ChiefsPlanet

ChiefsPlanet (https://www.chiefsplanet.com/BB/index.php)
-   Media Center (https://www.chiefsplanet.com/BB/forumdisplay.php?f=2)
-   -   Video Games Elder Scrolls V (https://www.chiefsplanet.com/BB/showthread.php?t=209317)

Fire Me Boy! 03-22-2011 11:10 AM

Definitely purchase. I'm actually back to playing it again, gearing up for ES5. :)

Sofa King 03-22-2011 12:03 PM

Some sound approval for the game. I think i'll be trying this game very soon.

Fire Me Boy! 03-22-2011 03:20 PM

Quote:

Originally Posted by Sofa King (Post 7508625)
Some sound approval for the game. I think i'll be trying this game very soon.

It didn't win Game of the Year because it was sucky. ;)

keg in kc 03-22-2011 03:58 PM

There were people who thought it was sucky. I was one of them, although I'm going to try to slog through it again this summer. If I can find time between my Dragon Age 2 and Mass Effect 2 replays and the 8000 other games coming out this year.

Hammock Parties 03-22-2011 07:47 PM

If you're replaying Oblivion...

you need to install Nehrim...NOW.

http://www.nehrim.de/screens/pic10.jpg

http://www.nehrim.de/indexEV.html

I've logged 80 hours in this and I just finished the main questline. It's legit better than Oblivion. It's all in german, but there are english subtitles (most of the in-game text is english, too) and quite frankly, the game didn't suffer for it.

QuikSsurfer 03-22-2011 08:10 PM

Quote:

Originally Posted by ClayWhit (Post 7509953)
If you're replaying Oblivion...

you need to install Nehrim...NOW.


http://www.nehrim.de/indexEV.html

I've logged 80 hours in this and I just finished the main questline. It's legit better than Oblivion. It's all in german, but there are english subtitles (most of the in-game text is english, too) and quite frankly, the game didn't suffer for it.

Very cool. Had not seen this -- will it play nice with my existing mods with oblivion mod manager?

Hammock Parties 03-22-2011 09:32 PM

You should follow the Nehrim FAQ for install.

Fire Me Boy! 04-10-2011 07:20 PM

The Elder Scrolls V: Skyrim Speculation: What We Know, And Want, in This Huge RPG
 
http://www.1up.com/previews/elder-sc...-know-want-rpg

Quote:

The Elder Scrolls V: Skyrim Speculation: What We Know, And Want, in This Huge RPG

As usual, it's been a fairly long wait between releases in The Elder Scrolls series, so long as we don't go by Duke Nukem Forever's timetable. Since The Elder Scrolls IV: Oblivion's release in 2006, the team at Bethesda took an interesting break by applying its open-world RPG craft to Fallout 3 before heading back to Tamriel (the continent where the Elder Scrolls series takes place within) with The Elder Scrolls V: Skyrim. So it's safe to assume that Skyrim continues the Elder Scrolls formula that's been established with The Elder Scrolls: Arena: Stick players in a huge fantasy world, let them go wherever they want, and do whatever they want. From other Skyrim coverage to date, we can already see that combat is much improved, the engine has been given an overhaul, and NPCs are more realistic than ever.

What We Know

Set 200 years after Oblivion, players are brought to the extreme north of Tamriel in the titular snowy lands of Skyrim. In typical TES fashion, you start out as a nondescript prisoner. Much like the most recent World of Warcraft expansion, Cataclysm, an enormous dragon (in this case called Alduin) is threatening to destroy the world along with other dastardly dragons -- all which are capable of speaking a new language that's been built from scratch for the game.

The non-player characters who populated Oblivion -- while certainly more interesting to follow around than Morrowind's -- still led incredibly dull lives. If they weren't eating or sleeping, chances are they were walking around somewhat aimlessly or standing in place doing nothing. In Skyrim, the Radiant A.I. system has gotten a big upgrade. NPCs now react to their surroundings and do what makes sense in that context; examples given include working at a mill or farm. Either way, they also won't stop what they're doing altogether just to have a chat with the player. They'll continue to go about their business, occasionally glancing over to look at you rather than standing in place like a statue as you stare at a close-up of their face, as was the case in Oblivion.

NPCs will also grow to develop feelings about you depending on your actions. Entering a friend's house late at night might garner you an invitation to spend the night. "Your friend would let you eat the apple in his house," as game director Todd Howard told Game Informer. Doing something inappropriate -- stealing an item, for instance -- won't provoke the same kind of response from a friendly NPC as it will from someone who already hates your guts.

http://www.1up.com/media/03/8/9/0/lg/363.jpg

Although Skyrim doesn't randomly generate dungeons for you to explore like the pre-Morrowind games in the series did, the new Radiant Story feature creates randomized side-quests for you to complete. And like NPC reactions to you, these side-quests will be custom-fit for your specific character: It takes into account what you've done before, the places you've visited, the type of character you're playing, and so on. Howard offered an example of how assassination missions can be customized so that they are ordered by, and target, characters you've already met. And given that Radiant tracks where you've been, it won't march you right back into a dungeon claiming that something has started happening there since your last visit. Instead, Radiant will nudge you into new areas that you've yet to visit.

Almost like building up your reputation with a faction in an MMO, helping characters can lead to new, otherwise inaccessible quests. Likewise, specializations can do the same thing; become good enough with a particular skill, and that might lead to a situation you might not experience in another play-through, such as someone asking you to train them. Game Informer also cites the possibility of an NPC acting as a mobile lost-and-found: A weapon you drop somewhere could be picked up and returned to you by a do-gooder.

Not everything is necessarily designed to benefit you, however. One of the fun bits of freedom in The Elder Scrolls games is the ability to kill almost anyone in the game. Unlike MMOs, where slain NPCs eventually respawn, dead TES characters stay that way. In so doing, you can potentially screw up quest chains by eliminating the only person capable of assigning you a quest. This gets resolved in Skyrim as, for example, the relative of a slain shopkeeper can take up his or her stead and hence allow the quest chain to go unbroken. That's all well and good, but your help won't necessarily dissuade the relative from later trying to get you back for killing that poor merchant in the first place.

The minute-to-minute stuff in Skyrim -- combat in particular -- has also been improved dramatically. You're free to assign whatever you want to each of your character's two hands -- whether that be a sword in each, a two-handed weapon that takes up both hands, a shield, a magicka spell, and so on. Subtle changes, such as the speed at which you backpedal and the timing needed to pull off a successful block, will hopefully make combat a much more interesting affair than what you could get away with in Oblivion (which is to say, repeatedly run forward, clock your opponent with your weapon, and then back up to avoid his or her attack).

The inability to quickly backpedal makes ranged combat more interesting, as you'll need to actually turn around and run in order to put some distance between you and an enemy. This tweak came about supposedly due to Bethesda seeing a mod for the PC version of Oblivion which made ranged combat worthwhile. Arrows are now more powerful, but can't be fired nearly as quickly as they used to, which is just as well because they've now become a much more precious and scarce resource.

http://www.1up.com/media/03/8/9/0/lg/364.jpg

Magicka is also much different in that it needs to be assigned to one of your hands -- just as a weapon or shield would need to be. That presents an interesting series of decisions as you need to decide between what combination of physical weapons, defense, and spells you'll have equipped at any given time. Different types of spells yield different types of benefits (for instance, fire does more damage while frost can slow enemies down). They've also got different uses; Game Informer notes a fire spell could be used in the form of a long-distance ball, a close-range flamethrower, or a ground-based trap.

What We Want

The interesting thing is that much of my wish list is already being fulfilled. Or at least, Bethesda is aiming to fulfill it. A world of shallow, lifeless NPCs has long been one of the more distracting, immersion-breaking aspects of the series. It was difficult to buy into the game's world when faced with the unnatural conversations, bizarre patterns NPCs follow throughout the day, and the disconnect between your relationship with characters and the way they act. Radiant A.I. sounds like it's addressing each one of those concerns, but one has to wonder just how deep NPC relationships will go. If I come into a friend's house while being chased by an enemy, will they help me fight or just offer me a place to sleep? Can I enlist their help to follow me around as a companion that will do whatever I want -- acting as a distraction when I need to steal something or kill someone, for instance?

