The Elder Scrolls 6: 11 Past Mistakes Bethesda Can't Repeat
8. Reliable Climbing & Mantling Controls
Another quality of life improvement, with Skyrim came a bigger focus on verticality in comparison to past TES titles. And though it was certainly pretty stunning to clamber up the Throat of the World and peer out across the realm, actually getting up there was a mess of button-mashing and prodding the analogue stick in the right direction.
Specifically, we all took to looking at the parts of a mountainside where two textures would 'meet', as there the game would - just for a second - assume there was some 'ground' to stand on, meaning if you hammered the hell out of the jump button, you could awkwardly clamber up any chunk of the environment.
Simply put: TES needs a climbing system.
Zelda: Breath of the Wild showed just how much fun it can be to point your character at literally anything in the world and see them scale it. And with Bethesda at the helm - potentially designing quests around retrieving items from on-high or having to track down a formidable foe - it'd fit like a glove.