Category Archives: musings

Wreaking havoc with unique Mojave Wasteland weapons in Fallout: New Vegas

Last week, I received some bad news. Which I misinterpreted greatly. The bad news remained bad news, but now I was all conflicted and confused and mad and angry and depressed with myself as a person, as a Pauly. I felt disgusted and in fear of a public shaming. So, desperate for some kind of comfort, I opened the disc tray for my Xbox 360, removed whatever game was currently in there, and quickly replaced it with Fallout: New Vegas. I needed a little time in the shadow of the valley, so to speak. Tara literally gasped with excitement when she came out to the living room and discovered I was back in the Mojave Wasteland.

At first, I just meandered around, no quests tagged as current, trying to remember who my character was and what he was trying to do. It slowly came back to me: a Mr. House run. But before that could happen, I took care of Boone’s personal sidequest to get him his new armor and such, and then headed back to the strip to begin the lengthy affair that is known as  The House Always Wins quests. I did most of these before during my first playthrough, but switched sides to Yes Man at the very end. You can’t tell from reading a blog post, but I got them shifty eyes. For The House Always Wins, II, the Courier needs to enter a secret bunker within Caesar’s Legion’s main base to turn some Securitrons to the dark side. Easy peasy, really, even with all the radiation creeping in.

Well, after shooting some guard robots in their metallic faces with That Gun, I finally earned this little zinger:


Curios and Relics (15G): Cause 10,000 damage with unique Mojave Wasteland weapons.

Don’t get the above confused with the Master of the Arsenal Achievement, which I popped way back in October 2011. Oh, and I also ticked off a one-star challenge. Woo, progress. Small progress, but still–it’s there.

At this point, now that I’ve unlocked Curios and Relics, I can hop back to using whatever weapon I desire, as I was constantly making a conscious effort to use only unique Mojave Wasteland weapons for as much as possible. That’s not to say I won’t use That Gun again–I will, as it packs a pretty (bullet) punch. But there’s some really nice rifles and shotguns in my inventory collecting digital dust. For The House Always Wins, III, I need to gain the help of the Boomers, which requires a number of mini-quests to earn their loyalty. Can’t wait to use some new weaponry to blow up a bunch of mutated ants.

Playing the Ludum Dare 22 Winners, #6 – Split Party!

With Split Party!, you just have to ruin all the fun. See, your goal for each level is to separate different colored boxes so that each one switches from a smiley face to a frowny face. It’s like these blocks are your teenage kids and their punky, disrespectful friends, and you just came home from a long day at the blocks factory to discover your liquor cabinet wide open and emptied. Time to put your foot down, undo your belt menacingly, and get everyone to clear out. Well, that’s how I read it, but let’s see how its maker Ishisoft describes it:

A short puzzle game. Rotate the blocks to split them up from their friends, we don’t want them partying too hard!

I played up to the tenth level and got stuck. Not sure if there are ten levels in total, as there seemed to be more room available on the select screen, but nine successfully completed levels and a tough tenth one still encompassed a good time. The graphics are simple, but likable, though one caveat was that the ultra pink-purple background never changed with each level. A missed opportunity, for sure. And it’s amazing how effective a happy block to a sad block is. Music’s good and the puzzle mechanics of rotating, while initially confusing, quickly become secondhand nature. Early on, it was hard to wrap my mind around how to rotate the blocks to precisely cut them up and/or move them elsewhere within the level.

A great little gem of a puzzle game made in under 48 hours. Do give it a look, I say. And put back any liquor you took.

The Kingdom of Amalur: Reckoning demo is brimming with color

Chances are high that, thanks to some quality time with the demo for Kingdom of Amalur: Reckoning, I won’t be getting the full release when it drops next month. Boo hoo. And that has nothing to do with how the game plays, as it’s quite a fun action-adventure RPG with bright colors and the potential to be huge and vast and a total timesink. Nope, that’s all well and good. Alas, it suffers from tiny text syndrome.