The two-hand system for combat also sounds like a marked improvement over Oblivion, and it opens the door for some interesting possibilities. When asked if you could combine magic spells, Howard answered, "We're not talking about that. We're not sure. We'd like to; it'd be awesome." Indeed it would, as Magicka has shown us. If you're only able to equip two spells at a time, then that would limit the number of possibilities as compared with Magicka's offering; though that's expected given that magic combos are that latter game's foundation.

http://www.1up.com/media/03/8/9/0/lg/361.jpg

Even so, mixing different spells to find new and interesting combinations could become a little game in and of itself. Heck, rip off some of the ideas for combos that Magicka features -- combine a shield spell with offensive spells to lay down different types of traps on the ground, or combine fire and water to create steam. It'd be especially neat if there was a puzzle in the game that, say, required you to produce steam to proceed. Those who specialize in magicka could then get away with a shortcut of using the aforementioned spell combo to avoid an otherwise lengthy process of generating steam.

Like spell combining, Bethesda is also staying tight-lipped about mounts. Although no one would argue that Oblivion's horses would rival the dog in Fable 2 for companionship (at least not without the purchase of some Horse Armor, in which case that damn horse better be your best friend), said horses did make for a pleasant way of getting around. After several dozen hours of playing Oblivion, I fell into the trap of abusing fast travel to move around the world. That ended up eliminating a lot of the aimless travel I did in Morrowind that resulted in stumbling upon cool stuff -- say, the talking mudcrab merchant or Creeper. While I don't want fast travel removed altogether, I would like some middle ground -- like a combination of horses (or maybe even flyable dragons?) and Silt Striders.

Assuming that mounts do make the cut, mount-based combat would be a fun addition. I'd rather not jump off my horse each and every time I come across an enemy that needs its ass kicked, and Red Dead Redemption showed that killing enemies from the back of a horse -- inelegant control scheme or not -- is a heck of a lot of fun. It could also open up the opportunity for intense chase sequences where you ride on the back of your horse firing off magicka or arrows at a dragon you're chasing.

If the developers at Bethesda are taking influence from mods for how Skyrim handles ranged combat, then they should also look at upgrading stealth combat. From the sound of it, things are remaining largely the same, except NPCs will now go into an alert mode instead of only switching between "oblivious to your presence" and "trying to murder you" modes. Bethesda is playing around with the idea of dramatically increasing the damage of daggers when used on an enemy you've successfully sneaked up on, which is an excellent idea. But you should be able to go all out with the Sam Fisher-style kills seen in the Deadly Reflex mod for Oblivion that make stealth combat more gratifying.

http://www.1up.com/media/03/8/9/0/lg/362.jpg

For some people's tastes, Oblivion's land of Cyrodiil was a bit bland as compared with the more eclectic style of Morrowind's Vvardenfell. Howard even admits as much, having told OXM, "[W]e sacrificed some of what made Morrowind special; the wonder of discovery," also describing Cyrodiil as, "a place that you instantly understood." The Shivering Isles expansion's zaniness went a long way in returning to that Morrowind feel, and was much appreciated by those like myself who preferred what Vvardenfell brought to the table. Bethesda is trying to find a happy medium between the two extremes, or as Howard puts it, a situation "[w]here it's at first familiar looking, but has its own unique culture and spin on it." Hopefully that won't only be limited to the occasional dungeon, as was implied. Some unusual architecture and the occasional completely crazy NPC in the main world of Skyrim would be more than welcome.

As interesting as Radiant Story's randomly-generated side-quests sound -- assuming they remain satisfying and don't begin repeating very similar formulas -- Skyrim must bring back the most interesting side-quests from the previous games -- namely the Thieves Guild and the Dark Brotherhood. Amusing as the other content is, quests that send you out to steal one of the Elder Scrolls, or has you murdering people in creative ways, are arguably the best part of Morrowind and Oblivion. More of the same would be nice, but just imagine even more intricate assassination missions where you have multiple options for how to take out a target (think about the Dark Brotherhood mission where you sneak into a house and loosen a mounted head to fall down once your prey was in position). Throw in a new, optional version of the werewolf/vampire quest line from previous games, and you've got a substantial amount of content that is much more nuanced than your standard quests.

And lastly, Bethesda could take a page out of Obsidian's book, and mimic Fallout: New Vegas' hardcore mode. While it works better in a post-apocalyptic world where resources are limited, it could still be a fun twist for more advanced players to be saddled with a need to routinely eat, drink, and sleep throughout their adventure.

What We Think

Skyrim looks to be very promising. Even if chunks of the aforementioned wishlist end up left out, there's a lot of potentially compelling ideas in the works, particularly the way relationships can develop with NPCs and how randomized quests can be generated that force you to explore new locales. But we've been here before, at least with Radiant A.I.; Oblivion's NPCs were supposed to make decisions and go on about living their lives, and instead they did incredibly little. How well it works in Skyrim remains to be seen. If it's fully fleshed out, and the Radiant Story quests prove to consistently be original, well, those would be incredibly exciting features to see in a single-player RPG.

Seemingly every complaint about Oblivion's fundamentals is being addressed. Promised improvements to the interface, while sounding nice on paper, can only be properly evaluated after spending a significant amount of time with the game, so we'll see about that. By all accounts the graphics look to be much-improved, particularly the animations and formerly fugly NPCs. Should everything across the board end up as polished as Bethesda is hoping, it looks as if Skyrim will be the latest Elder Scrolls title that warrants dozens, if not hundreds, of hours of time spent playing it.

Crush 04-10-2011 07:24 PM

I resisted the temptation to upgrade my hardware for Civilization V. I don't think I can say no to this magnificent monstrosity of time wasting.

Hammock Parties 05-12-2011 01:47 PM

A MYSTICAL QUEST
TO THE ISLE OF CYRODILLLLLLLLLLLLLL

<object width="320" height="240"><param name="movie" value="http://www.youtube.com/v/h4-9xV9M1ag?fs=1&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/h4-9xV9M1ag?fs=1&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="320" height="240" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Jerm 05-15-2011 08:23 PM

I've never played an Elder Scrolls game, just now got to where I really like RPGs (thanks in large part to Fallout 3), and after reading about this game for a while...it's a must buy for me.

In fact, I'm pre-ordering it tomorrow night when I pick up L.A. Noire.

Frazod 05-15-2011 09:39 PM

Quote:

Originally Posted by Jerm (Post 7641881)
I've never played an Elder Scrolls game, just now got to where I really like RPGs (thanks in large part to Fallout 3), and after reading about this game for a while...it's a must buy for me.

In fact, I'm pre-ordering it tomorrow night when I pick up L.A. Noire.

You should go back and play Oblivion. It will be a touch dated now, but it's still a great game. The main story is a bit weak, and the combat gets kind of clunky if there are too many combatants in a fight (which happens in the main story arc), but you'll still enjoy it. And I'm sure it can be picked up for next to nothing at this point.

Jerm 05-19-2011 03:08 PM

November is a long ways off but L.A. Noire is taking up all my gaming time right now and with NCAA and Madden on the horizon, not to mention Arkham City, Gears 3, FIFA, etc. I think it'll make it go by faster.

I might pick up Oblivion, my brother in law has it...I'll just borrow it from him.

Regardless I'm fully 100% hyped for this game and after NCAA 12 drops it's officially the next one on the radar.

Hammock Parties 06-07-2011 10:42 AM

wOW. 3:20 ONWARD = SOLD

<iframe width="640" height="360" src="http://www.youtube.com/embed/sDaFI0DD5PY" frameborder="0" allowfullscreen></iframe>

iN hd:

http://www.inquisitr.com/111988/six-...yrim-gameplay/

Molitoth 06-07-2011 12:05 PM

Just watched this on Spike yesterday and it looks downright amazing.

