Isaac Asimov’s Second Foundation – A Review

foundation_coversAt long last – after a year of reading it in small snippets between reading, writing and editing – I finally completed Second Foundation. As the third novel published in the Foundation series, it effectively ended the series, though it was followed up by two sequels and several prequels that expanded on the universe further.

However, given that it would be roughly 30 years until Asimov produced another Foundation novel and pressure from the fan community (and a hefty advance from the publisher) were the only reasons for it, many fans come to see Second Foundation as the final installment in what was effectively a trilogy.

I am one such person. And now that I’ve finished Second Foundation, I feel that the series is complete. And I’m rather dying to do a review, seeing as how the books been with me so long and it’s been months since I reviewed an actual novel. On top of all that, its taken me so long to finish this series that I feel a little embarrassed. Thank God the international society of sci-fi geeks doesn’t actually exist, or they’d kick me out for sure!

Sidenote: Before I begin, note the cover art that is featured at the top there. Over the years, many different covers have been produced, and the current cover for Second Foundation is the one you see below. However, I wanted to feature these ones since they give such a wonderful representation to the original trilogy.

In the first, you see Seldon sitting in front of the Imperial City of Trantor in the days before its decline. In the second, you see the Mule playing his instrument, sitting before a Trantor that lies in ruins. In the third and final, you see Arkady Darrel standing on a Trantor that has reverted to its natural state centuries later, the aged ruins lying well off in the distance. Once you read the full trilogy, you can see just how picture-perfect these representations are.

Plot Synopsis:
second-foundationMuch like Foundation and Empire, the book is divided into two parts, with the first dealing with the Mule’s ongoing search for the Second Foundation. This part opens a few years after the Mule’s trip to Trantor, during which time, his identity was revealed and his attempts to find the answer in the Imperial library were narrowly foiled.

Now in charge of a vast empire centered on the world of Kalgan, he sets out again, sending his fleet in all directions to locate and destroy this last challenge to his power. Knowing the a confrontation is inevitable, the executive council of the Second Foundation meets and decides to allow the Mule to find them, “in a sense”.

The search begins when Bail Channis, an officer recruited by the Mule because he exhibits an “unconventional mind”. He is sent out with Han Pritcher, an officer the Mule knows to be loyal but fears has been ineffective due to his own influence over the man. Together, they travel to the remote world of Rossem where, following clues left behind by Seldon (that the Second Foundation is at “Star’s End”), Channis believes they are hiding.

foundation_muleWhen they arrive, they find a backward, agrarian world where the locals are hospitable, but very little appears to be happening. Suspecting a trap and that Channis is in fact a Second Foundation agent, the Mule travels in secret to Rossem and reveals himself, thinking he has caught Channis and the Second Foundation off guard. However, he quickly realizes it is he who has stepped into a trap when the First Speaker emerges to save Channis.

The two do battle but in the end, the First Speaker emerges victorious by altering the Mules psyche, which prompts him to return to Kalgan and live out the rest of his days as a benevolent ruler. The story ends with another interlude in which the Executive Council celebrates their victory and now plots to get the Foundation back on track.

Part II takes place sixty years later, and fifty-five years after the death of the Mule by natural causes. The members of the First Foundation, led by Dr. Darrel, are now aware that the Second Foundation is out there and secretly discuss how they are exerting influence over their world. This is demonstrated by conducting electroneurology scans, which shows that key members of government have had their minds altered.

second_foundation_warMeanwhile, the Foundation is also embroiled in an ongoing conflict with the new ruler of Kalgan, who wants to reclaim the glory of the Mule by reconquering the Foundation and subjugating it to his will. Their fleet meets with early success and managed to cordon off Foundation space, but their fortunes soon change when the Foundation fleet surrounds them in a major battle.

In the midst of the war, the Foundation decides to send an emissary – Homir Munn, a noted Mule memorabilia collector – to Kalgan to investigate what the Mule learned about the Second Foundation in his final years. Darrel’s daughter, Arkady, sneaks aboard his ship to accompany him, since she is fascinated by the subject of the Second Foundation and Seldon’s plan, and because she is tired of being kept out of the loop by her father.

secondfoundation_arkadyIn the end, Munn is taken prisoner and interrogated by the Kalganian commander, but gives up nothing beyond stating that his purpose was to find clues to the location of the Second Foundation. Arkady is forced to flee, and on the advice of the Commander’s mistress, heads for the spaceport and flies with a family back to Trantor. To her surprise, she realizes that the mistress is a member of the Second Foundation, and that they are manipulating things on Kalgan.

