cojuer
Sanyok   Moscow, Moscow City, Russian Federation
 
 
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Overall impressive well crafted and large mod game!

World design is quite good with some areas being very different from vanilla Skyrim. There are much more details both in exteriors and interiors (not to downplay vanilla which had to run on box 360 and ps3). The only issue is that design relies too much on PoIs around roads and impassable terrain. Interior designs are mostly great, and there is a lot variety to them. There are too many enemies in exteriors and in interiors some enemies are close to the doors which does not quite work as enemies can attack player before the game is fully loaded. There are some good collectables (Ice Claw) and some bad (symbols of all kinds).

Two-handed combat was much more fun than base skyrim: enemies are more dangerous, you have multiple "shouts" to use, stagger and stamina are important. Progression based on books is not very fun but makes economy tick. Set bonuses, special classes, mystical spells and hidden talents are good additions. Reworked healing with penalty may seem harsh but I think it is much better than base Skyrim system. Crafting is fine as it allows you to create some of the best items (best armor, best greatsword). Also phasmalism is a good idea but rather clunky to use and at least archer AI is horrendous. There is no level scaling for enemies, areas have predetermined levels, and it mostly works well.

Music is generally good and some tracks are beyond awesome.

Quests are well crafted and mostly well voiced. Many side and main quests are great and fun, few others not so much: there are some questionable and plainly bad game design decisions (twins fight, forced stealth, find something somewhere, ...). Main story does some things right, for example it interweaves companion stories well and focuses more on characters in general. But it has many issues. Beginning is bloated with too many strange things happening to the player. It copies some plot points of Mass Effect, with the latest one (dead souls form a new high one) not being well introduced at all. One of the main twists beacon causing cleansing is rather predictable. It tries to sell you some philosophy which contradicts itself: high ones are powerless, except they cause red menace, create Mary Sues and can summon enemy ghosts; people are to blame, except people know nothing about how all this crap works; beacon could have destroyed high ones (trust me, bro) except no one did it . It fails to explain nature of the high ones and the cycle well enough. It has too many twists for the sake of twists, which become quite dumb closer to the ending. And it is also very railroaded experience with almost no player agency while some side quests give player more freedom.
Recent Activity
1.1 hrs on record
last played on 21 Mar
2.1 hrs on record
last played on 20 Mar
1.6 hrs on record
last played on 20 Mar
Comments
cojuer 20 Jul, 2012 @ 7:14pm 
бегал
IIawko 19 Jul, 2012 @ 6:39am 
Де ты был?