The problem? Not MMO, so no thanks.

I just cannot get into games for 300+ hours without interaction anymore.
I grew up playing Dragon Warrior, Final Fantasy, Fantasy Star, Shadowgate, Zelda, etc... and could easily play all of those games until the end until: Everquest... which changed my preference forever. I bought Oblivion and played about 15 hours before I got so bored with just simple storyline and lack of interaction that its just collecting dust. Final Fantasy 13 got about 15 hours before I took it back to the store. Games just don't appeal to me when I can't play them with my friends.

WHY GOD WHY can they not make these kick ass games multiplayer??????????????

Hammock Parties 06-07-2011 12:23 PM

MMOs suck.

QuikSsurfer 06-07-2011 12:40 PM

**** MMOs -- This game is going to be amazing without subscription fees

Frazod 06-07-2011 12:53 PM

Quote:

Originally Posted by QuikSsurfer (Post 7683063)
**** MMOs -- This game is going to be amazing without subscription fees

Bingo. If I want to interact with people using my computer, I'll use facebook.

keg in kc 06-07-2011 01:39 PM

Quote:

Originally Posted by frazod (Post 7683103)
Bingo. If I want to interact with people using my computer, I'll use facebook.

I don't play MMOs to interact with anybody, I play MMO's because they're enormous ****ing games. Hundreds and hundreds of hours of content. When it launches, I'll be playing TOR with a grand total of like 6 other people.

They're very solo-friendly these days. You can play without ever interacting with anybody if you want, although there will obviously be some things you won't be able to see and do.

Hell, you know me. I probably make you look like a happy-go-lucky social butterfly...

keg in kc 06-07-2011 01:44 PM

Speaking of Skyrim, once I finish working at the end of June, I'm going to try to slog through Oblivion again. If I can make it through that game, I'll buy Skyrim. I wasn't a big fan of Oblivion originally, and if I can't get more than 20 hours of entertainment out of it this time, I figure Skyrim will ultimately be a waste of money for me.

whoman69 06-07-2011 03:57 PM

Quote:

Originally Posted by keg in kc (Post 7683271)
Speaking of Skyrim, once I finish working at the end of June, I'm going to try to slog through Oblivion again. If I can make it through that game, I'll buy Skyrim. I wasn't a big fan of Oblivion originally, and if I can't get more than 20 hours of entertainment out of it this time, I figure Skyrim will ultimately be a waste of money for me.

I would think trying to get through the guilds would give you more than 20 hours of gameplay. Add on to that Knights of the Nine and Shivering Isles and you're well over that. The main story line is pretty basic and the Arena is a joke if you're over level 10, but overall its a pretty encompassing game. I like character creation for Oblivion in how you can tweek your character's look.

whoman69 06-07-2011 03:58 PM

My cd drive has been out on my computer for some time. Got Morrowind for Christmas and still haven't played.

keg in kc 06-07-2011 04:17 PM

Quote:

Originally Posted by whoman69 (Post 7683632)
I would think trying to get through the guilds would give you more than 20 hours of gameplay. Add on to that Knights of the Nine and Shivering Isles and you're well over that. The main story line is pretty basic and the Arena is a joke if you're over level 10, but overall its a pretty encompassing game. I like character creation for Oblivion in how you can tweek your character's look.

I know it's longer than 20 hours. The question was whether I lose interest in less than 20 hours, which I did originally.

QuikSsurfer 06-08-2011 01:20 PM

Quote:

Originally Posted by keg in kc (Post 7683671)
I know it's longer than 20 hours. The question was whether I lose interest in less than 20 hours, which I did originally.

Just play the thieves guild, dark brotherhood, Knights of the nine, and Shivering Isle. I'm doing the same thing in preparation for Skyrim.. I logged over 200 hours in Oblivion back in 07/08.

Saulbadguy 06-09-2011 01:04 PM

Will I have to play any of the previous games to enjoy this one?

QuikSsurfer 06-09-2011 02:09 PM

Quote:

Originally Posted by Simon Phoenix (Post 7687206)
Will I have to play any of the previous games to enjoy this one?

Negative

Hammock Parties 06-10-2011 12:35 PM

Shit, I still haven't played Hammerfell or any of that shit.

I tried playing Morrowind and couldn't get past the clunky combat and weird graphics.

Fire Me Boy! 06-28-2011 12:26 PM

AusGamers Todd Howard Skyrim Video Interview and Transcript
 
http://www.ausgamers.com/features/read/3076322

Quote:

AusGamers was given special access to the main squeeze at Bethesda Game Studios, Mr Todd Howard, to talk all things The Elder Scrolls V: Skyrim. Read on for what he has to say about dragons, the mod community, PC and consoles, as well as not locking you out of the game when it ends...

AusGamers: Ladies and gents welcome back to AusGamers. You’re here with Stephen Farrelly and I have a very special guest with me today - Mr Todd Howard from Bethesda Game Studios; thanks to the fine folk at Bethesda for organising this for us.

Todd, obviously [Skyrim is the] buzz of the show -- I saw it in Utah [prior Bethesda event]. Two dragons at the end this time? Was that put in this demo specifically or was that a procedural thing? Because you were talking about that in Utah.

Todd Howard: We did... for this demo we have scripted their arrivals to make sure that we’re getting dragons on the screen and after that they do their own thing. So we did want to show another type of dragon -- the frost dragon -- so we set it up where once you killed one, the other one would come in (sometimes they overlap a little bit). But we wanted to show that because there are a lot of new Shout powers we wanted to show here at E3 -- absorbing the soul and doing all that.

AusGamers: Is there only those two dragon archetypes?

Todd: No, there are more. We’re not talking about that yet, but there are other ones. I don’t want to say the exact number -- we’re still messing with it. There aren’t a lot, but there are more.

AusGamers: Now let’s step it back a bit, I want to talk a bit about Creation Engine. You guys have been demoing the game on Xbox 360, is there any particular reason why you haven’t shown the PC version? Because clearly that would be the higher end.

Todd: Yeah it does, obviously the PC version looks better. It has higher textures, it can run much higher resolution and a lot more graphic features. We tend to show it on 360 so that it’s a good baseline for people to look at. So when they then see the PC version it’s going to go up. We’d rather do that than have people see the 360 later and it takes a step down.

We’re really excited with how it looks on the 360 and the PS3. So we do author the art the same for all the platforms, it’s just that they render it differently. Also for things like this [tradeshows] -- I don’t know if people realise -- but as a game developer, the 360 is just much easier to show it on, from getting it started, to showing it, to controlling it, it’s just much easier to demo on logistically.

AusGamers: Okay, now going from Gamebryo to Creation, what was the outset goal for you guys, in terms of the features that you wanted and the stuff that you didn’t want anymore -- the kind of hang-ups that you had. What was the process going forward?

Todd: Well we came off of Fallout 3 and we’re always moving our own technology forward. Whether that’s using a piece of middleware or doing AI or things like that. We had a pretty big list of what we felt the 360, the PS3 and the high-end PCs could do, and it wasn’t like we said “we’re going to re-write the engine”; we just sort of started with “okay, let’s do this to the graphics; let’s do this to the gameplay”.

We started hitting that hard right after Fallout 3, so I’d say after the course of the next year and a half it turns out we’d re-written all of this -- look how it looks; we’re not using this anymore; we’re not using that anymore. So that’s when we actually decided to brand it; we should call it something of our own.

But it wasn’t from the get go “we’re going to re-write the whole engine”. It was a priority list and we ended up re-writing more than we thought we were gonna, but it worked out.

http://www.ausgamers.com/gameres/525...skyrim-004.jpg

AusGamers: You always support the mod community as well and I know that this is going to have mod tools out of the box.

