Pimpin Reviews: Skyrim Month
Part 3: Dark Brotherhood and Tone
Previously: Part 2: Thieves Guild, Related Skills, and the Creation Engine
SkyrimPHA+PGRpdiBzdHlsZT0ndGV4dC1hbGlnbjogY2VudGVyOyc+PGgzPjxmb250IGNvbG9yPSJmaXJlYnJpY2siPlBpbXBpbiBSZXZpZXdzOjwvZm9udD4gPGZvbnQgY29sb3I9ImJsYWNrIj5Ta3lyaW0gTW9udGg8L2ZvbnQ+PC9oMz4KPHA+QSBzZXJpZXMgb2YgcmV2aWV3cyB0aGF0IHdpbGwgYXR0ZW1wdCB0byBjb3ZlciBhbGwgdGhhdCB0aGlzIGdhbWluZyBHb2xpYXRoIGhhcyB0byBvZmZlci48L3A+CjxwPjxzdHJvbmc+PGZvbnQgY29sb3I9ImZpcmVicmljayI+UGFydCAxPC9mb250Pjo8L3N0cm9uZz4gPGEgaHJlZj0iaHR0cDovL2JpdC5seS95N2xYRm8iIHRpdGxlPSIiIHRhcmdldD0iX2JsYW5rIj5QYXJ0IDE6IENvbXBhbmlvbnMgYW5kIENvbWJhdDwvYT48c3Ryb25nPjxiciAvPjxmb250IGNvbG9yPSJmaXJlYnJpY2siPlBhcnQgMjwvZm9udD46PC9zdHJvbmc+IDxhIGhyZWY9Imh0dHA6Ly9iaXQubHkvd1AwT3hxIiB0aXRsZT0iIiB0YXJnZXQ9Il9ibGFuayI+IFRoaWV2ZXMgR3VpbGQsIFJlbGF0ZWQgU2tpbGxzLCBhbmQgdGhlIENyZWF0aW9uIEVuZ2luZTwvYT48YnIgLz48c3Ryb25nPjxmb250IGNvbG9yPSJmaXJlYnJpY2siPlBhcnQgMzwvZm9udD46PC9zdHJvbmc+IERhcmsgQnJvdGhlcmhvb2QgYW5kIEVudmlyb25tZW50L1RvbmU8YnIgLz48c3Ryb25nPjxmb250IGNvbG9yPSJmaXJlYnJpY2siPlBhcnQgNDwvZm9udD46PC9zdHJvbmc+IENvbGxlZ2Ugb2YgV2ludGVyaG9sZCBhbmQgTWFnaWM8YnIgLz48c3Ryb25nPjxmb250IGNvbG9yPSJmaXJlYnJpY2siPlBhcnQgNTwvZm9udD46PC9zdHJvbmc+IERhZWRyaWMgUXVlc3RzLCBNaXNjLCBhbmQgUmFkaWFudCBTdG9yeSA8YnIgLz48c3Ryb25nPjxmb250IGNvbG9yPSJmaXJlYnJpY2siPlBhcnQgNjwvZm9udD46PC9zdHJvbmc+IE1haW4gUXVlc3QsIFJldm9sdXRpb24sIGFuZCBXcmFwIHVwPGJyIC8+PC9kaXY+PC9wPg==
*Warning, this review contains mild spoilers about the quest line of this part of the game.

.....What I did last summer?'
As a gamer in the Internet age, it has become increasingly difficult to be genuinely surprised by a new release. The explosion of game journalism and culture has created an online world in which is has become impossible to get away from articles, reviews, and discussions about a game. Months before release, a conscientious gamer knows everything that can be known about how a game will look, feel, and play. The modern gamer is an educated gamer, and that information has come at a price.
By chance, the last game that truly shocked me to my core was, in fact, Oblivion. I'm not talking about that "stepping out of the sewers and taking the first look the world" that so many series fans are fond of. My experience took place in the dead of night, both in the game's world and in my own. My first-ever character had just finished a quest rooting out the corruption of a city guardsman, and had set out to do some heavy thieving for the blissful irony of countering a good deed with a bad one. I had a reputation as a badass to keep, after all.
Stumbling into a curious house that seemed to be abandoned, I decided to search the place to find god-knows-what. Though it seemed relatively normal on the inside, upon tripping over some rocks a hole in the wall revealed a hidden passage illuminated in a phosphorescent red. I approached an eerie-looking door covered with weird markings with the image of a skull embedded in it. As I reached it, it spoke to me in a wispy voice: "What is the color of the night?"
