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The Elder Scrolls V: Skyrim

PS3 review by Sean Kelley on 12th December 2011

The Elder Scrolls V: Skyrim is built solely on the idea of discovery. In the very beginning you have no idea who you are, where you are, or why you’re aboard a carriage filled with condemned prisoners. All you know is you’re an outsider, and once you’ve reached your destination, your execution awaits.

The caravan arrives in the small forted village of Helgan, where you’re pulled from the carriage. Your captors fail to recognize you; they’re just as puzzled by your appearance as anyone else. Are you a man or woman, an Argonian or Breton? This is your first opportunity to ask yourself who you are and who you want to be in Skyrim; it won’t be the last time you ask yourself this.

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Lucky for you, the execution fails, granting you an opportunity to escape Helgan. This is where Skyrim commences and where your story within Bethesda’s world begins. You’ve been told to visit a town not far north of your escape, but nothing other than the word of your new friend is there to compel you to visit it. The entire province is at your fingertips.

Skyrim is structured in a loose manner, allowing the player to discover its world and various narrative strands at the pace that they desire. Characters will tell you where you should go, but there is never any real urgency to do any of it. The world is cluttered with distractions and what makes this experience unique is the distractions form the very heart of Skyrim. The core narrative, as it is, is a mean to an end, an excuse to pilot you from one corner of the world to the other. It’s hard to imagine anyone following a single narrative strand when it’s impossible to travel from one quest point to the next without stumbling upon some sort of ruin, cave, encampment or fort. The narrative has its high points, but it’s always made secondary by the next undiscovered location on your compass; and that’s because Bethesda wants you to pave your own story.

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Undiscovered locations dot the entire province of Skyrim, leaving the map a venerable piece of swiss cheese after a few dozen hours. Discoveries are the actual loot and tracking every single one of them down is the addiction that thrusts players headfirst into Bethesda’s fiction. Every location, small or large, is populated with its own personal story, which makes every journey feel special and rewarding. There’s an understanding that this world, this place, existed before you fell upon it; there’s also an unshakable feeling that it’s all been staged for you.

Skyrim would have you believe it’s a dynamic world that’s constantly in flux, when in reality it’s more like a car stuck in neutral, waiting to be put into gear. Characters go about their daily routines but they merely exist to bestow quests or impart dense records of lore; no-one is truly alive when you’re not engaged with them. One of the principal quest lines revolves around the Imperials and the Stormcloaks, two factions waging a purportedly bloody, savage civil war that has split the region in two. In each and every town across the land nearly every single person is happy to share an opinion on the war, telling you how dire the situation has become. But there is no war, no conflict, not unless you decide to take part in it yourself; you may see hundreds of random encounters in this Nordic land, but you’ll never see the ‘War for Skyrim’ unfolding.

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Fiction aside, Skyrim is a vast, majestic world to discover. Bethesda is unparalleled when it comes to world building and when you’re wading through brooks, scaling mountains or eviscerating another cave full of bandits it’s an absolute joy. It’s a remarkable, liberating feeling that this province was crafted specifically for you; a huge playground with apparently no rules or boundaries. That isn’t the case. Skyrim has its rules; they’re specific and they have a nasty way of reminding you this fiction was written in binary.

Every city subscribes to a simple bounty system: commit a crime and you’ll be struck down, pay a fine, or spend the night in jail. There is a clear consequence to crime, but it’s merely an illusion. On my first evening in the town of Morthal I snuck into the Jarl’s house and then into the private quarters of her daughter, where I then attempted to pickpocket the young sleeping woman. Without the deftest of hands, the girl arose, alerting the guards of my treachery. Not wanting a fight or untimely death, I submitted, volunteering to pay my bounty and spend the evening locked up. The following morning, strolling from my cell, I bumped into the sleeping girl once more: she asked me to deliver a letter of utmost importance for her; she trusted me.

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The bounty system is a dirty way to gloss over any real consequence for your actions. There is no gray area; everyone is either a friend or foe. When an enemy is nearly defeated they may beg for mercy, pleading with you to spare them. You can sheath your weapon but they will never flee, every single one will get up and rush you. Once, a villager followed me into a vampire’s hideout, hoping to avenge the death of his wife. Madness erupted and amid the scuffle I inadvertently grazed him with a fire spell, turning him immediately against me (note: the vampires who killed his wife were still very much alive). Afterward, instead of arriving to a town full of indebted villagers, I returned to an armed welcome and an outstanding bounty. There was no way to explain how the town learned of my accidental deed and no way to silence the vengeful widower – I tried killing him several times.

