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If you like Bethesda games for their worlds, it’s probably gonna be great. To me, the gameplay in their engine just feels really bad.
The movement, FOV, aiming, shooting, etc. just feels like they spent a few hours on it for an alpha for Morrowind and it hasn’t changed one bit since.
When you’re used to well made FPS engines, the gameplay of Skyrim and Fallout games just feels super bad, like tech demo-level bad.
I hope they finally made some changes, but they didn’t for Oblivion, Fallout 3, Fallout NV, or Fallout 4, so my hope is running out.
I found Fallout 4’s shooting night and day better than NV and 3’s. It’s a shame you didn’t feel that. It’s still definitely RPG shooter territory which is a lot harder to make feel satisfying than a conventional FPS, but the movement still didn’t feel very good, certainly.
Moment to moment feel is definitely a strong issue from previous Bethesda titles. I’m confident Starfield will feel better, but how much better is impossible to tell until we can get our hands on it or there can be some common discussion about it after release. The manicured, manufactured movements of pre release gameplay make it very hard to tell how that stuff has changed aside from their claims of redone animations systems.
You are right that Fallout 4 was better, but not by much imo. I just remember the huge disappointment I felt with Skyrim and the Fallout games, being a huge fan of Fallout 1/2, and shooters in general. Everything just felt slow and wonky.
It just never felt like a priority, which is totally fine and lots of people praise their products like they’re the pinnacle of video games, the engine just ruins it for me.
I’m actually surprised to not be downvoted to hell. If you air this opinion in front of casual gamers, like in /r/gaming, they go full Bethesda-fanboy-mode.
I think the effort towards changing that starting with Fallout 4 shows, it seems like it’s now a priority for them. Their engine has always been their greatest asset in terms of gameplay possibility, world object physics, immersion through radiant AI scheduling, an open and very moddable design, and it’s obvious specialization towards open world format (less of a big deal for an engine nowadays).
It’s also been one of their greatest weaknesses, with stiff and awkward animation and movement/combat on both NPCs and the player, the inability for crouching to allow you to pass under certain objects, poor pathfinding and scripting on NPCs in combat and for your followers who constantly get lost or hung up on geometry, the radiant AI which through complication of scripting can cause quest NPCs to be in the wrong locations or be missing the correct dialogue.
Ever since the creation engine rebrand I partially lamented that they didn’t scrap the engine, but over time I’ve come to accept that it’s not just Bethesda that makes Bethesda games, it’s the gamebryo engine. To remake an engine with their unique systems, mechanics, moddable format, and familiar console commands would be an enormous undertaking and I understand why theyve chosen to dig in and modify it further instead and their acceptance of those pros and cons.
I think any true lover of Bethesda games has to understand what they’re really good at, and what they’re really bad at, and you have to want them to get better, or else that’s not love at all.