As many of you have guessed, that was my first experience with the Dark Brotherhood, an elusive band of professional assassins. In Oblivion, the guild had an invisible hand in all sorts of influential pockets and a presence in the deepest fears of the entire population. Unstoppable, the group was running high with their efficient and lucrative dealings with death. When they're presented in Skyrim however, the shadow organization has somewhat symbolically become a shadow of its former self.

What a coincidence, I was going to invite you into my bedroom
Joining is as memorable as it has ever been. Since the downfall of the guild in the events leading up to this installment, the members in Skyrim have abandoned the old ways of the guild. The Night Mother, the mysterious spiritual leader of the assassins, has all but vanished. A Listener, the blessed leader that heads her commands, has not been chosen, and the five tenets that held the brotherhood of killers in line have been abandoned. Loosely held together by the alliance to their matron, the guild relies on word of mouth to spread the
wishes of their customers, who they can only hope to contact in time.

For Pony!
From the start of the game, rumors start circulating about an orphan boy whose been attempting to get in contact with the organization. Carrying out the boy's task will alert the organization of your willingness to kill for hire, an amiable quality to this counter-culture. From there, you'll be the subject of a very interesting initiation, which I will not spoil. And if dare to you pass, you're well on your way to something huge. The likes of which Skyrim, and entire Elder Scrolls series has never seen before.
However, you can also choose the path toward extinguishing the guild itself in that initiation quest. Though it is a much shorter path, it's still nice to be given the freedom to choose. Personally, I would never do it. The experience and rewards of being an agent of the night are far too great to pass up. There are plenty of memorable missions along the way. This time around, smaller scale assassinations are no longer a part of the main questline. Instead, they're handled as optional side quests, and I won't spoil anything, but the main questline for the Dark Brotherhood involves the largest scale operation the game's universe can possibly offer. It's much appreciated.
There's an incredible variety of quests to do. My personal favorite was uncovering and then stealing the identity of a chef in order to poison a dinner party. However, I'll admit that for the most part quests are just a little less interesting than they were in Oblivion. I'm peeved that there was no quest like the Whodunit one from the last installment: a mission in which the player is tasked with eliminating a house full of contestants searching for a fictional hidden treasure, but without alerting any of them to his true intentions. Turning each of the contestants against each other and messing with their emotions and fears made me feel like a real assassin; it was one of the most memorable parts of the game.
Don't get me wrong, the Dark Brotherhood missions in Skyrim are suitably badass, but it's hard to compare them favorably to the ones from Oblivion. That's not a real criticism, though. I found the questline of the last game to be godly, so it's still pretty amazing this time around. You'll also meet a colorful cast of characters, including a 10-year-old vampire and a schizophrenic jester. They may not be as majestically sexy as Lucien Lachance or as comedic as the gentle-giant Gogron gro-Bolmog, but they're still an interesting assortment of unique personalities. The precious dark humor and aloof praise of murder is still intact, and thankfully there is an endless amount of contracts to be hunted, tormented, and sent back to the void.

What is life's greatest illusion?
Progressive Tax Rates?
The changes to the Dark Brotherhood seem to mirror the changes to the universe itself since the events of Oblivion. When the series departed from the bright meadows and lush forests of Cyrodiil, it left behind the high fantasy tone the previous game had reveled in. There are still fantastical races and otherworldly powers, but they're handled in a different way. The most overt change in tone comes from the art direction developer Bethesda has chosen to take. At its core, the heartless arctic tundra that makes up the province of Skyrim is dark, real, and alive. As expected, the lore calls for a snow-covered terrain, but the world is much more varied than just that. The freezing exterior is countered by interiors with large, warm fireplaces. Caves and forts are damp and dark. And the game mimics this by avoiding clear moral altruisms every chance it gets.
This is easily the darkest entry into the series thus far, but not the generic dark fantasy that's encumbered recent RPGS. A large part of the game is the battle between The Empire and the Stormcloak Rebels, both of which fight for respectable causes but both of which are fatally flawed. The Empire has forfeited the rights of the people to a foreign invader, and the Stormcloak leader is a racist power monger. In this and many other parts of the game, there is no clear party holding a higher moral standing.

Oliver Cromwell v King Charles I Reenactment
Racism is one of many dark topics that's touched on in Skyrim, in many different forms. Some cities contain ghettos for undesirable races. Foreigners are scapegoated and stereotyped on a daily bases. Religious oppression is commonplace, though not heavily enforced. The villagers have a great fear of the unknown, blabbering on and on about rumors of Dragon attacks. The "Beast Races" make fewer appearances, often as traveling nomads or isolated counter-cultures, as this is the land of the Viking-esque Nordic race, much different than that of the cosmopolitan Imperials. Even Magic, what used to be a commonly-held practice in Oblivion, is viewed with skepticism and fear by the general populace.
