Additionally, mods like Tamriel Rebuilt seem to exacerbate morrowind's problems even further, but seem to recieve universal praise here, with people sometimes even linking to the discord or subreddit. It's more like a hiking simulator, but I don't really see the merit in such games as I could just load up google street maps and walk around, and would see much more interesting things. This just barely seems like a game to me, let alone an RPG. Weapons merely exists to serve as a quicker tool to one shot things when you cannot be bothered to cast for. Medium and heavy armor are just objectively worthless and slow you down. You can cap every important stat for both melee and casting very early in the game, and have plenty of time to max out every other stat. Markmanship doesn't start paying out until skill level 70 because they had to attempt to balance a game where you could simply fly away from every encounter. You need minimal stats to cast every important utility spell in the game and using enchanted items, which have no stat or skill req, will easily outpace a dedicated caster. Additionally, character builds do not matter. These are your only 3 major quest choices in all of morrowind. Your choice is to become a wizard and get easy access to all the best armor, vendors, and spells in the game, or you can pick two houses that were dropped halfway through their design. Your choice is to kill vivec and skip 90% of the game or just do the quest line normally. Your choice is to kill everyone and become leader of one guild, or do like 2 more easy quests and become leader of all guilds. 2933044 Why do none of your choices in quest in Morrowind matter? Then again, I'm also covering for a whole hell of a lot of Fallout 4 story writing which is to say, bad writing.Īnonymous 01/28/23(Sat)16:49:10 No. With a new direction, the Institute is once again able to focus its efforts and use its technology for good. In theory, the protagonist in an Institute, having seen the horrors of the surface first hand, takes over the Institute and newly guides it towards helping the people on the surface like an invisible hand. The problem is that this aspect of the Institute was horribly muddled by making the leader of the Institute the protagonist's son, necessitating every dialogue tree with him in any path except an Institute path revolve around "you're my son?" That and the fact the Bethesda writers didn't want to write/code a speech from Father like Caesar from FNV, so the intent gets lost among the personal drama. It's not that the Institute Scientists don't want to help people or are intent on making scientific horrors beyond their comprehension, they're just directionless in their research and don't have the perspective to understand what they've created. I think the Institute was supposed to be a 'dangers of mad science gone unchecked' moral from the 50's spun in such a way that it can be taken seriously. What are they even trying to achieve by replacing people? Are they trying to infiltrate and manipulate surface human society? Are they replacing people in order to use the original people as test subjects for experiments? Are they doing it for some sort of huge practical joke or some RTS game (this is the actual canon answer, they're fucking with the surface for shits and giggles)?Īnonymous 02/15/23(Wed)21:36:11 No. Oh, and not satisfied with merely making artificial people, they've made actual copies of actual people accurate enough to seamlessly replace them, for reasons. The end result is that they've effectively made artificial people, and then spent the time since denying that doing so caused far more problems than it solved. If they'd wanted to remake humanity, then why do they keep insisting that their creations are non-sentient tools and not people at all? The wasteland already has plenty of more obvious robots that can do most jobs perfectly well. If they just wanted a robotic slave race, there was no reason why they would have to make them humanoid at all. And both together make one hell of a mess. Except that on the other hand, they regard their own synth creations as objects incapable of sentience, simple tools to be used. Which might explain the whole focus on synths, as well as both their experiments with Kellog and the FEV mutants, both of which were attempts to make a better human. On one hand they want to rebuild humanity and remake it, this is explictly stated with their motto Mankind, Redefined and ther ultimate goal of creating a better humanity. The Institute in 4 however.they're a self-contradictory mess. For all the complaints about 3, at least it's something as simple as fighting over a major resource (water and who controls the distribution of it)
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