While we're on the negatives, physical combat hasn't improved much. Oblivion's spellmaking opened up so many clever possibilities - now you're mostly restricted to what you can buy in shops. One tweak is a huge loss, though: you can't design your own spells. Emperor Palpatine would be a level one mage in Skyrim - unleashing two torrents of thrashing electrical arcs is literally the first trick you learn, and it doesn't even get you tossed into a reactor shaft. Magic, meanwhile, has been given an incredible crackle of raw power. And there's a slow, methodical pace to it - long minutes of tension broken by sudden rushes of gratification or panic. It makes stealth viable even against large groups: if you're rumbled, you can retreat and hide. Skyrim cleverly gives you an on-screen indication of how suspicious your enemies are, and where they are as they hunt for you. Whether you were detected was a binary and erratic matter. The stealthy character I built in Skyrim would have been less fun in Oblivion. When I surface, the sky is alight with fireballs and flaming arrows, the dragon is spewing a stream of ice down on the bandits, and I'm laughing. I plummet to the riverbed, and swim until I run out of breath. I throw myself off the mountain, several hundred metres into the river below. I dodge the bandit, straight into a Flame Atronarch. Which is when the dragon lands, with an almighty crash, six feet from my face.Ī roar of frozen air catches me in the back, but I keep going - over a ridge, down a short drop, and straight into a bandit. Feeling slightly guilty, I stab him in the back before it wears off. It befriends any animal instantly, and he saunters casually away. He's still more than I can handle in straight combat, but as he reaches me I use a Dragon Shout.
I check the skies - nothing, but I hear it again three more times before the peak.Īt the top I find a camp full of bodies, with a large black bear roaring over them. Taking a narrow mountain path to a quest, something stops me in my tracks: a dragon roar. And I still run into things too dangerous for me to tackle. Levelled content is also just used less: at level 30, my most common enemies are still bandits with low-level weapons. That doesn't apply now that your character is defined more by his or her perks, because the way you play is always changing. In Oblivion that sometimes felt like treading water: progress was just a stat increase, and your enemies kept pace. The enemies you encounter are, in some cases, generated by the game to match the level of your character.
It's the play style I've always wanted in an RPG, but I've never been able to achieve it before. I focused on Sneak to the point of absurdity - now I'm almost invisible, and I get a 3,000% damage bonus for backstabs with daggers. As you continue to invest in one skill, you can get more interesting tweaks: I now have an Archery perk that slows down time when I aim my bow, and one for the Sneak skill that lets me do a stealthy forward roll.Īgain, the freedom is dizzying: every one of 18 skills has a tree of around 15 perks, and the range of heroes you could build is vast. The first point you put into Destruction magic lets you stream jets of flame from your hands for twice as long as before. Every hour, you're making a major decision about your character's abilities.
When that happens, you get a perk point: something you can spend on a powerful improvement to a skill you particularly like. That alone would feel a little too hands-off, but you also level up. There's always been an element of this practice-based system in Elder Scrolls games, but in Skyrim it's unrestricted - you don't have to decide what you're going to focus on when you create your character, you can just let it develop organically. Your character gets better at whatever you do: firing a bow, sneaking up on people, casting healing spells, mixing potions, swinging an axe. It's the best Indiana Jones game ever made. You creep through them with your heart in your mouth, your only soundtrack the dull groan of the wind outside, to discover old legends, dead heroes, weird artefacts, dark gods, forgotten depths, underground waterfalls, lost ships, hideous insects and vicious traps. These places are the meat of Skyrim, and they're what makes it feel exciting to explore. It was 40 hours before I blundered into a dungeon that looked like one I'd seen before, and even then what I was doing there was drastically different. These were sparse and quickly repetitive in Oblivion, but they're neither in Skyrim: it's teeming with fascinating places, all distinct. It's hard to walk for a minute in any direction without encountering an intriguing cave, a lonely shack, some strange stones, a wandering traveller, a haunted fort. The landscape is a challenge, and travel becomes a game. Wherever you decide to head, your journey is split between scrambling up treacherous rocks and skidding down heart-stopping slopes.