Translation: it's the same shitty gamebryo they're always using.
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It's 2026, and you are literally eleven 're's short of the current number of rereleases.
I love this story because it's obvious your son asked this during the several minute long loading screen. No matter what year it is, Bethesda games take at least a minute to load.
I love the Elder Scrolls series, but I'm not convinced that 6 will be good. Owned by Microsoft in this age of AI shit.
If ES6 isn't Skyrim with better writing and better combat, it will fail.
We had that, its called Morrowind.
New version = old version + ai?
Anyone who believed that they would switch to Unreal Engine is delusional.
Maybe for the better. Sandfall Interactive seems the be the only company that could use it without performance issues.
Borderlands 4, Kill the Justice League, Immortals of Aveum, etc. are performance nightmares without tweaking and patches.
This may be unpopular, but I think this is great news.
Skyrim became one of the best-sellign games of all time in part BECAUSE of how great it is to see your character get ragdolled into the lithosphere by a giant, or to watch the chaos of spawning thousands of wheels of cheese on top of the throat of the world and watching them roll down.
An Elder Scrolls game that was built around having realistic physics, or being restricted to more cinematic movement and knteractions, would lose a key essence of what made the earlier games great.
I don't want engaging combat in Elder Scrolls. If I want combat that I have to pay attention to, I'll go play a Souls game or a fighting game or one of the thousands of games that have tried to be "Skyrim with better combat" that have languished in obscurity because they miss the point.
Also the reason skyrim is still popular is because their engine is way easier to mod compared to unreal. I don't even know any unreal game that has even 10% of modding capability of creation engine. Granted it's outdated, but it's still the reason their games are popular. Hell even starfield recently got a star wars overhaul mod which wouldn't be feasible with unreal. As much as people like to shit on fallout 4, it's modding scene is still one of the most active one. And starfield's failure was more because of scale of the world (and poor writing which has been a staple since skyrim). I'm still skeptical but also somewhat hopeful as long as they build upon the previous es formula.
Loading screen after loading screen after loading screen, but hey you can put a cheese wheel in funny places.
This is actually a good news and I am glad creation Engine will be used, The best part of Bethesda games are the modability creation engine and its predecessor provide. Unreal engine is not moddable and is not even beginner friendly, while someone like me can fire up Geck or creation kit and do a full fledged quest mod.
I guess you've never had to reconcile the disaster that ensues when multiple CE mods update different parts of a game's .esp data.
If they touch properties that happen to be near each other, the mods that try to preserve properties that don't concern them end up stomping all over one other, leaving the player in a horribly broken land of conflicts and sadness. The mods can't help it, because the engine's modding system and data structures are fundamentally too coarse to allow touching only what's needed, and too stupid to make reliable conflict resolution possible. The endless quest to work around this flaw is why Skyrim has uncountable patch mods, which shouldn't be necessary in the first place. It's a bloody awful design.
I get that you love the possibilities afforded by modding. We all do. But please don't glorify Creation Engine in this area. What's under the covers is embarrassing, and particularly bad when more than a few mods are used at the same time. Players and modders deserve something better, and a competent engine developer absolutely could deliver it.
As someone who has spent too many hours dealing with its fallout, I wish Creation Engine would die.
this shuts down rumors that bethesda will move to unreal engine for ES6
It shuts down rumors that Bethesda will move to pure Unreal Engine for ES6, though I never believed that to be the case.
I see the Oblivion remaster as a bit of a proof of concept of sorts - the potential to have the world, scripts, logic, and physics running on the Creation Engine that devs (and modders!) are intimately familiar with while running the visuals on a separate Unreal Engine layer.
Shedding the need to do extra work on fancy lighting and graphical effects so they can focus on optimizing the bones / structure seems logical to me, but then again this is the diluted Microsoft-era Bethesda we’re talking about so who knows.
My unpopular take- I’m glad of this, the best part of the Elder Scrolls games are the ridiculous physics bugs. If a mount giant can’t send me to Jupiter in one hit I don’t want to play
we can assure you the game will look better than starfield and surely totally not in development hell at all
I have a feeling Bethesda thought they were going to have a hit with Starfield, and when it was came out to painfully average reviews, they really had to think about their design philosophies. Or they didn't think about them at all and ES6 will be just as painfully average. We'll see.
From the reviews I saw it didn't help that starfield looked and played like a skyrim sci-fi mod that leaned into the Bethesda loading screen meme on purpose.
Unpopular opinion: The gamebryo/creation engine itself isn't that terrible considering almost every item is physics based. I love the engine for something like Fallout. Starfield... There are things they could have done with it to make it better. But Starfield did show that as proof of concept, vehicular traversal is doable.
The issue with Bethesda isn't the janky ass engine. The issue with Bethesda is Emil and his shitty writing.
I'm sure they're well aware that the biggest knock on Starfield are its forgettable plot and universe and too much loading screens. It'll be less of a problem in an Elder Scrolls game as it's building on a great lore foundation and it's a region rather than a bunch of planets. I'm sure in the 7+ years later I expect to actually play the game, loading screens won't be much of a problem. Improved graphics will be a given. It won't set the world on fire but it'll look firmly like it belongs in the PS5 generation which is good enough for me
If history repeats itself, ES6 will be a completely different game to Skyrim
Everything complained about will he cut, nothing new will be added
Surely no one is surprised by this?
Ok and does it run optimized on old hardware and Linux? I'll easily skip it if it doesn't. 😜
That isn't really saying that much. It could still be a creation engine that has a UE5 renderer on top. Like the Oblivion remaster.
If they go for a small-ish hand-crafted world, this is probably the best tool for the job. I don't really care for loading screens when I enter/exit buildings..., I care for a compelling narrative within an amazing world, something I haven't seen since Morrowind.
Also please revamp your animation system
At this point there is nothing that they could do to make Creation Engine feel "new". I don't understand why they keep beating that dead horse.
A couple of months ago, I had some extra money, so I bought Starfield because I had an itch to go back into my Crimson Fleet character.
The problem was that a couple of weeks before that, I had also purchased a game that I had wanted for years, but could never justify spending the high price of new games on, Red Dead Redemption 2. In comparison, Starfield just felt so....lazy... in ways both big and small, beyond the common issues like repetitive dungeons, barren worlds, loading screens, etc...
The biggest thing I noticed immediately was the effect of bumping into people as you're walking. If you compare a Rockstar Game (Or even an assassin's creed game), where npcs will make a comment, will move out of the way, get upset, etc... Whereas in Bethesda can't be bothered to do anything except slide you to the right when bumping into a character, who doesn't react or flinch in any way.
I started noticing those little things fucking everywhere. And I have to believe that little limitations like that are because it's running on an engine that is older than dirt.
Nah. They are detecting the collision in order to push the player, so the engine is doing the work already. They could easily add an on_collision_player event in the NPC controller that fires at that point to handle NPC reaction.
The age of the engine impacts things like loading screens, poor use of modern hardware, etc. The 2004-era NPC handling is simply a reluctance to do any more than the bare minimum.

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