Which games were a disaster? To what franchise?

when did i say that?

Sorry, when you directly responded to my post directly responding to the claim the graphics looked like they were from the last gen of consoles I;m gonna take the reasonable assumption that by directly responding to my post directly responding to the claim the graphics looked like they were from the last gen of consoles that that was the statement you wanted to dispute.
 
The walking animation in Morrowind is another prime example.

It's so cringeworthy, I honestly thought my game was bugged.
But it was fine because the game had a decent RPG experience. If you take that away, you're just left with the bad animations like FO4.
 
But it was fine because the game had a decent RPG experience. If you take that away, you're just left with the bad animations like FO4.

Oh yeah, Morrowind is mostly a good game and set the foundation for an even better game.
The upsetting thing is, it's not perfect.
There is a term I made up which I may explain in a Video called "Dissoulification", and that's essentially what happened to Bethesda.
 
Just to add, Fallout 4's decent shooting mechanics are from id Software so Bethesda cannot actually claim credit for that. Fallout 4 is a bad game for the genre it claims to be a part of. If it sold itself under a different genre, it may not be as bashed but when a game markets itself as an RPG, the least it should do is allow you to role-play. On that aspect, Fallout 4 is bad. Bad for the franchise, bad for the genre and bad for the video game medium.

The walking animation in Morrowind is another prime example.

It's so cringeworthy, I honestly thought my game was bugged.

This walking animation is so dated that I've grown terribly fond of it.


Sturges is a synth.
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Wait what?! When did that happen? Was there any proper foreshadowing in the story? Any writing to hint at this? Or more likely, was it because some random player killed him and found that synth part that reveals which NPCs are synths?
 
Wait what?! When did that happen? Was there any proper foreshadowing in the story? Any writing to hint at this? Or more likely, was it because some random player killed him and found that synth part that reveals which NPCs are synths?
A mix of the former and latter. The wiki article says his knowledge in machines acts as foreshadowing but it was confirmed when a player killed him with console commands and took his synth component out.
 
A mix of the former and latter. The wiki article says his knowledge in machines acts as foreshadowing but it was confirmed when a player killed him with console commands and took his synth component out.
Smells like Bethesda thought about actually going somewhere with the whole "everyone coul dbe secretly a synth" subplot, but then realised that Minecraft didn't need a story, either.
 
Maybe there was going to be a synth infiltrator in every faction at some point in development, considering Danse, Glory and Synth Shaun I guess it's a possibility, or perhaps they just haphazardly threw a synth chip in Sturges' inventory so they could spread some more synths around the game.
 
Maybe there was going to be a synth infiltrator in every faction at some point in development, considering Danse, Glory and Synth Shaun I guess it's a possibility, or perhaps they just haphazardly threw a synth chip in Sturges' inventory so they could spread some more synths around the game.
Bioshock plot, here we go gentlement
 
Maybe there was going to be a synth infiltrator in every faction at some point in development, considering Danse, Glory and Synth Shaun I guess it's a possibility, or perhaps they just haphazardly threw a synth chip in Sturges' inventory so they could spread some more synths around the game.
That would have been kinda cool. Especially if you really hard to work for finding out who it is. Anyone remember the Blade Runner video game? You actually had to do the Voight-Kampff-test in the game, and do it correctly to find out who's a skinjob and who's not.
But of course in Bethesdian Realpolitik it would just be "follow the quest marker to Sturges' locker and read his diary he's totally a synth lol" (granted, the Far Harbor Vault quest was actually slightly more than that, and the end was even surprising) instead of an involved hunt with several suspects and only your own judgement on the end. Imagine you'd retire on of the suspects just to find out that you were wrong, with all the repercussions from the faction. But that would have been "consequences" and stupid shit like that.
Which reminds me of what I've said before, the game should decide randomly at start if the player character is a synth or not, and the only way to find out would be to kill your doppelgänger at the end of the game (with your doppelgänger "learning" from your actions during the game and reacting accordingly. Like, be a total douchebag in your playthrough and the doppelgänger will be a pillock as well, be a smartass all the time and your doppelgänger will be supremely sarcastic during your conversation).
Heh, how about you can let your doppelgänger kill you as well, and play on after the end as your doppelgänger :D
So meta.
 
