Haven't played either so I'm just going by what I've read. Here's another reason why u should boycott and refuse any more ES games until this and all the rest are remastered by the B lads. And that would make them a giant fortune again. Skyrim has been. And Oblivion and Morrowind are being done by amatuers Instead of dragging me back a years to ESO I dont get em.
And by the way imo ESO was a sop to cover the company's dereliction and abandonment of a ES6 dev and going on with that crap known as Fallout. Bethesada made their fortune on ES If ur lucky u see an ES6 by So boycott. Badmouth em on forums and at conventions That they can do it I tried to play Arena.
Couldn't get it to work on my computer. I heard the problem might have something to do with being 16 or 32 bit. Quote: They are pretty bad. Talking about daggerfall I haven't played arena Honestly I can deal with the graphics it's just the controls. Cities do not look like from the newer games either Because; 1. Limitations and 2. Not much more to say about this game The mazes are still present, which can be annoying sometimes, not to mention they are randomly generated And while it is easy to get lost in them, the world on its own is no exception, because you can get lost pretty much everywhere if you are like me, and forget to check the map.
The soundtrack here is even less memorable than in Arena for me besides the Main Theme, that one is very awesome and should be used in TESVI Assuming the rumors about it taking place in Hammerfell are true.
However, the RPG mechanics are the best part about this game, even though there can be way too much of it for new players. There is so many interesting aspects here as well. You can talk to NPCs with three different tones, you can buy your own boat as you will need to travel between High Rock and Hammerfell, there are an actual linguistics in the skills which allow you to talk with Imps, Orcs, Nymphs, Daedra, Spriggans, etc.
One has to wonder though if some of these aspects are not a bit unnecessary. Still interesting nevertheless. Anyway, the end of the story is curious, to say at least. Clever move, writers. Very clever move to make all the endings canon. I was playing the Unity version, which I strongly recommend to those who wants to try it, because the old version is broken as fuck, especially on newer machines. It is also moddable, so you can make it even better. Especially the combat. Call me casual, newb or whatever you want, but I stand behind the opinion, that games are supposed to be fun, not frustrating, and I have the problem of not having the patience for stuff that is made frustrating on purpose, so if anyone wants to improve their experience with a mod, why not just let them do their thing without any bitching?
In here? Not a chance, the AI is aggressive and often far more powerful than you, not to mention they barely miss while you are missing so often, that it makes you imagine the character how they are missing on purpose.
Anyway, despite the combat, the game is actually very good. Well done, writers, you have my respect. RPG mechanics Which are basically from Daggerfall, but simpler Everything is so good. Needless to say that the lore also took some very good turn from here. Who would imagine that a person who was high on shrooms or some shit would write such a good lore? At least Hircine got his ass kicked, never really was fan of his. Poor Sotha Sil though, I feel sad because of what happened to him.
Besides, graphics are secondary here, the experience overall is primary Still, the experience of any game is always better with mods, what can I tell you. Still, the game is some experience for sure. For the new players, I would recommend trying it without mods first, and if you will not like some aspects, just download some mod to improve it, there is plenty of mods out there which can make your experience better. My favourite TES game. I know how it sounds, after I basically praised the Morrowind to almost the heavens themselves, how could I say that Oblivion is better?
The truth is, my dear friends, that despite the fact that Oblivion is objectivelly a bit worse than Morrowind, I would personally choose Oblivion as my most favourite game out of them all.
Wanna know why? Well, despite the weird, cartoony-looking characters and the wonky AI, a lot of things here are on their peak. Soundtrack has some really nice tones to it. Harvest Dawn will remain legendary to this day.
Expansions are interesting as well, Knights of the Nine felt like a noble quest, while Shivering Isles was more of a colorful madness. Of course it is, when you are in land of Sheogorath himself Of course though, the game is not perfect, and has some flaws. The first flaw, which really will follow you through whole game, is the already mentioned wonky AI; The AI is stupid, and sometimes it is so stupid that it renders the AI as clever, for example, the aimbot and their dodging skill can surely come on nerves Not to mention the follower AI, especially when you have some escort quest.
Another thing is how the characters look. Like, they looked cool in Morrowind and Skyrim I think I even saw a funny comparison of Dunmers look between Morrowind, Oblivion and Skyrim, I am sure you all know what I am talking about, had to download mod which would make the characters look at least somewhat bearable despite the fact I barely mod Oblivion And last but certainly not least is the odd difficulty It sometimes gets either too easy or too hard when you do not mess with the slider at all, so for new players, I recommend turning the slider a bit lower, because the difficulty is really unpredictable at times And we certainly do not have to talk about that broken system of interactions between the NPCs Have you heard of the High Elves?
