Elder Scrolls V Skyrim

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Re: Elder Scrolls V

i wanna fight one !!!! hope i get the chance when i get tp play this

Did you ever play Dragon Age?
Fire breathing Dragons aplenty in that game.
The final boss is a Dragon battle to end all Dragon battles.
 
Re: Elder Scrolls V

Oblivion was the only game in the series I've played, but I really enjoyed it and I will definitely pick this up. My son loves dragons, so that's a bonus.
 
Re: Elder Scrolls V

Did you ever play Dragon Age?
Fire breathing Dragons aplenty in that game.
The final boss is a Dragon battle to end all Dragon battles.

Fighting the ArchDemon was a blast and frustrating at the same time but I agree it is an epic fight. Are you getting DA II?


been meaning to play it is it good ?

It ranks right up there with the Mass Effect, Elder Scrolls, and Fallout 3 as the best RPG's on console. Its a very deep and immersive world that you get to play in and I would recommended it to anyone who loves fantasy settings.
 
Re: Elder Scrolls V

thats says alot mass effect is one of best game series out today i have to try it out




It ranks right up there with the Mass Effect, Elder Scrolls, and Fallout 3 as the best RPG's on console. Its a very deep and immersive world that you get to play in and I would recommended it to anyone who loves fantasy settings.[/QUOTE]
 
Re: Elder Scrolls V

Show me your "O" face gamers!






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by Martin Robinson
IGN UK


Elder Scrolls V: Skyrim is going to benefit from an all-new engine, and Bethesda has detailed some of the improvements we can expect from the much-anticipated fantasy RPG.

Dubbed the Creation Engine, Skyrim's new powerhouse brings with it a suite of new tools and tricks that'll ensure this will be Bethesda's most technically impressive game to date.

"The big things for us were to draw a lot of stuff in the distance so we have a really sophisticated level of detail, more so than what we've had in the past for how things stream in and how detail gets added to them as they get closer to the camera," Bethesda Studio's creative director Todd Howard told Game Informer.

"Because our worlds are so big all of the lighting has to be dynamic," he said. "That's something we had a little bit of in the past with shadowing, but not on everything. Now we have it on everything. It just makes the whole thing a lot more believable when you're there."

The visual pass carries on to the minutiae of Skyrim's world; as it's set in a more Northern region that Oblivion's Cyrodiil, there'll be a more severe climate and the Creation Engine is well-equipped to deal with snow and rock-faces, while the foliage benefits from a bespoke engine for Skyrim's trees.

The improvements stretch beyond the visuals, and Skyrim's AI also promises to be a step up. The overhauled Radiant AI will deliver more believable NPC behaviour , with distinctive personalities being played out in the actions of Skyrim's inhabitants.

There'll also look more believable than before thanks to the implementation of Havok Behavior. "I think we're the first real big game to use it," boasted Howard, before explaining what the tech brings to the game. New animations make the characters much more lifelike, and that has various repercussions. "We definitely have made a significant jump in how it plays [in third person perspective]," said Howard, before cryptically declining to comment whether the technology could possibly be applied to player mounts in the game.

Finally, Skyrim's new technologies will also have an impact on the way the game plays out, having a bearing on player quests. "Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them," Howard explained. "Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before."

Gamegasm
By Erik Dekker, Niels Dekker and Richard Castro

By reading the original article from the Game Informer issue, we’ve learned that Bethesda has made a lot of changes to the combat system. This time you can dual wield weapons, and even swap the weapons in your hands (like switching your dagger from your left to your right hand). In addition, you can assign a magic spell to one hand, and have a small weapon on the other, like we saw in Bioshock 2. On top of that you can also dual wield spells, which obviously has disastrous consequences for your enemies.

In this game the flow of the fighting mechanics runs much smoother than in The Elder Scrolls IV: Oblivion. In Skyrim you will actually feel like you are in the heat of the battle. Running backwards has been tweaked as well, ruling out the possibility to keep using cheap evasive maneuvers. In this game you will have a lot of new fighting styles at your disposal and all of them have their own brutal executions.

