Speaking of content, it is truly amazing how fast you can rack up an unsightly amount of quests to complete- side or main or otherwise, and how quickly you will become obsessed with trying to whittle them down to fewer in numbers, as each outdoes the last it seems. Try as you might to avoid opening new quests while your backlog is gigantic, you’re bound to accidentally talk to the right character and either progress further along your current quest or start a new one as well. Thankfully, this plethora of content keeps the game more than alive enough for even the most obsessive compulsive gamer who tries his or her hardest to complete the game to one hundred percent. When you truly do attain that lofty goal however, you should rest a little bit on your laurels before starting over again- it’s hard enough to get through once, after all. You can have over one hundred open quests going at one time, and still be discovering new areas of Skyrim, and being given new quests and goals as well. It’s truly astounding that not only the world, but the story is this large in breadth- easily dwarfing that of Oblivion’s, as many quests as it may have had as well. Just the diversity of quests here is astounding as well, as you have your expected fetch quests and combat trials, as well as several that I hadn’t really seen a quest akin to in other role-playing games. Bethesda’s really done well by players in this respect.
Delving into the backstory, side stories, and main story of Skyrim’s expansion of the Elder Scrolls universe is really something, and not something to be taken lightly- as time consumption goes anyway. Without ruining much, although I suspect it has already been more than ruined for those of you who haven’t yet played the game yourself, Skyrim’s main conflict is well thought out, and every book, non-playable character, and side story fleshes out and branches out from it as the story drives on. I was truly impressed by the sheer level of polish with the writing, and the amount of world history as well. Skyrim is much more unique and believable than the previous titles in the series, and definitely a testament of the power of imagination in role-playing games. It might not necessarily be my favorite game out there, or even my favorite or most revered RPG- but it’s certainly high up on that list for a good many reasons. From the new look at the Dark Brotherhood to the Grey Beards, each faction and guild or group of clandestine murderers is truly immersing and interesting to look at and complete quests for, across several playthroughs, or in one where you don’t choose too many over the others. Many story threads will lead you to new and more impressive places, or perhaps to lower and more hidden ones- showcasing the impressively varied dungeon designs of the game. The puzzles, the traps, and the numerous exits make an easily accessible and enjoyable dungeoneering format as well for players to experience without annoying backtracking and escaping- for the most part.
You may go into the game with a specific character skillset or build in mind, but trust me- you don’t really know what you’re going to want until you’ve experience a little bit of this and a little bit of that, from weapons focuses to spells ones. There are benefits to each of the major classes and ways to play the game, but the heavy focus on spells and variety of ‘schools’ for you to focus your abilities on make for a thoroughly impressive and addicting casting design. Whether your blasting lightning out of one palm or flames out of both, it feels empowering, awesome, and is definitely a strategic necessity against many tricky enemies. Your Dovahkiin isn’t just limited to casting spells however- they can learn new spoken shouts and words of power, which act in three parts to bring various explosive effects to rear against your foes. Simply yell, and you could send your enemy flying off of a cliff and to his death- it’s amazing, ridiculous, and totally needed in the next Fallout games as well (if that were possible to implement). Experimentation is strongly encouraged when deciding whether to wield a spell set and a weapon, or two spells in each palm, or some other dreaded combination of the two. Thanks to implemented perks, that have always worked well in the past for the Fallout series, you can experiment with more skill sets than you most likely have in the past- instead of feeling obligated to staying true to whatever class you chose at the beginning of the game. Unlike the often confusing menus of Oblivion and other role-playing games, Skyrim’s simplified and streamlined menus are user-friendly and handle weapon and spell and inventory management perfectly. Sure, it can be time-consuming and a pain sometimes, and you might find yourself short on funds or heavy on inventory with nobody to sell to, but it’s still worlds better than most other titles.