101
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Recent reviews by EazyCheeze1978

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Showing 1-10 of 101 entries
2 people found this review helpful
2.1 hrs on record
I need to play this game more. This is my reminder to myself that I need to do so. What I played in the beginning of last year was excellent, and I'd like to continue - as I recall I entered the main space base hub but didn't go much further. I see the AMAZING potential here - I just don't have the time now.

The main reason I'm posting this now, is to voice my disgust at my fellow game-playing community who are negative-review-bombing this EXCELLENT game, totally against the wishes of its composer, Mick Gordon, who, yes, is being played dirty by id/Bethesda concerning payment issues.

But this activity I've seen here does NOT help him in the slightest. Voice your concerns somewhere where there's no chance of potentially directly harming sales, and thus perhaps lowering MICK'S RESIDUALS which he wants to get.

Please, fellow gamers - rescind your negative reviews posted for the purpose of... um... well, I'm not really sure since they are definitely at cross-purposes to what this talented composer wants, what we want him to have.
Posted November 12, 2022.
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1 person found this review helpful
7.0 hrs on record (5.6 hrs at review time)
The Stanley Parable: Ultra Deluxe
by Crows Crows Crows
Genre: First-Person Adventure/Environmental Narrative
Release: April 27, 2022

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I'm probably going to stand out a little from all these reviews, because I intend to be absolutely genuine in mine. Fair warning, then, that this is going to contain some pretty massive spoilers.

Back in 2013, a group formerly known as Galactic Café, now known as Crows Crows Crows, released a game called The Stanley Parable. As a parable, it intended to tell a story about life in a way that was more relatable than just straight boring philosophy.

You played a guy named Stanley, an office worker in a menial job whose role it was simply to push buttons on a keyboard, and he did it by rote and robotically for years upon years, never once believing that there was something beyond.

Until one day, he realized that all his coworkers were missing, and he decided to leave his office for the first time in forever to go looking for them, and so the adventure began. (Or, maybe it didn't.)

You see, you, as the player, choose Stanley's every movement in a first-person view similar to a first-person shooter. You can't jump and you can use only a few items in the environment, but you have a great deal of latitude as per choice, at least as regards yourself in the here and now.

Do you take the left door, as the Narrator states, or the right door? Do you linger in the break room or move right along? Do you take the detour through maintenance to get back on track, or continue obstinately defying the Narrator? The choice is yours, and this is the most impressive thing: it is all planned for! Any and all instances of potential emergent gaming has been considered, scripted and even narrated in many cases – it is thus no longer emergent.

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All of the preceding was true of the original game, released back in 2013 – this also applies to the mod version released even before that. The new, standalone game from 2013 improved upon and fleshed out many aspects, and this new Ultra Deluxe version does the same when compared to the 2013 version.

All of the new content in the game is sequestered behind a special door near the beginning of the game, which is marked clearly for your convenience. Enter that door and see what happens. I won't be spoiling that!

Did I say I was intending to be absolutely genuine? Funny, that.

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Friendly reminder, that all "lies and disinformation" regarding this game are part and parcel of the community that has gathered around the game, in response to the developers doing the same thing.

The ENTIRE point of this game, the developers, community etc., is that where this game is concerned, trust NO ONE and NOTHING except your own experiences. ... Maybe not even those.

This game, if one analyzes it enough, may drive one into a spiral of confusion and bewilderment that may be difficult to escape from. That IS the intention of the developers, it seems. (All developers want players playing their games, obviously, but the writing in this game is absolutely compelling in a way that just fires the imagination in a certain way; you'll see what I mean as you play it.)

Not every developer has sheer entertainment as the end goal for its gaming public. Look at Getting Over It with Bennett Foddy. He STATED that the primary goal of his game is to HURT a specific kind of person - obviously someone who seeks beyond all else to complete a game, and not just enjoy the journey along the way. This game seems a foil to that – some severe mental quandaries can develop if you pay too much attention to the journey!

