Well, not every day we get a game like The Elder Scrolls: Blades made by the giants Bethesda. We all know the previous Elder Scroll games and of course one of my favorite series Fallout. I was very surprised when they made the announcement about a mobile version of Elder Scroll series. This game may be the most expensive mobile game that plays best vertically ever made. This might surprise you, considering the Elder Scrolls franchise is perhaps best known for its open worlds filled with beautiful, yawning landscapes that benefit from being enjoyed on a big, widescreen television. But the demo for The Elder Scrolls: Blades shown at Bethesda’s booth on the E3 2018 floor isn’t the usual Elder Scrolls experience. It’s more linear, claustrophobic and limited. In widescreen, the limitations are obvious; but when played in one hand, I can imagine how this game will fit into the daily routine of commuters and folks who like to fiddle with a mobile game while watching TV.
The Elder Scrolls: Blades Gameplay and Review
SO let`s get through the gameplay and see what we have here. The demo offered two paths, one through a fantasy forest filled with goblins and giant spiders, the other through a castle, in which a collective of perturbed skeletons have taken up residence. Blades isn’t on rails, but the demo did hew me into corridors like an old-school first-person shooter. It could be generously described as a guided experience, akin to a museum tour. Sure, you can move around the room, maybe investigate an adjoining space, but like a patient tour guide, the game will ultimately get its way, in this case using fantastic beasts and glowing treasure to entice you towards its terminus. The combat is a bit loose. In the demo, it was hard to tell if landing an attack on an enemy canceled their own attack. At first, combat played out like two health bars taking turns whittling each other down. But once I made amends with the block and attack strategy, things found their rhythm, albeit one that I wish had more variety. One enemy — large rats — kept a distance, requiring me to release attacks as they lunged forward, but the rest of the enemies felt similar and predictable, even within the confines of the short demo.
Good game mechanics
There are some bugs but I am sure that they will be fixed soon