From Trantor, she sends her father a message and tells him the Second Foundation are on Terminus. Once again going by clues left behind by Seldon, that the Second Foundation was at “the other end of the Galaxy”, she tells him that a circle has no end. Ergo, she concludes that they must have been on Terminus all along, where they could monitor the Foundation and Seldon’s Plan up close. In the midst of this, the Foundation fleet outflanks the Kalganians and wins the war.

With the war over and the Foundation victorious. Munn then returns to Terminus and tells them the Second Foundation could not exist. Darrel rightly then reveals that he has suspected all along that Munn has been manipulated by the Second Foundation, and conducts a brain scan to prove it. He then reveals that his work has yielded a telepathic jamming device, which they then turn on.

foundation_seldonThe 50 or so Second Foundation agents that are on Terminus are thus revealed and arrested. Reasoning that they are now neutralized, and with the war over,  the Foundation is now free to expand and build the Second Empire. However, in a final twist, another interlude takes place where the First Speaker is conversing with a student, where it is revealed that everything has proceeded by their design.

After neutralizing the Mule, the Second Foundation knew that Seldon’s plan was hanging by a thread, hence they manipulated things to ensure that it would proceed on track again. This included pushes the Kalganians into war with them, and then seeing to their defeat, and letting the Foundations find some of their agents and presume to have neutralized with them. It’s also revealed that they had a hand in grooming Arkady Darrel, and that Trantor is the real home, with Star’s End being a veiled reference to the old Imperial saying “all road’s lead to Trantor”.

Summary:
I can honstly say that after many years of stalling and waiting, finishing the original trilogy was quite the relief. And for the most part, I enjoyed the third installment in the original three-act play. However, there were some weaknesses that did not go unnoticed, and some of Asimov’s little idiosyncrasies which I’ve come to expect over the years.

For example, the first story is somewhat dry. Rather than there being any real intrigue and action, the entire section consists of a sort of final, half-hearted act made up of mind games. This certainly feels like the case when during the final chapter, where both Channis and Pritchard, followed by the Mule and the First Speaker, are embroiled in a type of mind war. It’s a constant case of “I got you”, “no, I got you!” kind of thing.

foundationAnd this is how the Mule is defeated and the greatest threat to Seldon’s Plan is neutralized. After being portrayed in the second book as the one factor that Seldon did not plan for, a titanic force that was overwhelming the Foundation and its armies, his ultimate demise seemed rather undramatic. Granted, this was something that needed to be secretive and behind-the-scenes, but it felt it rushed and kind of forced.

The second story is much better, containing plenty of intrigue, action, and crisis. And the story flowed quite nicely, beginning at a time when the Foundation feels secure in itself, but a small band of specialists understand that this is not the case, and then culminating in a war and a big reveal. And here, the twists serve a better purpose, showing how the Foundation thinks they’ve neutralized the threat, never to learn that they’ve been helpfully misled.

foundation_forwardBut once again, there was a sense of things being forced and rushed. Towards the end, people are once again revealing that they knew things all along, were better prepared than they had any right to be, and could solve everything with the push of a button or a last minute decision. This time around, its the First and the Second Foundations involved in a case of strategic and mental Jiujitsu, and it feels like there’s a few too many reversals.

However, that doesn’t detract much from the ending, which feels like a good completion to the series. After establishing the Foundation in the first book and showing to the progression of Seldon’s Plan, to throwing it into disarray in book two, by this final act, it now appears that the Plan is fully restored and all the principal actors have done their part.

hari_seldonAnd as the book states by quoting the Encyclopedia Galactica, the war between Kalgan and the Foundation would be the last major conflict before the rise of the Second Empire. Ergo, it would smooth sailing from here on in. As I said already, Asimov claimed that the remainder of the series was motivated by pressure from fans and the publisher, so I tend to think of these three books as the series in its entirety. And I think the way he ended it here was effective and satisfying. No need for sequels or prequels beyond this point!

So if you haven’t read this series yet, I recommend you get on it. While it may have some flaws and apparent idiosyncrasies, it remains a classic of science fiction and one of the most brilliantly original series available. Hence why I felt I needed to read it, and why you should too. Especially if you consider yourself any kind of sci-fi fan or geek!

