Posted January 02, 2021
Cavalary: Never heard of Starfox so far. A quick search says it's a series of space shooters? Other than Elite Plus back in the day, never touched any of those and don't want to.
Actually a rail shooter, not a space shooter. It's a game where there are branching paths within locations, but locations themselves can branch, too, serving as a difficulty marker. To even unlock "expert mode" you have to play through the game multiple times. Your average playthrough should be no more than an hour long (I've actually timed it). My ideal RPG, and ... would be the most memorable ones.
It isn't the perfect thing you describe, but the closest thing to what you describe I can find would be River City Ransom. It falls short in the department of controllable camera or story. I have a feeling you'll end up modifying your definition quite a bit when you compare. Oh, and TES and fallout. You'd really seem to like those. dtgreene: Personally, I'd [refer it if the part of the game where you need every trick to survive comes later in the game, after you've had a chance to develop your character, learn some neat abilities, and you (the player) have learned how the game works. The enemies in the beginning area should be easy for even new characters to survive and get some early practice before they venture forth to other areas.
I really don't like it when a game has an inverted difficulty curve. The game should get harder, not easier, as you progress.
This is a huge balance issue most games have. In reality, they should be pushing you the whole way, which oblivion does really well, but it's hugely complained about. Your issue with TES races boils down to this issue, right here. The racial differences are actually huge, but there's never enough pressure to actually use them. I know we kinda got away from it, but let's go ahead and get into specifics of what i mean this time, by taking Morrowind for example: I really don't like it when a game has an inverted difficulty curve. The game should get harder, not easier, as you progress.
Redguard: Their daily power gives them a HUGE combat boost, close range, which more or less makes them a berserker. Their innate ability to resist disease and poison also adds to this, and caters to them being fairly up-close in all combat scenarios. As a result, probably a good start for most beginners.
Orsimer: Much like the redguard, they are very good close range, but their lack of disease and poison protection makes them more suited to in-and-out kiting tactics (so slower weapons would be preferred, as oppose to swords for the Redguard). They innately resist magic damage to a degree, making them break the normal mage > tank section of the triangle. But who the hell plays an Orc?
Nord: They have a natural ability to resist frost and shock, nice strength and endurance to boot. You'll likely find yourself playing them like you would an Orc, but their ability to take on mages is, yet, stronger. Their daily power, however, rounds them out a bit to make the more survivable against just about anything. Ignoring the base stat advantage, the race also makes a really, really nice anti-mage build, because of their innate resistances, which means giving them a bow is even more deadly. This makes them another great beginniner character, especially for those who might not be smart enough to learn that Leeroy Jenkins' style isn't the only strategy you can have.
Khajiit: Contrary to what the lore would have you believe, these are particularly skilled archers (which always seems to be true regardless of how the stats change from game to game). Their acrobatics advantage allows them more ease to get to good archery spots, and their demoralize power can save them in a pinch. The real prize, however, is their reliable Eye of Night spell: where it is dark and hard to see, the will survive. This means sniping from dark places, looting places, and also spending time underwater with something to provide waterbreathing. They're also likely to branch off into Illusion magic. They're terrible in close combat, so if you do sneak close, it better take out the opponent quickly.
Imperial: These guys kinda suck at combat. They seem to do best in avoiding it entirely. On the flip side, their powers lend to them being good bandits in the beginning (not that it matters, 'cause there's no travelers to single out and raid). Their natural stats will cause them to focus on gaining equipment to make up for their shortcommings. Odds are, you're going to play them like Orsimer, but spend more time outside of combat at the very beginning.
Dunmer: Their natural fire resistance and their power Sanctuary means they're going to be adept at any range of combat (since sanctuary apparently applies to arrows as well). They get a slight boost to destruction magic, however, suggesting you move in that direction. Their speed, also, suggests hit-and-run like Orsimer, but that sanctuary doesn't exactly justify it when destruction is such a viable option for them.
Breton: These things are sponges. You have that power which increases your armor rating once a day, but 50% magica resistance, that conjuration boost, the restoration boost, and the mysticism boost all say one thing: you're gonna make it. Primary damage method is probably going to be your conjuration, which is also what provides you with another mode of survivability, since the AI may target that instead. You're likely to be guzzling magicka resotration postions, but there better be a companion doing damage for you.
