Hands on look at new skyrim "remaster"

Imo, a "remaster" can't be called other thing than "Next Gen" port unless there are enough changes and additions like in Dark Souls 2's "Scholar Of The Firs Sin Edition".
Whatever you think of it, you like the changes from Vanilla, or don't support that the "Next-Gen" version of the graphics came until this version (imo the graphics sucked becouse it wasn't really supposed to be out on PS3/X360 so they did whatever they could). The updated graphics do look gorgeous though, compared to the original.
They changed most, like 90% of the enemy placement for it to be more fair and lore-friendly, added new items, integrated the DLC better (by having keys to open the areas), changed item placement, added new ways through the game becouse of Key item placement and locked doors alike.
Multiplayer allowed more summons and invades, and the translations were improved upon overall.
And the PC version of this one is silky n'smooth for a change, something they did not learn for Dark Souls 3... :(
 
They changed most, like 90% of the enemy placement for it to be more fair and lore-friendly, added new items, integrated the DLC better (by having keys to open the areas), changed item placement, added new ways through the game becouse of Key item placement and locked doors alike.
I wonder how FO:NV be like if they rebalanced everything under the assumption that all the DLC are present. Integrate the DLCs better like having neither the NCR or Caesar's Legion forgive the nuking of their respective cities. Incorporate some cut content.
FO:NV doesn't feel a finished product unlike Skyrim which feels like the devs implement most of what they wanted. Bethesda's biggest fault isn't being lazy. Who else would think about putting so many voiced names for Codsworth say out loud while having it run in single digit frame rates?
 
I wonder how FO:NV be like if they rebalanced everything under the assumption that all the DLC are present. Integrate the DLCs better like having neither the NCR or Caesar's Legion forgive the nuking of their respective cities. Incorporate some cut content.
FO:NV doesn't feel a finished product unlike Skyrim which feels like the devs implement most of what they wanted. Bethesda's biggest fault isn't being lazy. Who else would think about putting so many voiced names for Codsworth say out loud while having it run in single digit frame rates?
Tbh Souls DLC pre-launch patches balance it already and change stuff when they're out. I meant that they added keys so you have to scratch your head a bit to enter the DLC main area, in the non-SOTFS or Ps3/X360 versions of it the Keys just spawn in your inventory.
Forgot to add that this edition adds a boss to the ending sequence and that there is a new ending.

But yeah, this kind of treatment could be good for a lot of games, more like Director's Cut editions
 
Found this on Nexus, supports my theory:
https://forums.nexusmods.com/index....yrim-paid-mods-after-fallout-4/#entry43594040
http://www.idigitaltimes.com/bethesda-plans-revisit-skyrim-paid-mods-after-fallout-4-459131

In an interview with GameSpot , Bethesda exec Pete Hines revisited the Skyrim paid mods controversy and shared some of his plans to give paid mods another shot. However, Hines confirmed that the Skyrim paid mods situation will definitely have to wait until Bethesda ships Fallout 4 , due this November 2015.

The Elder Scrolls V: Skyrim paid mods system basically allowed modders to choose to put up their mods for cash rather than for free. The revenue stream was split up as follows: Bethesda took 45%, Valve took 30%, and modders took 25%. Many community members took issue with the monetization scheme, stating that modders as the creative party should be paid more for their efforts.

Back in April, Bethesda stated, "Is this the right split? There are valid arguments for it being more, less, or the same. It is the current industry standard, having been successful in both paid and free games. After much consultation and research with Valve, we decided it's the best place to start."

After all, as Bethesda noted when the controversy first went down, 25 percent is what modders have always received via the Steam Workshop. But ultimately, Valve pulled the paid mods down, stating , “We've done this because it's clear we didn't understand exactly what we were doing.”

If Skyrim paid mods come back, Hines confirmed that Bethesda still fully expects a cut of the profits -- and it’s fair to think that they’re aiming for a significant one.

"Our belief is, 'We made the game, we made the game you're making a thing for.' So just like anything else, there is some kind of involvement that we're going to have in that," he said.

In fact, Hines still appears still optimistic about the entire concept, regardless of its disastrous execution. "I think our stance on it is we're going to re-evaluate it going forward," Hines said. "I think that we feel like there is a case to be made that people who spend a lot of time working on mods ought to be able to have a way of monetizing what they're doing.

But fine-tuning the balance of moneys paid out will have to wait; Fallout 4 comes out on November 10, 2015 for Xbox One, PlayStation 4, and PC.
 
If they do release paid mods again they are only going to promote the pirating of mods which will lose them money, sure there will be people that will still pay for them but they will be in the minority. Besides the modders were only getting a 25% cut for work they did not Bethesda, greedy greedy they are. Who the hell would use the Steam Workshop when you have the Nexus anyways?
 
