV (and even 3!) is fundamentally trashed in that game. you don't get to actually see the dialogue options! not truly knowing what your character is gonna say (and therefore how someone might react to it) really hamstrings the rpg potential of any conversation you enter :(
yeah fallout 4 really was all about streamlining and making everything flashy. i guess it's to be expected from the makers of skyrim's mechanics. radiant quests, simplified character management, and "cinematic" dialogue that turns the player into another NPC.
you ever play games that are clearly like, primarily tech demos meant to show off what the engine can do? like doom 3 or crysis or like, a good chunk of early console release titles? bethesda's mainline games (fallout 3, skyrim, fallout 4) feel like that, except it's a game meant to exemplify a specific kind of design philosophy rather than engine power.
like skyrim and fallout 4 especially feel like intentional showcases of a really niche form of game design; one that's profoundly shallow and is terrified of challenging the player. one that's choc-full of features intended for e3 hype. it's the mcmansion of game design.
14 notes · View notes
radmule · 2 years ago
Text
Tumblr media
Okay, finally managed to finish first Chapter of Sim Settlements 2! (Atleast... I think? As Concord suddenly became a living and thriving settlement out of nowhere and *for some reason* The Stranger Jake looks... different to me. I cannot pinpoint what exactly it is, if his model got changed for the second chapter [assuming for a compatibility reasons] or whenever I am simply hallucinating, but it really made me pause the game for a second and check him closely in Photo Editor)
-right! One more thing, I also managed to make REshade running together with Photo Mod, so that made me a slightly happier person aswell :) Really love using this tool when playing other Fallouts or TheHunter to tinker around with screenshots. I put my good old friend Filmic Workshop Reshade on top and bang, got myself a huge collection of photos in matter of minutes. (Not as good as most of the game photographers here on Tumblr, but trust me when I say it’s fun!)
Tumblr media Tumblr media Tumblr media
Back to the SS2 though - the first chapter was a bit shorter than what I expected, but nonetheless it was quite entertaining experience and I really digged going through it. It’s quest system was very well structured and I apprecieted that the “Find Jake here” quests were done with mind on the player’s level, starting out close to Sanctuary and progressively pushing you to go farther and farther in a very friendly way.
As mentioned in my first post about this mod, the writing and voice acting was absolutely superb - seriously, hats down for the team. When I went to Vault 81 for the first time and the blonde-haired guy started talking to me, I chuckled to myself thinking “Damn, Bethesda really decided to make a clearly Vault Boy inspired NPC, huh.” and after a second of thinking that I do not recall him from the vanilla game, I realized that it’s one of the characters from the mod! Like, seriously- that caught me offguard. The writing really matches the... specific, lighthearted writing of Beth, but in a good way, making it feel like the mod’s story indeed connects with the original game and that the characters ain’t out of touch, as what usually happens with most of the FO4 mods.
In terms of the technical side, a.k.a the building mechanics of the mod, I am still... struggling with it, atleast with some parts. Still trying to figure out the leveling system and the icons next to the residental plots, but outside of that, the mod offers a very good explanation of its mechanics, either through the Holotape or the Jake “Tutorial Guy” Evans himself. Though, the Place Everywhere Mod was a genuine lifesaver and cannot imagine working without it, as there were moments where it pushed me to build plots in incredibly high places.  It was nice thing that the plot types were introduced to you bit by bit, not only it was not as overwhelming figuring all the stuff in one time, but it also gave you a sense of accomplishment/progress and personally made me joyous when I realized that I can make Brahmin Caravan spots - heck yeah!
The characters... damn, hard to say who I liked the most. Jake is a genuine sweetheart and made me almost tear up few times, wouldn’t believe I would get so emotional over a NPC :’) From the settlers, Old Paul is of course the most fleshed out of the characters and him and little Cola are always lovely duo to come across in Sanctuary, but I... also really liked Lily? She is quite a nosy character and always seems to comment on things around the settlement, but it was so cool to hear her having an unique dialogue when I switched her job from Farmer to Doctor. She sounded... so much happier, and made me feel like it really matters you give your settlers a job they are gonna like. Ron was the first character during whose dialogue I found out there are a Perk specific dialogue options, as I could bribe him to give me piece of information for free thanks to equipped Black Widow - not only it was a very pleasant surprise that your perks actually matter for once, but it was a really fun dialogue exchange. In hindsight though, it makes me feel bit bad for him that he did not get any caps for it :’) Ah right, Aiden! Really did not expect him to meet him during that specific quest, and when I saw him I was like “Yoooo, that’s the guy I saw fanarts of!”
Tumblr media
Really thought he made his first appearance in Chapter 2, so that was another thing that caught me by surprise :’) not much sure what to say about him though, sadly, as there was not alot of his screentime in this part.