Why can’t every game just be like Saints Row: The Third? I mean, when that game tells me to drive a tiger around the city and keep it calm and relaxed by not running into other cars, I can totally read those instructions on the screen with no problem whatsoever. Big and bold font versus what seems to be a growing standard of tiny and scrunched. It’s all I ever want

But let’s start at the beginning. The beginning of the demo, that is. It opens with a lore-heavy cutscene, voiced by a woman that desperately wants to evoke Galadriel telling the tale of those rings forged in darkness. Amalur is a world of many races–gnomes, elves, magical beings called Fae, and smelly ol’ humans–and, from what I can tell, a Winter Fae named Gadflow and his followers, the Tuatha, have decided to kill all the younger races. I think it has something to do with a prophecy. And you, whoever you are. You are dead at the beginning of the game–SPOILERS!–brought back to life by the Well of Souls, something the Tuatha also want to see destroyed. Plot-wise, it seems like you will be investigating how exactly you came to be reborn, as well as get mixed up in all this bitter conflict.

The escape from the pit of dead bodies is clearly a tutorial level, wherein you’ll learn how to use weapons, equip stuff, kill rats and giant spiders, have some dialogue, and fight a rock troll. Afterwards, you are given 45 minutes to explore as much of Amalur as you want, doing whatever you want. The game even makes it explicitly clear that the 45 minutes will pause during dialogue so nothing needs to be skipped. Regardless, I skipped a lot of dialogue; it’s not the game’s strongest bullet point.

The game looks like Fable II and plays like Dragon Age II, and you can interpret that how you like. Vibrant colors abound and combat is fast, heavy on action and rolling. I really like the visuals in Amalur, with all the flowers and colorful trees and billowing grass. Even dungeons look nice and non-gloomy. In an industry washed with browns and grays, it is nice to see something a little brighter, even if it draws comparison to World of Warcraft‘s cartoony style. I did notice some odd quirks during the demo that have me worried about the game as a whole: my avatar glitched in and out of cutscenes a few times and everything seems to glow, which can be overwhelming once outside in the wild.

I mentioned combat is fast, but it doesn’t have to be. There’s a play style here for everyone. You can do range with bows and staff spells or stealthy with sneaky daggers or full-on force with swords and such. From the selection of weapons so far, I actually prefer to just go in swinging contrary to my normal stealthy ways. Third-person stealth is always harder to do for me than first-person. The magic spells and Fate Combo Thingies look pretty fantastic, with nice particle effects all around.

By the end of my 45 minutes of free time, I had killed some smugglers, froze a bear to death, found a magical sword, and stole some peasant clothes from a stranger’s house. Y’know…RPG stuff. I liked the demo a lot and can see the potential here, but alas, I won’t be picking it up until I get a new TV, which might never happen. Sorry, citizens of Amalur. Save yourselves.

Queen Zeal says I need to finish up some more sidequests

As per my last update on Chrono Trigger, I was feeling iffy over the remaining sidequests and decided to just bite the bullet and attempt to end the game via storming into The Black Omen, slicing and dicing and dual teching, and taking down Lavos for all of humanity. But after watching Crono, Marle, and Ayla fall to pieces three times in a row, I’m thinking that I’m not ready to beat the big baddie. Or rather, the smaller baddies before the big baddie. Well, I’m ready, truly, with all my heart and soul, but my characters are not despite all three being around level 45 or 46.

So, The Black Omen. It’s linear and draining, featuring normal enemies that could potentially be labeled mini-bosses, as well as Flyclops, which are these one-eyed flying monstrosities that can literally empty your character’s stock of MP in a few turns. I hate them deeply and have to take them down fast with Falcon Strike or all hope is lost. A number of save points are thankfully available, as there is a constant need to heal up prior and post the numerous boss fights. It’s not the most exciting push towards an ending; the bigger problem I’m having is with the boss fights in rapid succession near the end of The Black Omen and not being fast enough to heal up before Queen Zeal flicks everyone to death after lowering my team’s collective HP to a measly 1. Yup, you have to endure three fights, one after the other, with no time to recover. It’s a bummer when that “you have died” music plays, bringing you back to the main menu screen and showing you that you just lost 15 minutes of playtime.

So I talked to one of those weird Nu things and escaped from the floating ship of death and depression, getting back to fights I could handle. Namely, Retinite in the Sunken Desert, who went down with ease now that my team was significantly higher in power and gear than the last time they fought it. I then brought that forest back to life, save a sad moment in Lucca’s life, got a cool accessory that I don’t want to use as I have cooler accessories already equipped, and…that’s it.

Let’s update my list of sidequests then:

  • Ozzie’s Fort
  • Northern Ruins
  • The Sunken Desert
  • The Sun Stone
  • The Rainbow Shell
  • King Guardia’s Trial
  • Geno Dome
  • The Black Omen/The Final Battle

Four down! Three more to figure out.