Overall, Oblivion is the best in the series for me and I recommend it with every single molecule of my body. I am very excited for Skyblivion. Hopefully it will get released in next few years. The Elder Scrolls V : Skyrim Hey, you. This is where it all began for me when it comes to TES series. And oh boy Nostalgia glasses off though, it is rather plain today without any mods. So what can be said about Skyrim? Well, first things first, the characters And graphics overall got hell of a upgrade from Oblivion, the characters finally don't look like some freaks from kids show and look way more like realistic beings.
The RPG mechanics got dumbed down once more and in here, while it has its own charm, it's honestly a bit too simple for my taste compared to the Oblivion where it's just right, although, the perks system has something to it though, I have to admit that. The combat feels great though And even when you cannot cast whenever you want anymore, it still has weight, if you catch my meaning. The writing is above decent in vanilla game, most of the characters are likable some are loveable even , the quests are okay but some may become a bit repetitive, especially the side jobs for Thieves Guild or the Civil War overall, however, the writing in the story DLCs Is where it shines the most, but we'll get to that.
And what about the DLCs? Well, first we have Dawnguard, which used to be my most favourite out of them all, because the story was generally interesting and Serana was my best friend back then. Yes, I am Dawnguard trash However, that changed as the time flew. But Dawnguard still has its place in my heart. And last DLC was Hearthfire. Not much can be said about that besides the nice feature that you can build your own mansion Not to mention the grind for it.
Either way, Hearthfire is not bad but it certainly could be something WAY more. Alas, the huge fan projects that are slowly but surely coming into it will be fokin great. However, since I am at the end of this post, I might as well tell you everything I got from it during all those hours of playing it. Alright so I will start with this; Elder Scrolls Online has been both good and bad for me, so beware of some shitting at the end. I will start with the good part and mix it with the bad one.
First thing I really have to appreciate about this game, is the writing Most of the characters are likable some even straight lovable , plots are interesting and in general, the writing is just wonderful. My most favourite storyline is the Dark Heart of Skyrim, I really loved that one when I add the Rivenspire main story into it.
Gotta love Ravenwatch the most in it Vvardenfell main story was also pretty good along with Deshaan main story The only thing I would probably change about the writing though, is how the player responses.
Like why do I ALWAYS have to be so nice and eager towards everyone even when the person I am currently talking to clearly hates me and is about to fuck me in the arse? It almost renders the character dumb at times. Why I cannot be a dick for a change?
Or maybe a neutral one? Another thing I really appreciate is the customization system. That one is quite well done. Like the way you can paint your outfit, how you can use the motifs, the personalities, skins and not to mention the character creation, you can basically make your own unique-looking character.
I admit though, playing it with your friends can be quite fun sometimes. However, this is the point where I get really negative about this game. Like come on, Zenimax Not to mention this blazed little token is more pricier than like one of the DLCs Most of the are about Crowns, and even that is a lot in some cases. Another stuff is housing..
Like bloody hell, I saw a house which is over 10k Crowns Is that bloody normal??? Oh you want continuation of the story that came like over half of the year ago? Absolutely not. Like really, guys? Not cool, man. Not cool. And the worst part is, that some people are actually defending it. What else do I need to say here? Hell, I will most probably already have children once this bloody game will come out, but I digress. Anyway, thank you for your attention and I hope you enjoyed this long rambling of mine.
Have a nice rest of the day and remember to watch the skies, traveler. Whenever someone talks about 'Souls-Likes' or 'Soulsian' games, there always seems to be a running gag about how that term basically has such a nebulous definition that it can be applied to anything.
So today I'm going to put forward what I consider to be a complete and specific definition of the Soulsian Genre, and I'll include many other games to compare and contrast to in order to make and support my point. As with all creative things, I am but One Man, and thus may not know of and have significant experience with every Video Game ever made in Human History, but I know a lot about Dark Souls and that's the only game that matters so it should be fine, but if people disagree and want to call me a retard they are free to do so and hopefully that will help temper this definition.
Oh also if you're on this post because you saw a game tagged on it and you're about to furiously reblog with how that game totally isn't a Souls-Like; don't worry, I'm probably talking about that game to demonstrate how my Definition properly excludes that game while other definitions don't.