So to conclude the whole thing, I really enjoyed the mod and am looking foward playing the continuation! Might take me even longer time thanks to Uni responsibilities and the fact that I feel like Ch2 expects you to progress more in the main story/the game than what I currently did, so a next progress report might be in much wider gap then this time-
8 notes · View notes
corvidexoskeleton · 2 years ago
Text
It took me a while to actually get through all of scorn, but now that I've had some time to sit and think about it for a bit, I have my own thoughts about it
With how many popular games these days end up as these big open world explorations that boast about how long it takes to play, or have the most complicated gameplay imaginable, or convoluted storytelling and lore, it's almost refreshing to have something a bit more simple or short in length.
That being said, there are of course aspects of the game that I think could potentially be improved upon, but I don't think they necessarily detract from the overall quality in a significant way. Things don't always need to have the smoothest combat or else do away with it entirely, and in this case I feel as if the game's current combat is more thematically appropriate than the alternative; you are a newborn wandering around in the desiccated remains of society and trying to fend off wild animals with technology you don't understand, not Doomguy on his trillionth year anniversary of killing demons.
The game is also, as many people have pointed out, very linear with no option to explore or do other stuff. And again, I have to refer back to other games such as the Portal games or the original God of War. Games don't really need to be open world or have hidden collectibles or sidequests, and some games really don't need it. Would it be enjoyable to have more places to explore and do more things in Scorn? I'm sure that it absolutely would, but that doesn't seem to be the story that the devs were trying to tell here, nor do I think that Scorn specifically needs it in order for the experience to be good or enjoyable.
With regards to the puzzle aspect of the game, I think the difficulty and quality of the puzzles present ingame really is subjective and varies from person to person. But that aside, I do have to wonder how many of the people complaining about the puzzle aspect or the lack of combat have also played and enjoyed the Portal games, which are both hugely popular and in my opinion more similar to Scorn than Doom or Resident Evil, and don't really have combat in the traditional sense. Personally, I enjoyed the puzzles in Scorn because while they did take me a bit of time to navigate, they weren't so difficult that I had to resort to looking up solutions. But again, not everyone enjoys puzzles, or are good at solving puzzles.
And finally, the perceived lack of explicit storytelling, the lack of dialogue, and the complete absence of any text that you might find in other games. I think that this is something that could also vary from person to person in terms of how good it is or how successful it was in this instance. Environmental storytelling is it's own method of getting information across, but a lot of times you end up with a Bethesda situation where the only environmental storytelling we get consists of a skeleton with knife in its chest and a note next to it that says "ahhhh no the raiders are coming i hope they don't kill me". There's always ways in which games can and should improve upon things such as environmental storytelling, but I do think it's very telling when someone would rather eschew it altogether and refuse to actually stop and think about what something could mean.
I think that there is great value in storytelling methods that are vague and are more up to interpretation than anything else, and that's what the case is with Scorn. The game doesn't tell you anything, and you kind of have to try and figure it out yourself based on what you see ingame, and even reading the information given in the digital artbook doesn't completely elucidate what's going on.
As simple as it is, and while it might not be for everyone, it remains a very unique game that has quite a lot of potential that can be built off of in the future, and I believe that criticism of it would be more constructive if it focused on what the game actually is rather than what it isn't.
14 notes · View notes
boatswainscall · 1 year ago
Text
I tried out Starfield through Gamepass and I am deeply Whelmed by it. Brutally honest thoughts below, though I will admit I did not get very far into the game and as such won't comment on the quality of the story and gameplay beyond that point.
Character Creator
The character creator is honestly really good. Options are not locked behind gender markers and I found it relatively easy to make an androgynous looking character, which is at least my standard for RPG character creators. The game uses sliders like past Bethesda character creators, and features a wide variety of scars, facial markings, tattoos, piercings and makeup to apply.
Tumblr media
You can also select your pronouns in a deviously hidden sub menu upon naming your character, which I honestly hope becomes the industry standard across all triple-A titles. You can pick between She/Her, He/Him and They/Them. Which is limited but it's still good. You can also customize your character's physique and walking cycle, which are not locked to masculine/feminine bodies at all.
The one complaint I have is that the textured hairstyles, while better than past Bethesda games, there aren't as many as compared to like, Baldur's Gate 3, which honestly set the new standard that should be upheld across the games industry for its variety and quality of textured hair options.
The perk and character background system also impressed me, if by Bethesda standards. The perks have direct influence on character dialogue and some even have direct and pretty interesting downsides to them.
Tumblr media
Opening Story Hook
It's not a surprise to me that they haven't learned their lesson from what, how many RPGs they've made now with insufferably foot-dragging opening sequences that force you to stare into the bottomless dead eyes of the plot that you can't skip in any way every time you start a new character. That everyone has at some point complained about each time, and critics have criticized.
And yet here we are in Starfield, and the opener and plot hook are not only aggressively mid but also incredibly fucking slow paced and overwhelmingly dour in tone. For as much as the game reminded me of the Outer Worlds in several ways, Starfield by comparison is at least in its opening taking itself way too seriously. Which honestly contributed towards me losing patience with it pretty early on.
I wasn't exactly asking for the game to be on the Outer Worlds' level of tongue in cheek right off the bat and god forbid I wasn't asking it to be on a Marvel movie's farcical level of goofiness, but I honestly think it would have benefited from being a little more lighthearted. VASCO, your helper robot and first companion, does have a few lines that made me smile but the rest of the characters didn't really play off him in a fun way to amplify it enough for me.
