I'm starting to see some major design flaws in this game that were not present in Oblivion.
It seems that the game relies too much on the "random" factor, with very few crafted quests, and most of them ends up sending you to a dungeon. Oblivion was much more varied, when they send you to speak to people in other towns and houses. This one is dungeon, dungeon, dungeon and more dungeon. They somewhat make up for it with the awesome main storyline... but then it fails with the inferior and shorter guild story lines.
The combat and the visuals and many other things are far improved over its predecessor... but the overall feel of the game is starting to fall behind it after 60 hours of play. I'm seeing a lot of patterns in this game, patterns that were not present in Oblivion or Morrowind.
It seems that the game relies too much on the "random" factor, with very few crafted quests, and most of them ends up sending you to a dungeon. Oblivion was much more varied, when they send you to speak to people in other towns and houses. This one is dungeon, dungeon, dungeon and more dungeon. They somewhat make up for it with the awesome main storyline... but then it fails with the inferior and shorter guild story lines.
The combat and the visuals and many other things are far improved over its predecessor... but the overall feel of the game is starting to fall behind it after 60 hours of play. I'm seeing a lot of patterns in this game, patterns that were not present in Oblivion or Morrowind.
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