It gets worse than that. For example, there's a mission where the player deals with a necrophiliac necromancer and another where they investigate the brutal murder of a little girl. Missions like these were not commonplace in the previous installment. Skyrim deals with much deeper issues than the series has ever handled before. Even the main conflict between the Rebels and the Empire is eerily reminiscent of the European Imperial conquest, or if you want to get a little controversial, the recent American operations in Iraq and Afghanistan.

Harrison Ford?
There are other ways in which the game attempts to make the world more realistic as well. The
game world is littered with books from all genres. Non-fiction novels retell the extensive lore of The Elder Scrolls' universe and previous titles. Fictional stories talk of great kings, powerful warriors, and the occasional lusty Argonian maid. As always, players can buy houses but can now decorate them by interacting with the furniture. There's also an ability to get married this time around, regardless of sexual orientation. Telegraphing your availability does become somewhat of a joke though, since almost every NPC in the world will immediately drop their panties for a chance to ride the Dragon Born.
Not that they'll do that, or much of anything. After a brief ceremony, a player's spouse simply hangs around his house and can occasionally be bothered for dinner, reminiscent of 1950s America. You can't really get divorced or remarried though, even if you murder you first wife and drag her lifeless corpse to a giant's lair and laugh maniacally as the mammoths stomp over her desecrated corpse. Which is a bit of a bummer. Or so I've heard.If the player chooses to remain an eligible bachelor, however, there are still many ways in which they can take care of themselves. The player can interact with many more objects the world than in Oblivion. The player can mine for precious ores with a pick axe, and even cook their favorite meals with the right ingredients and recipes, an option that lends itself to a sadly missing hardcore mode a la New Vegas. Mod bait, perhaps
It's not just what's available in the world that makes it live, but the people within it. In Oblivion, most characters spouted the same 2 or 3 lines of dialogue endlessly. Instead of a dozen or so voice actors doing the voices for each race, Skyrim features 70 or so actors who repeat about 60,000 lines of dialogue. It's a noticeable difference, even minor characters with no real role have a little exposition and back story. It's a welcome trade-off to the endless mudcrab-fearing public from Oblivion. That's not to say it's perfect just yet, but I'll refrain from making the joke about the inordinate frequency of knee injuries among guardsmen.

Requiescat en pace
Cities themselves are more diverse than ever before, facing a variety of social, economic, and political problems. The series has abandoned overt physical differences in exchange for more subtle, meaningful ones. Cultures, values, finances, and the individual attitude of city-leaders ( known as Jarls) influence how a city looks and its people behave more than the counts and countesses of Oblivion. Even the various forts, caves, and buildings found in the wild have a greater reason to be around. They're usually placed in locations advantageous for their purpose whether it be hunting, treasure driving, or marauding and given a sensible reason or lore that explains their existence, whether it be through a book, a letter, or the actions and words of enemies found within.
The game has many randomly scripted events too, encounters with the world that make the experience of each player slightly different than the rest. You'll find the bodies of lovers separated by a lethal encounter with a bear, or a bandit fleeing from the guard. For me, the most memorable was stumbling across a lonesome dog in the wild, and taking it under my wing after finding its poor owner brutally murdered by a pack of wolves not to far away. We were going to make history, he was going to be the next Dogmeat. I would call him, Dragonmutt. Or Woofabark, as he is known in their language. Sadly, our reign of terror ended prematurely as the poor beast staggered into a shout I was using fighting some Thalamor. Unfortunately, from then on history will only remember him as the dog I FUS RO DAH'd off a mountain.
I suppose I still hadn't quite understood that with great power comes great responsibility. So in part 4 of Skyrim Month I'll be traveling to the College of Winterhold, home of the mages, where hopefully there will be a class or two about keeping myself (and those around me) safe from my own tomfoolery.
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
Pimpin Reviews: Skyrim Month
Part 3: Dark Brotherhood and Tone
Previously: Part 2: Thieves Guild, Related Skills, and the Creation Engine
Skyrim
*Warning, this review contains mild spoilers about the quest line of this part of the game.
As a gamer in the Internet age, it has become increasingly difficult to be genuinely surprised by a new release. The explosion of game journalism and culture has created an online world in which is has become impossible to get away from articles, reviews, and discussions about a game. Months before release, a conscientious gamer knows everything that can be known about how a game will look, feel, and play. The modern gamer is an educated gamer, and that information has come at a price.