I will not comment on the quality of the story past you meeting Constellation in New Atlantis, but the inciting incident and main plot hook were both incredibly dull and formulaic and didn't do much to compel me to stick with it. So I ultimately didn't.
Aesthetic and Art Direction
I heard from a friend that some of their acquaintances in a Discord server described Starfield as "Fallout 3-like in the best and worst way possible", and I can't help but agree. But Starfield might honestly have the most dull premise out of all of their games, made even more so by its strong but very... Indistinct aesthetic.
Fallout 3 and Fallout 4 have equally lame plot hooks but they at least have the Fallout aesthetic to prop them up, which is incredibly strong and at least comparatively unique and fun to engage with. Meanwhile Skyrim and Oblivion are just iconic for their own sake due to their presence in a lot of millennial childhoods and teenage years which led to them sinking themselves permanently into the Internet's cultural weave. And their own specific fantasy aesthetics are similarly strong and kind of the general standard for the average gamer for "fantasy video game" at this point, for good and for ill.
Tumblr media
And while Starfield similarly has an admittedly wonderful aesthetic and art direction - it's weapons, armour, environmental details and architecture are reminiscent to me of 80's Sci Fi/Futurism with its chunky and clunky design elements. I adore that kind of tech - movies like the original Alien and honestly Fallout 3 were what endeared me to it in the first place as a young teenager - it has the problem where while strong it's art direction is a little... Derivative.
There's not really much I encountered at least within the game's opening hours that truly stand out as something new or as a unique twist on an existing style of sci-fi. That paired with the early game's intensely drab and desaturated colours in its early planets and even the first hub city contribute to how uninspired it felt. There was even a point as I was sneaking through the first dungeon clearing it of Pirates where I briefly felt like I was in a cleaner, less wasteland-ified Fallout 4 one instead. So while it honestly might work for some - I wasn't endeared to its aesthetic as much as I would have liked to.
Combat and Related Mechanics
Okay, now to talk more positively, at least comparatively so. The combat in Starfield right off the bat feels really good. Animations for reloading and firing/swinging weapons are very polished and detailed, and enemy AI while still suffering from Bethesda-isms in some respects does feel at least on par or improved upon Fallout 4's. Guns also sound and handle in a very satisfying manner.
When you are inside of a building you don't have to worry about it, but when on the surface of a planet with a hostile atmosphere you have to be mindful of your Oxygen and Carbon Dioxide levels while in combat. Autorun and Sprint drain your O2 and fill your CO2 really fast while you're in a fight, so you can't just run and gun the way you could in their other games and get away with it. It forces you to be more methodical and slower with taking things down, which I at least enjoyed. When you're out of combat though you only have to watch your O2/CO2 levels when you're sprinting, so don't worry about having to manage it while out exploring unless some wildlife aggros on you.
The perk system is also off the bat the best one they've made, at least by Bethesda standards. When you level up you get perk points, but you can't just automatically spend them on whatever you want. You first have to complete mini challenges tied to those specific perks in order to level them up. Unlocking perks at their base level I don't believe require said challenges, but if you want to improve them in any way you have to work for it. Which compared to past games is a welcome change and definitely makes the game feel more like a RPG.
Other Mechanics
The lockpicking minigame is the best Bethesda has ever made. Which is a low bar to clear but they sure did clear it. It's a lot more cerebral than their previous one where it was just a guessing/patience game. Now it's an actual puzzle to solve, and while it might grow repetitive to some over time I really enjoyed sitting down to figure it out the first time I encountered a locked box.
Ship combat/flight though is something I want to take a second to warn people about. If you have wrist/joint issues, either due to injury or medical reasons and you want to play Starfield on a keyboard, I strongly suggest you rebind the controls for Ship System management to be something that will be more comfortable and safe for you. Because as it exists now while I don't normally have issues with my hands it was causing me pretty severe hand cramps due to the Crab Claw positioning I had to take to manage it effectively, so I can only imagine it would be excruciating by default for someone who has joint issues. It's a major accessibility issue, and again I strongly suggest you rebind the keys to prevent injuring yourself if you have these issues.
Also if you similarly have problems with motion sickness I'd avoid playing Starfield because ship combat and navigation is intensely disorientating and made me nauseous after only two sequenced dogfights with pirates.
Beyond that ship management is... Fine? It's mechanics are interesting in theory but in practice its intensely clunky and frustrating to deal with. I saw someone else post about it but frankly ship combat at least while you're flying solo with nobody else to assist with things is very aggravating to manage and honestly kind of bad.
Performance
I'm not running with a rig that meets all the minimum system requirements, so the game defaulted me to low settings with automatic dynamic resolution scaling (DRS) enabled to prioritize performance over prettiness. But despite that, I found the game actually ran rather well even after bumping things up to medium settings. I didn't encounter any graphical bugs in my time playing beyond some z-fighting textures in a small part of the environment in New Atlantis, which I think was more caused by the graphics settings than being of developer error.
