I played for about 45 minutes before work today. It was mostly all cut scenes and backstory, as is tradition in the start of elder scrolls games, but it pissed me off I couldn't *really* play! Everything did look really cool (ultra-high settings) though and I'm excited to get back to it tonight.
This is my first time playing an elder scrolls game on PC (morrowind and oblivion were on xbox for me) and the keyboard controls do kinda suck. It took me 5 minutes to figure out how to stop viewing the contents of an empty chest. I think I'll hook up an xbox controller tonight. (I can do that, right?)
I played about 1h this morning, too, and agree, especially about the controls -- sometimes you can use mouse, but sometimes you have to use arrow keys for the GUI, which doesn't make sense because it's on the opposite end of the keyboard from WASD controls and you have to take your mouse-hand off the mouse, breaking flow (edit: oooooh... no, nevermind. There's a tiny bit of time between when the GUI appears and when you can use keys, which's why I kept thinking I had to use the arrow keys. "e" can take the place of "enter," and WASD controls can be used in the GUI, so there's no need to use keys on the right of the keyboard). The intro isn't too bad (less the voice-acting [edit: which's generally pretty good for a video game after that one guy in the intro... I don't think I've ever heard anyone convincingly convey fear in a video game...), because immediately after, they toss you out into the wilderness. I was really amazed I got a decent frame-rate on a video card I bought used for $30 over a year ago. Even turned a couple options up like view distance so I could see what's happening. That's some amazing optimization, and definitely not something I remember the Elder Scrolls series for.
The few places I've been seem pretty content-laden. Lots to do, and you start out around a bunch of Nords!
My first off-script (... which is actually scripted, so....) adventure came around Whiterun which was a bit of a bungle. There was a group of bandits I decided to engage with my friend Sven who started following me from a small village because...... actually, I have no idea why Sven is risking his life to follow me. I already told some Jarl (who doesn't appear able to hurl boulders) that Sven's town was in danger - but I honestly have no idea if that's why he's following me, and if it was just to talk to the Jarl, he should probably be heading back right about now. -- Anyway, bandits... - There are three. I kill two. As the second goes down, I'm forced out of control of my character for a mandatory dialogue with "a fugitive" who's interrupting me from combat to give me a stolen item and telling me (more loudly than the fellows exchanging blows) not to tell anyone about what he'd just given me or I'd regret it. At this point, the whole situation gets clusterfucked because since I'm fighting a bandit, the bandits following the fugitive engage me. Making matters worse, the poor fellow who had his item stolen forces me out of combat after the first or second bandit goes down, but is killed before we can talk about anything.
Eventually, everyone's dead but the original fugitive, who's hiding behind rocks and then I guess his brain just shuts down out of fear, because he doesn't care if you're standing right next to him. Once he's found a spot, he's playing dead till the end. So, we kill him, and that's that. Loot the bodies, still none the wiser to what led to this, and admire how a scripted event can go so wrong.
-- and yeah, I saw an option for using xbox controller in options.
edit: some other things I noticed after a few more hours of play... A lot of the issues Oblivion had with being "sandbox" are in Skyrim, too. A lot of the way things like bounty work just don't make sense sometimes. Sometimes, you kill everyone in a room, and there's no bounty, but sometimes there is for no obvious reason. Some "plot-necessary" NPCs can't be killed, even if you're given no indication they're essential to the game's main plot - but being unable to kill them kind of gives it away and breaks immersion. Whoever developed the conditional dialogue went way overboard, and NPCs will repeat the same line of text over and over, and over - if you meet some condition like being infected with vampirism or carrying a lot of lockpicks.
The obvious problem of never having enough dialogue options and choices takes away from immersion in a choice-driven game... for instance, a man wanted me to find his woman who he thought was taken prisoner. Turns out, the woman was a famous outlaw (with no bounty, I guess...) who wanted nothing to do with her husband anymore, so I decided to kill her and tell the fellow what happened. Instead, when I get back to the husband, my only option is to claim she attacked me and I had to kill her, giving no explanation why beyond that. Of course, he actually does attack me first, and I have to kill him.
I was sent into a particular cavernous sanctuary, and I hear a kind of desolate, foreboding music, and I wonder "why can't these beautiful environments ever be free of repulsive monsters? Why don't people just inhabit the place? Well... I guess they'd probably turn it into some type of asinine resort or something." Soon as I finish that thought, I notice construction in the area, and there're a couple people who apparently just sit around in the cave and admire the environment. "Ha. Nice touch!" So anyway, I had to collect some sap from the primary tree in their sanctuary, and when I do, some tree folk reveal themselves and kill the enviro-tourists. Gives my action a nice kind of "Shadow of the Colossus" depth to it. I return the sap to some woman for a reason I no longer recall, she gives me nothing, I'm unable to tell her what that sap cost, and that's the end of that. -And for some reason, that Sven guy's still following me everywhere.