Once you’ve found the parameters that Skyrim works with, it’s not difficult to play by its rules, and even enjoy it. There is a huge, jaw dropping world to discover at whatever pace you desire. Along the way you’re free to author your own story, defining your unique character and experience through whatever style of play you prefer. When you’re lost in its rich landscape and enthralled within its fiction, Skyrim thrives, and is truly unparalleled; it’s when you take a closer look, you can’t help but discover the seams holding this tapestry together.

Eight out of ten

Pros

  • True sense of discovery, exploration
  • Huge, vibrant world
  • Play the character you to want to play

Cons

  • Shallow consequence system
  • Not nearly as dynamic as it intends to be
  • Feels staged at times

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About the author

Picture of Sean Kelley

Sean Kelley is an Associate Editor at Thunderbolt, having joined in April 2008. See more of his work at Negative Press and check out his web comic, Roy’s Boys. Get in touch on Twitter @_seankelley.

Comments

  • Grayawesomefox

    12th December 2011

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    I think the eight you just give is a little unfair. The game is huge, with a “kilometer” world, lots of dungeons, quests, etc, etc… and it´s normal that in the end of almost 300 hours(or even more) you find bugs! The thing is that this same bugs aren´t enough to screw up your game experience. Although this is just your opinion and I respected it. Oh I almost forget it: Game of Year by VGA.

  • Sean

    12th December 2011

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    Out of curiosity, did you read my review? I never mentioned bugs and I gave it an 8 for other reasons.

  • AJ

    13th December 2011

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    I thought this was a great review. I haven’t purchased Skyrim yet. I loved Morrowind, thought Oblivion was alright. Agree completely about how Beth games now only really give the illusion of consequence. My advice: buy Dark Souls!! Or Pathologic!

  • Sir James vannie Kaap

    15th December 2011

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    I agree, wholeheartedly with your review. Instead of looking at Skyrim with rose-coloured spectacles of +10 fanboy nostalgia, you reviewed it and highlighted the annoyances. Incidentally, what you’ve mentioned has bugged me as well. It’s not nearly as polished as it wants you to think it is, and underneath the beautiful graphics lies a flawed game (which becomes more apparent the longer you play). There is no grey, no moral ambiguity and for a game that styles itself as the ultimate RPG, the choices are very Boolean. There is no consequence for your action, beyond what is scripted, and in that sense Skyrim is a disappointment. I can be an Arch-Mage, yet that title means nothing, I have no control over the school. I can take over the thieves guild, yet beyond new gear, I can’t role-play as a seedy Nord nobleman.

    Then there’s the PS3 bug/lag issue, and I’m kind of interested to know why you didn’t mention it? It’s a major issue, especially for PS3 gamers.

  • Sean

    15th December 2011

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    I never mentioned bugs or the PS3 lag issue because I didn’t experience either during my 60hrs with the game for review. All that stuff is well-documented by people who’ve run into it, so there’s no point in me mentioning something that had no effect on me.

  • Miami24

    29th December 2011

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    Why would someone suggest Dark Souls as a remedy? How does that game offer the semblance of choice? It’s an action-rpg, and developers label it as such!

    I swear. These fans baffle me some times.

  • Sean

    29th December 2011

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    Well, beyond the obvious difference in scale and focus, are they all that different? Skyrim is arguably an ‘action/rpg’ too, considering it’s primarily a hack ‘n slash game in combat. And what choices do you really have of any real consequence in Skyrim? Most of your choices concern tailoring your character to your style of play and I presume in that respect it’s not completely dissimilar to Dark Souls.

  • Miami24

    29th December 2011

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    But your complaint was that there was not enough choice. How would a game like Dark Souls, which focuses entirely on combat (non-stop), and little character interaction/choices be the remedy? Dark Souls doesn’t even really have a narrative.

    And I don’t see them being very similar. Fighting is entirely the name of the game in Dark Souls. There’s no other way around it. Skyrim, at least, allows you to experience the world without bashing someone over the head every five minutes; or dying after three. LOL.

    Not knocking Dark Souls. That’s how it’s designed.

  • Miami24

    29th December 2011

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    However, I do agree about the overall character progression/fighting comparison.

  • Sean

    29th December 2011

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    I haven’t played Dark Souls, but I have played a fair amount of Demon’s Souls, but I struggle to believe it doesn’t have a narrative. Either way, for most people, the narrative that emerges in Dark Souls is your individual experience testing the world, and in that respect it’s like Skyrim because your story is the path you carve through the world; no one really cares about the core narrative of Skyrim.

  • Miami24

    30th December 2011

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    But some people do care. And having story driven side-quests, in addition to a main-narrative, is a plus for them. Not to mention many other small details in the game world.

    However, as you said, both games are character driven experiences.

  • trash plot

    22nd January 2012

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    plus trash dialog and simplistic combat system makes this a very boring game. Good for insomnia, and shows off what is wrong with game reviewers in todays world. 6/10 at best, and that’s on pc playing with ultra gfx.

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