Showing posts with label Skyrim. Show all posts
Showing posts with label Skyrim. Show all posts

Thursday, July 12, 2012

Distilled Reality

I don't like to brag, but I own a lot of video game houses. I'm the owner of five residences in the province of Skyrim alone, and in Albion anything bigger than an anthill has my name on the deed. Some of my many electronic properties were even built with my own two thumbs, like the mansion I designed for my Sims or the low-res countryside villa I constructed in Minecraft (from cobblestone I mined myself).

I still own my 300,000-gil mansion in Costa del Sol, one of the first video game properties I ever bought.

Given my depth of experience in the arena of virtual home ownership, I wasn't terribly concerned when (back in the real world) my wife and I recently bought a single-family house for ourselves and our two children. Moving into our new home, however, I quickly realized two things:
  1. We own a lot of crap, and most of it is very heavy to lift.
  2. The countless hours I've spent playing games like The Sims and Minecraft have led me to very seriously misjudge the amount of time, expense, and effort required to establish a suitable residence for oneself and one's family.
In other words, it appears that owning all these video game houses has done fairly little to prepare me for buying an owning a house in the real world. Upon reflection, I've realized part of the problem is that certain key parts of the homeowner experience have not been adequately represented in gameplay.

Hey, if it can hold up a Honda Civic, then it should be able to keep my cabinets from falling off the wall, right?
(Yes, this is really how I fixed my kitchen cabinets.)

For example, despite the province of Skyrim's incredibly low real estate inventory (which apparently consists only of five houses), I didn't have to engage in any multiplayer battles against other prospective buyers who were all competing for the same property. When playing Fable III, buying a property in Albion never involved filing a mountain of paperwork in order to get a mortgage, whose underwriting inevitably would have unlocked entire new dungeons full of paperwork for me to navigate. And don't even get me started on the lack of a plaster repair game mechanic in Minecraft.

I suppose what we're really talking about here is a question of immersion. Video games often talk about being more "immersive", but to be honest I'm not always sure what that means. In a truly immersive version of Skyrim, for instance, upgrading the blacksmithing perk would have required the Dragonborn first to complete a five-year apprenticeship, and exploring the frozen mountains of Winterhold would probably have involved less enchanted loot and epic battles with dragons, and more crushing loneliness and frostbite. With these changes, I'm not exactly sure what kind of game Bethesda would have ended up with, but somehow I doubt it would have sold 10 million copies.

Here's an MLS photo of "Breezehome", a little place I own in Whiterun. It's an historic Scandinavian-style cottage in a great school district, provided you don't mind your children occasionally being eaten by dragons.

My point is that people like video games not because they provide some sort of alternative "virtual" version of reality, but because they provide something far better than any virtual reality: distilled reality. Like the corresponding physical process, the distillation of reality that video game designers perform removes the impurities of the real world (like taxes and wallpaper removal), leaving us with an invigorating aqua vitae chock full of action, mass murder, puzzles, instant gratification, and bizarrely athletic plumbers.

Regrettably, like any libation, distilled reality must be consumed in moderation, lest its side effects lead to unfortunate consequences. In my case, getting drunk on booze or reality both result in similar kinds of behaviors, including (but not limited to) unpredictable fits of anger, horniness, and the firm belief that I would probably be able fight a dragon. Nevertheless, there's nothing like a bourbon Manhattan and some Gears of War deathmatch to take the edge off at the end of a tough day... and like my distilled spirits, I don't expect I'll be giving up my distilled reality anytime soon.

Wednesday, November 16, 2011

Review: The Elder Scrolls V: Skyrim


For anyone addicted to release-date gaming, this November has been a grueling month, each week stuffed to bursting with high-profile new games. It’s been the kind of hectic month that April is for certified public accountants, though probably with a lot more software patches. 

This week, we’ll be running the numbers on Skyrim, the fifth and latest installment in Bethesda Softworks’ flagship role-playing franchise The Elder Scrolls. (Note that this is the last time I will use the word “scrolls”, because like Notch (the indie developer behind Minecraft—I don’t feel it particularly embodies the spirit of the series. Plus I’m afraid of getting sued.)

Design: 5/5

If you’ve never played Bethesda games (such as Morrowind, Oblivion, Fallout 3, or New Vegas) before, they’re best summed up by one word: MASSIVE. Starting a Bethesda game is like reliving your own birth: after a short tutorial in a safe, warm dungeon, you are expelled into an enormous and confusing world full of hostile beings, most of whom are trying to kill you. Like its predecessor Oblivion, the game world of Skyrim spans about 16 square miles to scale (approximately two-thirds the size of Manhattan) and has around 150 dungeons, nearly all of which are completely accessible from the moment you step out of your little instructional womb. While environments this expansive are impressive for any role-playing game, they come across as even more amazing when presented in this unfettered open-world style.

In Skyrim, the shortest distance between two points almost always involves a mountain.

The down side of a game this enormous is that technical glitches are almost a certainty. Like past Bethesda games, Skyrim has its fair share of bugs, though in my experience they’ve been of stereotypical and fairly harmless varieties, such as occasional missing textures, erratic AI behavior, and one or two “outside the map” glitches. I found they had little impact on my gameplay—especially for a compulsive game-saver such as myself—and so far I’m inclined (as with other Bethesda games) to overlook them.