If they do release paid mods again they are only going to promote the pirating of mods which will lose them money, sure there will be people that will still pay for them but they will be in the minority. Besides the modders were only getting a 25% cut for work they did not Bethesda, greedy greedy they are. Who the hell would use the Steam Workshop when you have the Nexus anyways?
1.) It would be hosted on Bethesda.net, eliminating the middleman Valve.
2.) Bethesda would be able to collect a bigger profit as Valve is not in the picture.
3.) You can pirate PC mods from Nexus already, and Steam and Bethesda.net But there is no way to pirate Console mods. Console players would still be required to pay a fee.
4.) Mod authors that want to sell their mods and not have them pirated would have to host two versions, one for free and one for a cost, meaning that Console.. erm. Xbox players get fucked even more.
5.) The Xbox crowd already pissed all over the modding community, most mod authors are poor and won't give a fuck about them.
6.) Bethesda holds all the cards.
 
1.) It would be hosted on Bethesda.net, eliminating the middleman Valve.
Haha who wants to go through their poorly constructed mobile friendly site Bethesda.AIDS for that besides the console users which don't have a choice?

6.) Bethesda holds all the cards.
Well until they lose them when nobody wants to give a shit about them anymore.
 
Haha who wants to go through their poorly constructed mobile friendly site Bethesda.AIDS for that besides the console users which don't have a choice?
The mod thieves, of course... Assuming it's something worth stealing for PS4, though.

Word on the nexus that bethesda repacked the resources into newer format, so any mod with packed in bsa-archives resources also won't work.
 
They use the fact that it is a Remastered Edition to get around the whole "You are now going have to pay for mods that has been free before.". If bug fixing mods are free, then bug fix modders are unfairly treated. If bug fixing mods aren't free, then you are basically rewarding Bethesda for making a buggy game.

On that note, have you guys noticed the "Unofficial Patch" is already out for this remaster?

http://www.nexusmods.com/skyrimspecialedition/mods/266/?

That means they didn't fix a damn thing that mod did, in five years time. What a joke.

Fuck you Bethesda.
 
Does it really have its own Nexus Page? Of course, it makes all the sense, but...
The single person that bothered to create the page will have to see the Mod scene go to hell through it.
Irony nstuff
 
"You're getting it for free, you have nothing to complain about!"

"Well, the fact that the game was dumbed down graphically 5 years ago so that it could be supported on console, broke lipsync because it couldn't run on PS3, applied patches for PS3 to PC that do not benefit PC in anyway, only cripple it. Then 5 years later, go through all this effort for console users again. Fuck you. I'm sick of getting a Bethesda console port to PC games. I can't vote with my wallet this time, but I can the next time."
 
You mean like what almost every single Skyrim player does? This so-called Last Dragonborn who when called by teh Gods, proceeded to fuck around with sidequests in Skyrim instead of actually defeating the Dragon who ended the world. Did you not get that Miraak is supposed to be a foil to the player character? That's a big part of his appeal, he's basically another version of you and what you could have ended up like. It's far more interesting than anything in Skyrim's main quest.
We're talking about Bethesda here, do you really think they spend so much debth into this?
 
Yeah, but is that your interpreation of Miraak, or is there an actuall hint that he's supposd to be this 'look-what-the-player-could-have-been!' entity? It just strikes me as odd that Bethesda would do something like that, since when they do it, they usually do it like a shovel over your head. Anyway, as others already said, Bethesda couldn't do great villains, if it hit them like a sledge hammer.

Thank you @MercenarySnake for being the voice of reason. Bethesda can't write a villain to save their ass. Is it really that hard to make a compelling villain?
I would say, a good villain? Probably not, there are plenty out there. But a really compelling villain? That's fucking difficult in my book. A lot more then making compleing good characters. But how do you write a genocidal maniac to be actually a compeling character where you can follow his motivations from a reader/player point of view? I think that requires some real skill in writing and charactersiation, or you will just end up with a badly written Sauron type of character, and that is worse then a black-and-white characater who's simply in to killing stuff, because he's Satan man. The point is, how do you get someone to have sympathy for the Devil? See, characters like Gabriel from Gods Army, now that is an awesome character, who you just love to hate, because of the great acting and narrative behind it. Dagoth Ur is also a really great Villain, I actually would have loved a chance to side with him, just to see what might happen - but, well that's a different story alltogether.
 
Well, he is a boring villain and I am not sure if there is much to say about him, but he fits the story and narrative of the LotR, and I take such a villain over one that is badly writen with debth for the sake of debth. I mean LotR is as black and white as you can get, which is 'ok' for this kind of fantasy. Don't forget, LotR was pretty exceptional some 60 years ago. But for me the real villain isn't even Sauron, but the one Ring, just as how the humans and elves are not the real heroes, but the hobbits. Not really super deep, I know, but you have to give Tolking at least that much, that he isn't just doing shiny knight against super bad dragons here.
 
Back
Top