Once upon a time, there was a game
called The Elder Scrolls III: Morrowind. Based upon
some fantasy books I'd never heard of, Morrowind offered my
younger self hours of exploration, surprise, and entertainment. It's
hard to overstate how much I look back fondly on that game. Morrowind
offered a unique world full of things I've never seen before.
Gigantic mushroom trees, flowing volcanoes, flora and fauna beyond
count... This game was a mixture of weird and absolutely real. What
impressed me most of all, though, were all of the things you could
do. You didn't have to explore the myriad caves, dungeons, temples,
and forgotten ruins of the world; you could choose whether you wanted
to help the Mage's Guild, the thieves, the different noble Houses of
the land, random strangers needing help, or more. What's more, the
game was steeped with an immense history that added weight and wonder
to everything you did. Hundreds of books, rare and common, were
scattered throughout the land for you to read and collect as you
desired. The primary quest involved a foe whose story was steeped in
the mythology of the world itself. You, yourself, were the central
part of a prophecy referenced by important characters, lore, and
architecture within the game. Everything in the game contributed
powerfully to the sense that the entirety of the world was yours to
explore, control, and experience.
.
After countless hours with Morrowind,
The Elder Scrolls IV: Oblivion came along. And, sadly,
Oblivion was more disappointing. While it continued the trend
of giving you a massive landscape to play around with, its tone was
more bland. Where Morrowind had such bizarre structures as
buildings made out of the backs of giant crabs, Oblivion took
a more stereotypical tack with the goal of reaching a broader
audience. We were introduced to a more generic fantasy setting with
horses, stone houses, elven armor, forests, and more. It didn't feel
as original and, what's more, the dialogue, background story, and
quests were dumbed down. Our character, instead of being involved in
some dense epic where the good and bad sides aren't exactly clear,
goes through a painfully simple save-the-world quest without
ambiguity. Everything felt less.
Oblivion still was a serviceable game; it just didn't feel all
that special.
Then The Elder Scrolls V: Skyrim
arrived.
.
Sojourn to the Icy North
Do you remember that first moment
reading about the Wall in A Game of Thrones? Do you remember
seeing the immensity of it for the very first time in the TV series,
manned by tiny Night's Watch figures small as ants, looming over a
frozen wilderness? Now imagine that first moment as a child when you
discovered the wonder of snow. Remember it falling on your open palm?
Remember feeling the small surge of cold water against your tongue as
you opened your mouth to the whiteness of the sky?
Skyrim seizes on these feelings
and holds you spellbound. On one side, you have the forbidding awe
that comes from traveling and exploring a land that you have never
truly seen and do not fully understand. On the other, you have that
sense of fascination and glee that is both new and familiar. You get
the sense that this game, vast and dangerous as it is, is full of
such surprising things that you can (and probably will) spend days
inside of it. You'll keep on searching every nook and cranny. You'll
see the top of a mountain and dare yourself to look out over the
world from the peak of it. It's hard to capture into words precisely
what it is about Skyrim that keeps you thinking about and
coming back to it.
.
From Barrow to Ruin
In terms of the setting, Skyrim
brings to the plate a world worthy of Morrowind. It's funny; I
look at them as equals, yet Morrowind offered something that
Skyrim did not. See, as I mentioned earlier, Morrowind's
world was wholly unique. Mushroom forests surrounded a spectral fence
enclosing the ruins of an ancient civilization within a dormant
volcano. It's hard to make that shit up, and it has next to no
bearing on anything I've seen before in a fictional world. By
contrast, the setting of Skyrim, while definitely interesting,
is clearly based on our idealized notions of ancient Scandinavian
tribes and clans. The Nords are a thinly veiled pastiche of the
Vikings of the real world. They worship pagan gods. They believe
that, upon dying, their spirits will go to a warrior's rest (much
like the Valhalla of our Norse mythology). Their weapons, their
architecture, their combative spirit... Everything about Skyrim
and the people that live within it usher in a memory of Earth's north
European medieval past, from the ribald songs of warrior poets to the
sharpened iron axes of raids and wars to come.
However, what makes this so engrossing
is that, even though Skyrim provides an environment that we
have some familiarity with, it is also a fantasy setting and era of
history that not many games, movies, books, or TV shows have put much
focus on. Even though it isn't unique, we still feel like we have a
great deal to discover about it. Thus, even as you can logically
predict that the most powerful warrior chieftain will be buried in
the back by all of the loot within a Nord barrow, you still feel
wonderment and caution when poking around the place.
