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I won't go too much into detail about the story or plotting I also wasn't really impressed with it. It takes a few hours of wandering and talking to learn about each character's reason for being trapped, and about half of them have problems and relationships to solve. If you haven't played a Bethesda RPG, 25 NPCs is a lot that's about as dense as medium-tier city in Skyrim. The mod adds a large underground city with ~25 fully-voiced NPC inhabitants, all with their own backstories, houses, and AI schedules. the retail version of Skyrim conspicuously doesn't have any comparable dense quest, so The Forgotten City sort of fills this gap. It reminds me a bit of Whodunit (Oblivion), Tenpenny Towers (Fallout 3), Beyond the Beef (Fallout New Vegas), and Diamond City Blues (Fallout 4). After playing it, I think The Forgotten City exists within a different open world quest tradition of complex "dense quests" with many characters and possibilities in a small space. I heard about the popular Skyrim mod The Forgotten City after their E3 2018 retail remake announcement.
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Naturally, this provokes heated debates among fans, such as this epic two year 500+ post multi-thread argument about which NPC was ultimately truthful in Skyrim. One trope is the conflicting stories quests like Two Sides of the Coin (Oblivion), In My Time of Need (Skyrim), and A Business Proposition (Elder Scrolls Online) which present two NPCs with conflicting stories and no real way to discern who is right, so you just have to pick a side and hope you feel good about it. This post kind of spoils (but not really) some of the Skyrim quest mod The Forgotten City.īethesda open world RPG games have developed certain quest tropes.
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