Todd: For download, not in the box.

AusGamers: Right okay, yeah.

Todd: In case people look in their box and they’re like “what?”.

AusGamers: Obviously the PC community really enjoys that a lot, but have you thought about giving that level of access to the consoles?

Todd: I have yeah. I think our PC mod community is one of the things that is great about our games. We’ve always supported it and we want to continue to do it. But a lot of our audience is on the consoles so they’re not experiencing that. So we have talked to Microsoft and Sony; “how do we do this?”.

The good news is that those things have started to happen with games like Forza 3 and sharing all your car stuff or Rock Band’s a really good example, where you can make your own tracks where you’re authoring them somewhere else then you’re uploading them to the 360.

There are still a lot of issues to solve with... because these aren’t instances like a song or a car you know, you could download a mod that destroys your game and we can’t have that. So we’re still... we have not solved -- even on paper yet -- how to handle security; how do we handle not messing up your saved games and things like that.

So it’s not going to be solved for the game’s release, but it’s something that we’re going to continue to look at because we think that it’s an awesome part of the game that the majority of our audience isn’t seeing.

http://www.ausgamers.com/gameres/525...or01_18381.jpg

AusGamers: Is there any opportunity going forward to actually take some of the PC mod stuff and port that to console for console players?

Todd: It actually works. If you have a devkit console you can take the PC mod files, put them on your Xbox and they work. They actually worked in Oblivion, Morrowind and Fallout 3. For all of those games, I can take the PC mods and put them on my Xbox. We have one system so we just need to figure out the logistics of: How do we get it there? How do we secure it? How do we make it safe? It’s something that we would really like to do.

AusGamers: Well that’s tantalising and pretty cool for the console players out there.

Todd: Yeah, it’d be awesome. Here’s this awesome thing and we’re not doing it right now. What do you think of that answer? [laughs]

AusGamers: Sticking with the mod community for a quick second. Is there anything that you guys added to Skyrim that was taken from Oblivion mods or even Fallout 3 mods that just seemed to work that you guys maybe hadn’t thought of before?

Todd: There’s a bunch, in terms of... it’s nice when they’re creating so many things and then they’re voting so you can see what’s popular. We do look at a lot of the popular ones to see how they change the game balance because that’s fairly easy to do. Sometimes they’re adding dungeons and adventures, so we take less from that, it’s more about how do they change health/damage ratios or this, that and the other.

One of the ones we liked early on in Oblivion is someone made a mod that made the bows a lot more powerful but you couldn’t shoot them as fast. So they just felt better and you felt more powerful instead of shooting over and over. So that was one of the things where “oh, we need to do that in Skyrim; it needs to work like this”. So the bows... the one we show is a lower-end bow -- you can pull them back faster -- but the higher-end bows, they take longer to pull back and when you shoot they do a tonne of damage.

http://www.ausgamers.com/gameres/525...pt02_18381.jpg

AusGamers: Okay, that’s cool. Now as far as the gameplay goes, the Radiant Story system sounds amazing but it’s a little bit hard for some people to wrap their heads around.

Todd: Yeah, it’s hard to explain. The best way to explain it is, it’s the tool that our designers use to make quests. When they make a quest, they can make something specific. Like “this guy” is going to give you “this quest”. So every part of the quest, we call them “roles”, the people in it; the places; the items; those are all roles that the designer can fill out, either specifically or then conditionalised. So instead of “this guy” you can say “I want a guy in town who likes you a lot”, or “I want dark elf in town who hates you” or “I want a dark elf tavern owner who doesn’t know you”.

You can conditionalise all of those roles and you can look at what the player has done. So you can say... a good example is: I can give you this quest, and usually it takes place at this other dungeon -- to get this item. Well I am -- through the quest -- going to change the role of that dungeon; conditionalise it for... you haven’t fought high-level undead in a while, “Is there a dungeon nearby that has high-level undead?”; I’m going to put the item there and the guy [quest-giver] says, instead of pointing you to that dungeon, he points you to that this dungeon. Those kinds of things, if that makes sense.

But even for us, it was hard to wrap our heads around. We just built the system then we messed with how we were going to use it. Now it’s honestly a kind of light touch in the game. We don’t want people to notice it.

AusGamers: Is there a reason that you felt compelled to guide players to areas that they hadn’t been to or anything like that? Is it just so that they can see all of the assets that you’ve put into it?

Todd: Well, we want to try make things more interesting, but we were inspired by... in Fallout 3 we wrote this big script that would generate random encounters. So when you walked down roads, sometimes you would get encounters and we conditionalised the script for what you had done. And we were just inspired by that in terms of what we should do.

http://www.ausgamers.com/gameres/525...ll01_18381.jpg

AusGamers So like the Talon company, if you’d killed enough of them and they are going to come after you a bit more?

Todd: Things like that or once you hit The Enclave now Vertibirds are landing. There are a couple of other examples based on quests you had finished where things would happen. So we really liked the end result of that and wanted to systemise it for the game [Skyrim].

AusGamers: Now you’re also concentrating on the northern area of Tamriel and obviously the Nord race is really tied into this and that’s the guy that you’ve been showing off. What’s the thought process for players that don’t ever play as the human characters and don’t care about that lineage for that particular race? What are you doing to invite them to becoming Dragonborn as well and does the game-world react to different races based on them being Dragonborn?

Todd: Well no matter what race you pick, you are Dragonborn. We’re kind of showing this guy because he’s very on-the-nose for the tone of the game so that people can understand it easily. But you can be any of the races; you can be an Argonian lizard who is Dragonborn and sorry I forgot the other part of the question... oh how do they react? It’s mostly a flavour thing. There’s a little bit of, this is a little bit harder, you can’t do this with a race but only a little bit -- it’s more dialogue flavour than anything.

Then you do have different powers based on which race you pick. So your skills start out differently, then each of the different races has their own powers, like some cool special abilities.

AusGamers: Now you didn’t touch on the guilds much out at Utah, but during the presentation here there was a bit of talk about it. Is there a specific number of guilds? Can people expect what they’ve had in the past in other Elder Scrolls games?

Todd: Well the three that we’re talking about and the three that we’re focused on are the companions for the warriors, the Thieves Guild and we’re using the College of Winterhold for mages because those are the three main archetypes that we want to pay off on. There is other stuff in the game. I don’t know if or when we’re going to talk about that honestly, but there are other groups in the game but they’re not as big as those factions.

http://www.ausgamers.com/gameres/525...en01_18381.jpg

AusGamers: Now last question -- and this is kind of a weird convoluted one. So I know you can’t talk about DLC but based on what’s come before it’s definitely going to happen.

Fallout 3 and New Vegas are really good examples of this: at the end of the game, if you’d finished it and you bought DLC... sorry, when you had finished the game before the DLC came out, you couldn’t just go back and continue to explore. Are you guys going to lock the player out when they complete this game?

Todd: No. No, that was a mistake, yeah. We were really confident about that, then the game came out and we heard pretty loud and clear that was not what they wanted. So we’re not gonna do that again. No, you’ll definitely be able to.. when you finish the main quest you can just keep playing.

And you mentioned DLC. We would like to do DLC; we don’t have any specific plans yet, but they’ve been really successful and we like making them. So right now I can say that we’d like to do less DLC but bigger ones -- you know, more substantial. The Fallout 3 pace that we did was very chaotic. We did a lot of them -- we had two overlapping groups -- and we don’t know what we’re going to make yet, but we’d like them to be closer to an expansion pack feel.

AusGamers: One last super-quick thing -- I mentioned this in Utah, but I’m just going to remind you. When you kill a person in their house, you should be able to...

Todd: Sleep in their bed, I remember you asking that. It’s on the list, I remember that. It’s not done yet, but it won’t be a DLC. We’re gonna do it.

AusGamers: Just put that on the record as well [laughs]. Alright, thanks so much for that Todd, the game looks fantastic.

Todd: It’s good seeing you again, thanks for coming out.