Elder Scrolls IV – Oblivion: A Video Game Review

elder-scrolls-iv-oblivion-oblivion-logoIt’s been awhile since I did any video game reviews, and since my purchase of Elder Scrolls V: Skyrim, I’ve been to do one. But before I could cover the latest fantasy installment from Bethesda studios, I figured I should build up to it. After all, its predecessor was a big hit with me in its time, and I got countless hours of gaming enjoyment from it for many years before I retired it.

Such is the nature of these games, they are the gift to yourself that keeps on giving! In any case, Oblivion was the first Elder Scrolls that I ever played. Prior to it, I didn’t even know about the series and didn’t have the slightest idea of what it was about. My thanks to my friend Doug for introducing me to this, and others like it!

Background:
As the fourth game in the series, Oblivion takes place within the fantasy universe known as Tamriel. In previous games, players were introduced to several different provinces in the realm, and were treated to snippets of the ongoing history behind it all. It would be no exaggeration at all to say that universe is as vast as anything envisioned by Tolkien or Martin, and was most likely inspired by one or both.

tamriel_mapThe realm of Tamriel is made up of nine provinces – Cyrodiil, Morrowind, High Rock, the Summerset Isles, Hammerfell, Black Marsh, Skyrim, Valenwood, and Elsweyr. Each serves as the home of a specific faction in the series, such as the Dunmer (Dark Elves) of Morrowind, Orsimer (Orcs) in High Rock, Altmer (High Elves) in the Summerset Isles, Argonians (reptile people) in Black Marsh, Bosmer (Wood Elves) in Valenwood, and Khajit (feline people) in Elsweyr.

There are also several factions of “Men”, which include the Bretons of High Rock, the Redguards of Hammerfell, the Nords of Skyrim, and the Imperials of Cyrodil. At some point in the series’ history, the Mede Empire was formed by uniting the provinces of Men with the Khajit, Argonians and Orcs, either through conquest or alliances, and the Imperial City established as the administrative center of Cyrodil.

The-Elder-Scrolls-OblivionBeyond the Mede Empire, which is made up of Cyrodiil, Morrowind, High Rock and Skyrim, there lies the recently-independent Hammerfell. In addition, there is the competing and often hostile Aldmeri Dominion (comprised of the other four provinces) which is ruled over by the Altmer (High Elves).

At one time, it is indicated, High Elves ruled over much of Tamriel as the Ayleids, an empire which has since fallen into ruin. Another extinct civilization is the Dwemer, a highly-advanced society of Dwarves who were masters of machinery and automation, and who apparently knew much of the Elder Scrolls. Throughout the various games, these civilizations ruins provide all kinds of treasures and the keys to ancient mysteries.

elder_scrolls_racesWithin the realm, the established religion is the worship of The Nine (echoes of the Seven in GOT), gods that represent various virtues and powers. But of course, other faiths exist as well, such as the Nords faith involving dragons, mythical beasts which are apparently extinct at this point. But the other major faith is the worship of the Daedra, gods of “First Causes” that predate the Nine and are both good and evil.

The Daedra and their intervention serve as a major motivating force in the game, contributing to both the main storyline and missions of lesser import. At many points in the series, the coming of a Daedra lord to the mortal realm is the main plot line of the story, usually as a fulfillment of some major and ancient prophecy.

elder_scrollAt the center of it all however, are the Elder Scrolls themselves. These are rarely ever featured in the game, but serve as a plot framing device, where the events in the game “were foretold in the Elder Scrolls,” basically. These objects, which were apparently forged by the gods themselves, contain incredible power and are often incomprehensible to mortals.

Game Summary:
The_Elder_Scrolls_IV_Oblivion_coverThe story opens with an intro movie showing the last Emperor, Uriel Septim (voiced by Patrick Stewart), talking about how since the dawn of time, the Tamriel has been shut off from Oblivion – the hellish realm where the Daedra rule. However, he is haunted by dreams that the gates are about to open again, fulfilling an ancient prophecy that also foretold of the death of the Septim dynasty.

The game then begins with character selection, where you are required to specify your race, gender, class, etc., before things proceed. Once that is complete, you find yourself in the Imperial City dungeons, having been imprisoned for reasons you don’t fully understand. Believing the guards are coming for you, you are then surprised to see members of the Blades – the royal guard/secret police of the Empire – come to your cell with the Emperor himself.

