Yeah, we’ve reached the part of the season where we’re all just phoning it in and recycling the stuff we’ve done before. (Although be sure to check out Rutskarn’s freestyle Skyrim Draugr fanfiction at the 15 minute mark.)
In fairness, Skyrim is just as out of ideas as we are. This is a parade of missed opportunities and disappointments. We capture a dragon, which sounds dangerous and audacious but ends up being awkward and stilted. We speak with it, but it just info-dumps on us with no character development, worldbuilding, or player agency. Then we “ride” the dragon, but it’s just a scripted fast-travel. It carries us to the ends of the earth, but it looks exactly like the places we’ve already visited. We arrive at the home of the big bad, but it’s just another mook maze filled with the most-overused monster in the game. We enter his lair, but it’s the same dungeon assets, sounds, and foes we’ve seen dozens of times already. There are puzzles, but they’re all recycled from earlier in the game.
Even if you’re criminally unambitious and lazy, you could still decorate the dungeon with red lights for zero cost, so the place feels somehow different from all the others.
The next episode will finish off Skyrim for good.
The Best of 2013
My picks for what was important, awesome, or worth talking about in 2013.
In Defense of Crunch
Crunch-mode game development isn't good, but sometimes it happens for good reasons.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
Dead or Alive 5 Last Round
I'm not surprised a fighting game has an absurd story. I just can't figure out why they bothered with the story at all.