Skyrim (Gameplay #26) - And They Call it Peace

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Skyrim's entirely optional civil war subplot is one of the narrative highlights of the game, and while the questline's gameplay implementation suffers from underwhelming set pieces and rudimentary scripting, there's quite a bit of moral ambiguity to the narrative setup which ultimately makes it a rather sobering and thought-provoking little side quest story. After seeing the Imperial side of things right through to the emotionally ambivalent ending, one of the main motivations for playing the game again with another character has quickly become to experience the corresponding rebel questline (the default "truce" option interests me far less, though).

Despite there being a lot of untapped potential left in this series of quests, I personally think Bethesda handled such thorny political subjects as identity, nationality and colonialism far more subtly and deftly in Skyrim than CD Projekt RED did in The Witcher 2, less idiosyncratically than Piranha Bytes's attempts in Gothic 3 and with a stronger emotional impact than Obsidian managed to achieve in New Vegas.







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