You then overhear them saying that the royal heirs have been murdered, and they are apparently looking to smuggle the Emperor out through a secret tunnel that runs underneath the dungeons. You cell, which was supposed to be vacant, holds an entrance. After telling you to stand back, the Blades let the Emperor in, and he spots you and tells you he has seen you in his nightmares. After this introduction, he asks you to come with them.

Elder_Scrolls-Oblivion_urielIn the tunnels, you are beset by a number of agents that belong to a sect known as the Mythic Dawn. You are also able to learn from Uriel what is going on. He says that the Dragon Fires, a holy beacon which keep the planes of Oblivion and Tamriel separate, have gone out. They need to be relighted if Tamriel is to survive, but agents are pouring over the city trying to kill him and his sons.

Thus, the Blades are trying to get him to safety. After defeating the last of the Dawn agents in the tunnel, the Blades take off down a separate tunnel and leave you behind. However, you are able to follow them indirectly by passing through a series of side tunnels that are occupied by Goblins. This gives you a chance to collect gear and bolster your skills, and eventually you rejoin the main party.

You are soon cornered, at which point Uriel hands you the Amulet of Kings, the very thing that keeps the doors between Tamriel and Oblivion shut and can only be worn by someone of the Septim line. He tells you that their is one remaining heir, orders you to take the Amulet to a man named Joffrey who knows where to find him, and that only you and he can “close shut the doors of Oblivion”.

Uriel_Septim_VII_deathThe Emperor is then killed, and you are forced to find your way out of the sewers with the Amulet in hand. Once you’re out, you find yourself just outside the Imperial City and must then travel to Weynon Priory in the west. Inside, you meet Jauffre, a monk who is also a member of the Blades, and tell him what happened. He reveals that the secret heir alluded to by Uriel is a man named Martin who is serves at the Temple in Kvatch.

Ergo, that’s where your headed next. But when you arrive, you find the city is in ruins, with a refugee camp at the base of the hill and the guards camped beyond the gates and trying to hold the line against an open Oblivion gate. The guard captain tells you that a patrol was lost inside, and he and his men cannot retake the city so long as it is open. Battling through the hellish environment against Scamps, you find the last remaining patrol soldier and make it to the tower where you remove the Sigil Stone, thus collapsing the gate.

Oblivion-Gate_kvatchBack outside, you and the guards enter the city gates and begin retaking the place from the Daedra. After clearing the front courtyard, you find Martin (voiced by Sean Bean) inside the Temple with a group of refugees. You tell him your story, and his secret, and he agrees to come with you as soon as the city is clear and the refugees can be evacuated. Fighting your way further, you clear out the rest of the city and the main castle, where you find the Lord dead.

With Martin, you report back to Weynon Priory, which is under attack. Between you two and Jauffre, you manage to kill the enemy, but discover that they have stolen the Amulet of Kings. Once again, it appears the enemy are one step ahead. But with Martin alive, the three of you report to Cloud Ruler Temple, the Blade Stronghold in the north of Cyrodil, where Martin will be safe.

Oblivion_Cloud_Ruler_TempleOnce there, he takes charge of the Blades and you are given the option of joining them. With that complete, you are told to report to the nearby town of Bruma where enemy spies have been spotted. Once you kill them, you discover one of them is a resident in the town and search their house. Upon finding a letter, you learn they are part of a cult known as the Mythic Dawn who worship the Daedra lord of Mehrunes Dagon, Lord of Destruction.

Their plan is to open the gate of Oblivion so Dagon can reclaim Tamriel, and they intend to kill the Septim line since it is their blood that has been keeping the gate closed for ages. Intrinsic to this is opening a major gate outside of Bruma, destroying Cloud Ruler Temple, and now killing Martin. They are led by a Dark Elf named Mankor Camoran, a mage who has apparently been alive for centuries.

oblivion_pathofdawnYour next mission is to the Imperial City where you meet Baurus, one of the agents that was there when the Emperor was killed. He tells you that the enemy’s lair is somewhere in Tamriel and you must find it. The key appears to lie in Mankor Camoran’s volumes known as The Commentaries on the Mysterium Xarxes – a series of books about a tome of ancient power.