Also, I have to come to terms with the fact that my team of Crono, Marle, and Ayla is not good enough for the final fight. Firstly, I know Marle could use a stronger weapon as she’s still rocking a Robin Bow, but her purpose in the group is for healing and adding on to some dual tech attacks; rarely does she go in shooting solo. My only group heal spell is the dual tech Aura Whirl between Crono and Marle, but I really don’t want to give up the princess. With a Gold Stud and a lot of Magic Tabs, I’ve made her a cheap healing beast. Which makes me think that maybe Ayla needs to go. Her Charm tech is nice, but she lacks an elemental aura, which can hurt in some fights. Maybe Frog? I don’t know. I like my girls so there’s also Lucca who, if I’m to be honest here, I’ve used minimally since beginning Chrono Trigger. I just find her…uninteresting.

I also have the option–I think–to skip The Black Omen entirely and just fight Lavos via the bucket at the End of Time.

Hmm. Decisions, decisions. I hope to have a more successful update next time.

^_^ will shout at you until you are a smiling fool

I can understand that this blog post’s title might be a little confusing to read, but that’s how it is. Like Prince’s unpronounceable Love Symbol #2, ^_^ is a name that’s easier to type than say outloud. In my mind, I refer to it as Smiley Face or The Wererabbit, but your mileage may vary. However you want to say it can be argued this way and that, but one thing is clear: y’all need to play this.

I discovered ^_^–and subsequently further work by Ben Chandler–from the Gnome’s Lair blog, which focuses its coverage heavily on point-and-click adventure games, a genre that I’ve been enjoying more and more thanks to my recent times with Monkey Island 2: LeChuck’s Revenge and Broken Sword: The Shadow of the Templars. Initially, I was attracted to ^_^ by a single screenshot, which, almost immediately, made me want to click on everything, from the cart to the crow to the coatrack. Turns out that single screenshot makes up the entire space of the game, so it’s a relief that it is simply gorgeous. The lighting on the grass from the lamp is worth noting.

So, Julian is a wererabbit–the first of his kind, too–but wasn’t always that way. He’s trying to get a witch to help change him back, but first, he must retrieve her hair, which keeps running away from her. Also, there’s a verbally-challenged vampire and enough jazzy records to keep one from selling their ol’ gramophone for one of them newfangled cee-dee players. Yeah, it’s kind of weird and random, but cohesively sound, with a clear goal to achieve. Puzzles involve a lot of clicking and dialogue options and using the right item from your inventory at the right time and place. Standard adventure game stuff, but it’s all very charming here. My favorite running gag within ^_^ is all the shouting, which also nicely plays a pivotal part in getting that magical hair back to its master. The small addition of a screen shake each time is quite effective.

I played for about an hour last night, getting stuck a couple of times. ^_^ is no walk in the park, or a walk outside a witch’s house at that. Trial and error will get you there, as well as paying attention to how the game operates early on. Generally, if Julian uses a certain trick to advance the plot, he’ll do it at least once more before credits roll. Oh, and speaking of credits, Chandler handles them as nothing more than in-game dialogue, which I found pretty amusing and appropriate. After that, the game ends. It literally shuts itself down, leaving you left to stare at whatever image is gracing your desktop, heartstrings tugging for just one more thing to click on.

^_^ is a charming short story, with many moments worth remembering. The graphics and animations are surreal and surpass many quote-unquote professional games of the same ilk, and the funny moments are genuinely funny. Play it for the vampire tongue-twisters and all the shouting and the revelation from where the game gets name. Play it because it’s freeware, but made with skill and style. Play it.

Playing the Ludum Dare 22 Winners, #7 – The Last Geek

The Last Geek–the number seven spot from the top fifty Ludum Dare 22 winners–is quite impressive, but I don’t like it. Made by Robotic, this challenging run and jump and escape death by a fraction of a centimeter platformer certainly wears its influences proudly for all to see. And that’s kind of funny, considering the main character, the titular last geek, is naked save for a scarf and a generously placed leaf. But yeah, this is another take on Super Meat Boy and I Wanna Be the Guy, where gameplay is punishing and controls are crisp, requiring precise timing and endurance and quick reflexes. Alas, I’m terrible at those kind of games, being not quick enough to wall-jump my way to safety let alone make it to the tea kettle in time before it starts shrieking.

