(I’m playing the xbox 360 version)
Skyrim. All the critics love it, the games press went crazy for it. I’ve just taken a look on metacritic.com and the average critic score for this game – on the xbox 360 – is 96/100. 96 out of a hundred. Damn near perfect. And that’s based on 88 games critics’ reviews. And of those 88, 31 have given the game a perfect 100 score – which is to say that it couldn’t be improved upon in any way. The majority of the remaining 57 reviews score the game at over 95/100, and only three critics have scored the game below 90/100 – the lowest score being a solitary and anomalous 75/100.
So that’s universal acclaim from the critics. The average metacritic user review score for the game is not quite so glowing, but it’s still currently rating at a very impressive 8.5/10 based on 1756 user ratings.
So everyone loves Skyrim – or at least most people seem to love it. For many it is video gaming perfection. Great. But for me, my experience of the game has been that it is anything but perfect, and the aim of this post isn’t really to review the game – because there are plenty of reviews already out there – it’s more to explore the time (100+ hours) I’ve spent with the game and to give vent to some of the frustrations I’ve experienced along the way.
First off, let me say this: I like Skyrim. I’ve enjoyed the time I’ve spent with it enough for me to keep going, and after a long process of coming to terms with what the game is and what it isn’t, I’m probably enjoying it more now than I have done at any point since I started playing it over two months ago. But it saddens me to say that for a long time I was underwhelmed and disappointed by it. And despite the glowing critical acclaim that has been showered upon this game, I do feel that there are things wrong with it, things that Bethesda could have done better.
The first problem I had with Skyrim had nothing to do with the game and everything to do with me, and it’s this: unrealistically high expectations. I loved Bethesda’s last two games, Oblivion and Fallout 3, and between the multiple playthroughs of both games they’ve probably consumed hundreds of hours of my life – which, as far as I’m concerned, was time well spent. Despite the numerous bugs, glitches and flaws, both games totally captured my imagination, immersed me in their world, and successfully worked their magic on me. Before I had even set eyes on Skyrim I expected it to be a masterpiece. And that’s dangerous, and foolish. I wasn’t just expecting it to be a good game, or even a very good game, I was expecting it to be Bethesda’s best game, the pinnacle of their achievements. Realistically, how could it live up to these inflated expectations? It couldn’t. I was setting myself up for disappointment.
Also, before I started Skyrim I was playing the magnificent Dark Souls, From Software’s majestic follow-up to Demon’s Souls. It’s stunning, ingeniously designed and fiendishly difficult. It is brilliant in the ways that Skyrim isn’t brilliant – most notably in its combat, but also in its overall game design and how the different component parts of the game work together to create a satisfying whole. I think I started playing Skyrim with a ‘Dark Souls’ mindset and my head wasn’t quite in the right place for what’s a completely different type of game. But overall I do think that the excellence of Dark Souls served to accentuate and magnify some of the flaws in Skyrim.
But, putting aside my inflated expectations and the brilliance of Dark Souls, I do think there are things wrong with Skyrim. Here are some of the problems I have with it:
Difficulty. It’s not that it’s too difficult, or not difficult enough, my problem is the unevenness of the difficulty. And when I say it is uneven, I mean it is really uneven. The difficulty is up and down and all over the place with seemingly no logic, no cohesion, no consistency. One moment you’ll be breezing past enemies who offer no challenge at all, the next you’ll be confronted by one who’ll rip you apart in a matter of seconds. You’ll battle through a horde of bandits and defeat them as easily as if they were made of paper, but then you’ll come to the bandit leader and he might as well be made of granite for how difficult it is to defeat him. Sure, you’d expect the leader to be a tougher opponent than his minions, but his stats are so super-charged that the gulf between a regular bandit and the bandit leader becomes ridiculous – and jarring. It broke my immersion the game. It reminded me that I was just playing a video game, and took me out of the game world because it stopped being believable. For a game whose raison d’etre is creating a sense of immersion in a fantasy world, this just seemed wrong.
These jarring leaps in difficulty are present throughout the game, but are more noticeable in the early stages when you have a lower level character. Rather than a smooth difficulty curve, the difficulty curve in this game has all the smoothness of a car being driven along a busy high street by a drunk, half-blind octogenarian, constantly veering off the road and crashing into shops and passers by. The issue of difficulty also connects to my next point:
Dragons. Dragons attacks feature heavily in the game and form the spine of the story. At first they look spectacular, as the dragon swoops and glides through the air, breathing fire or frost and laying waste to all before it. But when you’ve fought half a dozen of these things the dragon battles become just a little bit tedious. No, scratch that – they become very tedious. Each one follows the same pattern: the dragon flies around for a bit, you wait for it to land… You wait some more… You wait some more… Then it lands! You attack it while you can! Then after twenty seconds or so the dragon flies off again and swoops and circles around overhead. You wait for it to land… You wait some more…. More waiting…. It’s landed! Take that you big scaly fire-breathing bastard! Then it flies off again and you wait some more and this cycle repeats until you finally kill the damn thing. As a gameplay experience, it’s hardly the most compelling or involving – and over the course of the game you have to fight dozens of these battles. I grew to dread hearing the rumble of a dragon in the distance, simply because I was bored stupid of having to fight the damn things.
Another thing about the dragon attacks: although some dragons are tougher than others, on the whole these are not challenging battles. They are for the most part very easy. You have small windows of opportunity in which to attack it, the rest of the time it is flying around, offering no threat, affording you plenty of time to use healing spells or potions to keep your health topped up. Given that the main storyline involves the dire threat that these dragons pose to the people of Skyrim, the ease with which you can despatch them just feels wrong. Again, I found it jarring, and it broke my immersion in the game. When a bandit leader or a sabre cat poses a significantly more deadly threat to you than a huge fire-breathing dragon then something is wrong with the balance of difficulty in the game.