Already, you have found two while searching the spy’s house in Bruma, and the third is apparently on special order at the city’s book store. Meeting with the man who ordered it, you compel him to cooperate and hand it over. He tells you he had a date to meet with Mythic Dawn representatives to get a copy of the fourth and final volume.

Posing as this man, Baurus meets with Camoran’s son and daughter while you keep watch. His cover is blown when their escorts spot you and you are forced to fight it out. After killing them, you manage to retrieve the fourth and final copy and go to the Mage’s Guild and ask them for help discerning its clues. You realize that a secret message is inside the book that tells you to go to the city’s cemetery at noon when the sun will be above the White-Gold tower.

oblivion_mythicdawnWhen you do this, you see a map on the mausoleum wall that shows you the location of the Mythic Dawn’s lair. After arriving there, posing as another applicant, you come to see Mankor Cameron himself, who is wearing the Amulet of Kings. After giving his people a speech, he opens a portal to “Paradise” and leaves, taking the Amulet with him. Grabbing the Mysterium Xarxes, which he left behind, you fight your way out of the cave and head back to Cloud Ruler Temple.

Once there, Martin tells you that he may be able to open the portal to Camoran’s Paradise so you can retrieve the Amulet finally. He begins reading the Xarxes to discern what he would need to do this. In the meantime, you are told to report to Bruma where another gate has opened. Alongside the city guards, you go in and shut it again, but know that this is a temporary victory.

Given that the Dawn’s long-term plan is to open a major gate outside of the city and lay waste to Bruma and Cloud Ruler Temple, you know that time is limited. You are thus given two main missions. The first is to collect the items needed to open the gate to Camoran’s Paradise, the second is to go to every other city in Cyrodil and convince the local lord to free up soldiers to send to the defense of Bruma.

oblivion_cyrodil_mapThe first mission requires you to go to several locations, securing a Daedric artifact, the blood of Tiber Septim (the first Septim Emperor), and an Ayleid crystal. The second requires you to travel to all the major cities – Anvil, Chorrol, Skingrad, Cheydinhal, Bravil and Leyawiin – and close the gates outside of these cities. This gives you a chance to see each town and learn of their particular makeup and issues, as well as pick up additional side-missions.

With all of this complete, Martin tells you that there is only one other thing that he needs – a major Sigil Stone. This requires that you allow the Mythic Dawn to open a major portal outside of Bruma, and for the soldiers to hold the line while you go in and grab hold of the stone. A major battle ensues, and you are forced to grab the stone before the Daedra are able to bring out a massive siege engine and lay waste to Bruma, as they did Kvatch.

oblivion_paradiseWith the final item secured, Martin opens the portal to Camoran’s paradise inside the Temple, and you go through. Once there, you see a Edenic like environment, where Camoran’s followers live, but are forced to endure constant death as Daedric creatures hunt them and they are resurrected. They tell you how to make your way to Camoran’s seat of power – Palace Carac Agaialor.

Once there, you confront Camoran’s and his two children – Ruma and Raven – and do battle. Once they are killed, you retrieve the Amulet, and Paradise collapses. You are returned to Cloud Ruler Temple where Martin takes the Amulet, as Emperor, and you plan to return to the Imperial City to light the Dragon Fires and seal the gates between Tamriel and Oblivion once and for all.

oblivion_mehrunes_dagonAt the palace, you are greeted by High Chancellor Ocato – leader of the Elder Council – but the meeting is cut short when the guards announce the city is under attack. It seems that Oblivion gates are opening all over the city and Daedra are pouring through. With no time to lose, you head for the Temple District so Martin can light the fires, but once there, you see Mehrunes Dagon, who has passed into your world, laying waste to the district.

Martin believes all hope is lost, but a last minute suggestion from you that the Amulet might be able to help gives him an idea. Asking you to escort him inside the temple, which is dangerous considering it involves getting around Dagon’s massive figure, he goes to the center and breaks the Amulet, combining the kings and dragon’s blood with his own. He then transforms into a massive avatar Akatosh, the principle diety of the Nine, and does battle with Dagon.

oblivion_Martin_Mehrunes_DagonDagon was defeated after the avatar of Akatosh – a massive fiery dragon – chomped his neck and sent him back to Oblivion. The avatar then turned into stone, signalling that it too had departed Tamriel and Martin was now dead. However, his sacrifice had won the day, and permanently sealed the doors between Oblivion and Tamriel shut forever. The Oblivion Crisis, as it would come to be known, was over, and a new age begun

Having taken part in the final battle and see the victory of Imperial forces over the Daedra, you are named Champion of Cyrodil and given a special suit of Dragon Armor. In addition to being named Hero of Kvatch and Hero of Bruma, you now hold a rank reserved for a very select few. With the game now over, you are free to roam and pick up any additional quests.