With this game, the Crows obviously want to show us something about ourselves, that free will in gaming only goes so far. This is made MORE clear by--

Well, again, I don't wish to spoil the experience too much for you. It really is down to you to explore this world and see what you can see, do what you can do, observe what you can't do and experience some pretty existentialist stuff along the way.

Absolutely get this, and have fun. As much as possible, anyway. The game is 33% off for a limited time if you own the 2013 release.
Posted April 29, 2022.
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44.6 hrs on record (21.2 hrs at review time)
Cell to Singularity: Evolution Never Ends
by Computer Lunch
Genre: Idler/Clicker (Free to Play!)
Release: in early access on December 12, 2018. Exited early access November 3, 2021!

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Update #1:
---------------
As of the morning of 12-27-2021, I've completed the current Primary Simulation as of version 10_37. I still have a way to go on Mesozoic (rank 13 of 23 required to get the next reptilian form but 38 required to get the ultimate form) and Beyond (rank 4 of 17 to reach the ultimate celestial body). Like I say below, the potential for expansion is as limitless as the universe itself; I salute Computer Lunch for giving us such a wonderful, fulfilling, FREE (nominally) game in which we LEARN more about the world around us, and Beyond!

ORIGINAL REVIEW FOLLOWS:
--------------------------------------------

I like science stuff, and learning more about our world and what makes it go. I'm also a big fan of experiences that present their subjects in entertaining ways, and even have somewhat of an addictive nature to them.

Fortunately, for most games I can rise above the addiction factor, and this is also the case with Cell to Singularity: Evolution Never Ends. This is an idler/clicker-type game, which has what the developers describe (I really have no cause to doubt them) the largest tech tree in existence. Hundreds of nodes carrying dozens of lifeforms, civilizations ("generators") and their respective upgrades to make the generators more efficient, are available for us to either click through or simply wait until they become available, and then click through.

That's basically the gist of gameplay, so I will tell a bit about the storyline, but not too much, because that would be telling. :) Basically you're running a simulation on an AI, known as Semblance, designed to explore A. many of the universe’s lifeforms that are represented on Earth, and B. the human experience. By clicking through, you are teaching Semblance about what has gone before (while also, ironically, learning more about it yourself if you don't know already; the edutainment factor), and by bolstering the dozens of generators and purchasing their hundreds of upgrades, you are making the lessons stronger and giving yourself more currency (first Entropy, then Thought is added after a while) to purchase more generators and upgrades.

It may occur to you, that part of the name of the game is "Singularity." That refers to a real-life speculated confluence of human technology which may make humanity indistinguishable from machines. You may find that Semblance might have a little difficulty with the subject – what form this difficulty takes, I leave to you to figure out.

Since this game is free-to-play, it goes without saying that the developers, Computer Lunch, have devised microtransactions so that their development can pay for itself, so to speak. The main unit of currency dealing with microtransactions in this game is called Darwinium, taking the form of purple cubes with which you are nominally awarded as part of daily rewards for playing the game.

However, the main way of getting Darwinium, besides entering codes revealed during live developer streams, is through paying for them in bulk with real money, basically. With this currency, you can Boost the simulation, applying a doubled reward for the duration of the boost (beginning at four hours), or by using the Flux, running the simulation for (beginning with) one hour at a greatly accelerated rate. Unfortunately I believe it to be a little easy to be tempted to spend money on this game – at least in the early going – as otherwise, processes will be much too slow for most people's patience.

However, this is the way that indie developers Computer Lunch have chosen to support themselves through the development process, and to our great delight, they have shown themselves to be incredibly adept at support and continuing game features to keep us interested. There have been two “bubble” universes released so far which give us slightly different idling/clicking styles, and smaller but still awesome tech trees, but still with the same “edutainment” flair: the Mesozoic Valley, and Beyond. The former has us exploring the age of dinosaurs, unlocking more and more as the ranks increase (and speeding up the primary simulation along the way, which is always appreciated), and the latter has us exploring various facets of our solar system – ranking up planets and other celestial bodies along the way – and probably as the title suggests, beyond.

