Skyrim (Gameplay #7) - Optional Heroism
So far I've noticed a bit more variety in the dungeon design in Skyrim compared to the earlier Elder Scrolls games but more importantly, almost every tomb or crumbling castle I've stumbled upon in the wilderness have shown clear signs of being part of some substantial side quest or other. Also, one of the greatest things about Skyrim's exploration is that there always seems to be a quick shortcut out of a dungeon once you've cleared it out and/or found whatever quest item you were supposed to collect. Walking all the way back from where you came was a tedious issue even as far back in the series as Daggerfall, so it's great to see the shortcut approach in no less than two Bethesda-published games this year (the other one being id Software's Rage).
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