But what’s the story behind all this? The world of Tamriel was previously guarded by the Dragonborn, individuals whose strengths matched those of dragons. Therefore, these brave warriors were believed to be the only ones with enough power to defeat them. The constant danger that the Dragonborn were exposed to, was so immense that they were nearly exterminated. The Elder Scrolls V: Skyrim takes place two centuries after the events of Oblivion. As the last Dragon Born, your primary the role is to slay the remaining Dragons that have gone rogue. The fact that you are one of these warriors, means you have some unique skills at your disposal. Besides the fact that you can communicate with dragons, you have the ability, through “Dragon Shouts”, to absorb the souls of these creatures when you give them the final blow. These ancient souls give you new and incredible powers. “There are words of power thesis, and if you learn how to say them right, They have a powerful effect”, says Todd Howard of Bethesda. “There are several characters that can use dragon shouts, but this phenomenon is very rare. You are the only one that can absorb the souls of dragons and get new shouts. There is a total of about twenty, which grow stronger the more you kill dragons.”


Some nice elements of the Fallout games will also be used in Skyrim. An example is the perk system. At each new level that you achieve with blood, sweat and tears, you can choose from one of dozens of special abilities that can help you in battle. Nice additional fact is that after you hit level 50, you can get the rest of the perks. Because there is no level cap, you can keep going after that point, gaining experience, just drastically slower.

Bethesda wants the player to feel like the actions made in the game have a real impact in the world. Not only the way how ethical the outcome is of your entered battles, but every single small detail has an impact on shaping your world of Skyrim. For example, if you enter a shop and kill the shopkeeper that has a quest for you, there is a chance his sister will take over his merchandise. She may also give you the quest but if she does it will be out of pure frustration. Understandable, because I would not trust the murderer of my loved ones either.

Whenever you’re over-encumbered and drop a heavy weapon on the ground, it will stay there. However, in some cases a couple of idiots will notice the weapon and start a fight over who gets it. Another possibility is that a little kid will see you drop it, after which he’ll run after you to remind you not to forget your weapon. Immersion doesn’t get any better than this!

Imagine you return to a safe haven all covered in dirt and blood from butchering all inhabitants of a particular dungeon. A helpless woman sees you and begs you to rescue a loved one from a cave nearby. Now, the game will keep track of the locations you’ve discovered and finished. It will scan for areas you didn’t visit yet, and use one of them for the new quest. Todd Howard of Bethesda said: “To the players, they’ll get a quest that we feel is appropriate for who they are and what they’re doing at the time. In essence, your version of Skyrim will be built on your specific playing style.”

Skyrim is in the north of Tamriel, just above Cyrodill, where Oblivion took place. You’ll cross huge snowy areas, freezing peaks and defy ice cold temperatures. Dragons will guard the crispy blue skies. The folks living in Skyrim seem to be a bit primitive and it’s clear that these people have adapted to survive the extreme climate for centuries. You could almost compare their way of life to that of Conan the Barbarian. There is some variation to the landscapes in Skyrim though. Besides the snowy wastelands you’ll also see green forests as far as the eye can see, with a healthy diversity in both wildlife and vegetation. Each part of the map has its own climate, with its own flora and fauna.

Like in Oblivion and Fallout 3, you’ll come to see many different settlements, villages and big cities in the game. Whenever you engage in conversation with an inhabitant there’ll be no “pause and zooming” this time. Conversations will happen in real time and people you talk to, now have the opportunity to look away from you or simply continue doing their chores while talking to you. In the friendly areas, like villages, you’ll be able to choose a profession and practice that at your leisure. As a blacksmith you can create all kinds of deadly weapons and armor. And if you want to, there’s also mining, enchanting, cooking, woodcutting and alchemy to choose from. Doing these activities might be a nice break from the norm after all the fighting, questing and collecting outside the city walls.

Good stuff, good stuff! It sure looks like the good people at Bethesda have another winner on their hands. This game will probably rob us from our social lives again for tens or even hundreds of hours. Judging from the pictures below, the new engine has a lot of potential. It’s easy to see the huge steps forward comparing them to what the dated Gamebryo Engine could do. Let’s grab those calendars now and mark 11-11-11 down with a big red marker. Now… where did I put that time machine…?
 
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Re: Elder Scrolls V

Show me your "O" face gamers!





by Martin Robinson
IGN UK


Elder Scrolls V: Skyrim is going to benefit from an all-new engine, and Bethesda has detailed some of the improvements we can expect from the much-anticipated fantasy RPG.

Dubbed the Creation Engine, Skyrim's new powerhouse brings with it a suite of new tools and tricks that'll ensure this will be Bethesda's most technically impressive game to date.

"The big things for us were to draw a lot of stuff in the distance so we have a really sophisticated level of detail, more so than what we've had in the past for how things stream in and how detail gets added to them as they get closer to the camera," Bethesda Studio's creative director Todd Howard told Game Informer.