And the future looks bright indeed for this awesome, free-to-play idler/clicker which is shown itself to be a mainstay on many people's computers as well as their mobile devices – one can sign up for an account and upload their saves to a cloud storage area, so they can download them on iOS or Android devices to continue playing on the go, then upload them back to the cloud and re-download them on their computers!

I do highly recommend this, if you've got a bit (okay, a lot) of time to spare, as well as a hankering to learn more about our natural world and all the wonderful creatures that live in it, and maybe some other things as well.

A full disclosure that some aspects of the game remain heavily in development and are thus prone to bugs or other issues. Please be aware of this and please make use of bug reporting features as necessary in the game’s Discord – a button to direct you to this is in the main menu.
Posted December 26, 2021. Last edited December 27, 2021.
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No one has rated this review as helpful yet
215.0 hrs on record (8.9 hrs at review time)
So I didn't think I would be a huge fan of idle games, but then I checked out Leaf Blower Revolution. Turns out there is actually a lot of activity involved, at least in the beginning. You move the mouse around and well, blow leaves, or rake them, or even at the very beginning, push them with your hands. You need to do this in order to build up enough leaves to purchase new leaf types, but also more trees to drop more leaves, fertilizer to make them drop them more often, reverse-Roombas to help you blow away even more leaves and nuclear fuel to help those be more powerful… The list goes on and on.

There is actually a story line, introduced via lore writings you can access through the menu. It's a weird and really a lot of convoluted writing which just boils down to, “hey, here's leaves. Here's a way to push them off the screen, and here's a way to make more of them. Oh, and the leaves are currency and you can use them to buy even more things to help you do even more of the above in different ways and in self-sustaining ways, ad infinitum."

The graphics are about as simple as you can get – pixel art, but it does get the job done. Sounds are very simple, music is nice and relaxing even though very repetitive.

There are ways to achieve prestige modes, which reset all your progress on various levels and have you start over with a reward of rare resources like coins which you can then pay forward into automatically buying all the above mentioned things upon restarting again, as well as advancing various attributes which help you get more leaves and other things.

I paid six dollars for the supporter pack, which boosted me just enough to make things not be so tedious; I bought about half a dozen upgrades from the persistent Gem Store to ease my going. And it did give me the warm and fuzzy feeling that I am supporting an independent developer at his craft.

I have to say, though, that after two full cycles of the near-full reset of the Big Leaf Crunch (which comes after the coin portal but before the Mega Leaf Crunch, all of which offer persistent bonuses on varying levels), it does get a bit tiresome after having to rebuy and re-collect everything manually. But it's definitely fun while it lasts. You see, I’ve lasted about 8 1/2 hours and that's about enough to see most of what the game has to offer, and even though I do see about half a dozen or more unlockable items remaining, I don't really have any motivation to unlock them. The game’s done for me. [NO IT IS NOT! 100 hours up testifies, no, I'm not done by a long shot. CHEESETOR! You magnificent, ingenious developer you! :)]

But like I said, I did show my support in a financial way, and I'm glad that I did. The developer did a great job of making an idle game, that kept me entertained for that space of time. Maybe it will do the same for you, maybe not. As another reviewer said, it is impossible to tell, when it comes to idle games like these, if it will appeal to an individual until they try it out.
Posted December 22, 2021. Last edited February 10, 2022.
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No one has rated this review as helpful yet
3.4 hrs on record
Superliminal
by Pillow Castle
Genre: First-Person Puzzle
Release: November 5, 2020

