![skyrim enderal launcher skyrim enderal launcher](https://i.ytimg.com/vi/kPiPZ99gWUU/maxresdefault.jpg)
Forget any clever choices, like trying to defend the guy or trying to join the bandits instead. Then the bandits attack and you're still stuck to your chair, because the plot needs you to get knocked on your ass and rescued by the first proper friendly NPC. Then, you get a vision of bandits attacking. You meet a healer who helps out with your hero-flu (made worse by stumbling through magical areas or drinking potions), but your controls are locked off while his friend arrives. One good example of this comes early on, near the bottom of a ravine that you're funnelled through on the way to the start of the quest proper. As gorgeous as it all is, the old-school design peeps through quite often. Much of the open world, for instance, is very obviously corridors, albeit lined with cliffs and trees rather than conventional walls, and the lack of levelling controls where you can go much more than anything in the base game ever did. It's a much more linear experience than Skyrim - though you can go wandering off if you like - and a much more controlled one. Playing Enderal offers a similar comparison, for better and worse. It's Newton's First Law of Embuggerance, the bane of designers everywhere. It's much riskier, as you can pretty much guarantee that if one person really adores part of the game, someone else is going to bitterly hate it. Which isn't to say that the second is automatically better. In the first, you generally know what's round the corner. Graphed, the Bethesda model is a bit of a wibbly line with occasional bursts for something like the Dark Brotherhood or Skyrim's Daedric quests, while the competition is peaks and troughs. Conversely, every area in something like The Witcher or New Vegas feels like its designated designers' chances to shine - to show off, to make their mark. A town is more or less a town, with maybe some fun quests in it, but nothing that's going to stand out too much. Bethesda aims for a consistent level of quality. There's lots of specific reasons, sure, but increasingly it feels like.
![skyrim enderal launcher skyrim enderal launcher](https://4.bp.blogspot.com/-zhwPWHe0IxA/WOeAnzE0sCI/AAAAAAAAKCA/UXRk_pl5R74lqJsJXf8RJsXnHvpciVy7wCEw/s640/2017-04-07_210459.png)
I've been trying to put my finger on why Bethesda's RPGs haven't really done it for me in recent years, while the same basic game served up by the likes of Obsidian would go right to the top of my wishlist, and why The Witcher 3 had me hooked for over a hundred hours despite my barely making it to ten in Fallout 4. It's in overall design philosophy that things really stand out though, for better and worse. As befits its German origins, Enderal feels far more European in style than American. If you want to rest to heal, you'll need a bed, and not just to hit the Rest button and giggle that the Elder Scrolls universe has a day of the week called 'Turdas'. There's no levelling-by-doing for instance, just by purchasing or discovering expensive spellbooks. Much of its DNA comes from games like Gothic and The Witcher, and most of the systems are changed up in some way. At the same time though, play it like Skyrim and you're going to find yourself eating dirt within quite short order. It uses Skyrim's menus, Skyrim's combat, and while it uses a different metaphor (stones rather than constellations) it uses a lot of Skyrim's raw systems.
#SKYRIM ENDERAL LAUNCHER MODS#
One of the most interesting things about mods is that they can be seen through two lenses - how close they are to their core game, and how they differ. Some fifteen hours in, I'm nowhere near done, but I don't mind saying it's the perfect reason to both pull your adventuring boots on, and give Skyrim back its hard drive space. Shamefully, I never got around to playing that one for myself, but this one? This one I've been looking forward to for a while.
#SKYRIM ENDERAL LAUNCHER MOD#
It's the total conversion that players have been waiting for - a complete new RPG in the Skyrim engine, and the follow-up to the popular Oblivion mod Nehrim: At Fate's Edge. Has it really been five years since Skyrim came out? Firing up Enderal, it's surprisingly tough to tell. An illness to be treated, which will probably lead to insanity and an agonising death. and almost as quickly that in Enderal, that's pretty much the local equivalent of coming down with the clap.
![skyrim enderal launcher skyrim enderal launcher](https://i.kinja-img.com/gawker-media/image/upload/s--dDRVXzKf--/c_fill,fl_progressive,g_center,h_450,q_80,w_800/vismgcmqnm9feuknlu11.png)
Waking up to find that you have special magic powers. From there, starving aboard a ship with a friend, all in the hope of finding a new life across the sea. A happy summer's day twisting into a nightmare of dead family, fire and flesh. Even by RPG standards, Skyrim total conversion Enderal deserves some kind of prize for a depressing opening.