Okay, so in The Last Geek, there’s a story. No, really. It’s completely random and amorphous, told with some mediocre drawings that go by a little too fast to actually be read, all leading to our nudist stumbling across the factory of a mad scientist who is harvesting body parts. For what? Your guess is as good as mine. World domination, probably. This is a neat story device though that it makes for great division, devoting a room to each body part. Eyes, arms, legs, a heart, a soul, and more. The last geek must remake a girl to repopulate Earth, I guess.

Unfortunately, out of all the The Last Geek‘s rooms, I could only complete one of them, earning a single body part: the left arm. A nice touch in the game is that your dead forms remain on the spikes, often leading to a room filled with multiple versions of the last geek, all dead, all pierced and poised. At one point, I tried to make enough piles of myself on a set of spikes to be able to safely jump on them and get across a tricky gap. Didn’t work. I know, I know. I am teh suckiest. But it’s hard as heck to wall-jump using only the directional buttons and avoid buzzsaws of death. You try it. No, I insist. Go here and try it.

The final sidequests in Chrono Trigger are deceptively tough

Yup, another progress report for Chrono Trigger. Last night, thanks to the excessive use of the Dual Tech called Ice Sword and by stocking up my team (Crono, Marle, and Ayla) with fire-resistant armor, I was able to kick Rust Tyrano’s rusty butt, discover the Rainbow Shell directly behind it, and bring said treasure back to Guardia Castle. I expected some kind of reward right there and then, but was surprised to learn that I’d have to do some time-traveling to see if anything was to come of the legendary shell. Ah, this sidequest was not over yet. Back in the future, the trial of the century is happening; I won’t spoil what happens next, but it was a nice moment for Marle and her father, and as a reward, I got Melchior to make her a new dress from the Rainbow Shell.

Again, just like last time, I’m now at some crossroads. Here’s the list of Chrono Trigger sidequests available to do before taking on big ol’ smelly, the it of the hour, the not-so-lovable Lavos:

  • Ozzie’s Fort – Finished this one and even found the secret room that housed all the best gear for Magus, a dude I am so not interested in using. I tossed him into my party once for a few fights and then got rid of him. No Dual Techs? Get outta here.
  • Northern Ruins – Thanks to Epoch, I found a ruined castle with the ghost of Cyrus in it. We fought, I did no damage to him, and the battle ended after a bit, with Frog trying to make contact with his old friend who was sadly having a case of the jimmy arms. That was it. Nothing else seemed to happen, and I’m not sure what it is we’re doing wrong–I figured having Frog in the party was the trick to getting this sidequest started. Guess not.
  • The Sunken Desert – I went into the quicksand hole, cleared out some enemies, grabbed all items from the treasure chests, and then died fighting the skeleton boss there, the infamous Retinite. He’s kind of a boney jerk. Couldn’t figure out a good pattern to beating him, as physical attacks raised his defense and water spells lowered it, but by the time I got something going there I had to call it quits in order to heal up my peeps. And then mass destruction was dropped on our heads. Dead, dead, and dead.
  • The Sun Stone – Haven’t even attempted this one yet. Not sure what exactly I’m supposed to do.
  • The Rainbow Shell – Just completed it last night.
  • King Guardia’s Trial – Same as above, which seem to go hand-in-hand with each other. I picked the Prism Dress over the three Prism Helms. Hope that was a good decision. Wait. Why can’t Melchior make all the items? It’s not like the Rainbow Shell got used up to craft the dress. It’s still in Guardia Castle’s basement. I can see it. It’s right there.
  • Geno Dome – I dropped Robo into my party, headed to that nasty vision of the future, and started this sidequest proper. Mother Brain–no, not that one–contacts Robo at the Geno Dome, curious about his human companions, and the gang begins exploring. I got pretty far into the factory, but then the game threw some switch puzzles at us, and I couldn’t really figure out where to go next. So I left and haven’t been back.
  • The Black Omen/The Final Battle – SO NOT READY YET. Though I think I did accidentally stumble into the final fight once already. I fought Lavos for a good twenty minutes or so, getting pretty far down his line of changing battle formations, but he got us in the end, destroying the world yet again. Kind of worried that my party is still not up to snuff in terms of equipment and experience for the finale. Ugh.