Bosmer: This is going to be more like the Khajiit. The disease bonus isn't really useful if you're playing them right, and does more to help them if they get blind-sided. I imagine this was meant to be poison resistance instead. They start out better with bows than Khajiit, but they also need to with their lack of comparable acrobatics. The bosmer is far better off choosing their spot before the battle, unlike the Khajiit, and isn't going to get the benefit of nighttime without buying the spell. Command creature is a nice little diversionary tactic, but isn't that great overall. Bosmer could probably use a rebalance.
Argonian: Hit and run. With poison resistance and disease resistance, they are good at running up to something, smacking it, and running (with their athletics) to water, where drowning damage gives them a distinct advantage with their cheap water breathing. Easily the strongest.
Altmer: Strong with magic, weak too magic. Their disease resistance suggests, to me, that they focus on charging with touch spells, since most mages will pull out weapons when you're in their face. The slight conjuration boost suggests they have a disposition for summoning something to be their tank, as well, since they're pretty squishy otherwise, especially with that low strength prohibiting armor. As such, in and out like an orc, but with touch spells.
Now, of course, we could also point out that enchanted gear that gets found totally changes alot of this, as well. If you play a more casual game, with lower difficulty, once again, none of this actually matters. You can also see a fair bit of changes should've been made, because most skills are going to end up neglected in a hardcore game, until they start hitting 100. I've done mage khajiit in most play throughs, but i've also played very casually. The bow setup i've done before, though, and it's very, very effective. I haven't actually touched the other races much, so i'm basing this solely on their stats rather than experience, but i'm probably not that far off.
dtgreene: Don't know off hand, but the Final Fantasy Legend 2 (English SaGa 2) translation did have some interesting (and funny) "translations" in its Japan-themed world:
* In the Japanese version, there's some illegal opium trade going on in this world. Of course, Nintendo of America would not let that fly, so in FFL2, "for some reason, bananas are not allowed in this world". (Unfortunately, the fan translation of the DS version doesn't handle this well; it just talks about illegal goods without specifying, so it's not nearly as funny.)
* There's a classroom that, at one point, has students. There is a bird that, in the Japanese version, says the English words "please do not play this game", but written in katakana. This joke obviously does not translate, so in FFL2 they made up a new joke: "HELLO! HOW ARE YOU! I am learning to speak English. ... How come you can understand me?" The DS remake, untranslated, did something interesting, as the line here is "Please do not this game..." (and then just says it in Japanese); of course, to get the joke, you need to understand that verbs go at the end of the sentence in Japanese, but not in English. (Wondering if this is a common mistake that Japanese learners of English make.)
SaGa 1 has some interesting translation differences, though not all of them were necessary the way these SaGa 2 ones were (though at least one of them was).
Anyway, I need to drink an Elixier (FFL2 typo) to recover my skill uses, so I will end this post here.
I've found from experience alot of things get lost in translation, either to sensibilities or otherwise. I notice when i have Japanese audio in games, i can hear alot of (minor) differences between what is written in english and what was actually said. Most recent one was a character was being portrayed as a pervert by explaining her preferance for "romance novels," but in english it was simply "manga." Her overall disposition towards being a pervert was kept, however it was very much toned down where they could, even if the original wasn't necessarily offensive to sensative ears and eyes.* In the Japanese version, there's some illegal opium trade going on in this world. Of course, Nintendo of America would not let that fly, so in FFL2, "for some reason, bananas are not allowed in this world". (Unfortunately, the fan translation of the DS version doesn't handle this well; it just talks about illegal goods without specifying, so it's not nearly as funny.)
* There's a classroom that, at one point, has students. There is a bird that, in the Japanese version, says the English words "please do not play this game", but written in katakana. This joke obviously does not translate, so in FFL2 they made up a new joke: "HELLO! HOW ARE YOU! I am learning to speak English. ... How come you can understand me?" The DS remake, untranslated, did something interesting, as the line here is "Please do not this game..." (and then just says it in Japanese); of course, to get the joke, you need to understand that verbs go at the end of the sentence in Japanese, but not in English. (Wondering if this is a common mistake that Japanese learners of English make.)
SaGa 1 has some interesting translation differences, though not all of them were necessary the way these SaGa 2 ones were (though at least one of them was).
Anyway, I need to drink an Elixier (FFL2 typo) to recover my skill uses, so I will end this post here.