So when trying to define a Souls-Like I see a lot of people talk about a lot of different aspects of the series together, when I think they should really be talked about separately. I've identified 3 broad areas where I contend the Souls Games have a unique feature or concept which sets them apart and defines them, and I will state that I think these Three Broad Areas Can and Should be evaluated separately, as they don't actually cross-over each other.
Evaluating games this way can make it very easy to identify what parts of games draw inspiration from the Souls Series and can make sense of the many Partial Souls-Likes out there like "Hollow Knight" and "Vigil: The Longest Night", both of which I would argue are only Partial Souls-Likes. When asked to describe Souls Combat a lot of people will point to certain superficial aspects of Souls Combat.
However none of these are truly unique to Souls and many were already in use long before Souls. It also had Sword and Shield Combat that was generally slow, grounded, and mundane. It didn't have what I would call Punishing Difficulty, but even that isn't unique to Souls. The Ninja Gaiden games had been around for decades and a 3D one had released in , 5 years before Demon's Souls on the same console, the PS3 and others.
And From Software knew about Ninja Gaiden considering they tried to make their own version of it that, uh, wasn't that good. Alternatively, on the Slow Mundane Combat front, The Elder Scrolls series has Demon's Souls beaten by 7 years with Morrowind releasing in , or even earlier if you want to count Arena, Daggerfall, or Redguard, but I'll go with Morrowind because it similarly had 3rd person combat with multiple attack types as well as swords and shields. So what actually defines Souls Combat?
Well we need only ask a certain famous African Warlord;. How Restrictive it is, and How Always Present it is. That's it. I tested. You can move your character, and you can wait, and that's it. Also Spells have their own Stamina System that I'll talk briefly about later.
Compare this to Skyrim. When you're out of Stamina in Skyrim, you can still attack just fine. I'm pretty sure you can even Power Attack, its just weaker. You might not be able to Sprint, that's it.
There's no Dodge without Mods. The other games I mentioned didn't have Stamina at all, so there's nothing there for them in this category at all. Bayonetta doesn't worry about Stamina, and Raiden can Breakdance for Days.
What about Monster Hunter? It has Stamina, and if you fully run out its actually quite punishing in that regard. But its Stamina System isn't All-Encompassing. Most Weapons only use Stamina to Dodge. But the only weapon that uses Stamina for its main attacks is The Bow. Stamina is what set's Souls Apart. It is what defines Souls Combat. The Definition of Souls Combat is;.
In most Action Games, such as Zelda or Platinum Games, if you do an attack or in some way are in an animation, you may be stuck there. Even if you have a dodge, you might be stuck in an animation for some number of frames before you can cancel out of your recovery. However once that Animation Ends, you're now completely free to Dodge, or Attack Again, or move, or anything else. Effectively, your Window of Vulnerability lasts as long as the animation and once that animations is over, you will not have any persisting vulnerability in most cases.
In Souls this is not the case. If you spend all of your Stamina on Attacking, even once your attack animation is Done and Over and there's nothing in the animation of your character preventing you from dodging, if you are out of Stamina, you are still stuck. If you don't have enough Stamina to dodge every attack in an enemy's Combo, you're going to be in trouble.
Effectively, Stamina gives you a Strategic Window of Vulnerability if you over-extend. It is intended for two things in my estimation. First, it is there to teach the player restraint and to be thinking ahead.
When you get an opening in Souls you can't just think about the attack you just dodged, you have to think about the attacks that might be Coming Soon. Souls is hardly the only game that does this, but non-Souls Games do this by having you be locked into an animation.
In Souls I can have the boss I'm fighting present me with a full opening that gives me plenty of time to finish my attack and be animation-wise ready to dodge their counter-attack, and yet still need to intentionally Not Attack because I'm recovering my Stamina, probably because I pushed my luck with my last round of attacks.
Second, it is actually to balance the player and the Boss in favor of The Boss. Many Video Game Bosses will have openings after or before they attack, but in many games the Player is not vulnerable to similar constraints, or if they are the time frame may be much much shorter, again usually just as long as the animation. The Stamina system forces the player to mimic the behavior of bosses if they attack to much in one sequence, thereby giving the Boss an opening.