I would still warn that if you don't meet system requirements and decide to play anyway with your own customized settings and DRS enabled, that when things get busy on screen the quality of your resolution will get quite blurry as the game compensates, which may cause eye strain and motion sickness from extended exposure.
Conclusion
I wasn't riding the hype train for this game so I wasn't exactly disappointed by the early game experience I got, but I was let down by how overwhelmingly "Bethesda" in the bad way it was.
If you honestly enjoy the Bethesda game experience of ignoring the main plot and spending hundreds of hours exploring and sidequesting instead, I think that Starfield will hold up just fine for you. But for me at least, I wasn't impressed, and likely won't continue to play it.
2 notes · View notes
alongtidesoflight · 2 years ago
Note
for the mod you are making: would I be able to start a new game in Skyrim without doing anything else so I can play the mod and the mod only? I beat the game but never could get into it as much as I would have technically wanted to, given the lore and everything, because finding the roleplay kind of hollow. Which, again with the lore, I love the lore of the elder scrolls series so getting disappointed by the roleplaying really bugged me.
But from the look of what you are developing, you definitely are making something that looks really great and fleshed out. Especially with the companions and interactions you are showing, as so far the only good companion in the elder scrolls that I have found so far that feels more alive is just Serena. Who is from a DLC.
Would I be able to just head right away to start the mod, or would I have to likely wait until a specific level or any other condition to start?
in theory you can start the mod immediately after you've left helgen or skipped the tutorial there with an alternate start mod. you're not going to miss out on much mod content until you go to whiterun to warn jarl balgruuf about the dragon that has attacked helgen.
there's a small knapsack at the guardian stones that sort of works as a setup for the mod, as in you have to pick one of the tes: iv oblivion classes/professions you want to roleplay as (they unlock some dialogue options and quest shortcuts) and once that's done, you can venture deeper into skyrim (and beyond) and go recruit the companions.
now, you can play their recruitment quests at any time without having progressed through any of skyrim's main/dlc/side quests. the thing is that you're gonna have to do at least some questing in between recruitment and personal quests in order to get their approval up enough for them to confide in you.
the progression looks a little something like:
recruitment -> reach a certain approval threshold - > personal quest 1 -> reach a certain approval threshold -> personal quest 2
independent of that, their romances depend on approval and how much you flirt with them as they open up to you.
right now, i can think of one location that's unlocked with a recruitment quest and you can do a bit of questing there that's unrelated to skyrim's quests, and it'd probably be a good way to net some approval. but without looking right now, i'm not sure if it's enough approval to trigger any of the personal quests.
so yes, you can play some of the quests as soon as you initiate the mod, but there's approval thresholds that keep you from progressing through all of the mod's content immediately.
on top of that you're going to want to progress through skyrim's quests a little (at least until you're declared dragonborn) because it opens up more dialogue branches, at least one personal quest, and unlocks the quest to obtain the player home (and its garrison of unique guards).
the mod's been made with skyrim being very hollow in mind. it's here to enhance and immerse you in the game a little, with the companions commenting on your game progression almost each time you've finished one of the many main or dlc quests in order to make it feel, well, more alive.
so the tl;dr is, you can play some of the mod's content immediately after the mod's been set up, but you'll miss out on a lot of content if you don't want to focus on skyrim's plot and i don't want to make any promises and say you'll be able to get their approval up enough for them to want to let you in on their backstories without you having done at least a bit of questing in bethesda-land.
i'd say at the very least, progress the game until you're declared dragonborn and make sure to talk to the companions after any main quests or dlc quests you do in order to gain more approval. the overall mod (and hopefully game) experience will be better if you do. also, since the companions have history relating to game events, for example the civil war, guilds, daedric princes, and factions, you might stumble into one surprise interaction or another here and there.
if anyone would like me to write up quick approval guides/mod progression tips and tricks and offer that as an additional download when i release the whole thing, like this or comment below. (trust me i know just how frustrating it can be to miss out on content because you didn't get a companion's approval up in time and now the chance to interact with them has come and gone. no shame in wanting to look things up/plan a playthrough in advance.)
6 notes · View notes
gikairan · 1 year ago
Text
I've been playing Starfield properly for a week now, and some thoughts:
I think the most important thing to say is: I am having fun. I am enjoying playing this game.
But i do worry about the games... legs so to speak. I played Fallout 4 for like... a whole year. By the time i felt like i was running out of base game, the first expansions were dropping.
Starfield is... a different beast. It doesnt have one big, large, handcrafted map. Its got a lot of procedurally generated maps, with random bits and pieces. And so there isn't much exploring. And its the exploring i kinda like with Bethesda? The only other games i've played that have made an open world feel so alive are.... BOTW/ TOTK. Like, open world is a dime a dozen these days, but most of them are empty Ubisoft-likes (what i call "checklist open worlds").