"Because our worlds are so big all of the lighting has to be dynamic," he said. "That's something we had a little bit of in the past with shadowing, but not on everything. Now we have it on everything. It just makes the whole thing a lot more believable when you're there."

The visual pass carries on to the minutiae of Skyrim's world; as it's set in a more Northern region that Oblivion's Cyrodiil, there'll be a more severe climate and the Creation Engine is well-equipped to deal with snow and rock-faces, while the foliage benefits from a bespoke engine for Skyrim's trees.

The improvements stretch beyond the visuals, and Skyrim's AI also promises to be a step up. The overhauled Radiant AI will deliver more believable NPC behaviour , with distinctive personalities being played out in the actions of Skyrim's inhabitants.

There'll also look more believable than before thanks to the implementation of Havok Behavior. "I think we're the first real big game to use it," boasted Howard, before explaining what the tech brings to the game. New animations make the characters much more lifelike, and that has various repercussions. "We definitely have made a significant jump in how it plays [in third person perspective]," said Howard, before cryptically declining to comment whether the technology could possibly be applied to player mounts in the game.

Finally, Skyrim's new technologies will also have an impact on the way the game plays out, having a bearing on player quests. "Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them," Howard explained. "Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before."


This is gonna be awesome!!!! "O" :rock :rock :rock
 
Re: Elder Scrolls V

Looks like Jeremy Soule is back doing the music for this installment.
He also did the last two Elder Scrolls.
He's a friggin musical genius.
 
Re: Elder Scrolls V

Looks like Jeremy Soule is back doing the music for this installment.
He also did the last two Elder Scrolls.
He's a friggin musical genius.

:woo :banana :rock

I love the music from the last two games! And I really love the music you hear during the teaser trailer for Skyrim!
The singing part with the Oblivion/Morrowind theme kinda shining through (that starts after the narrator says Dragonborn) is just amazing! Very powerful and heroic! :viking
 
Re: Elder Scrolls V

The Dutch Power Unlimited Highlights of the 4-page article:

"You can use fast travel to revisit places you have visited earlier."

"Skyrim is approximately as big as Oblivion."

"Five big cities and more than 130 dungeons."

"Low-Fantasy" (Meaning the game does not look as vibrant, vivid and weird as Morrowind did, more like Oblivion) -> "Oblivion was for sure not over-the-top in terms of its style, but Skyrim should be considered low fantasy even more than its predecessor. Much of the locations look realistic, and could easily exist in our own world."

"The overarching narrative of the Dragons is less prominent than the Oblivion Gates were in Oblivion, which does not give you the feeling that you are doing 'useless' quests when you lay aside the Main Quest."

"Dragons are not rare."

"Dungeons will be locked at their level once you have been there."

"Even in third person, animations look really good. There has been a lot of progress since Oblivion."

"You can read in-game books in 3-D."

"Every item has a 3D-preview in the Flash based inventory, which you can twist, turn, rotate, etc. Sometimes you will solve puzzles by analyzing these 3D-previews. Not only armor and weapons can be explored in great detail, also small rings and herbs can be investigated from all possible angles. Every single item in the game can be previewed in the inventory screen." "

"The Dark Brotherhood is back."

"Active blocking."

"More traps and puzzles."

"Main Story is approximately 20 hours."

The article also describes how the game starts:


Spoiler Spoiler:



There's also an interview with Todd Howard in the article. These are the highlights of that interview:

"There are special animations for sneak kills with daggers." (The way it is written in Dutch does not imply that there are no special animations for other weapons btw...)

"We primarily look at how we can improve facial expressions and animations, graphics-wise."

"The game won't support Kinect. It takes too much memory."

"It is not yet possible to combine forms of magic. It is difficult. Frost magic makes an enemy move slower, and fire does damage over time, and the fire remains on the ground for additional damage. If we would allow the player to use fire magic in one hand, and frost magic in the other, it becomes much more complex. Maybe we will implement this though, but for the time being, 'No'."

"Someone modded Oblivion by changing the physics of shooting an arrow. It made you shoot slower and you almost had to remain stationary to shoot, which increased the arrow's impact. We liked this mod so much, that we implemented it in Skyrim by default."
 
