Oblivion remaster voice acting fit well with its current fanbase
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Bethesda has been buggy slop since day 1.
Arena was an interesting idea ... for about 1 hour. Then it became clear that there was barely any game there and was mostly a set of cookie cutter busywork. I was almost annoyed that I had wasted so much time copying it.
Gamers have been putting up with garbage for decades. I knew that the industry had left me behind when, behind a gigantic marketing barrage, Splinter Cell, a clunky, generic Metal Gear knock off, outsold Metroid Prime which, for its faults, is still an extremely polished and in some places brilliant game.
I've always played both PC and console games, but one of the things I've hated the most about the PC environment is the "modding will fix everything" idea has allowed publishers to get away with releasing utter shit for decades.
People have not played a vanilla Bethesda game in so long that they've forgotten that most of them were basically broken beyond all repair, and regularly needed console commands to fix themselves (lol at anyone on console!).
It is amazing that suddenly "we deserve what we tolerate!" shows up for this game, while most people here will fellate New Vegas like its the best game in the world despite being even more broken than the Bethesda games.
Bethesda was literally in charge of the QC for that title.
It was bloody revolutionary for it's time. Perhaps the modern scene makes people forget, but the idea of a large open world in games used to be a pretty rare thing. The whole reason TES is so popular is because they aggressively pushed the envelope for the scale of their worlds, sacrificing polish in favour of quantity. Unlike other games where the only thing to do is chase the victory screen, TES sought to simply provide players with a world to do whatever they wanted in (oh and there's a main quest also, but only if you want).
But it wasn't all that revolutionary. PC RPGs had large open worlds (Might and Magic series, Ultima series) all the time. Ultima 7 allowed you to go pretty much anywhere you could figure out how to get to immediately out of the gate.
Arena's world was ridiculously "large" but that was mostly because it was generated on demand which, yes, was a very different approach but resulted in (IMO) bland, uninteresting settings.
Yeah, it was interesting to click on the map and see that it would take X number of months or years to get there, but the novelty wore off quickly.
I mean, speak for yourself, but I spent most of my time in Daggerfall (my first TES game) just screwing around with the game mechanics and learning all sorts of fun and interesting ways to make use of the tools they gave you. And while most of the world was iterative, there were actually cool secrets you could find randomly by exploring, like a witch's coven which gathers on one specific day of the year, or such things. Probably the biggest thing that I love about the games is when you figure out a particularly good style and become a walking god, because the devs didn't try to stamp out that sort of emergent gameplay back then.
It's totally fine if it's not your thing, but these games are widely loved for a reason.
I never claimed to be doing otherwise.