Additional Quests:
Outside of the Oblivion Crisis, gamers have the option of participating in numerous quests, most of which revolve around joining a Guild. These include the Fighters Guild, the Mages Guild, the Thieves Guild, and the Dark Brotherhood (an assassin’s guild). Membership in each allows you to go on additional quests, earn ranks, rewards, learn new abilities, and take part in other adventures.

Oblivion_Fighters_GuildThe Fighter Guild quest culminates in you taking on a rival mercenary organization – the Blackwood Company – when it becomes revealed that they are abusing a narcotic known as Hist Sap that makes them bloodthirsty and unpredictable. The Mages Guild quest culminates in your facing a group of Necromancers led by the “Worm KIng”, an evil mage determined to destroy the Imperial Mages.

Joining the Thieves Guild makes you an agent of the Gray Fox, a recurring figure in the game, who provides protection for all of Cyrodil’s beggars and uses them as his eyes and ears. After participating in a number of lucrative thefts, you meet the Gray Fox and assist him in his scheme to recover his lost identity – Count of Anvil. As payment, you get to keep his magic cowl, the very thing that deprived him of it in the first place.

oblivion_dark_brotherhoodFinally, the Dark Brotherhood is an order that you can join the moment you murder someone in cold blood. A visitor then comes to you while you sleep and extends an invitation. Once you join, you are given the task of assassinating anyone who been named in a Black Sacrament – a dark ritual that marks people for death. In time, you have the option of becoming a vampire, and gain the favor of the Night Mother – their patron goddess.

And of course, there are many, many side missions where you have the option of performing tasks for various Daedra. Depending on the lord in question, these can be beneficial, harmful, or just plain mischievous, and all lead to certain benefits and rewards. And of course, there are plenty of missions to be had simply by adventuring around and helping people out.

Add-Ons:
There are also additional quests which I have played – Knights of the Nine, The Shivering Isles – but I really didn’t like them too much. In the case of Knights, you are tasked with resurrecting the order of the Knights of the Nine, collect sacred weapons, armor, and artifacts, and fight against an Aylied deity that is returning to Tamriel.

Oblivion_knights7However, the production value on this game was really not as goo as the main one, and the storyline seemed awful… Christiany. I mean really, the armor and finery you wear make you look exactly like a Crusader, and by the time you are finished with the main campaign, yet another quest involving a resurrected evil seems tired and played out.

In the case of the Shivering Isles, the storyline is a bit more weird, and much more psychedelic. Here, you enter into the realm of the Daedric lord Sheogorath – Prince of Madness and ruler of the Shivering Islesto battle with him and become the new master of the Isles. Here too, found the production values weak, the quest kind of pointless, and the story and setting really odd.

oblivion_shiveringMy advice, stick to the main quests and save your money when it comes to these expansion packs. Sure, curiosity might get the better of you, but why pay extra when what’s added is not up to snuff?

Summary:
I guess it goes without saying that this game is incredibly dense and detailed. And of course, the back story is lengthy and intricate, but as long as you do your due diligence, it’s not that hard to follow. And though it does have its fair share of fantasy cliches, it’s a very inspired piece of work with plenty of historical and cultural allusions.

Many times over, I was reminded of LOTR and other prominent genres, and combined with the depth and density of it, it was little wonder why I got so many hours of enjoyment out of it. Between all the spells, weapons, abilities, upgrades, and opportunities to learn about the Elder Scrolls universe, its a truly immersive and entertaining game.

Between the main quest, secondary quests, and the hundreds – if not thousands – of additional quests, it really seems like the game has enough material to keep going indefinitely. But eventually, you are likely to map out every corner of Cyrodil, obtain the very best items, and get to the point where no enemy can possibly best you. And chances are, you’ll lose interest before then anyway, so it all works out.

And it was my experience with this game that led me to finally get around to buying The Elder Scrolls V: Skyrim not that long ago. Here too, I’ve received endless hours and enjoyment, and will be reviewing it soon enough!