AusGamers: You too. Cheers.

Hammock Parties 07-02-2011 04:32 PM

http://www.ausgamers.com/gameres/525...or01_18381.jpg

I love this. I always hated the massive amounts of trees in Oblivion. Been craving grasslands.

Fire Me Boy! 07-07-2011 02:07 PM

http://forums.bethsoft.com/index.php...fan-interview/

Quote:

Today we've got answers to the Skyrim fan interview!

Big thanks to Todd Howard, Matt Carofano), and Bruce Nesmith for tackling the questions. Also want to thank Lady Nerevar for helping grab questions from the community.

Without further ado...

Skyrim Fan Interview
Todd Howard, Game Director
Bruce Nesmith, Lead Designer
Matt Carofano, Lead Artist

1) Will the character be able to change into certain creature?
Todd:
We’ve done various things like that in our previous games, and it’s something that we probably won’t be talking about specifically on this one. Don’t read anything into that, we just prefer to not discuss this one. We’d like to leave that an open question until the game is out.

2) What sorts of cosmetic options, like beards, tattoos, or body proportions, are available? Can we edit them later in the game?
Matt:
There is large amount of customization available for each race. You can choose from multiple hair styles, beards, scars, and face paint. Each race and gender has a light and heavy build and you can pick any level in between. We’ve completely redone our facial system, and we’re really excited to show off the results.

3) Is armor handled like in Oblivion (with each body part being welded together) or in Morrowind (with each body part separate)? Will you be able to wear both clothes and armor at the same time?
Matt:
The armor system is very similar to Oblivion’s. The main difference is that the upper and lower body armors, the cuirass and greaves, have been combined into one piece. This helps create armor styles that have the look we needed for Skyrim. In most of the Nordic designs we created, the upper armor would completely cover the lower armor, making it unnecessary. We get much better visual results combining those pieces, and it renders a lot faster too, so we can put more people on screen, so that was an easy tradeoff for us. We can also make a lot more armors now, so the number and variation types are more than we’ve ever had.

4) Are the main and faction quests branching or linear? What about side quests?
Bruce:
We’ve focused on telling one story well. There are decision points in all the quest lines that can change things, but overall it’s a single story. Because the side quests are smaller stories, they are more likely to have major branches. For example, you can decide to save or betray someone, which changes the whole end of the quest. Overall the quest structure in Skyrim is closer to Oblivion than Fallout 3, in that there are many more quests, but they have fewer branches.

5) Are loot and quest rewards level scaled, like in Oblivion? Will there be any powerful un-scaled items?
Bruce:
We’re handling leveling stuff similar to how we did in Fallout 3, but with a few new twists that we hope players won’t even notice. The enemies and loot are based on the “encounter zone” you’re in, so it could be higher or lower level than your current level. We do have a new concept of epic or “special” loot that you can randomly find in many cases, regardless of the zone, and you will still get better stuff in the better zones with your level higher. Same goes for quest rewards. We try to make them appropriate for what you did. Sometimes that is random, sometimes that is a set item. There’s a lot of specific stuff that is very powerful, like the Daedric artifacts.

6) Will items present in Morrowind but not in Oblivion, such as spears, medium armor, and mark/recall spells, be making a return?
Todd:
They are not in Skyrim for the same reasons we didn’t include them in Oblivion. I’ll address each one. First spears, the truth is we’d love to do them, but it becomes a priority and development time thing for us. We feel it’s better to spend our time right now making sure the gameplay for the other play styles is really solid. That includes sword, sword and shield, two-handed weapons, and bows. You can also add magic to that list. Getting those all working well together, while feeling different, is our priority.

As far as medium armor, that’s not a time or polish thing, it’s a design choice to focus on two armor types and making sure those feel different and the player appreciates them. We try to make your character move and feel different between light and heavy and having a 3rd one in the middle just muddies it up in how it plays, as well as visually. And even now, we still have to tweak those two armor types so they feel different, while remaining fun. Every time we slow down heavy armor more, it feels bad, but it’s the main way of balancing it. We’ve added other ways of balancing it that feel right—like different stamina drain rates when sprinting and such.

Mark and recall is one where it’s a lot of fun, but like levitation, was removed so we could design better gameplay spaces and scenarios. We were really limited in Morrowind because the player could recall or levitate out of many situations and break them. There was a lot of good gameplay and level design work that we just couldn’t do and now we can. Back then it seemed like many good ideas we had were shot down when another designer would say “oh yeah, I just levitate or recall away.” So we got rid of them.

7) Will we be able to have relationships with the NPCs, romantic or otherwise?
Bruce:
Absolutely! You make friends with people by doing things for them. Friends in the game will treat you differently. Some of them will even agree to go with you into dungeons and on adventures. You can even get married. If you own a house, your spouse will move in with you.

8) Are there any new armor/weapon materials unique to Skyrim?
Matt:
One of the most prized and rarest sets of armor is made from dragons. It can be forged in both a light and heavy variant. You’ll see a return of many armors from previous games, such as leather and steel, however these have been redesigned in the Nordic style.

9) Can we have some specifics about the PC version of the game? How will it's UI be different? Will there be a 64-bit executable?
Todd:
64-bit specific exe? Not at this time. As far as UI, it visually looks the same across the platforms, but the controls are entirely different. There’s also a lot of “power user” stuff we do with the keyboard from how favorites work, to quick saves, and more that is similar to what we’ve done before in that area. We’re packing a lot of info on the screen and the whole interface is much less ‘look at giant fonts!’ than, say, Oblivion. The PC version also gets higher res textures, larger render modes, and a bunch of other effects you can scale up if your machine is a beast. Last but most important, is the Creation Kit we’ll be releasing for the PC. Modding the game and making it your own is very important to us and our fans, so we’re going to keep doing whatever we can in that area.

10) How will enchanting work in Skyrim? Will we have to constantly refill our enchantments with soul gems like we did in Oblivion, or will it be more like Morrowind in which the weapons recovered after a certain resting period?
Bruce:
The method in Oblivion worked really well, so we kept it. Magic weapons use charges and have to be refilled with soul gems. Magic armor is always on and doesn’t need to be recharged. Soul gems and their lore and usage are a staple of the Elder Scrolls.

We have revamped the enchanting system though. Enchanting is now a skill. The better your skill and perks, the better you are at creating enchanted items. You’ll be able to find enchanting stations all over the world, which will make it much more accessible.

There are some changes from Oblivion, including the effects you can use when creating items, as well as how you learn effects. You now learn enchanting effects by “breaking down” a magic item you find, as opposed to them coming from spells you know. This allows us to separate enchanting from the other magical skills better.

11) What are the differences between the races? I guess they'll have different skill bonuses, but will they also start with different perks or have different "hard-coded" attributes, such as different running speeds or maximum encumbrance, etc.?
Todd:
They each start with some skills that are higher by default, but those aren’t hard to overcome with another race in a short time. They also have different starting spells and each has its own passive abilities, like before, as well as powers, like before. So Khajiit can see in the dark, Orcs have a berserk power, Redguards have Adrenaline Rush, and so forth. They work differently in the new system, but the flavor is the same. We kept all the racial movement speeds the same, that’s now a factor of what you’re wearing and have equipped. And starting max encumbrance is the same and is based on your Stamina attribute.

12) Is there any game content (story, quests) that might be locked for a character based on race/faction/politics allegiances/morality/choices? Or one can experience all the content in one single play?
Todd:
We do have some stuff that gets locked out based on decisions you make. It’s wherever it felt natural. It wasn’t a goal that you could or couldn’t play everything with one character. The game’s honestly so big that we don’t think about it much.

13) To what extent will our racial / gender selection at the start of the game will affecting our gameplay? Are there relationships affected by these choices?
Bruce:
Your race is very important. It’s more than just how you look. Each race has a bias toward certain types of characters. If you want play a wizard, it will be easier with a High Elf or a Breton. If you want to play a warrior, it will be easier with a Nord or a Redguard. However, just like in Oblivion, we don’t force you to follow that bias. If you want to be a Nord wizard, that’s completely viable.