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An extremely intriguing but still extremely disorienting first-person puzzle game in which we explore the possibilities of lucid dreaming as we go through progressively more interesting challenges. I recommend the game if you're in the mood to be confused and still have that sense of pride and accomplishment from solving some pretty well-formed puzzles. There is also a storyline here, which is why I will not say too much else, but it is also quite well done for the setting.
Posted December 17, 2021.
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1 person found this review helpful
8.4 hrs on record
The Invisible Hours
By Tequila Works/Game Trust
Genre: VR Environmental Narrative
Release: October 10, 2017

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Though it's been a long time since I finished this absolutely amazing VR experience (it was one of the first experiences I purchased when I got my headset, back in February 2021), it's still quite firmly in my mind. This is the story of how Nikola Tesla died, but not before the events on his private island profoundly affected the lives of seven other people, including his famous (infamous) rival, Thomas Edison.

Since it has been so long, I can't remember many of the main story beats! This is quite convenient, as it prevents me from laying down spoilers. I do recall that it is a story very well worth experiencing. Don't look anything up on this until you finish the game.

Even though, like the recently released MYST remake, a desktop mode is available, the game really is best experienced in VR. Your touch controllers are visible in the view, redone in a glorious Steampunk style, and permanently labeled with what all the buttons do. This is quite handy, as there are quite a few functions and you may be hard-pressed to remember everything that you can do.

Tequila Works, the developers behind The Sexy Brutale, continue their gameplay method of time manipulation quite masterfully here – you can rewind and fast-forward at will, and as an invisible observer of these events, you will find yourself doing so, and jumping everywhere in the mansion and on the island that you can, to see all the events that happen. They are all logged into your very well-designed pause screen, where you can easily see on a map which people have events that you have yet to see, and where they have gone during a certain time frame.

For a really great examination of what VR can truly do when it's fully on, if you discount the lack of stressful combat (it's just not that kind of game), check this out. I highly recommend it!
Posted November 8, 2021.
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2 people found this review helpful
24.8 hrs on record
Journey to the Savage Planet
By Typhoon Games/505 Games
Genre: First-Person Metroidvania
Release: January 28, 2020 on the Epic Games Store, the same day 2021 on Steam

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If it's not already clear from several of my past reviews, I love Metroidvania games. The concept of gated exploration, the acquisition of new abilities and items to get to areas I had to pass up before, is quite appealing to my analytical mind – when I recognize the geographical callouts that map designers provide, I begin thinking naturally about what do I have that can get through them, and if I don't have anything, to keep in mind to come back to this area later.

This is no different with Journey to the Savage Planet. It may be in first-person, and it may look a lot like some recently released survival games such as No Man's Sky or Subnautica, but there are no survival elements to be concerned with here. The only major issues you have to deal with, which are dangers in many games like this, are ubiquitous enemies and bottomless pits.

The storyline is somewhat standard sci-fi: you are a pioneer, sent to find new potential Earths, so to speak. You land on planet AR-Y 26, which seems to be composed of multiple biomes in several small areas. The reason for that is something you'll discover is your primary goal: Finding the World Seed, a McGuffin that can amalgamate parts of nearby planets and other celestial matter into one, though as you'll remember if you've seen Star Trek III: The Search for Spock with the Genesis Device, that's hardly ever a stable proposition.

That's all through observation, and being versed in various science fiction tropes; I don't feel I've spoiled everything here. Suffice to say, there's a whole lot more going on than a dangerously unstable cobbled-together planet.

Unfortunately your employers, the fourth best space exploration firm in the galaxy, Kindred Aerospace, did not see fit to equip you with anything in the way of supplies, so you'll just have to 3D print them using materials you find on-world. Amounts of carbon, silicon, aluminum and the rare alien alloy are required to craft around 40 implements and upgrades which will help you traverse the many treacherous landscapes of AR-Y 26.

The first three of those, can be found either in geodes that you crack open with a smack or your weapon, or in the various docile or hostile fauna throughout the world. Each one of them also has a very humorous scan-result color text – scanning to reveal details of the nearby terrain and creatures is another peripheral feature of Metroidvanias that I dearly enjoy.