Personally I have a feeling this fact, whether consciously or not, is actaully a big part of the reason why people are so enamored with Souls Bosses and consider the player and Boss to be following the same rules. Even this however doesn't take away from the Strategic Vulnerability I mentioned, because it just adds another thing you need to keep track of because Nioh expects you to be recovering Ki with Ki-Pulse.
You need to think ahead not just to give yourself enough time to attack and leave your recovery frames, but to also have enough time to Ki-Pulse and ideally Flux II to keep in the fight. Furthermore the Nioh Games are the only ones that give you actual skills and abilities that are only triggered when you Fully Deplete your Stamina, or Ki, as the case may be.
Both Axe and Splitstaff have heavy attacks that already consume a lot of Ki, but give you a bonus for Fully Exhausting your Ki with these abilities. Splitstaff gives you an attack buff for a while and Axe, as one might expect from the Chaddest Weapon, just massively increases the damage of the strike that exhausts your Ki. Very fun to use with Lumber Chop. So what about Spells? They all have their own Stamina System, which has varied across the games. Demon's Souls had a Mana Bar.
And Bloodborne renamed its Mana Bar to "Quicksilver Bullets" and made some enemies drop them in addition to giving you runes to get them back with Visceral Attacks. Sekiro Star of Sekiro Himself or the weapons of a couple of other bosses. Yeah it doesn't have Souls Combat. That's why a lot of people had trouble adapting. There's even a video of Fucking Vaati saying he probably wouldn't finish Sekiro because he just couldn't get it.
Filling your Posture Guage puts you in a vulnerable riposte state, but before that you can just run around for a bit so your Posture Recovers. Or Block. Attacking relentlessly every time you have an opening is perfectly valid and actually recommended.
The only thing you need to worry about is being stuck in an animation. Oh this also means that Jedi: Fallen Order also doesn't use Souls Combat because it basically uses combat identical to Sekiro. Sekiro should be considered a Revengeance-Like more than a Souls-Like, at least as far as Combat is concerned. Ah the Bonfire System. What sets it apart from other Save Systems? I mean Metroidvanias have had interconnected levels with usually Save Points in each area for decades.
Symphony of the Night came out in for crying out loud. But in traditional Metroidvanias, when you died and went back to the save room, you lost All World Progress since your last save. With playable world of , square kilometers or so. Take or give 50, Some sources claim it to be the size of Great Britan, other make it a tad smaller, even others say it's actually twice it's size. It get's repetable, but it's fully understable with this kind of size.
When it comes to game mechanics, this is the most advanced of the series. And definetely worth your shot. If you have the patience I would highly recommend Daggerfall. From what I've read in the Wiki about Arena it was extremely difficult and designed to be a combat type game that unintentionally grew into an RPG through 'feature creep' during the design phase. I guess it could be considered a diamond in the rough for what would become Daggerfall and its successor TES games. I haven't played it in years but it is definitely the biggest, baddest and unfortunately the buggiest RPG I've ever played.
I loved it 'bugs and all' and even Fallout the original and another of my 'favs' sat on my shelf for more than a year until I finally tore myself away from Daggerfall. After Daggerfall I went on to Fallout 1 and 2 and never looked back to Arena. Daggerfall's character generation scheme is without a doubt the BEST that I've ever encountered and well worth the game's glitches and only 5 Save Game slots. It had an almost hypnotic rapture of spending endless hours creating and testing improbable Player Character types and the impossibly huge spagetti type dungeons that even an experienced player would have to resort to teleportation to escape.
I like both Arena and Daggerfall. Arena ran fine on my old desktop. I really like Arena and think you really have to put it and Daggerfall in the context of time they were released. I bet Arena's best choice class is warrior that easier way because the magic equiments is so trick to beat down enemies simply, then get all 5 pieces staff of chaos.
But I hate I say it isn't easy finding rare artifacts because it lacks topic and communication skill so well. I'd love let you know you want to play these. I adore playing worst arena. I'm of a different mind to these other guys, I guess. I really loved Arena. It was the first game in the series that I played. It takes a while to get used to, but once you get the hang of it there's so much fun to be had. Daggerfall, on the other hand But I didn't like it as much.
I don't like having gold weighing me down and having to go to a bank to get a piece of paper in its place. Also, it's very buggy. It took my so long to get done with the main quest because of two bugs that completely halted my main quest.
Had to get a patch to fix the first bug, then start over. Then I almost beat the game and ran into a second bug in the final dungeon. I'd say they're definitely worth getting them. My saves would probably be in there, but you can just delete them.
0コメント