Gender does not change any initial skills or abilities. There is nothing that men do better than women or vice versa in the game. Other characters will recognize your gender and address you properly. Some may have prejudices for or against a particular gender as a part of their character, but it won’t change what you can or can’t do.

14) Do you plan to include non lethal ways of defeating opponents??
Todd:
Depends on what you mean by “defeat”. We have various stealthy ways of getting past people, and the various poisons and spells allow you to basically render enemies harmless to you, whether that is casting a calm or fear spell, knocking them down, or something else.

Oh, and we now have tavern brawls that are non-lethal! I love those.

15) Will boss fights involve interesting mechanics involved as opposed to just more health and hits harder?
Todd:
We have many new combat behaviors in our AI that makes fights with certain enemies very dynamic and interesting. It matters what the enemy can do. Dragons, for example, can do lot of things from multiple shouts, bombing runs, picking guys up, and more. An enemy that has a sword and shield, a bow, magic spells, and potions will use all of those things, and those fights are the most interesting. But we also design some combat encounters where the player simply may get mobbed by more simple enemies, and those have a different pace and strategy.

16) Do companions have skill and perk trees we can train?
Bruce:
No, you only manage your own. Though companions often have certain perks so they behave different or better.

17) Is the culture in Skyrim strictly Nordic, or are there places (like Cheydinhal in Cyrodiil) that show influence from other cultures nearby, like architecture, religion, etc?
Matt:
While there are pockets of other races in the game, we focused on the Nordic culture and their regional differences. The architecture between cities is dramatically different and reflects how the Nords live in that area.

18) So, the dragons are big and powerful. Did you include some destructible environment so they could leave marks and scars everywhere they attack? Can they demolish buildings, break trees, start avalanches, burn houses, things like this that emphasize their power?
Todd:
They do leave marks and scars everywhere, but as far as destroying buildings and such, it’s rare. It does happen, but not a lot. Systemically destroying our spaces is something we have not found a good way to handle yet, because it’s so dynamic. We’re dealing with places that we have NPCs living, and providing quests and other game services. It’s something we avoid in every game unless we can specifically wipe it off the map, like Megaton.

19) Will there be any difference between the animation sets of male and female as well as human-like and 'beast' characters?
Matt:
The animation system is completely new and dramatically improved. You will notice huge difference from previous games. There are differences between male and female animations, and even beast races have some specific animations.

20) Will any sort of karma system be incorporated like there was in Fallout, or will it be the Fame/Infamy system of Oblivion?
Bruce:
We don’t provide a numeric score that you can track, but the game knows if you’ve been naughty or nice. We felt that a number really didn’t do your fame justice. Characters in the world will acknowledge the specific things you have done rather than just a generalized reputation. If you are a criminal, they’ll know that too. But if you pay your debt to society, all is forgiven.

21) Will crafting (weapons, armor) be effected by the tools you use as well as the ingredients used in the crafting? Such as the hammers and clippers, mastery level of the weapons and your level? Basically, will I be able to produce a more powerful, or even unique, weapon if I use a master hammer or clipper as opposed to novice?
Bruce:
The blacksmith’s shop includes a forge, a grindstone, and a smithing bench. You can improve your weapons at the grindstone. The higher your skill, the more you can improve them, and the more damage they’ll do. Same thing for armor with the smithing bench, only the armor rating gets better. The forge is actually used to create new weapons and armor from raw materials.

22) Will your character have a voice? So that you can hear yourself having a conversation with other people?
Todd:
You do have a voice, but you only hear it in grunts and shouts. So we have recorded for each race and sex you can play, all the different combat grunts, as well as the dragon language shouts.

23) Obviously every character is "Dragonborn", but not every character will be playing the same way. The question is: Will dragon shouts support all types of characters? Are there long ranged shouts? Some kind of stealthy "shout"?
Todd:
Yes, the shouts support all character types. We’re not ready to talk about the other shouts yet, but soon enough.

24) Are there going to be places where you can use nature to your advantage? Like make a trap out of a fallen tree or climb a tree to stealth attack an enemy?
Todd:
Yes and no. You can’t make things, but our environment is so dense, you’re almost always using the natural terrain to get an advantage, especially with stealth.

25) Will you be able to carry on after the main story?
Todd:
Yes, absolutely.

Hammock Parties 08-12-2011 09:21 PM

fuuuuu

http://bulk2.destructoid.com/ul/user...mp-noscale.jpg

http://cdnstatic.bethsoft.com/bethbl...08/darkelf.jpg

http://i52.tinypic.com/a9v2uv.jpg

http://i52.tinypic.com/2hfhnyc.jpg

http://i52.tinypic.com/w06m8g.jpg

Hammock Parties 08-12-2011 09:50 PM

http://i.imgur.com/T83AK.jpg

Fire Me Boy! 08-22-2011 08:19 AM

The finer points of Elder Scrolls V: Skyrim
 
<iframe width="560" height="345" src="http://www.youtube.com/embed/Rm8JPu1jt58" frameborder="0" allowfullscreen></iframe>



Main quest is 20-25 hours alone. "Drop in the bucket" to the rest of the game.

keg in kc 08-22-2011 10:17 AM

Quote:

Originally Posted by Fire Me Boy! (Post 7842281)
Main quest is 20-25 hours alone. "Drop in the bucket" to the rest of the game.

Wasn't the same true of Oblivion?

Fire Me Boy! 08-22-2011 10:25 AM

Quote:

Originally Posted by keg in kc (Post 7842523)
Wasn't the same true of Oblivion?

Yeah, I think so. It's been a while, just posted that tidbit since Howard confirmed it.

Imon Yourside 08-22-2011 05:32 PM

Quote:

Originally Posted by keg in kc (Post 7842523)
Wasn't the same true of Oblivion?

Ya most of the idiots complaints were that it was "too open ended" which was my favorite part of the game.

Imon Yourside 08-22-2011 05:33 PM

Quote:

Originally Posted by Gif Horse (Post 7727217)
http://www.ausgamers.com/gameres/525...or01_18381.jpg

I love this. I always hated the massive amounts of trees in Oblivion. Been craving grasslands.

Actually I loved the massive amounts of trees, play the fallout series if you like open areas. I prefer the greenery myself.

Pants 08-22-2011 07:01 PM

Quote:

Originally Posted by KILLER_CLOWN (Post 7843624)
Ya most of the idiots complaints were that it was "too open ended" which was my favorite part of the game.

No, most "idiots" complained about the story (which was complete garbage) and the fact that your character stopped progressing half-way through the game.

keg in kc 08-22-2011 07:49 PM

Quote:

Originally Posted by Pants (Post 7843838)
No, most "idiots" complained about the story (which was complete garbage) and the fact that your character stopped progressing half-way through the game.

Indeed. I'm one of those idiots.

Mr. Laz 08-22-2011 07:51 PM

20 hrs of main quest + 50 hrs of doing the same dark cave with the same monster AI's over and over again

at least if they have the invisibility spell again you can just run through all the repetitive stuff when you get bored.

invisibility
summons
spam fire ball until dead
rinse/repeat

Fire Me Boy! 08-22-2011 08:04 PM

Quote:

Originally Posted by Laz (Post 7843931)
20 hrs of main quest + 50 hrs of doing the same dark cave with the same monster AI's over and over again

at least if they have the invisibility spell again you can just run through all the repetitive stuff when you get bored.

invisibility
summons
spam fire ball until dead
rinse/repeat

Easier than invisibility - enchant several pieces of clothing with chameleon. At some point you'll have 100% chameleon and be invisible all the time.

For Skyrim, they're really talking up Radian AI, which they designed for this game. Supposedly, it'll be a game changer, no pun intended.