That would have been kinda cool. Especially if you really hard to work for finding out who it is. Anyone remember the Blade Runner video game? You actually had to do the Voight-Kampff-test in the game, and do it correctly to find out who's a skinjob and who's not.
But of course in Bethesdian Realpolitik it would just be "follow the quest marker to Sturges' locker and read his diary he's totally a synth lol" (granted, the Far Harbor Vault quest was actually slightly more than that, and the end was even surprising) instead of an involved hunt with several suspects and only your own judgement on the end. Imagine you'd retire on of the suspects just to find out that you were wrong, with all the repercussions from the faction. But that would have been "consequences" and stupid shit like that.
Which reminds me of what I've said before, the game should decide randomly at start if the player character is a synth or not, and the only way to find out would be to kill your doppelgänger at the end of the game (with your doppelgänger "learning" from your actions during the game and reacting accordingly. Like, be a total douchebag in your playthrough and the doppelgänger will be a pillock as well, be a smartass all the time and your doppelgänger will be supremely sarcastic during your conversation).
Heh, how about you can let your doppelgänger kill you as well, and play on after the end as your doppelgänger :D
So meta.
whose said that synth plot is not fit with fallout universe now? :D

Baa dumm tsst

:drummer:
 
Putting Fallout 4 aside? Well...
Half Life 2. This sequel got everything wrong yet hyped to be best of the best and even better than HL1, which is nonsense. Why no HL3 if it's so succesful and 10/10? Because it's not, it's a 4th nail in the coffin. (the previous three are gearbox expansion packs which showed that even gearbox can do better)
The main character is suddenly well known by everyone and now a messiah for some reason instead of being just a representation of the player.
The weapon arsenal is now cut, many of cool things got thrown away. Same with enemies.
The gunplay is unsatisfying and bullets has no physics behind them. C'mon it's like six years after HL1.
The AI is dumbfest.
The game is not as stable and playable on crappy old hardware as fans tends to think and with updates it only got worse.
The physics engine is limiting. Only a small amount of wooden objects is destructible and doors are still not. And most objects has no weight.
The level design is simply small arenas tied together by puzzles and getting old really quickly.
Don't get me started on driving sequences, ever...

That's first things to remember, everything is a bit deeper than that.
 
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I'm going to say Tropico 5. Tropico 3 was a very good, but small, life giving game to the series. Tropico 4 expanded on 3 and is the game everyone loved. Tropico 5 was the well-intentioned, but ultimately a miss, of doing something new to get something good. And that happens in every game series.

But the Tropico series is basically 'build a city and its supporting economy in these ways: capitalist, global capitalist with tourism agore, fascist, fascist with tourism, socialist/communist, and socialist communist with tourism. That's about it. Tropico 5 strips that away until the middle of the game by adding a revolutionary war in the beginning and then basically you have to be capitalist by the end game, setting you along a rail. It's a wide rail, and every game is on rails to an extent, but it's very noticeable with 5.

There's minor stuff, such as the grid system with automatic locking and the overall washing down of factions while on the other hand increasing micromanagement via the manager system and the option to enact precise trade deals with other nations than just general 'export'.

I think they can add to 5 with a 6, if ever, by polishing what they wanted to do in 5. Dynasties are okay, but each character in the dynasty has to be a character and not a walking trait. The evolution of time is okay, but a lot of options can go a long way. Counter-revolutions, civil wars, and foreign intervention and rebuttal of that foreign intervention is possible in a game, Haemimont Games just has to wiggle with it and find some good room.

It has been two years since 5, and so maybe the average reviews and reception can be enough for a 6 than a real series killer (none of the Tropico games, to my knowledge, got above 80) but 5 was the first game that I could not play because it missed the marks a bit too much.
 
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