(HA HA! YOU THOUGHT I WAS GOING TO DISCUSS THAT OTHER GAME WITH A ROMAN V IN THE TITLE THAT HAPPENS TO BE IMPORTANT THIS WEEK.)
Like pretty much all Bethesda games, I
was late to the party for The Elder Scrolls V: Skyrim. Not
that I didn't want to play the game when it was brand new, but
because I knew that Bethesda is consistent about putting out “game
of the year” editions with their expansions bundled in, and at a
considerably cheaper price.
So anyway, Skyrim. It's got pretty
mountains. Killing dragons has a nice feeling of accomplishment to
it. Jeremy Soule's soundtrack is amazing. It's an entire province
populated by Not-Vikings. Combat isn't quite as janky as in The
Elder Scrolls IV: Oblivion. These are all good things.
Like Oblivion before it, the
story is fairly bog standard and...not really engaging.
Oblivion had the hilarious but kind of odd trait of casting you as
the highly competent sidekick of the actual hero and sent around the
kingdom to help him get ready to save the world. Here, you turn out
to be a pretty big deal, a dragonborn capable of learning magical
shouts when you kill dragons by absorbing their souls. And yes, the
first shout you learn is how to yell so hard it knocks people over.
But the plot itself of Skyrim
is standard fare. There's a civil war between two factions and you
get to throw in with one of them. Worse, ancient dragons, not seen
for centuries, begin flying around and tearing shit up. You see this
firsthand at the beginning of the game as a prisoner caught up in
this civil war on your way to execution in a fortified town when
BOOM! DRAGON. You escape in the confusion and the town gets destroyed
and from there the world opens up for you to explore as you wish.
Ancient evil, need to find a way to stop it, need to level up by
finding people to give you quests. Not my first rodeo, but one I
still enjoy paying the price of admission for.
The main quest
might not be amazing overall, but this and the hundreds of side
quests propel you into what the series is amazingly good at:
exploration. It gives you a big map with undiscovered locations and
begs the question “What's over that hill?” “What's in that
ruin?” Sometimes it's bandits. Sometimes it's an impressive view.
Sometimes its just a mudcrab. But then there's the next hill, and
what looks like a fort over to the left, and a dirt road running
through a dense forest to the right.... That right there is where the
“actual” story of an Elder Scrolls game is: the emergent personal
story of you the player deciding to go explore something.
Case in point, this
weekend I finally had my first real “whoa” moment. Playing for
maybe an hour, I end up wandering back to the town from the prologue
just to see what's there. Not much, it turns out. Some bandits, a few
chests to open with some minor loot, and the burned out ruins of a
small town. Following dirt road outside the town, I get attacked by a
wolf. At level 9, a lone wolf is no problem and swiftly dispatched.
Around the bend is a smear of blood and what's left of a campsite.
There are two corpses labeled “refugee.” The location does not
show up on the map as something discovered.
I think “man that
sucks,” and proceed to loot their corpses. As sociopathic as it
sounds, that's just one of the things that you do in these types of
games. Its not like you've got the option to give them a proper
burial. Beyond their pittance of gold there's nothing else of
interest and I move on down the trail. A quartet of bandits is easily
dispatched, then a small hill campsite with two bandits that got
hostile as I approached.
On
guard, I keep on truckin' and see a canine shape ahead that doesn't
run away like a fox. “Probably another wolf” I think and get my
axe ready. It does not run. It does not attack, either. I get close
and its a stray dog.
Huh. I've been
attacked by dogs in the game before, so I'm still on guard, but if he
doesn't attack, then I've got no beef.
He doesn't attack.
The game gives me the option to “talk” to him. I do, and all that
happens is that he sits down and whines a little then wags his tail.
I thank the game for a random encounter that doesn't want to kill me,
and proceed into a nearby cave with my AI companion because
CURIOSITY!
Inside the cave is
an ice cavern with a bunch of skeletons (human and mammoth), an ice
bridge, and a saber toothed cat.
Before you can say
“Fighty Time!” I hear a bark and see a dog run at the cat along
with my companion.
“Wait, is that
the stray dog from... Shit, better kill that monster.”
The cat goes down
and I look at the dog. Yep. Stray Dog. He sits down and wags his
tail.
“Well damn.
Thanks little buddy. Guess you're following me around. That's cool.”
And then I
remembered the campsite, the wolf, and the dead refugees. Putting the
pieces together into an entirely assumed conclusion, I decided that
this poor mutt was the last survivor of that wolf attack.
At which point I
made myself a promise that I'd get this dog to a settlement. Maybe a
town. Maybe a farm. Maybe let him follow me around some more.
I exit through the
other side of the cave with two companions in tow and see some ruins
and one of the shrines that unlocks Dragonborn shouts. “Cool. New
stuff!”
Then the music
ramps up and a dragon soars overhead. I pause the game and weigh my
options, and then I exited out. Not because I was worried I couldn't
take it down, but because I was certain that dog was going to turn
into literal toast. Plus, I had other stuff I had to do.
Right then and
there was where I got onboard with Skyrim. It had just given
me a Moment. No dialogue, not even text or any kind of exposition
whatsoever, just context cues pulled from possibly unconnected
incidents. The campfire ruin was coded for that spot, obviously, and
apparently stray dogs appear at various places on the map to be
rescued from immediate peril, yet I had no confirmation that these
two were related. I made that connection in my head, and I'm
not even much of a pet person.
This isn't a review
or anything even close to that, nor is it weighing in on the “games
are totally art, man” argument. It's just highlighting a brief yet
oddly profound storytelling moment in a game that I been enjoying
from a more...I guess “academic perspective” is the right phrase.
Ironically for a game that prides itself on an epic story and scale,
the best moment so far has been the exact opposite on the scale of
intimacy.
So yeah. Skyrim's
pretty neat. The main storyline is kind of blah, but that's not why I
come to Elder Scrolls games. It's for the moments of
exploration/discovery, the emergent narrative that the player is
encouraged to build up around their blank slate of a character, and
for the weird exploits possible that let you break the game. (For
instance, by the time I finished Oblivion, I was a sword and
board warrior with boots that let me run on water, an amulet that let
me breathe underwater, and a unique unbreakable lockpick that
essentially meant that I could go pretty much anywhere and take
anything.)
Combat's still
pretty janky though.
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