The game surely revels in coercing you to off pretty much every creature you see in various ways, whether it's just shooting them with your standard energy pistol; kicking them into "meat vortexes" that act like wood chippers; stomping them; blowing them up with grenades; melting them; and pretty much any other thing you can think of to do with the materials around you.

You are rewarded for your travels with humorous emails and video clips of fake commercials as well as messages from home reminding you of your mission, and of what an absolutely crapsack world you live in, the corrupt Kindred Aerospace and its CEO, Martin Tweed, being at the center of many of the bad things that have happened Earth. All of that, however, is handled in an extremely dark comedy style. I can best describe it as "cheerfully cynical."

If you can handle this comedic style, if you like Metroidvanias like I do and if you like exploration games in general, I do highly recommend this one. Enjoy your explorations, and remember: eat the orange goo!
Posted October 26, 2021.
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No one has rated this review as helpful yet
11.3 hrs on record
Mafia: Definitive Edition
by 2K Games, Hangar 13
Genre: Third Person Action-Adventure
Release: September 24, 2020

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Mafia stories are always a niche genre for me. On the one hand, they're so violent, and seedy and adult and they seem to glorify criminal activity and immorality. I do really like the Godfather movies, and the novel from which they sprang, but I don't like to steep my mind in such things usually. On the other hand, there's a lot of character development which I go in for, interesting characters in general and usually interesting story arcs.

So, I did thoroughly enjoy 2002’s Mafia from Illusion Softworks, the little Czech company that could (years later, be acquired by massive game company 2K Games, and be renamed 2K Czech). It was an extremely heartfelt story, and an interesting one, all about the cabbie turned mafioso Tommy Angelo and his rise in the Salieri crime family.

Apparently, someone decided that this story needed to be told to a new generation, so in 2020, 2K Games made it happen, this time through the developer of the third game in the series, Hangar 13. Were they successful in retelling the story through a modern lens, as well as bringing the game in general up to modern standards? I'd say they did.

This is not simply a remaster, as the "Definitive Edition" might imply. It's a whole new game, with none of the names of missions or characters changed except in a few instances to add more color to the story. It still is a somewhat open-world, linear story based in a Chicago facsimile called Lost Heaven. Most of the story beats align perfectly with the first game, though some have been embellished to tell a more thorough story.

Some quality-of-life features have been added, including the ability to tweak police behavior in their response to your bad driving. The original had you obey the traffic laws quite stringently, including sticking to the speed limit and staying in your lane, or else they’d come after you. You can still set that mode, but (if you choose to play it) that's best kept for the Free Ride mode, a truly open-world experience with his own missions and collectibles which is, in turn, best accessed after you complete the main story – a task that took around nine hours for me.

Speaking of collectibles, those are new to the Definitive Edition. There are about a half dozen categories of comic books and magazines and cigarette cards scattered throughout the game world, adding up to maybe 200 or more collectibles in all. These would be either reprints of actual covers from actual magazines back in the day, or covers originally produced that highlight moments in the game. In addition, the cigarette cards showcase characters from all over the series, including what some of the characters we know from Mafia II and III were up to in their respective cities during the 30s.

Graphics are pretty great, obviously a leap beyond what was available in 2002, with shiny reflections and deep shadows all over. The character models and textures have of course received overhauls, and now look almost like real people! There are now two radio stations that you switch between – which sometimes carry announcements and news covering the fictional events of the game, as well as events in the real world, such as the end of Prohibition or Adolf Hitler's rise to power – though unfortunately there's no trace of the original, location-based music (mostly by legendary jazz musician Django Reinhardt) found in the original game. Though, fortunately there are playlists created by uploaders on YouTube that encapsulate those songs; if you want to, you can have those running in the background as you play.