Re: Elder Scrolls V

Game Informer:In game development, the visual improvements, non-player character AI tweaks, and new storytelling philosophies are all for naught if the base activity the player performs the most frequently is uninteresting or unrefined. In the case of an action role-playing game like The Elder Scrolls V: Skyrim, those activities are swinging swords, shooting arrows, or casting spells at the myriad bloodthirsty enemies rushing toward you in foreboding dungeons of Tamriel. Aware of the combat shortcomings and exploits players used in Oblivion, the developers at Bethesda Studios went back to the drawing board to forge a new direction for Skyrim.

“We wanted to make it more tactile in your hands,” game director Todd Howard says. “I think if you look at our previous stuff I sometimes equate it to fighting with chopsticks – you sit there and swing them in front of yourself.”

Bethesda’s solution is a new two-handed combat system that allows players to equip any weapon or spell to either one of their character’s free hands. This flexible platform opens up countless play styles – dual wielding, two-handed weapons, the classic sword and shield combo, ranged weapons, or even equipping two different spells. Switching between loadouts on the fly is made easier thanks to a new quick-select menu that allows you to “bookmark” all of your favorite spells, shouts, and weapons for easy access.

Taking Up The Blade

Repetition can be a game developer's worst enemy. As players move through the world slashing at enemies thousands of times, the gravity of the action dissipates to the point where it becomes as thoughtless an exercise as flipping a light switch. With Skyrim's combat system, Bethesda wants to restore the visceral nature of hand-to-hand combat. The first step? Changing the pace of the close quarters battles.

In the early stages of development, Bethesda watched fighting videos to study how people react during melee battles. The team found that most encounters featured more jostling and staggering than was present in past Elder Scrolls titles. Using the Havok Behavior animation system, the team is more accurately mimicking the imbalance prevalent in melee combat by adding staggering affects and camera shake. Don't expect button-mashing marathons where the attacker with a bigger life pool wins the war of attrition. If you're not careful on defense you may get knocked around, losing your balance and leaving yourself exposed for a damaging blow that can turn the tide of the battle. Knowing when to block, when to strike, and when to stand your ground is key to prevailing in combat.

“There's a brutality to [the combat] both in the flavor of the world, and one of you is going to die,” Howard explains. “I think you get very used the idea that enemies are all there for you to mow through, but it doesn't seem like someone's life is going to end. We're trying to get that across.”

Nothing drives this brutality home more than the introduction of special kill animations. Depending on your weapon, the enemy, and the fight conditions, your hero may execute a devastating finishing move that extinguishes enemies with a stylistic flourish. “You end up doing it a lot in the game, and there has to be an energy and a joy to it,” Howard says.

As with Oblivion, players have several options for melee combat. Your warrior can equip swords, shields, maces, axes, or two-handed weapons. Specializing in a particular weapon is the best way to go, as it gives you the opportunity to improve your attacking skills with special perks. For instance, the sword perk increases your chances of landing a critical strike, the axe perk punishes enemies with residual bleeding damage after each blow, and the mace perk ignores armor on your enemies to land more powerful strikes.

A good offense must be accompanied by a good defense. To make defending a less passive activity, Bethesda has switched to a timing based blocking system that requires players to actively raise their shields to take the brunt of the attack. If you hold down the block button, your character will attempt to execute a bash move. If you catch a bandit off guard with the bash while he's attacking, it knocks him back and exposes him to a counter or power attack. Players can block and bash with two-handed weapons as well, but it isn't as effective as the shield. Warriors who prefer the sword-and-shield approach can increase their defensive capabilities with shield perks that give them elemental protection from spells.

Bethesda also smartly changed the pace at which characters backpedal, which removes the strike-and-flee tactic frequently employed in Oblivion. In Skyrim you can't bob and weave like a medieval Muhammad Ali as you could in Oblivion. Players can still dodge attacks from slower enemies like frost trolls, but don’t expect to backpedal out of harms way against charging enemies. If you want to flee, you must turn your back to the enemy and hit the sprint button, leaving you exposed to an attack as you high tail it to safety.
Conjuring Better Spell Casting

Keeping in line with the philosophy of making the combat more tactile, Bethesda took inspiration for its spell casting from an unlikely source in Irrational Games' BioShock. Fighting his way through the city of Rapture, Howard was impressed with how Ken Levine's team visualized the power of the plasmids in your hands. They're adopting a similar approach for Skyrim.

“Before when we had magic, it never felt to us like you were actually doing it,” Howard admits. “It was a separate button, it flew out of your fist, and you could have a shield in your hand or a two handed-weapon – you could do it with anything.”

