And Sheogorath is the most coolest and most boss thing ever. EVER.
Yep. Pretty much. It's harder than you might think to present a good Prince of Madness, but Bethesda's pulled it off consistently well in all three Elder Scrolls games in which he's appeared.
Stupid Sheogorath and his crazy riddles and forks and waistcoats and crap. There aren't even any crossbows in the game, how the Hell are you supposed to recognize that?
And those stupid tombstones were one of the first things I ever genuinely needed an online guide to figure out. Stupid alternate dimension and it's stupid save-scumming puzzles. Daggerfall was a rogue-like, I swear.
I'm surprised you didn't mention that the "starfield" all around is actually a big black box surrounding the map. If you manage to levitate far enough out, you'll run into it and register it on your map.
It's Sheogorath, it doesn't
have to make sense...
I think I mentioned running into the star wall at one point, but that was just a bit of a throwaway. It does help make it that much more disorienting, though...
Well, this was fun to read. It ended a bit anticlimactically, I think, but I wasn't the one playing.
No, that's pretty much how the game ends. No great video of Numidium coming out and doing the bidding of the one who controls the Totem, no massive power crushing armies, no Underking confronting it and taking its heart to give himself final rest (which happens, even though the game doesn't bother
mentioning it...).
I don't think Maccabeus e'er got around to mentioning, but all the random dungeons are made up of hooked-together pregen blocks. so, semi-roguelike. Also with the RG quests, etc.
I mentioned the modular dungeons once or twice. It isn't hugely intrusive at first (and it helped that I'd forgotten most of them since last I played), but it doesn't take long for the
déja vu to set in during a playthrough.