By chance, the last game that truly shocked me to my core was, in fact, Oblivion. I'm not talking about that "stepping out of the sewers and taking the first look the world" that so many series fans are fond of. My experience took place in the dead of night, both in the game's world and in my own. My first-ever character had just finished a quest rooting out the corruption of a city guardsman, and had set out to do some heavy thieving for the blissful irony of countering a good deed with a bad one. I had a reputation as a badass to keep, after all.
Stumbling into a curious house that seemed to be abandoned, I decided to search the place to find god-knows-what. Though it seemed relatively normal on the inside, upon tripping over some rocks a hole in the wall revealed a hidden passage illuminated in a phosphorescent red. I approached an eerie-looking door covered with weird markings with the image of a skull embedded in it. As I reached it, it spoke to me in a wispy voice: "What is the color of the night?"
As many of you have guessed, that was my first experience with the Dark Brotherhood, an elusive band of professional assassins. In Oblivion, the guild had an invisible hand in all sorts of influential pockets and a presence in the deepest fears of the entire population. Unstoppable, the group was running high with their efficient and lucrative dealings with death. When they're presented in Skyrim however, the shadow organization has somewhat symbolically become a shadow of its former self.
What a coincidence, I was going to invite you into my bedroomJoining is as memorable as it has ever been. Since the downfall of the guild in the events leading up to this installment, the members in Skyrim have abandoned the old ways of the guild. The Night Mother, the mysterious spiritual leader of the assassins, has all but vanished. A Listener, the blessed leader that heads her commands, has not been chosen, and the five tenets that held the brotherhood of killers in line have been abandoned. Loosely held together by the alliance to their matron, the guild relies on word of mouth to spread the
wishes of their customers, who they can only hope to contact in time.
From the start of the game, rumors start circulating about an orphan boy whose been attempting to get in contact with the organization. Carrying out the boy's task will alert the organization of your willingness to kill for hire, an amiable quality to this counter-culture. From there, you'll be the subject of a very interesting initiation, which I will not spoil. And if dare to you pass, you're well on your way to something huge. The likes of which Skyrim, and entire Elder Scrolls series has never seen before.
However, you can also choose the path toward extinguishing the guild itself in that initiation quest. Though it is a much shorter path, it's still nice to be given the freedom to choose. Personally, I would never do it. The experience and rewards of being an agent of the night are far too great to pass up. There are plenty of memorable missions along the way. This time around, smaller scale assassinations are no longer a part of the main questline. Instead, they're handled as optional side quests, and I won't spoil anything, but the main questline for the Dark Brotherhood involves the largest scale operation the game's universe can possibly offer. It's much appreciated.
There's an incredible variety of quests to do. My personal favorite was uncovering and then stealing the identity of a chef in order to poison a dinner party. However, I'll admit that for the most part quests are just a little less interesting than they were in Oblivion. I'm peeved that there was no quest like the Whodunit one from the last installment: a mission in which the player is tasked with eliminating a house full of contestants searching for a fictional hidden treasure, but without alerting any of them to his true intentions. Turning each of the contestants against each other and messing with their emotions and fears made me feel like a real assassin; it was one of the most memorable parts of the game.
Don't get me wrong, the Dark Brotherhood missions in Skyrim are suitably badass, but it's hard to compare them favorably to the ones from Oblivion. That's not a real criticism, though. I found the questline of the last game to be godly, so it's still pretty amazing this time around. You'll also meet a colorful cast of characters, including a 10-year-old vampire and a schizophrenic jester. They may not be as majestically sexy as Lucien Lachance or as comedic as the gentle-giant Gogron gro-Bolmog, but they're still an interesting assortment of unique personalities. The precious dark humor and aloof praise of murder is still intact, and thankfully there is an endless amount of contracts to be hunted, tormented, and sent back to the void.
What is life's greatest illusion?Progressive Tax Rates?
The changes to the Dark Brotherhood seem to mirror the changes to the universe itself since the events of Oblivion. When the series departed from the bright meadows and lush forests of Cyrodiil, it left behind the high fantasy tone the previous game had reveled in. There are still fantastical races and otherworldly powers, but they're handled in a different way. The most overt change in tone comes from the art direction developer Bethesda has chosen to take. At its core, the heartless arctic tundra that makes up the province of Skyrim is dark, real, and alive. As expected, the lore calls for a snow-covered terrain, but the world is much more varied than just that. The freezing exterior is countered by interiors with large, warm fireplaces. Caves and forts are damp and dark. And the game mimics this by avoiding clear moral altruisms every chance it gets.
