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Siege rigmor of cyrodiil
Siege rigmor of cyrodiil





It is only halfway through the main quest that everything, quite suddenly, becomes more interesting, with the development of the ambitions’ backgrounds during their training. Indeed, I may as well seek out the World of Warcraft format of providing all the storyline in a logbook that the player doesn’t have to read, because at least then the developers are confessing that the storyline may as well be irrelevant to the quest. I recall Stephen King advising something like “only write a sentence if there’s a purpose to it.” In addition to the supporting characters up to the introduction, she is largely a vehicle for story building and exposition, which is fine if it were put forth in addition to character development, for otherwise we would only need to read a piece of paper or a book in one of the levels, since the character itself would be needless –which she is, and which the supporting characters are as well. The supporting character, Eveli, seems to have no purpose more than providing needless, brain-dead commentary about the details of the current quest.

siege rigmor of cyrodiil

Half the time, the player is informed of occurrences in the plot by following their nose toward the next clue, which is a perfectly fine mode of exposition on its own, except that the characters mostly just regurgitate what to do and where to go, and sometimes talk about characters that the player has no connection to and may as well be omitted entirely. We are introduced to a multitude of uninteresting and nigh irrelevant characters and discover a mildly sophisticated plot (pun intended) to frame the Dark Brotherhood as the assassins of various politicians in Leyawiin, which develops the initial exposition toward the greater plot.

siege rigmor of cyrodiil

The very process is abysmal it’s as though the writer(s) intended to check all the wrong boxes. Forget bringing back a throw-away character as the lead and guide of the main quest, and forget that she is hardly any more developed in this DLC than she was in the others.

siege rigmor of cyrodiil

The story introduction in Blackwood is surely by far the most unimpressive, begrudgingly boring adulteration of ESO lore in the history of ESO. But this DLC sticks out like a sore thumb, and the experience has ushered me to elaborate on the problems with Blackwood as a game. Usually I don’t mention the story or gameplay much, and only focus on visual design. The exteriors, on the other hand, are visually the greatest part of the DLC. The architectural details and motifs of the interior in the Deadlands are not as sophisticated and aesthetic as previous designs, however, and rely on basic, plain, open spaces with detailing and small additive geometry such as pillars and trim to characterize most of it. The unique, fantastical imagery of the Deadlands is obviously comparatively more impressive.

siege rigmor of cyrodiil

The dreary courts and plazas of Leyawiin and the smaller towns simply don’t provide much of a unique impression, which is admittedly difficult to do with dark, grungy, medieval European architecture. Some of the design is impressive, yet that which is turns out to be pushed far into the middle of the main quest, and most of the introduction is visually dull or unimpressive. The Blackwood chapter for Elder Scrolls Online is sending some mixed messages.







Siege rigmor of cyrodiil