Not really sure what to do. I’m still itching to see this game come to a conclusion, but a few of these sidequests are strikingly unclear. I know in my heart of hearts that I’m missing a ton of items and story bits by not tracking down every place and puzzle to unravel, but I think I am just going to fly to The Black Omen next and see what my group can do. Now, the true question remains: should I take it on in 12,000 BC, 600 AD, or 1,000 AD?

Playing the Ludum Dare 22 Winners, #10 – Soliloquy

I had some serious great luck the last time I perused the Ludum Dare website and some of the contest’s entries, finding the gem BATHOS in a sea of contenders. The twenty-second edition of the “create a videogame in a single weekend” challenge just happened in late December 2011, and site users have voted on the top 50 games based on things like graphics, sound, fun, innovation, use of theme (alone), and so on. The winning lineup went up the other day.

Now, I’m not going to be a crazy bearded mountain man and try to play all 50 of these homemade brews, but I think trying out the top 10 is worthwhile. I mean, these are the ones that got the most love by a large community of indie game makers and fans, and glancing at teaser images for them, well, a lot of them look neat. Saw some pixel art and started salivating. Plus, I’m still slowly gearing up internally for the idea that maybe 2012 will be the year I learn how to make a game; playing these can only add to my experience.

So, first up, we have Soliloquy, created by the user Friedrich Hanisch, also known as ratking. The game is described as so: In this game you are split. You are one person, alone in a lifeless world – but you have two souls, which have to work together. Okay, got it. I am playing it over the web, and it opens up in a first-person perspective looking down an empty hallway made up of large, texture-less, purple and pink polygons. There’s a constant feed of white noise. Somewhere, a baby giggles. WASD moves you forward and the space bar lets you jump.

The beginning part is just moving down this short hallway, jumping small gaps while pondering where exactly you are as well as why it all looks so boring. Found the stage’s exit, which took us to a new room of floating platforms. Time to jump around; I instantly miss the first big leap and fall into the abyss. There’s more jumping, and then the soul-switching mechanic comes into play–and it ruins everything for me. By clicking the left or right mouse buttons, you sort of split the world into two perspectives of the same image, one layered hazily on top of the other; not really sure how to use this trick to complete the level, and then I started getting a headache, bringing our time with Soliloquy to an end.

Not bad. Very unique idea that just didn’t work for me and my bad eyes. I played for about 10 minutes or so. Give it a try, I say. There’s also a post-competition version that tweaks things like mouse sensitivity. Onwards to the number nine spot!

Grinding Down’s most wanted videogames in 2012

The other night, as I curled up in bed under the heated blanket and the security of wrappings, I began to think about the games I’m most excited for in 2012. And sadly, I could only come up with two titles off the top of my head. That can’t be right…right? I mean, I know 2011 was a huge year full of big ol’ videogames, but there had to be some other solid stuff still in the pipeline. And yeah, after scouring the Interwebz, I found a few more that I’d like to try out in the new year. Whew. And so I now list ’em below for your convenience:

Animal Crossing 3DS

Not sure if Animal Crossing 3DS is going to be the actual title of the latest edition of Nintendo’s cutesy life sim, but at this point, it might as well be since we’ve had nothing else to go with for so very long. But I’m so ready to get back into the swing of daily living, collecting furniture and talking to neighbors and fishing and special town events and so on. Heck, after the lame Pilotwings Resort and the ultra difficult Shin Megami Tensei: Devil Survivor Overclocked, this will probably be the third retail game I purchase for my Nintendo 3DS. Crazy, huh?

Please come out sooner than later.

Borderlands 2

Pew pew pew. I loved Borderlands for its setting and shooting and silly characters, not its story, and that’s all I’m looking forward to in the sequel, more setting and shooting and silly characters. Minus evil Claptraps though. Hey, if they add a story in this time, that’s even better, but I’m not expecting much. I just want to get back on Pandora, shoot some bandits, and collect a crazy amount of guns. No solid release date yet for this beast.

Kingdoms of Amalur: Reckoning

I don’t know. It’s more fantasy-themed RPGing with a really generic name. I get a Fable II vibe from it with a stronger attention to combat, but with a much larger world to explore. And you can be sneaking, too. I’m in.