What really impresses me about the design of Skyrim are those few minor changes made from Oblivion that have had an enormous impact, such as improvements to the leveling system. In Oblivion, your character gained a level whenever he/she had sufficiently advanced specific favorite skills. However, the improvements to your statistics (e.g. strength or dexterity) depended on how much you had improved those and other skills. For example, let’s say you were a heavily armored, warhammer-wielding orc. If you wanted to make sure that by level 40 you were at least as dexterous as your average severe stroke victim, you couldn’t just work on increasing your “speed” attribute as part of normal gameplay. Instead, you had to go off and pick 100 locks or spend 15 minutes swimming in circles whenever you were about to advance to your next level. In Skyrim, on the other hand, most of your attributes are derived from your skills. If you start off as a mage but decide later to dabble in a little swordsmanship, it won’t take much practice before your spindly, atrophied arms are swinging that broadsword like a pro. It’s a subtle difference that has a huge effect on the gameplay.

Artistic: 4/5

Aesthetically, the province of Skyrim is cold, blue-tinged, and harshly lit, like someone took a Jason Bourne movie on an arctic expedition. Hiking along icy rivers and up jagged mountains, I found the landscape to be dangerously beautiful—the kind of place that makes you want to let your guard down and enjoy the view, and then murders you with a savage pack of snow wolves. Just to give you an idea of how much of an impact these visuals had on me: whenever my character stepped out of the cold to sit by the fire of the nearest mead hall, in real life I actually felt warmer.

So pretty, I’ve almost forgotten about that polar bear that’s about to rip my head off.

From a purely technical perspective, however, the graphics of Skyrim certainly aren’t groundbreaking. Look too closely, and you’ll find plenty of sub-standard elements, like lackluster textures or rocks that appear to be made with only a handful of polygons. It’s a bit of a problem, and one that’s exacerbated on the Xbox 360 by the texture loading issues with hard-drive installations (for which there will apparently be a patch). Nevertheless, what Skyrim lacks in brute force, it makes up for in finesse.

Narrative: 4/5

The question of narrative is a difficult one for a game like Skyrim. A “story” is basically a distillation of reality with respect to a particular point of view. How do you tell a single story when you’ve created an entire world? In other words, a concept as limiting as “plot” is almost too small for Skyrim.

Oh, I see now... it says “dragon” right up there.
And here I thought I was fighting some other kind of giant, scaly, fire-breathing thing. 

Of course, there is an over-arching story line, which to be completely honest, I haven’t even finished yet (and it’s within the realm of possibility that I may not do so for the next 80 hours of gameplay). It seems reasonable enough, plodding along with some forgettable characters and mediocre voice acting. From what I have gleaned so far, it has something to do with dragons, which is really the only thing you need to know, because it means you get to have a blast killing some dragons.

For me, the meat of the game is really the ridiculous number of “side quests”, so much so that they should probably just be called “quests”. There’s an amazing number of things you can do, such as become a mercenary, join a secret brotherhood of assassins, go to college to be a mage, or fight in a rebellion against (or for) the Imperial army. From a narrative point of view, the only issue with all these choices is that a completionist like me will want to do them all, meaning that by the end of the game, your character ends up as some sort of ridiculous mercenary-assassin-wizard-rebel-type person, i.e. a schizophrenic.

Gameplay: 5/5

In Skyrim, gameplay has three main aspects: exploration, character development, and questing. Much of the game follows a basic yet rewarding formula: wander around until you find a dungeon, slay its inhabitants while you gain a level or two, and then rifle through the resulting mountain of corpses and steal anything of value. If you’re the sort of person who thinks that “fun” is spending a few hours wandering around hunting enough animals for pelts and picking enough herbs to make yourself a nice little leather cuirass and matching health potion, then Skyrim is for you.

Don’t be fooled. Just because those NPC’s look different, it doesn’t mean they aren’t all voiced by the same actor.

While Skyrim—like most Bethesda games—isn’t really about combat, there have been some definite improvements that make it much more palatable. The most notable is the ability to dual-wield. For instance, instead of a sword and a shield or a two-handed weapon, you could choose to fight with a sword and a fistful of fireballs, or by casting a different spell with each hand. When combined with the option to “favorite” certain items and spells in your inventory, the dual-wielding makes playing the game as a mage almost a reasonable option... almost.

Summary

If you’ve played and enjoyed Bethesda games before, then Skyrim shouldn’t disappoint. If you haven’t—but do fancy yourself an RPG fan—then Skyrim’s obvious improvements over past games make it an excellent place to start. Just be sure to bundle up, because it’s a bit nippy out there.

Tuesday, August 23, 2011

Hiatus

With this post, I’m officially returning from a four-month hiatus. It’s been a whirlwind summer so far, including but not limited to major life events such as thesis defenses, graduations, new jobs, and pregnancies. (You know, it’s apt that the word “hiatus” comes from the Latin word for yawning, because my hiatus has not involved very much sleep.)

Regardless, I’m back now. In fact, I’m so back that I’m making the following pledge: from this point forward, there will be a new blog post every Tuesday and a new game review every Thursday.

Now, you may doubt me (and given my track record, you’d be justified). However, I’m very serious about this. New posts. Every Tuesday. Every Thursday. Even holidays. For example, I’m told Thanksgiving falls on a Thursday this year... who knows, maybe I’ll be so filled with the holiday spirit of slaughtering turkeys that I’ll end up playing this game.

I’m just kidding, of course. If I’m playing anything around Thanksgiving, it will be The Elder Scrolls V: Skyrim or Saints Row: The Third. I assume the choice will depend on whether the tension of spending time with family is better eased by murdering dragons or hookers.

On second thought, why do I have to choose? Maybe this year I’ll need both.