But Starfield, by virtue of being a space exploration game, cant quite have that handcrafted touch I know and love from Bethesda. Like, theres only a handful of ways to do a space exploration game and thats: - you limit the exploration to a handful of locations, each with a handcrafted map. But you lose the feeling of the vastness of a galaxy (This is what ME: Andromeda and The Outer Worlds did) - You lose the open world maps, and go with more focused areas. You get a chance to show more planets, but you lose the exploration feeling. (.... This is what the first ME Trilogy did, and theyre not exactly exploration games) - You procedurally generate as much content as possible, and only add handcrafted touches when theres a specific quest. You get the vastness of the galaxy, but it loses many places of actual interest. This is what Starfield has done.
And so... one atmosphere-less planet is kinda the same as another? The colours may change, but largely youre only there because you have a quest there, or you need a specific resource that that planet has in abundance. The places of interest just arent that interesting. And most of them are atmosphere-less planets (Because... thats most planets we've discovered after all)
The game also does take a whiillle to start to open up. I've got over 24 hours of playtime clocked up (though i imagine a good 3-4 hours are just idling on menus as i do things like... cook) and i've largely just travelled between Alpha Centuri and Sol.... I've just made the trip to Akila, i've spent all of 5 minutes in Hope Town, and I have no idea where Neon even is. Theres nothing really between those places, its just fast travelling everywhere. And i'm usually a fast travel abuser, but sometimes the best moments in a Bethesda game are when you slow down and take the scenic route, yaknow? Locations needing fast travelling between them kinda ruins that a bit. And theres generally not 2 settlements on the same planet, despite that probably making a lot of sense (if Jamison is good for human habitation, why is New Atlantis the only settlement we can visit?), so theres not exactly any real random encounters on the ground maps.
My hope that the roleplaying in this game was better than FO4 because they ditched the voice protagonist was in vain. Theres kinda 2 options to continue most conversations, and anything below the first 2 (maybe 3) options are Questions to learn more - but not to move the conversation to the next part of the tree. I havent seen a huge number of skill related dialogue options, except like... medicine? Thats the one ive seen pop up the most.
Performance wise, i've largely not had any issues. Couple of crashes, but thats par for the course with Bethesda. .... But i noticed some obvious frame rate dips in Akila. Like, something in that location the xbox just did not like. But nowhere else. I also paid for a month of game pass ultimate so i could swap between my pc and xbox and see what i liked. ... I havent even tried to play on pc, because i'm happy enough on xbox. That, and the pc keybindings are... uuhh a problem. The game has so many different controls going on that i cant move WASD to any other controls without breaking some other system. Arrow keys are vital somewhere else. IJKL is vital somewhere else.... I'm not playing with WASD, because thats uncomfortable (i'm using the wrong hand for it!). And theres no point in playing on a controller on my pc, lol. I may as well play on the comfy sofa if i want to play with a controller. Will probably mess with my ability to play many mods, but honestly... i'm still uncertain about how much i'll care about the game by the time people start making some real good mods.
IDK man. I'm having fun, i'm enjoying the game. But it probably is a 7/10 game, yaknow? Theres a lot of things holding it back, but those things are also fairly central to the actual vision Bethesda had. Jurys still out on how much blorbo thoughts i can get out of this, mostly because I still dont quite know enough about the world to get a backstory going on. And thats going to be the thing that really makes everything else click. But even then, I could get an okay enough backstory out of The Outer Worlds and that never clicked, because the game just didnt have enough content for me to Really Care.
1 note · View note
fereldanwench · 1 year ago
Text
okay, so, tl;dr first impressions? it's a standard bethesda game with a little more polish that i also can't help but compare to other games, namely the outer worlds (but with less charm and personality) and mass effect andromeda (but with a lot more to do)
i dont really have anything too spoilery to share, but more thoughts under the cut just in case ppl wanna avoid it entirely
(also tagging @ren3gade & @theharlotofferelden since y'all expressed interest in my experience)
i played for about 3 hours, which included making my character and clearing the first raider outpost thing. i just got to new atlantis, which looks like one of the main city hubs, but i haven't explored it yet. i also haven't recruited anyone for my crew other than the robot you start with
some thoughts:
i don't like it when games make you do a somewhat substantial prologue before you get in the character creator, so docking points for that. it's not too long, but I'm not especially fond of the 'hey you had a head injury, remember who you are?' cc trope. just lemme make my space lady already
the cc menus are clunky despite the otherwise clean-looking interface used. scrolling through, idr, like two dozen presets one at a time that alternate between male and female was annoying (although i did think it was kinda cool that you could select a male preset and then in the following menu change it to the female version of the preset, or vice versa).
