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The most impressive prologue in a Bethesda game

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The most impressive prologue in a Bethesda game
The most impressive prologue in a Bethesda game

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The name Bethesda Game Studios has become synonymous with a very specific type of RPG. Open world, faction quests, a small cast, bugs – and, of course, a rich prologue to catch players up to date. PC Gamer Portal remember Launch quests in all Bethesda games and rank them from worst to best.

The most impressive prologue in a Bethesda game
© Steam

Fallout 4

Apparently, Bethesda listened to the complaints of players who absolutely disliked Fallout 3’s lengthy prologue – Fallout 4’s intro is rushed. In just a few minutes, players go from filling out a questionnaire to a nuclear apocalypse and a shelter just steps away from home. Furthermore, Fallout 4 doesn’t give players a chance to decide who the protagonist will be before the end of the world. If a man is definitely a soldier, if a woman is a lawyer. Their motivations are also always the same: revenge for a dead partner, search for a kidnapped son.

© steam

The Elder Scrolls V: Skyrim

Alternative game starts are one of the hottest projects in the Skyrim modding community, and for good reason. No one wants to repeat endless driving, failed executions, dragon attacks… Not to mention that the game immediately puts the player in front of a rather biased choice. Who can you count on for help: the friendly rebels who came to the execution in the same car, or the imperialists who almost executed the protagonist.

© steam

Fallout 76

Fallout games from the Bethesda era usually expect players to know about American history and have a keen interest in the subject. Fallout 3 sent the hero on a quest to find the Declaration of Independence; in Fallout 4, one of the core factions of the plot is a descendant of militia colonists… and in Fallout 76, the narrator with the slogan “War Never Changes” is actually a politician. Overall, the phrase is part of his speech, and the vaults under his leadership are named after the date of the nation’s birth. Somehow Fallout 76 thought this was an interesting plot twist.

© steam

Starry Sky

Starfield’s prologue doesn’t offer any cinematic moments or exciting parts. There’s no prison break or post-apocalyptic hideout – instead, players learn the basics of mechanics in an underground mine. It seems like things are about to get interesting when the protagonist comes into contact with a mysterious artifact… but that doesn’t happen. Players go outside and see the same blinding light from Fallout 3, and then they’re attacked by bored pirates in a boring shipping dock. In other words, a series of unrelated events highlight Starfield’s problems.

© steam

The Elder Scrolls III: Morrowind

Technically, Morrowind begins with a scene where the goddess tells the player that he is special, but immediately after character creation, it takes the form of a real bureaucracy. Submitting paperwork to the Imperial Immigration Bureau is painful for the player – and it sets the tone for the subsequent events of the plot.

© steam

The Elder Scrolls IV: Oblivion

Patrick Stewart is an experienced actor, and even the most bombastic lines sound good coming from his mouth. As the voice of Emperor Uriel Septim VII, he sends players into Oblivion’s tutorial dungeon before meeting him at the end for a strong story opening. That’s not to say the rest of the plot squeezes anything of value out of this premise, but it’s worth it for the writers to give it their due. The game’s prologue quickly immerses the player in the heart of events and creates the sense that he’s taking part in something important.

© steam

Fallout 3

Fallout 3’s opening sequence is the best prologue in any Bethesda game. In principle, it might belong to the training section. Many developers send the player on a deadly mission as soon as they gain control of the character, but Fallout 3 does it differently. It tells the protagonist’s childhood while introducing the player to all the key mechanics: from the action to the dialogue system and upgrades. When he leaves the asylum, he is no longer a faceless mannequin – he is a person with his own background and home.

© steam

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