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Judging by the screenshots it seems that the main thing you're supposed to be doing is shooting enemies with a bow. It's hard to tell if you can actually unsheath the bow.
I suspect the thought process for this game was "Skyrim is very succesful, so I will pick the most popular gameplay loop in Skyrim (archer style), market the game as "done by a Skyrim dev" and earn passive income".
Congrats on being one of the hundred(s ??) players who own the game. Looking forward to your analysis if you manage to get enough motivation for a more than 1 hour long session.
I doubt Bethesda needs help from Nate Purkeypile. Quite the other way around.
https://steamcommunity.com/profiles/76561198373875348/recommended/1807810/#developer_response
Well after almost an hour of playing it, I dont really have anything good to say about it. Shot some stuff. Stabbed some stuff. Neither felt really good. Intro was horrible. I have to play it more, to unlock the different arrow types and magic, to really get a full feel of the mechanics. But what I've played so far doesnt really make one eager to do that.
Sorry, never mind that. Everything is going to be fine. The power will never go off. So don't you worry about transferring the sum total of human knowledge, civilization and culture to it.
It was fun while it lasted.
Engines aren't magic or monolithic in their implementation or use, and a lot of this will of course vary by developer, game, and system, but my experience with UE5 games thus far is a combination of:
Does this mean a TES game with the features we commonly associate with them can't be made in UE5? Of course not. With enough time, effort, and proprietary implementation and branching, anything is possible. As usual. But I honestly have a tough time imagining them being able to do so anytime soon, given what it would require for them to migrate their whole tech stack, and given that they've said this iteration of Creation Engine was a substantial time investment and basically tailor made for the next TES game.
Which makes perfect sense. As we've discussed before on this forum, many of the issues people have with Starfield are owing to its scale, something that simply won't apply to TES 6 in all likelihood. The next TES, presumably at least, will be back to just a single province of Tamriel, on a single contiguous map, like every TES since Morrowind. And given what I see in Starfield it seems like it's more than up to that task, when not having to deal with hundreds of Skyrim-sized maps spread across planets, multiplied over 1,000 planets.
Heck, we even see the ability to seamlessly enter and exit large cities like New Atlantis, instead of having to go through a "city gate" ala Skyrim. We haven't had that in a TES game since Morrowind, lest people forget.
So yeah, I don't really see much compelling need for them to shift to a new engine for the next TES. After that? Who knows. Maybe. Maybe by then UE6 or 7 or whatever will have all of these capabilities trivially baked in too in a completely interchangeable way with what the tools they already have do, and the aforementioned issues (to the extent they're even engine specific at all, which I don't know) will be sorted. Or maybe I/O will be so wide and fast and we'll have so much compute and render by then it won't matter anyway. 🤷🏻♂️
In the mean time, all I know is, while UE5 thus far has shown me some fun, beautiful games, it's certainly no magic bullet. You're not somehow going to magically get a better game just because of an engine migration.
And I'm not entirely sure we've yet seen anyone do with it what I would like to see in a TES. Take Avowed. Avowed is a game I'm hotly anticipating and hoping turns out great, and probably the closest comparison to something remotely like a TES we've seen to date in UE5, and... structurally and in other ways, it's still not really comparable.
I see no evidence of anything like Radiant AI or other dynamic NPC scripting/scheduling. I see no evidence of the ability to pick up and place physics-enabled objects (as many as we can within memory essentially, as we can in Creation Engine.) Heck, it isn't even clear to me that it's a single open world. And they've said it's more comparable in structure and openness to The Outer Worlds ("open zone" as they put it) than to Skyrim.
That would probably leave S.T.A.L.K.E.R. 2 (for now) as the largest scale open world game I've seen created in EU5 thus far. And I love that game, but it's obviously by design a very different experience. It's also the game with the most complex NPC behaviors I've seen thus far in EU5 and so far they consist of patrolling and some contextual behaviors in response to weather and the like.
Which is more than sufficient for what I wanted from that game, mind you. I was never hung up on it needing to replicate SoC's AI system fully. But it's not exactly something that inspires confidence that something like Oblivion's or Skyrim's Radiant AI could be done in EU5 in a large open world RPG. Especially given that, again, when you approach areas in HoC where even modest NPC groups spawn in, there can be significant performance hits.
I'm sure it could be done given enough time and effort... I just haven't seen it done yet, is all I'm saying. Meanwhile the Creation Engine is right there and ready to be used with that capability built in already, and specifically intended to handle it (even if Starfield doesn't leverage it much if at all, owing to its scale and different design vs a TES game.)
Engines can be made to do anything with enough time and effort. The question is whether it's best fit for task in this particular instance when something else that already is, already exists.
Edited for clarity.
creation engine is OK. It does what it does OK, it is not nearly as robust as UE5 and will perform worse in pretty much every aspect.
This does not mean CE is bad, its just that UE has a large, full-time dedicated team. CE is a single studio, dividing their time between titles and engine, and most public developers/publishers HATE spending time on engines, because that is a pure cost metric in quarterly/yearly's.
Suggesting that UE5 would do modding/performance/physics, or anything else for that matter, worse, is complete BS. Plenty of studios cut corners on titles, blaming UE5 for those missing corners is ridiculous.
UE5 is FAR superior to CE, obviously. The biggest issue with a switch would be that the studio itself, and Beth community, is used to working with CE, and would have to start from near-zero.
This is a silly comment, full of silliness.
Visuals are mostly on the developer, not the engine, apart from aspects that can be "drag and dropped" into a game title... like lighting, UE has plenty of lighting options that you can just throw at your title to make it look pretty..... detail of visuals is up to you as a developer, not the engine.
as for modding, 600+ games are made on UE..... you think none of those have a modding scene? ARK is on UE by the way.
I never played ARK, so I can't comment on how relevant that that game is to the modding scene, but I'll take your word for it. Beyond that, none of the Unreal Engine games that I've played offer a huge modding scene, so it's hard to me to see the modding scene that you're saying that the unreal engine has. Whereas, I've seen Skyrim's and Cyberpunk 2077 modding scene.
edit:
I'll delete my comment though, as it's not factual.