In Oblivion spells were cast with a face button, which allowed you to equip traditional weapons for melee combat and deftly cast spells between swings. By forcing players to equip a spell with one of their hands, players must make more of a commitment to learning the arcane arts. The ability to equip two different spells on your left and right hand raises the question – can you combine more than one spell? “We're not talking about that,” Howard says with a smile. “We're not sure. We'd like to; it'd be awesome.”

Even if you can't combine spells, magicka students will have no shortage of options, with over 85 spells divided into five schools of magic – destruction, restoration, illusion, alteration, and conjuration. Longtime Elder Scrolls fans may notice that the school of mysticism is absent. That's an intentional move on Bethesda's part. “It always felt like the magical school of mysticism – isn't that redundant?” Howard says. The spells formerly housed under the domain of mysticism have been moved to other schools of magic.

One of the more alluring changes to the spellcasting in Skyrim is how you can employ spells in different ways. For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower, place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it, or equip the spell with both hands to deliver high damage fireball attacks that drain your magicka reserves quickly. The shock and frost spells give players an equal amount of flexibility.

The Havok Behavior technology gives the spells more visual flair than we've seen in past Elder Scrolls games as well. If you cast a frost spell, you'll see the effects on the enemy's skin. If you're wielding the flame spell like a flame thrower, the environment will catch fire for a short while and burn anything that comes into contact with it.

More so than in Oblivion, Skyrim’s new magic system also gives players legitimate benefits to using one attacking spell over the other. Fire deals the highest amount of damage, lighting drains the enemy’s magicka, and frost drains stamina and slows down enemies physically. This gives players more incentive to use particular spells against specific enemies. Why shoot fireballs at a wizard when you can simultaneously drain his heath and magicka with a shock spell? “There’s a gaminess to it that we didn’t really have before,” Howard says.

If you come face to face with another wizard, you’ll want to keep an attacking spell in one hand and improve your defense by equipping a ward spell in the other. Suddenly, magic duels become much more interesting, as you must attack at the opportune time, use the ward as a shield when your opponent is casting spells your way, and manage your magicka level by consuming potions.

Dealing Damage From The Shadows

Magicians and warriors aren’t the only play styles enjoying the benefit of combat enhancements. If you prefer to do your killing from afar with a bow and arrow or assassinating enemies from the shadows, Bethesda has some improvements in store for you as well.

Ranged weapons could be effective in Oblivion once you improved your skill level, but you had to pierce enemies with several arrows to take them down. After playing an Oblivion mod that turned the bow and arrow into a formidable weapon capable of one-hit kills, Bethesda decided to adopt that approach. It now takes a lot longer to get off a shot, but the arrows are much more powerful than before.

As in Oblivion, you can zoom to aim, and the longer you keep the bow drawn the more powerful your shot will be. Unlike Oblivion, the arrows now violently impact enemies with a satisfying thud. To keep players from coasting through the world plucking enemies from afar, Bethesda has significantly altered the arrow economy to make them a valuable but limited option. You won't be rolling into combat stacked with 50 Daedric arrows anymore. Though you don't have much defense when using the bow and arrow, if an enemy gets too close for comfort you can still execute a bash move, which knocks your foe off balance and gives you time to create distance between you and your target.

Stealth basically works the same as it did in Oblivion, but Bethesda has slightly altered what happens once enemies detect your presence. Now when NPCs think they see or heard something, they go into an alert state. Characters with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows. This new system eliminates the sudden attacks that sometimes caught players off guard in Oblivion.

Once you successfully sneak up behind an unsuspecting victim, you can unleash a deadly blow with the dagger, an almost useless weapon in previous Elder Scrolls games that is receiving a major boost in Skyrim. “Now when you sneak up behind guys, the dagger does something like 10x damage,” Howard says. “I don’t know if we’re going to keep that, but you feel like you should be killing the guy if you’ve gotten that close and you have a dagger.”

Though the dagger is still considered a one-handed weapon skill, the perks for the weapon are housed under the stealth banner.

The Dragonborn Prophecy Fulfilled

As the Dragonborn, players can wield the dangerous dragon shouts during battle as well. The shouts may have magical properties, like the ability to slow time or call a dragon to your aid, but they are different than magic in that every character can employ them regardless of their spell casting skills. If you want to learn more about this supplemental power, read our in-depth discussion here.

Binding all of these improvement together into a cohesive system, Bethesda's reinvigorated Elder Scrolls combat looks to be taking a large step forward.
 
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