Mr. Laz 08-22-2011 08:11 PM

Quote:

Originally Posted by Fire Me Boy! (Post 7843963)
Easier than invisibility - enchant several pieces of clothing with chameleon. At some point you'll have 100% chameleon and be invisible all the time.

For Skyrim, they're really talking up Radian AI, which they designed for this game. Supposedly, it'll be a game changer, no pun intended.

tbh casting invisibility was so easy that i didn't bother enchanting anything.

put invisibility on quick key and ......

Imo a good RPG needs have game play that is challenging enough to make your character choice costly. I've said it before, in Diablo II if you build your character poorly you couldn't survive in Hell level. I want that.

Fire Me Boy! 08-22-2011 08:17 PM

Quote:

Originally Posted by Laz (Post 7843983)
tbh casting invisibility was so easy that i didn't bother enchanting anything.

put invisibility on quick key and ......

Imo a good RPG needs have game play that is challenging enough to make your character choice costly. I've said it before, in Diablo II if you build your character poorly you couldn't survive in Hell level. I want that.

But you can't interact with anything with invisibility and it wears off.

The first time I played Oblivion all the way through, I did it totally straight. Never used chameleon, rarely used invisibility, etc. Successive times of playing, I'd do the chameleon trick after everything started getting really repetitive.

Farzin 08-22-2011 08:19 PM

Oblivion was a great game. Still play the side quests when I have time.

I'm looking forward to this one.

keg in kc 08-24-2011 09:53 AM

All the race presets: https://www.facebook.com/media/set/?...8351403&type=1

whoman69 08-27-2011 11:39 AM

In Oblivion if you wanted to build all your attributes up, a variety of gamestyle play was necessary. If you wanted to build your speed you cannot be using sneak throughout the places you go. If you wanted to build your strength then relying on your destruction magic was counter productive. At different times in the game I was straight up warrior, mage or thief depending on what I was doing at that time of the game.

I could never get into Morrowind because of the gameplay. When I cast a spell, I want it to work. When I'm in combat I don't want to have to worry about having to move around in a certain way. I am told that Skyrim will go back to the lore and story of Morrowind with an improved gameplay from Oblivion that we started seeing in Shivering Isles. Increasing levels is going to be dependent on your choices and your gameplay along with selections you make. You also have to select what side you want to be on.

I imagine that even after I have upgraded my old dinosaur to work better on Oblivion, it won't be up to the task of Skyrim.

Imon Yourside 08-27-2011 01:50 PM

Quote:

Originally Posted by Farzin (Post 7844008)
Oblivion was a great game. Still play the side quests when I have time.

I'm looking forward to this one.

I agree, they need to bring back the flying/levitate spells though.

Fire Me Boy! 08-27-2011 03:10 PM

Quote:

Originally Posted by KILLER_CLOWN (Post 7855982)
I agree, they need to bring back the flying/levitate spells though.

An interview with Todd Howard, he said they weren't coming back. They were doing things to take away the ability to cast out of fights. I wonder if invisibility will go away.

whoman69 08-28-2011 06:50 PM

Quote:

Originally Posted by KILLER_CLOWN (Post 7855982)
I agree, they need to bring back the flying/levitate spells though.

Sound to me like an unfair advantage.

Imon Yourside 08-28-2011 11:12 PM

Quote:

Originally Posted by whoman69 (Post 7858067)
Sound to me like an unfair advantage.

It's a single player game, not like you're going to ruin the experience for anyone by flying.

whoman69 08-29-2011 11:00 AM

Quote:

Originally Posted by KILLER_CLOWN (Post 7858792)
It's a single player game, not like you're going to ruin the experience for anyone by flying.

If you make it too easy you do. Its easy enough without it.

Fire Me Boy! 09-27-2011 07:44 AM

A star-studded cast
 
http://www.bethblog.com/index.php/20...-studded-cast/

Quote:

BETHESDA SOFTWORKS ANNOUNCES RENOWNED VOICE OVER CAST FOR THE ELDER SCROLLS® V: SKYRIM™

Academy Award Nominees Christopher Plummer, Max Von Sydow and Joan Allen Come Together for the Year’s Most Anticipated Game

September 27, 2011 (Rockville, MD) – Bethesda Softworks®, a ZeniMax® Media company, today revealed the stage and screen legends lending their talents to The Elder Scrolls V: Skyrim, the next installment in the award-winning Elder Scrolls series. Skyrim will feature an ensemble cast of Academy Award nominees, including Christopher Plummer (“The Girl With The Dragon Tattoo,” “The Insider”), Max Von Sydow (“The Exorcist,” “Minority Report”), and Joan Allen (“The Contender,” “The Bourne Ultimatum”).

Christopher Plummer, a two-time Emmy Award winner, two-time Tony Award winner and Academy Award nominee, takes on the role of Arngeir, a powerful Greybeard elder. An order of philosopher monks who are masters of the Way of the Voice, the Greybeards live in silent isolation atop Skyrim’s largest mountain.

Academy Award nominee, Max Von Sydow, stars as Esbern, a chronicler and agent of the Blades who has survived in hiding. Long obsessed with the foretold return of the dragon Alduin, the World Eater, Esbern will teach you how to confront this epic evil.

Tony Award winner and three-time Academy Award nominee, Joan Allen, will be making her videogame debut as Delphine, one of the last remaining members of the Blades – an ancient warrior society once sworn to protect the Emperor. Like you, Delphine is trying to unravel the mystery of the dragons’ return.

In addition, iconic actress and singer, Lynda Carter (“Wonder Woman”), voices Gormlaith Golden-Hilt, one of the Nord heroes who overthrew the dragons in ancient times.

“It’s been incredible to have all these actors together,” said Todd Howard, Game Director. “When you start a project, you always make your wish-list of actors, and to actually hear them in the game, it’s amazing. We can’t wait for everyone to experience it.”

Skyrim’s cast also includes:
  • Michael Hogan (“Battlestar Galactica”), who plays Imperial General Tullius, in charge of crushing the Stormcloak rebellion.
  • Vladimir Kulich (“The 13th Warrior,” “Smoking Aces”) portrays Hogan’s nemesis Ulfric Stormcloak, Jarl of Windhelm and charismatic leader of the Stormcloaks, who aims to make Skyrim independent of the Empire.
  • Claudia Christian (“Babylon 5”) joins the cast as Legate Rikke, General Tullius’s chief lieutenant, a loyal Imperial officer as well as a Nord who firmly believes Skyrim must remain part of the Empire.
  • Diane Louise Salinger (“Carnivale”), Renee Victor (“Weeds”), and Saturday Night Live-alum George Coe (“Transformers: Dark of the Moon”) round out the star-studded cast of more than 70 different voice actors delivering over 60,000 lines of dialogue.


Huffmeister 09-27-2011 08:52 AM

I honestly thought that Max Von Sydow had been dead for years until I saw him in the trailer for Shutter Island. An "imposing presence/voice" showdown between him and Christopher Lee would be epic. They could take random sentences from books, magazines, advertisements, ingredients lists, and just have them read them in a stern voice.

keg in kc 09-27-2011 09:21 AM

Star-studded voice cast is nice. Star-studded writers would be nicer. This'll be like having an all-star voice team read the nutritional information on the side of a cereal box. Although it probably won't be quite as bad as Patrick Stewart, Sean Bean and Terence Stamp's awesome voices wasted in Oblivion. And Lynda Carter's back for more punishment.

Pants 09-27-2011 09:32 AM

I wish this game wasn't scheduled to be released a couple weeks before TOR. Oh well, I'll probably end up playing it a few years after it's released.

Fire Me Boy! 09-27-2011 03:37 PM

Quote:

Originally Posted by Pants (Post 7946859)
I wish this game wasn't scheduled to be released a couple weeks before TOR. Oh well, I'll probably end up playing it a few years after it's released.

I'm seriously debating taking Nov. 11 off work so I can sit at home and play.