There’s too much. Yes, there’s too much. Of everything. This might seem like a strange criticism – surely more is better, right? Well, in this case I honestly don’t think it is.
Bethesda’s previous Elder Scroll game, Oblivion, was a huge game with a massive amount going on: a lengthy main storyline, several substantial major quest lines, and dozens and dozens and dozens of smaller individual quests. It was a huge, expansive game, and the beauty of it lay in how you combined these different storylines to create a narrative that felt unique to your character.
In their next game, Fallout 3, Bethesda made a conscious decision to trim out all of the fat – it was still a big game with plenty to do, but it was a leaner, tighter experience. There were fewer quests and the focus was on quality rather than quantity.
In Skyrim the pendulum has swung as far as it can in the opposite direction: Bethesda has thrown everything and the kitchen sink at this game, and it is positively overflowing with stuff; with quests, things to do, items to collect. On paper this might sound like a good thing, and it is good in the sense that it gives you plenty to do and it’ll keep you occupied for a long, long time. The downside is that there’s so much going on that I felt detached and disconnected from most of it. There are lots of quests but I didn’t find many of them all that memorable. At times, trying to reduce the number of active quests I had felt like work rather than pleasure.
Likewise with equipment: there’s so much of it that a) most of it went unused and ignored, and b) it became a real slog at times trawling through my inventory trying to locate a particular item. For example, in the item management screen, potions are listed alphabetically, which would be fine but each potion comes in a variety of different strengths, so when listed alphabetically all your health potions, for example, are spread out all over the place. Likewise with every other kind of potion. Identifying what you do and don’t have and making sensible and judicious use of items becomes very difficult when your inventory management screen is made up of seemingly interminable lists of stuff and more stuff and even more stuff in a gazillion different strengths and forms.
During the time I’ve spent playing Skyrim I have spent far, far too long with the game paused as I navigate my way through the item management screen. Over time I’ve trained myself to do this less, as it was completely breaking the flow of the game, but I can’t help but think that the way the game is set up makes it inevitable that you will spend far too much time trawling through menu screens rather than actually playing the game.
Pathfinding. This is a minor gripe, but it’s a gripe nonetheless: due to the mountainous, rocky terrain, it can sometimes be difficult finding your way to your quest objective. For every active quest there will be a marker on your map showing you where you need to go. Great. The problem is that it’s often not obvious how on earth you get there. There’s been numerous times when I’ve been walking towards my objective only to have a wall of impassable rock loom up ahead of me. I’ve then circled around trying to approach it from another direction, sometimes with success, sometimes with mounting frustration and impatience as I find myself halfway up the wrong mountain wondering how the hell I got there. Sometimes I’ve just given up and accepted that the quest will just have to wait until I can be arsed to battle the terrain and figure out how the hell to get to where I need to be.
Bugs and glitches and broken quests. The issues I’ve written about so far were things that I didn’t expect to find with Skyrim, however, being familiar with Bethesda’s games I did expect Skyrim to contain bugs and glitches. For the most part I can forgive a game as big as this its bugs, but when the game effectively breaks on you, it can be very frustrating. I’ve had a major questline (the Companions quests) break on me and be impossible to complete, and I currently have an active miscellaneous quest that is impossible to finish because I need to talk to a character who is standing in a place where it is impossible for me to approach her. Great. Plus, I’ve encountered numerous other bugs that may not have broken the game but which have provided many moments of absurdity. For example, one character seems to have replicated himself, so there’s now two of him. Both versions of him are standing outside Whiterun, one of the game’s many towns, with one version of him half embedded in the ground. It has no impact on the game other than it looks ridiculous.
Other negatives are that the combat does feel very primitive by the standards of modern video games, and that many of the dialogue scenes feel wooden and artificial, with it sometimes being difficult to figure out who’s talking.
All of this makes it sound like I am really, really down on Skyrim. I’m not. Like I said at the beginning, I do like Skyrim, and I’ve grown to enjoy it more over time. I just find it hard to reconcile my experience of the game with the universally glowing reviews I’ve read. Yes, it’s magnificent in some respects, but it’s desperately flawed in others, and overall I do feel that Bethesda got carried away and threw everything they could at this game, sacrificing quality and a balanced gameplay experience for more - more of everything.
But to end on a positive note: the game environment, the land of Skyrim itself, is a stunning creation. It’s a huge fantasy game world that has a hint of a ‘fairytale’ feel to it. It offers breathtaking views, moments of quiet tranquility, and wherever you venture there are hidden secrets and adventures to uncover. It is a glorious, beautiful creation and it can be a positive joy to explore. My frustrations with the game can be boiled down solely to the fact that they have broken my immersion in this stunning game world. Everything I’ve written about here has somehow taken me out of the experience of being in the game, broken its spell. At times I felt like I was battling the game, fighting to try to enjoy it – and it’s because I wanted to enjoy the game so badly that its flaws became so much more frustrating.
Skyrim is a magnificent, glorious, immense, flawed, chaotic, jumbled, uneven, richly-detailed and lovingly-created beast of a game. For my money, it’s not Bethesda’s best game – that would be Fallout 3 – and it hasn’t held me under its spell in the way that Oblivion did, but despite all of the flaws and frustrations I’ve written about here, it has still at times captivated and delighted me. And it will probably continue to do so for a long time.

