This is easily the darkest entry into the series thus far, but not the generic dark fantasy that's encumbered recent RPGS. A large part of the game is the battle between The Empire and the Stormcloak Rebels, both of which fight for respectable causes but both of which are fatally flawed. The Empire has forfeited the rights of the people to a foreign invader, and the Stormcloak leader is a racist power monger. In this and many other parts of the game, there is no clear party holding a higher moral standing.
Oliver Cromwell v King Charles I ReenactmentRacism is one of many dark topics that's touched on in Skyrim, in many different forms. Some cities contain ghettos for undesirable races. Foreigners are scapegoated and stereotyped on a daily bases. Religious oppression is commonplace, though not heavily enforced. The villagers have a great fear of the unknown, blabbering on and on about rumors of Dragon attacks. The "Beast Races" make fewer appearances, often as traveling nomads or isolated counter-cultures, as this is the land of the Viking-esque Nordic race, much different than that of the cosmopolitan Imperials. Even Magic, what used to be a commonly-held practice in Oblivion, is viewed with skepticism and fear by the general populace.
It gets worse than that. For example, there's a mission where the player deals with a necrophiliac necromancer and another where they investigate the brutal murder of a little girl. Missions like these were not commonplace in the previous installment. Skyrim deals with much deeper issues than the series has ever handled before. Even the main conflict between the Rebels and the Empire is eerily reminiscent of the European Imperial conquest, or if you want to get a little controversial, the recent American operations in Iraq and Afghanistan.
There are other ways in which the game attempts to make the world more realistic as well. The
game world is littered with books from all genres. Non-fiction novels retell the extensive lore of The Elder Scrolls' universe and previous titles. Fictional stories talk of great kings, powerful warriors, and the occasional lusty Argonian maid. As always, players can buy houses but can now decorate them by interacting with the furniture. There's also an ability to get married this time around, regardless of sexual orientation. Telegraphing your availability does become somewhat of a joke though, since almost every NPC in the world will immediately drop their panties for a chance to ride the Dragon Born.
Not that they'll do that, or much of anything. After a brief ceremony, a player's spouse simply hangs around his house and can occasionally be bothered for dinner, reminiscent of 1950s America. You can't really get divorced or remarried though, even if you murder you first wife and drag her lifeless corpse to a giant's lair and laugh maniacally as the mammoths stomp over her desecrated corpse. Which is a bit of a bummer. Or so I've heard.If the player chooses to remain an eligible bachelor, however, there are still many ways in which they can take care of themselves. The player can interact with many more objects the world than in Oblivion. The player can mine for precious ores with a pick axe, and even cook their favorite meals with the right ingredients and recipes, an option that lends itself to a sadly missing hardcore mode a la New Vegas. Mod bait, perhaps
It's not just what's available in the world that makes it live, but the people within it. In Oblivion, most characters spouted the same 2 or 3 lines of dialogue endlessly. Instead of a dozen or so voice actors doing the voices for each race, Skyrim features 70 or so actors who repeat about 60,000 lines of dialogue. It's a noticeable difference, even minor characters with no real role have a little exposition and back story. It's a welcome trade-off to the endless mudcrab-fearing public from Oblivion. That's not to say it's perfect just yet, but I'll refrain from making the joke about the inordinate frequency of knee injuries among guardsmen.
Cities themselves are more diverse than ever before, facing a variety of social, economic, and political problems. The series has abandoned overt physical differences in exchange for more subtle, meaningful ones. Cultures, values, finances, and the individual attitude of city-leaders ( known as Jarls) influence how a city looks and its people behave more than the counts and countesses of Oblivion. Even the various forts, caves, and buildings found in the wild have a greater reason to be around. They're usually placed in locations advantageous for their purpose whether it be hunting, treasure driving, or marauding and given a sensible reason or lore that explains their existence, whether it be through a book, a letter, or the actions and words of enemies found within.
The game has many randomly scripted events too, encounters with the world that make the experience of each player slightly different than the rest. You'll find the bodies of lovers separated by a lethal encounter with a bear, or a bandit fleeing from the guard. For me, the most memorable was stumbling across a lonesome dog in the wild, and taking it under my wing after finding its poor owner brutally murdered by a pack of wolves not to far away. We were going to make history, he was going to be the next Dogmeat. I would call him, Dragonmutt. Or Woofabark, as he is known in their language. Sadly, our reign of terror ended prematurely as the poor beast staggered into a shout I was using fighting some Thalamor. Unfortunately, from then on history will only remember him as the dog I FUS RO DAH'd off a mountain.
I suppose I still hadn't quite understood that with great power comes great responsibility. So in part 4 of Skyrim Month I'll be traveling to the College of Winterhold, home of the mages, where hopefully there will be a class or two about keeping myself (and those around me) safe from my own tomfoolery.