So, if you appreciate Mafia stories or the kinds of action and intrigue and collectibles that this kind of game provides, then I highly recommend it. Depending on how much fun you think you may have with the game and how long it will last for you, you may decide to get out on sale or not; as I said, the story for me took around nine hours and I didn't really spend all that long in Free Ride, didn't seem worth it to me after spending so much time in the world already. Maybe later.
Posted October 7, 2021.
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3 people found this review helpful
3.7 hrs on record (3.2 hrs at review time)
Myst has always been one of the perennial Classics of computer gaming. I have enjoyed all incarnations of it that I have played: from the first slideshow version that came to PC from the Mac, to the Masterpiece Edition which had slightly larger slideshow pictures, to realMyst which was the game’s first foray into a 3D environment, to the Masterpiece Edition of that which was quite a significant graphical improvement.

And now, we come to the latest incarnation of the classic first-person graphical adventure that started out as a slideshow and is now in full VR! Many things are as I remember them from the older games – although, some puzzles and environments have been changed to facilitate easier access in VR, those are for the best.

I simply was blown away when I slipped on the headset for the first time and looked out on the ocean from the docks, the familiar ship sank down below, the odd half gear, sticking up just about me, the grassy knoll to my left, above which lie the library and observatory; and beyond, the small but picturesque forest in which the little cabin sits, the little clock tower offshore, accessible with a little bridge of gears, the rocketship on the opposite corner… Landmarks forever bound into my memory for years and years, now given new life as I see them very realistically before my eyes.

And those are just gateways to the wondrous worlds accessible through the books that are locked within them. Though we are most likely all familiar with these worlds, or Ages, from playing every incarnation of this game, it is still pretty stimulating to see them popping right before our eyes and moving and shifting naturally with our real viewpoint, facilitated by our virtual-reality hardware.

All I have to say is if you want absolutely legendary adventuring and explorations through a few sometimes surreal, sometimes wonderful but always enthralling worlds, I do highly recommend this latest version of the classic Myst. Though you can play it in desktop mode, I do highly recommend it in VR if you can; there are smooth movement and turning, there are projected hands that react to your movement of the tracked motion controllers (and you can pick up and look at many objects that you see, and turn them all around in your virtual hand), and there is a camera available for taking pictures of beautiful sites or puzzle solutions that you may have to carry somewhere else.

Oh, and speaking of carrying! If you're familiar with the previous versions of this game, you'll know that there are certain items, two of the same type, one in each of the Ages that you visit, but you can only carry one at a time and if you attempted to pick up the other one, the first one would disappear and return to its original position. Not so with this version! It is a significant quality-of-life feature that you can now grab both of these items at once, to lessen the backtracking you'll have to do! In fact, playing a certain way that builds these items up over time (as opposed to dropping them at certain specific points which you will be required to do to progress) can net you an achievement!

Get Myst. Encourage Cyan, the incredibly talented developers of this game, to bring more of the series up to modern times. As you'll know from my reviews of “The Room” series of games, we need more of this cerebral kind of adventuring and puzzle solving in modern gaming.
Posted September 30, 2021.
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No one has rated this review as helpful yet
997.2 hrs on record (481.3 hrs at review time)
The Elder Scrolls V: Skyrim Special Edition
Genre: open world RPG
release: October 27, 2016

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Well, I'm pleased today because I have an opportunity to again review one of my favorite games, this time because it turns out I have not yet filed a review for the Special Edition! Time to address that.

Skyrim, Skyrim, Skyrim. What can I say different that I have not already said! Refer to my review of the Legendary Edition if you're really curious, but for now I wish to address my experiences with how the Special Edition is augmented by the use of what is known as a modlist, in particular the one known as QWEST!