Frazod 09-27-2011 03:47 PM

Quote:

Originally Posted by keg in kc (Post 7946834)
Star-studded voice cast is nice. Star-studded writers would be nicer. This'll be like having an all-star voice team read the nutritional information on the side of a cereal box. Although it probably won't be quite as bad as Patrick Stewart, Sean Bean and Terence Stamp's awesome voices wasted in Oblivion. And Lynda Carter's back for more punishment.

LMAO

Damn, it wasn't that bad.

Barret 09-27-2011 04:21 PM

Here is the racial abilites and perks and stuff off of BetaCake

http://www.betacake.net/2011/09/skyr...ies-perks.html

Buck 09-27-2011 04:40 PM

Man I really hope this game doesn't seem as repetitive as Oblivion. I just couldn't get fully into that game.

Buck 09-27-2011 04:49 PM

Quote:

Originally Posted by Fire Me Boy! (Post 7946697)

Quote:

Originally Posted by keg in kc (Post 7946834)
Star-studded voice cast is nice. Star-studded writers would be nicer. This'll be like having an all-star voice team read the nutritional information on the side of a cereal box. Although it probably won't be quite as bad as Patrick Stewart, Sean Bean and Terence Stamp's awesome voices wasted in Oblivion. And Lynda Carter's back for more punishment.

Relevant.

http://i.imgur.com/eAm6j.jpg

QuikSsurfer 09-27-2011 05:54 PM

Quote:

Originally Posted by Fire Me Boy! (Post 7947718)
I'm seriously debating taking Nov. 11 off work so I can sit at home and play.

I went ahead and put in to have the day off --- a long weekend + Skyrim... now if I can get the g/f away all weekend....

Hammock Parties 09-27-2011 06:34 PM

Quote:

Originally Posted by Pants (Post 7946859)
I wish this game wasn't scheduled to be released a couple weeks before TOR. Oh well, I'll probably end up playing it a few years after it's released.

Yeah, play a buggy MMO on release day instead of what is likely to be a fairly polished single player RPG.

Buck 09-27-2011 06:38 PM

Games on consoles almost always go on sale for one day somewhere online for like $40. I'm going to wait til I find it for that price. Bugs should be fixed by then too.

Believe me, there will be major ****ing bugs in this game.

Pants 09-27-2011 06:39 PM

Quote:

Originally Posted by Gif Horse (Post 7948097)
Yeah, play a buggy MMO on release day instead of what is likely to be a fairly polished single player RPG.

We're not talking about Star Trek Online here, dude. This isn't Star Wars Galaxies, it's not ****ing Age of Conan. This is BioWare's tour de force.

Are you planning on playing TOR, BTW?

whoman69 09-27-2011 06:46 PM

Quote:

Originally Posted by Buck (Post 7947831)
Man I really hope this game doesn't seem as repetitive as Oblivion. I just couldn't get fully into that game.

If you play on PC you need to download some mods.

Hammock Parties 09-27-2011 06:47 PM

Quote:

Originally Posted by Pants (Post 7948115)
We're not talking about Star Trek Online here, dude. This isn't Star Wars Galaxies, it's not ****ing Age of Conan. This is BioWare's tour de force.

Are you planning on playing TOR, BTW?

I'll check it out down the road.

whoman69 09-27-2011 06:48 PM

The problem with the Oblivion voices is they had one person doing too many people. They are having quite a lot more voice actors for this, in the area of 700 different voices from what I've heard on various websites. I'll probably need a new computer to play this and will want a version with the expansions anyway.

keg in kc 09-27-2011 09:05 PM

Quote:

Originally Posted by Pants (Post 7948115)
We're not talking about Star Trek Online here, dude. This isn't Star Wars Galaxies, it's not ****ing Age of Conan. This is BioWare's tour de force.

Are you planning on playing TOR, BTW?

Yeah, it's not likely to be very buggy at launch, not with release being 3 months away. The new build has introduced some bugs, and from what I've seen they have a lot of polish to do from about 25 to 50, but the part of the game I've played (1 to 15 for both factions) was about as polished as any MMO I've ever played. And I'm not just talking about other MMO launches. I was shocked at how good a shape it was in.

And I hate to be the one to break it to him, but Bethesda has a long and storied history for making pretty much the buggiest games out there.

(Which didn't keeping me from buying Morrowind, Oblivion or Fallout 3 at launch - at which point they were all basically buggy messes)

whoman69 09-28-2011 03:28 PM

Quote:

Originally Posted by keg in kc (Post 7948581)
Yeah, it's not likely to be very buggy at launch, not with release being 3 months away. The new build has introduced some bugs, and from what I've seen they have a lot of polish to do from about 25 to 50, but the part of the game I've played (1 to 15 for both factions) was about as polished as any MMO I've ever played. And I'm not just talking about other MMO launches. I was shocked at how good a shape it was in.

And I hate to be the one to break it to him, but Bethesda has a long and storied history for making pretty much the buggiest games out there.

(Which didn't keeping me from buying Morrowind, Oblivion or Fallout 3 at launch - at which point they were all basically buggy messes)

I find it hilarious that most of the bugs were worked out by modders.

Imon Yourside 09-30-2011 08:04 AM

Quote:

Originally Posted by keg in kc (Post 7948581)
Yeah, it's not likely to be very buggy at launch, not with release being 3 months away. The new build has introduced some bugs, and from what I've seen they have a lot of polish to do from about 25 to 50, but the part of the game I've played (1 to 15 for both factions) was about as polished as any MMO I've ever played. And I'm not just talking about other MMO launches. I was shocked at how good a shape it was in.

And I hate to be the one to break it to him, but Bethesda has a long and storied history for making pretty much the buggiest games out there.

(Which didn't keeping me from buying Morrowind, Oblivion or Fallout 3 at launch - at which point they were all basically buggy messes)

Agreed but you still can't seem to even put the games down, even riddled with bugs.

Imon Yourside 09-30-2011 08:05 AM

Quote:

Originally Posted by whoman69 (Post 7950572)
I find it hilarious that most of the bugs were worked out by modders.

True, there are so many mods for these games you couldn't even download them all if you tried 24/7.

Buck 10-10-2011 07:21 PM

Have they released the min/recommended specs yet?

I am definitely gonna go PC on this one I decided.

Buck 10-10-2011 07:22 PM

Nevermind, found em.

Minimum System Requirements

* OS: Windows XP, Vista or Windows 7
* CPU: Core 2 Duo 2.0 GHz or Althon X2 2.0 GHz
* RAM: 3 GB
* HDD: 15 GB
* Graphics: 512 MB card
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

Recommended System Requirements

* OS: Windows XP, Vista or Windows 7
* CPU: Core 2 Quad 3 GHz
* RAM: 3 GB
* HDD: 15 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

Supported Graphics Cards:

Minimum – 8800 GT
Recommanded – Geforce GTX 460/Radeon 5850

Hammock Parties 10-10-2011 07:54 PM

So is the game taking advantage of 4 cores?

Buck 10-10-2011 08:14 PM

I don't know, but the recommended specs don't look all that bad. I have a $700 rig (last November I spent $700) and it meets all the recommended requirements.

Setsuna 10-31-2011 09:11 AM

This ain't like MP? Laaaaaammmmmmeeeeee.

ChiefFripp 10-31-2011 09:39 AM

This is a must buy for me. BF3 has pushed it from being an absolute first day purchase but I'll get it sometime in the next 6 months.

Frazod 10-31-2011 10:01 AM

I am so jonesing for this. Burnt out/disinterested in everything else. I may have to take that day off.

The Franchise 10-31-2011 10:46 AM

Looks like I'll be picking up this....MW3 and Batman: Arkham City.

QuikSsurfer 10-31-2011 10:51 AM

If anyone has interest in seeing the first 23 minutes of the game... check this out

http://kotaku.com/5854660/watch-the-...here/gallery/1


All times are GMT -6. The time now is 12:02 PM.

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.