.
Backstory
One aspect of these games that is
important to me (that might not be important to anyone else) is the
existence of a strong and deep backstory. The reason why Morrowind
was so incredible to me and maintained such lasting power was the
fact that, due to the referencing of past events and the expansive
histories behind factions and powers, I felt like there was always
something more to discover behind it all. Tolkien knew the power of
this when he wrote Lord of the Rings; you don't even have to
explain precisely what has happened or could happen with events
tertiary to the story, you just have to hint that they're there. The
easiest way to conceptualize this is to picture a glacier. You get to
see and experience the tip of the iceberg. But everything below the
surface is what really fires the imagination and makes you yearn for
more.
Skyrim does this admirably. With
every city you visit, multitudes of quests have you investigate this
or that ancient tomb or longstanding disturbance. When exploring the
countryside and the mountains, you are able to find crypts and ruins
that speak to events that happened there in ages past. Hundreds of
books are littered throughout the game and, whether you read them or
no, they contribute to the construction of a powerfully thick
mythology that makes you feel like you're in a living, breathing, and
evolving world.
.
Plots in Parallel
One odd thing about Skyrim,
though, is its plot. It isn't bad, by any means; in it you are the
prophesied Dragonborn destined to save the world from an armageddon
of resurgent dragons. It is the predictable mix of epic tale and
power fantasy perfect for a sweeping video game. My confusion arose
from the other plot going on.
You begin the game as a man or woman
being sent to the executioner's block. On the way, you discover that
Skyrim is in the thick of a civil war. On one side, we have the
Empire: the ruling administration over the Nords of the land. On the
other hand, we have the revolutionaries of Ulfric Stormcloak: a
charismatic rebel who thinks that the Nords would do better as an
independent nation. You are about to be executed because the Empire
thinks that you're associated with the rebels and doesn't know what
else to do with you. Yet suddenly, by the powers of deus ex
machina, you are inadvertently saved by the attack of the first
dragon the world has seen for hundreds of years. You are then set off
on your quest of discovering what your relationship is with the
dragons of the world.
.
This pretty much sums up the problem.
For whatever reason, Skyrim decided to go with two major story
arcs and then sideline one without warning. I get the feeling that
this wasn't originally the plan. The Civil War plot permeates every
city and most every conversation in the world of Skyrim.
Though it could have been simplistic and two-dimensional, it is
actually fleshed out to the point where it is genuinely difficult to
choose between which side to support. The Empire believes that it
must bide its time in the short term and concede to the excesses of
an outside power, only so that it may wait and muster arms until it
can realistically oppose said power. By contrast, the Stormcloaks
believe that surrender, even feigned, is a betrayal of the Nordic
morality system and way of life. They view the Imperials as
interlopers and stand behind their desire to defend their home, even
to the death. It's a tricky balance. It boils down to compromises vs
absolutes. Secularism vs faith. There is no right answer and, no
matter who you side with, you're destined to make some decisions
along the way that make you realize that maybe the other side was the
better choice.
Yet I have to point out that this
dilemma, prevalent as it is, has next to nothing to do with the
'main' plot. It's like the developers looked it over, at a plot
spanning the entirety of the game's geography, and was like, “Screw
this. We need some dragons!” Granted, dragons are pretty
damn awesome, but it's interesting to note that the Dragon plot isn't
nearly as multifaceted as the Civil War plot. Your enemy is pretty
clear and stereotypically evil in the Dragon plot. The lines are
nowhere near as defined in the Civil War. Altogether, the confusing
and mixed importance set to the two different plots added a
discordant note to an otherwise flawlessly decorated masterpiece. It
was akin to reading a fantastic book and then getting dragged out of
it because you noticed a particularly nonsensical and glaring typo.
.
Conclusion
I could talk about the gameplay, but I
don't get quite so much out of talking about such factors. In brief,
Skyrim's gameplay
improves upon the excellent examples set by its fellow Elder
Scrolls predecessors. My only complaint is that your followers
still act retarded and the melee weapon system still makes it feel
like you're flailing about wildly most of the time. These are small
complaints and nowhere near enough to detract from playing the game,
but they are definitely worth noting as areas to improve upon in the
inevitable Elder Scrolls VI.
All in all, this is one of the best
games I've ever played. Given that this game has received its fair
share of love and praise over the past year or so of being out, this
probably comes as no surprise. It offers a playing experience with an
astonishing amount of depth. It boasts a world that never ceases to
amaze. And it offers so much to do within it that it truly boggles
the mind.
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