customization overall reminded me a lot of vanilla skyrim. not horrible but pretty limited, especially compared to what you could do in FO4, which IMO has the best out-of-the-box cc in a bethesda game
i did really like the wide option of backgrounds/corresponding perks for your character and the optional traits that give you buffs/debuffs, although i think the traits would probably be better suited for a second PT or new game plus situation. a lot of them are dependent on having some lore knowledge to know what affiliations you want, for instance, that didn't mean much to me on a blind run
npc animations and voice acting are fine, but nothing special. there's a lot of the "hey, leave me alone, I'm busy" shit from NPCs if you're just in their vicinity, lmao. i do like the (i guess kind of old-school RPG) approach of having the dialogue scenes focus solely on the character you're talking to
i like the stylization of the environments and lighting--especially in darker areas where you have to use your flashlight, it's very atmospheric. even evokes some space horror vibes; i suspect there will be some creepy stalkery alien type of scenarios down the line
in general, i like the overall aesthetic. does feel like a more polished outer worlds in a lot of ways, which i liked as well, and i like the crisp, retro-futurism look to a lot of the consoles and menus
the outpost type raids/explorations (sci-fi dungeon crawling, basically) are standard bethesda: lots of winding corridors, lots of junk to pick up, lots of consoles to read and safes to pick (i do like the lockpicking mechanic), some good environmental storytelling
the gun combat is a little clunky IMO. it seems like it wants you to do things like use cover and the environment to your advantage, but there's no easy way to duck and peek around crates, walls, etc. it's very playable, but modernizing this a little bit more from previous bethesda titles would have been nice (although i am early in the game--there might be perks here that will make it more fun)
the first major enemy encounter i had did provide the option to use persuasion checks to get out of the situation without violence, but i didn't fully grasp how it worked and i failed it, lmao. but that's the kind of shit that gets me hyped in RPGs--give me something other than guns to solve problems.
the space combat and exploration are interesting, and i think they could be fun, but it was a little overwhelming on my first few experiences. the way the travel and space maps and whatnot work is not very intuitive to me. full opinion pending here
the scanning and mining mechanics reminded me a lot of mass effect andromeda--they're kind of fun at first (mining with the laser gun is pretty satisfying), but i can see myself getting very tired of them, especially if i were to replay the game
i haven't met any characters I'm endeared to, but like i mentioned, i also haven't recruited anyone other than the starter robot, vasco, who reminds me of a robot trying real hard to bring that obsidian-esque robot charm, but it falls kind of flat
if this had come out like 6 months ago, i probably would have been in a better headspace to really let myself get immersed in the world, but there's definitely not enough going on here for me to get pulled away from cyberpunk for long. the characters are usually what really pull me into an RPG, and even though it is fairly early in the game, i feel like in comparable titles (like the outer worlds, any bioware game, cyberpunk, etc) i'd have already met at least one interesting minor NPC that showcased the personality of the world.
but i'm gonna play it some more, at least until phantom liberty comes out, and see what else it has to offer. i do enjoy the exploration and environmental story-telling in bethesda games, and it seems like there's a lot of that here, too.
my husband has also been playing it--i think he probably has around 10 or so hours in it. he's not really a bethesda RPG kinda guy (never played any of the fallouts and didn't like skyrim or oblivion), but he seems to be enjoying it so far. he also said it reminds him visually a lot of the outer worlds, but he does find the scope of it kind of overwhelming, which is usually what puts him off from these types of games
oh, and i haven't had any bugs or performance issues (playing on ultra), but husbando has been having some substantial framerate drops. our rigs are comparable except for displays--i'm on a 1080 monitor, and he's on a 4k TV. i think it might be something with the resolution on his part, but I'm not positive
i forgot i had a free month of game pass i hadn't used yet so in a surprising turn of events I'm gonna give starfield a go
after it downloads
all 140 gigs of it o.O
60 notes · View notes
noblexcelestemorningstar · 3 years ago
Note
Reverse Unpopular Opinion: Morrowind
I'm going to do a self-imposed Ultrahardmode and *not* talk about the Tribunal, The Bethesda Softworks Weird Ideas Guy, or related topics. That's too easy and I want to be fair here.
So I'm going to repeat a bit of a common take on Morrowind. Or at least a take I think is common???
One of the best things about Morrowind is that it tries to convey that its people are, yknow, people. It's very much a game about the land and the country and people of Morrowind as much as it's a game of about the main plots and quests. You're basically forced to get to know the place before you go and save it like the big, sexy Nerevarine you are, and that's Good Actually. I'm going to chatter below about some of the ways the game does this because I have not the Executive Function to make this an organized essay.
Before we start, most of this is buoyed through writing that varies from "Skyrim Good" to "This is the best damn writing I've ever seen". Some of this stuff would be horrible if done bad, but since it's done well, it's done REALLY well. Also the game is from 2002 so I'm probably going easy on it.
Evidence and examples under the cut
"Sign on with the Fighters Guild, or Mages Guild, or Imperial cult, or Imperial legion, advance in the ranks, gain skill and experience. Or go out on your own, look for freelance work, or trouble. Then, when you're ready, come back, and I'll have orders for you." -Caius Cosades
So you can't really just.... barge through the game like you can with most Bethesda properties. Fallout 3/4? Oblivion? Skyrim? You really can just fucking waltz on through the main quests like you don't give a fuck and beat the game in a few hours. Game isn't going to stop you. Game damn well expects you to do so. Morrowind forces you to slow the fuck down, get some levels, and involve yourself in some clubs and afterschool activities adventuring.
