Reviews from

in the past


There is a tendency when dunking on Bethesda games, to criticize them from the lens of their failure to be like other RPGs- The Witcher 3 is more cinematic and refined, Baldur's Gate 3 more densely written, Fallout 1 more actually good, so on and so forth. The truth is that Bethesda games suck much more tragically and pathetically on their own terms than in comparison to other games, Todd Howard who began his career with monumental works of termite art in the end forsook the dream of the Bethesda game. The dream of the bethesda game was always to create a holodeck, a simulation for you to inhabit totally- 'Why the hell would I pick up a spoon?' someone asks, perfectly reasonably expecting game mechanics to exist for gameplay reasons, but it's just that you can pick up spoons because it's something a person is able to do. Personally I think this dream is perhaps misguided, but nevertheless they pursued it, which is admirable in its own right.

"With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created."
The message you receive upon killing a crucial NPC points towards the commitment towards the holodeck dream, it will continue on even if you totally fuck up, and indeed there are generally ways around the death of those crucial NPCs provided you understand the simulation.

And fear of people misunderstanding the simulation is what drove bethesda to make many crucial NPCs invulnerable in Oblivion, you never know when you're actually in a simulation or not anymore, even as the NPC AI had become much more sophisticated with schedules, likes, dislikes and habits, the places you could engage shrunk, and then even the ambitious NPC AI in subsequent games was stripped back for ever more presentable and simpler systems, to the point of Starfield doing deliberately what Morrowind had done out of technical limitations 20 years prior: 24/7 vendor NPCs with no schedules, likes or dislikes, who exist only in service of the player.
But maybe most telling of all, was that in Fallout 4 they decided that the player need a good reason to pick up a spoon.

I really want to like this game, I really do. But playing it gives me a massive headache, and I keep getting lost. Maybe one day I'll finish it.

i found a secret 38th sermon where vivec confesses that he didnt achieve chim by reaching heaven through violence but instead through nofap, positive vibes and consistent hydration

my zoomer tendencies are showing but this is just a little too dense for me

An accidental masterpiece, unrepeatable.

Bethesda at its state of the art.
I think that everything in Morrowind is nearly perfect. Its interface is the best I have ever seen in a computer role playing game, and the exploration is the best I have experienced together with Gothic 2.
These two games are still better than a lot of AAA role playing games that come out today.
What I like the most about Morrowind is its weird and strange setting. Everything seems so alien, bizarre, it looks like another planet. I think that Bethesda used a lot of ideas from Morrowind in order to build Starfield. But Morrowind is on another level. While the following games relies too much on plot and characters, Morrowind is still totally a world driven game. There is no suspension of disbilief. Perfect game. I would never stop playing it.

My god Bethesda has fallen off a cliff. Todd Howard can make this and Starfield?

The writing and characters of this title is top notch. It feels so RPG it is practically a guidebook on the genre. A zoomer brain ruined by a short attention span would hate this title based on how free and packed full it is. A remaster or remake would be amazing :0