Well, okay, before that I suppose I should review the game proper. Graphics have been enhanced over the Legendary Edition, we have a 64-bit executable, we have better stability – basically, the game has been upgraded to use the Creation engine which we saw in use in Fallout 4, with (though it didn't start this way, because of the absence of the Script Extender), better mods support than the Legendary Edition. Other than that, literally nothing is changed over the Legendary Edition except for creation club implementation which I do not get into myself except for Fallout 4 itself; gotta say that there have been a fair few awesome creations (paid mods! NOOOO - but seriously, some of them are great) for that other game.

Now, on to QWEST!

Facilitated by the download manager known as Wabbajack, after the artifact of the Daedric Prince of Madness, and developed and maintained by a dedicated team who love modding as much as I do, QWEST! collects more than 700 mods intended to provide more, well, quests, than you can shake an Unrelenting Force shout at.

The centerpiece of this list, as should be the centerpieces of all of your modding efforts (unless you wish to go at the game a whole different way, which is quite viable), is the gigantic mod known as Legacy of the Dragonborn, providing a gallery of a half-dozen or more rooms which have display space for thousands of relics and artifacts – all told, the display counts (which include both relics that you store and markers of quest progress) number about 3500. This would naturally lead to making Skyrim into a collect-a-thon type of game, which is right up my alley, and when paired with the official (and unofficial, I'm sure) patch set included with this list, most of the mods featured in this list are also represented within the galleries.

Now, it seems to me that in my first play through (which for now, as of the end of September 2021, I consider complete) I have missed a fairly meaty portion of the quest mods on offer, but I cleared a fair few, and I will summarize some of them below, and I would hope that you would go after them yourself and derivejust as much or more enjoyment as I did!

Another overarching mod throughout the whole of your play through would be called Interesting NPCs. There are over 250 NPCs to meet in this mod, each with their own stories, and over 50 quests to complete involving these characters.

I can't get away from this review without mentioning The Forgotten City! This mod has actually recently been made into a standalone game, for which I am very happy that the developers have found wider recognition with their writing talents. It's a quest, within Skyrim at least (and I would assume in the standalone game as well), about time travel and, as the title implies, a forgotten city that has a dark secret.

Helgen Reborn is another pretty large quest mod that, as the name implies, involves rebuilding that initial city that was destroyed by Alduin. Turns out a few people want to stop you and others from accomplishing that, but hey, you're the Dragonborn, so what you say goes, more or less.

The Tools of Kagrenac, well, I never really had any use for but they are pretty to display in the gallery, but they are Sunder, a hammer; Keening, a short sword; and Wraithguard, the gauntlet you need in order to keep from dying when you wield either of those weapons. Only one was featured in the base game of Skyrim, but you get to go after all three and several more things in this mod.

Just the opposite of this mod, in terms of items that I don't really use (I did actually have a use for these items, in the solving of puzzles!) was The Wheels of Lull, a very interesting story and a compelling space taking place deep below the surface of Nirn, in an outpost of Sotha Sil’s Clockwork City, a place you'll recognize from the Elder Scrolls III: Morrowind’s Tribunal expansion. As I implied before, you'll need to collect certain items, that take the form of weapons and a shield, to solve certain puzzles and defeat certain enemies, much like Zelda or Metroidvania games. There's also a fair little bit of platforming which may be a bit confusing and frustrating without another thing that you can find in the mod, but overall this was probably the mod that I had the most fun with (besides LOTD, of course).

Well, I think that I may have bored you long enough by rattling off my experiences with mods, but I say all that to say that I probably would not be finding myself in Skyrim again were it not for mods. By the Nine, do you see how many hours I have on the Special Edition already? And, when a new version of the mod list comes out, and the sequel to Legacy of the Dragonborn: Odyssey, I will likely dive in again, but probably only after I get a new, bigger hard drive.

So, my summary is this: get this game, get yourself some mods (preferably a curated, automatically download list like I have reviewed here) and relive the glory days when open world RPGs just seemed to stretch on forever.
Posted September 30, 2021.
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Showing 1-10 of 101 entries