I mean it doesn't force you, persay, the game is notoriously relatively laid back. However among the first things the first main quest-giver tells you to do is
In your time in whatever factions you choose to join, be that Imperial, Dunmer, Religious, Local Murderhobos, Vampires, Bloodmoon Factions or whatever combination thereof you join, you immediately start helping people. Most of the time you're going to be going out into the world to do talk to people who send you to do questing things. A lot of the time, who you are and what you have on you can affect how you can talk to them. If you're talking to an alcoholic, if you have booze, you can offer them a drink to get them to talk. When you're doing a playthrough of the Tribunal Temple questline, a copy of Sayori's Sermons is your best damn friend in the whole world. You're consistently forced to interact with people and get to know them to do what you need to do.
While this is signposting of the least subtle kind, it does serve a purpose here, and that purpose is to introduce you to the world you're going to save. And if you rush ahead, the game sets you up against an enemy and a dungeon that act as a rude awakening to your impatient ass.
What this does is it forces you to interact with the next parts of these.
You also get to see how the communities function as communities. Who knows who and who needs what, and who does what. In the course of most quests, along with interacting with the quest giver and the person who needs help, it often behooves you if you're not forced to ask around to learn more about those involved. Heck, if you're not using a guide like I am, you might have to ask the locals where the person you need to find even is. Even outside this, just talking to the locals you see what they think of certain people, what their role in society is, and who does what in their town. it's an option for damn near every person.
While yeah, a lot of the dialogue is generic and shared between many characters, most if not all non-guard NPCs have at least a line or two of unique dialogue, and what generic dialogue they do have is varied, with most towns having no two NPCs with the same exact sets of lines (or maybe I've been lucky, idk). You also unlock more and different dialogue as your character progresses. You wear some fancy threads? NPCs will commend on your drip outfit. They have new lines if you join a faction they're a part of or dislike. Gaining reputation makes some NPCs change both text dialogue and voice acted greetings. Some NPCs even react to specific quests. It ends up telling you a bit about the person you're talking to and I for one think it's amazing.
The Devs put real effort into making sure the way people acted made sense both in-character and in-universe, even at the player's expense. If a character's too damn poor (or inconveienced) to pay you in money for a quest reward, you'll probably be paid in goods or even just thanks. Some quests, especially Redoran and TT, only pay you in reputation, information, or introducing you to an NPC. If you're collecting on debt, you might be forced to sell something the debtor gives you for the debt money, or you have to pony up the money yourself (You can also do this if you feel nice). People stop paying attention to you if they think you're annoying. It's a nice contrast to other games, even other Bethesda Games, where everyone magically has money to give you, you're never asked to sacrifice a reward, and non-material rewards are a unique rarity. Oh and they always like you.
My personal favorite thing they did is actually unique to Morrowind. Outside of the town guards or the Ordinators salivating for your blood, everyone (who is still a person) is named. Everyone. Every bandit, every farmer, every egg miner, every merchant, every traveler has a name. It's such a small thing, but it really ads so much to the feeling of the NPCs being actual people that I'm grateful that they made that choice. Most other games, even other Bethesda games, will have unimportant NPCs have labels such as "farmer", "bandit", "prisoner" instead of names. I didn't realize how weird that is until I played Morrowind, and I really appreciate how everyone has something as basic as a name.
You yourself suffer along with the people of Morrowind. You face the hellish ash storms, you face the frustrating local corruption, you have to fight for your life against bandits, you deal with a strict TT deciding that you've overstayed your welcome, you get fucking Corpus, the literal fucking plague making so many suffer, and I get fucking lost in the Ashlands too. It's said that suffering forges a bond, and a bond has been forged. I feel like in Skyrim the suffering common people face is separate from what you have to face and this lessens the experience. I never face the petty issues that farmers in Skyrim face, and outside of pre-scripted events the farmers don't deal with dragons. When I do it's wooden quests that don't feel at all organic, and I come away feeling like I did a quest and not like I helped someone. In Morrowind I go "yeah fucken mudcrabs, if you need help again just ask"
There's a thematic point to all of this, and the point is something like "the Nerevarine is connected to the land and it's people, even if the prophecy the game centers around is only myth" or "Your connection to the people of Morrowind is why you are the Nerevarine, not some damn Prophecy". Or even "The Real Nerevarine Qualifications Were The Friends We Made Along The Way". I get that this isn't just to pander to the player and that for Bethesda to do this again, they'd need an exceptional reason. One so exceptional that it's never going to fucking happen again. And I get that this is a *me* thing too, that it's my overinvestment and misinterpretation.
But goddamn it, this is why I really fell in love with that damn game. I like the Backstory Lore, and I'm going to play around with the Backstory Lore because it's fun and tragic, and really, I can't do much worse than c0da, but the reason I like and keep playing the game and don't just like the lore on the sidelines is that the damn game made its world feel real through humanizing it's NPCs and it scratched an itch I didn't even know I had!
In conclusion?
Tumblr media
..... Ok, one thing about the Tribunal.