Suikoden: The Woven Web of a Century

Sigh. I was so excited when I caught wind of a new Suikoden game coming out. And then I learned it was only for one system, and a stupid one at that. I think I’m almost at the point that I’ll buy a stupid PSP just to play the newest Suikoden game. Those things should be dirt cheap now that the PS Vita is coming out next month. Maybe? Maaaaaaybe…

Game of Thrones

Not the RTS game, silly. There’s an RPG coming out just before season two kicks off on HBO in April. In this one, we get to play as new characters–one’s a shapeshifter and the other a red priest–and see some known Westeros events from their eyes. I have to wonder if it’ll feel too videogamey for its own good, but maybe it’ll be fun. I know George R.R. Martin has been involved in the project somewhat and even ends up making a cameo as a maester (with glasses). Given my love for the books and the show and the many, many characters, I am a little worried that I will over-scrutinize the thing and hate it for not being perfect.

Fez

A puzzle platformer with a unique style and perspective-shifting mechanic to it. The protagonist, a creature named Gomez, rocks a fez of its own and is obsessed with collecting hats, which sounds about right to me. Fez will be out on XBLA in early 2012, so maybe this month, maybe next month, or maybe the one after that. I’ll keep my eyes peeled for it nonetheless.

Now, many of you are probably wondering why I haven’t included such heavy-hitters like Mass Effect 3 or BioShock Infinite on my latest do want list. Well, first things first, I’d probably have to finish Mass Effect 2 to get excited for the next adventure, and while I did eventually learn to enjoy BioShock, that kind of gun gameplay is too stressful for me. Too many times did I just sit in a corner of a room, listening to the noises around me, afraid to move a centimeter forward.

But what about y’all? What new games coming out in 2012 are you most excited for? Tell me below and convince me I should want them, too.

Games Completed in 2011, #36 – The Elder Scrolls V: Skyrim

Don’t panic, dear readers. Yes, it is still 2012, the year of our unmaking. We did not travel back in time by nine days and some change. Instead, since I’m slow and sometimes lazy and not the best of planners, I did not get to write about all the games I completed in 2011 in 2011. So there’s some carryover. No big deal, really. I just need to type up some words on The Elder Scrolls V: Skyrim, Professor Layton and the Last Specter, and Half-Life 2: Episode One before moving on to a brand new list for a brand new year, which, I might add, already has an entry. That said, expect me to bang out these three final posts for my Games Completed in 2011 list this week.

Right. Completing The Elder Scrolls V: Skyrim seems like an odd thing to say, as I both have done it and have not. I have finished the main story questline, killing dragons and dragon supporters and dragon masters and all that. I have made my way to the top of the power heap in both the Mages Guild and Thieves Guild. I have raised a skill to 100 and bought a house in Whiterun and earned a bit of gold and did some errands for Daedric gods and goddesses. My save slot says I’ve played for around 75 hours or so, and there’s still more for my character Lohgahn to do.

It’s kind of crazy to consider that after such a long amount of playing, I’ve not even touched any of the civil war story stuff. Not a single thing. I kind of feel like my Imperial will side with the Stormcloaks since he’s none too pleased with almost being put to death by, uh, his Imperial brethren, but later on, during the main storyline, I kind of slighted Ulfric , and now it seems odd to pick either/or. I guess I wish that the civil war missions were interspersed into the main story stuff to make it seem more important, but given how optional it is, I dunno. Maybe it’d be better to save that stuff for a new character, as I do want to try a non-stealth route to get a better feel for the combat or deadly use of magic.

Despite being full of bugs and glitches–some more annoying than others–the realm of Skyrim is deeply impressive. It’s not all just snow and mountains and snowy mountains, which is appreciated, and the designs of dungeons, caves, and ancient ruins are ten times better than in Oblivion, making them fun to explore. Toss in the addition of shortcuts for exiting said dungeons, caves, and ancient ruins as an extra bonus, and you’ve got some great design work here. At this point, I haven’t even fully explored all the major towns yet, as well as not even hitting 100 locations discovered. There’s so much life in Skyrim that one might honestly not ever see it all.

Not all is perfect in Bethesda’s newest mammoth. The dragon fights can be pretty lame thanks to kiting or horses joining in or the dragons themselves glitching into a rock. Conversations, while not as stiff as previous games, are still pretty robotic. The menus are easier to navigate, but I wish there was a better way to see what your character looks like with all your glass armor and enchanted weapons.

I haven’t touched The Elder Scrolls V: Skyrim in a couple weeks now, but I suspect I’ll hop back in soon enough to do some more quests and maybe whittle away at my ever-growing miscellaneous objectives list. Or just start over with another character. But not until I get at least 100,000 gold in my pockets.