I'm 90% sure Almalexia banned levitation as a direct slight against Vivec. Every time I look at the available evidence, I'm even more convinced, and even though I don't think it's ever addressed in lore, I can't convince myself otherwise. I know on a doyalist level it's just to make sure you don't go over the city walls and ruin the illusion in a 2002 game, but it's a headcanon I can't shake. I just find it utterly hilarious, and a tragic sign of how the Tribunal have fallen and grown distant, but mostly utterly hilarious.
30 notes · View notes
sigurdjarlson · 3 years ago
Text
I will gladly admit fo4 has flaws despite it being one of my fav games but I was thinking on it…and I asked myself alright..what are those flaws specifically?
- Technical issues such as game breaking bugs, frame rate issues (particularly in downtown Boston *shudders*) and poor optimization
- Lack of Player Character Customization both in regards to appearance, personality, backstory.
- Lack of Spouse customization. Come on Bethesda, you can’t be married to another man or woman in the beginning? Adoption, artificial insemination and surrogacy are all things that exist so it wouldn’t have to cancel our Shaun completely.
- Dialogue system. Enough said.
- One of the most frequent things I hear people saying is they don’t feel at all attached to Shaun despite finding him being the Main Plot. They should have somehow made the players care about him. I won’t pretend I know how but *shrug*maybe have more interaction with him in the beginning sequence?
- Unfinished character arcs and quests. Seems rushed in a lot of places despite taking..like eight years to make
- No real “Evil play through” Option. Also no evil absolute trash companion :/ (Gage doesn’t count because he’s DLC) I think Pickman would have been a fun companion tbh or Kellogg if you could spare him
- I see a lot of people lament that there’s no way to do a Pacifist play through (I’m personally unsure on this one but it’s a complaint I see a lot)
- Despite the game claiming they do… your choices don’t actually feel like they have consequences a lot of the time
- frequently the game is cowardly about making you deal with the consequences of your actions. You get away with a lot of shit tbh.
- Fails to make the choice between factions difficult for most people. I’ve never seen anyone say they had a hard time deciding to destroy the Institute and that’s..not good to me? Not for a game that claims to be about gray morality and the horrors of war at least.
- Fails to present both the flaws and advantages of each faction equally.
- For some reason your companions (Nick and Piper specifically) don’t acknowledge the fact that you find out Father, the leader of the institute, is Shaun. You know the baby they’ve been trying to help you find ???
- ^ Companions not having enough commentary and reactions to main quest line decisions. There is some but it’s brief and shallow for the most part. It doesn’t affect your relationship with them. It should.
- The minutemen..oh the minutemen. This isn’t a complaint about Preston’s constant settlement quests, that joke/complaint has been made a 100000495858 times. But it is a complaint about the fact that you never feel like the actual General.
You don’t..command anyone? Except for a few tiny decisions here and there. You don’t really make any decisions. Preston does. Sometimes I think maybe they should have just had Preston be General. Even if he’s a bit unwilling to do it at first
If they’re going to make you the leader which is a questionable choice in general (haha) they should at least let you..do general things.
- Lack of post main quest content
- Lack of Exploration. Look, I discover something new every single time I play Skyrim and I’ve been playing this game for years. That doesn’t happen with Fo4. It should.
There are far too many houses and and buildings that are boarded up. The cities are full of nameless NPC’s rather than named ones with either their own small quest lines or stories. (Think of how every single person in Whiterun is named besides the guards. They all have even the tiniest bit of character)
Also what happened to just dialogue options just for the hell of it.
- lack of emotional impact.
- i personally have complaints about the skill/perk system. It had its own flaws but I loved Skyrim’s because I like the concept of leveling up skills by actually doing them. Like in fo4 I can randomly grab a perk for..pistols even if I’ve never used a pistol in the entire game. That’s silly.
Maybe it’s why I didn’t really like the skill/perk system in the other fallout games either. Which was admittedly more fleshed out than Fo4’s but still not my cup of tea.
- The building system was fantastic despite it having some glaring flaws of its own. Mostly from a technical standpoint and the limitations placed on you (which mods fix but still)
- why is there no aquatic life despite it being implied there is supposed to be
- there’s a lot of empty space in the Commonwealth. This kinda goes back to lack of exploration. Either add more creatures/NPC’s to keep us busy while traveling or more things to explore.l
- inconsistent likes/dislikes. Maccready is particularly bad about this. If there’s an explanation for it I’m not aware of it should be in game, via a comment or something.
- the fact that your romanced companions literally just “____ hated that” if you cheat on them in front of them drives me up a wall lmao
- the fact we can’t pet Dogmeat without mods :(
- ALSO that they scrapped the concept of traveling with Dogmeat and a companion
- Settlers could use some fleshing out too (think the Better Settlers mod or Orphans of the Commonwealth). At least give them like randomly generated names so they feel less..generic.
- idk I just really wanna give my companions a hug?? And I can’t!!! Terrible
- Strong disliking everything you do making him unbearable to travel with 80% of the time LMAO
- Nick not being romanceable is the most unforgivable sin of them all tbh
I have many many thoughts on how I personally think these problems could be fixed or how things could be improved but that would have made this even more obnoxiously long.
12 notes · View notes