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The Elder Scrolls V: Skyrim [TIMJ Database]

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The Elder Scrolls V: Skyrim [TIMJ Database]

Postby Paddy » Mon Jan 10, 2011 8:25 pm

Skyrim_GameLogo.png

LEVELLING:
Skyrim‘s level system works on a 1-50 scale. Though, level 50 isn’t the limit; when you reach level 50, you’ll gain experience much slower, making leveling a much more difficult process.

Each time a player levels, they’ll earn extra health. Additionally, they can also pick one of the following traits to boost: stamina, health, or magic.

There’s no class selection at the start of the game. Every skill a player earns will help contribute to their overall level. Every time a player levels, new perks are unlocked. Sound familiar?

“Since people are asking, wanted to briefly touch on level scaling. All our games have had some amount of randomness/levelling based on player level. Skyrim’s is similar to Fallout 3′s, not Oblivion’s.”
- Bethesda Community Manager

Level-scaling makes a return. Meaning: “The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.”

Scaley.

SKILLS:
There are 18 skills for players to learn, which is three down from Oblivion and eleven down from Morrowind.

Skills will try and accommodate the player who wants to put their focus into a single profession, as well as allow room for players who prefer to do a little bit of everything.

The mysticism skill is gone.

The enchanting skill remains.

Shiny.

STORY:
The game is set in the Nord region of Skyrim, 200 years after the events of Oblivion. The player, as one of the dragonborn, is called upon to stop the prophetic return of the dragons. The player’s mentor is one of the last blades.

The world includes five massive cities. Its dungeons, caves, underground areas, etcetera ad nauseum - will have far more variation than past games.

Mmm...choicey.



CONVERSATIONS:
Conversations do not zoom into the person’s face anymore. (YAY!) :) They’re more realistic in Skyrim; the person you’re talking to will do things such as walk around, perform tasks whilst in conversation, glance at you every now and then, etc.

So, good news all 'round - faces are heavily improved. ie: They don’t look shit anymore.

Verily chatty.

COMBAT:
Combat is more dynamic and tactical; each hand is assigned a function (ex: magic in one hand, a weapon in the other). The team is putting a lot of care into the different feel of each weapon in the player’s hands. They’re also putting a heavy emphasis on improving combat in Skyrim.

Enemies include: zombies, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses, mammoth, saber-toothed cats, and other creatures.

Weapon-y. (Yes, I made that up - so what?)

QUESTING:
Quests, like combat, also boast a more dynamic feel. You’ll be assigned quests depending on how you develop your character. For example: a frequent magic user may be approached by another mage and assign you a quest. Had you been a frequent melee fighter, the mage would not have approached you.

To better suit the player, quests will be modified depending on what you’ve done (see 'level scaling' above, or the following example). An example: you must rescue a girl from a certain location. This location will be in an area you’ve yet to visit with enemies that are of or near your level in order to have the player visit a new location and be combatant with challenging enemies.

Also of note: in Oblivion, if you dropped an item, it would stay there forever. Depending on where you drop items in Skyrim, different events could happen. Another example: if you drop a dagger in a town, a young boy might pick it up and find you to return it. Or in a different situation: a group of men could find it and fight over who gets to keep it.

*cough cough* Questy.

ENGINE:
The engine is indeed...completely new. Snow falls dynamically, trees and branches move independently according to the wind, and water flows beautifully. There's talk of 'dynamic shadows', as well. Wow. :|

...Enginnneneney.

OTHER...STUFF:
Third-person view has been vastly improved.

There is an option to remove the HUD for players who want the entire screen to be taken advantage of. (Get in!)

Players can sprint if they feel like going fast. Or they could fast-travel, allowing them to transport to any previously visited location on the map.

Dragons can attack a town, meaning that towns may (I'm guessing) also be open to other creature attacks. You can also duel an NPC in town, western styley, if you’d like. Yee-haw.

Now if you'll excuse me, I need to go dust-off my chaps.
Last edited by Paddy on Fri Jan 21, 2011 10:54 pm, edited 1 time in total.
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Re: Elder Scrolls V: Skyrim [TIMJ DATABASE]

Postby Simon » Mon Jan 10, 2011 9:14 pm

Will so be owned. :ugeek:
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Re: Elder Scrolls V: Skyrim [TIMJ DATABASE]

Postby Paddy » Mon Jan 10, 2011 9:35 pm

Owney.
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Re: Elder Scrolls V: Skyrim [TIMJ DATABASE]

Postby Trent » Mon Jan 17, 2011 6:24 pm

Skyrim is shaping up to be... fucking unbelievably awesome. I sunk at least 100 hours into Oblivion despite it's dated engine and sometimes unsatisfying combat. I suspect with the new engine and, well, new everything combined with the quality of world and story that Elder Scrolls is famous for will make Skyrim even more enthralling and time-munching!
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Currently Playing: Silent Hill 2, Star Trek.
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Re: Elder Scrolls V: Skyrim [TIMJ DATABASE]

Postby Paddy » Wed Jan 19, 2011 8:21 pm

GameInformer have a brilliant feature up at the moment with a whole host of videos taking an in-depth look at Skyrim's sound design - something I'm always fascinated by having studied Music Production. It's definately worth stopping by and checking out!

http://www.gameinformer.com/b/news/archive/2011/01/14/the-sounds-of-skyrim.aspx
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Re: Elder Scrolls V: Skyrim [TIMJ Database]

Postby Paddy » Sat Jan 29, 2011 6:46 pm

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In a game as large as the open world RPG The Elder Scrolls V: Skyrim, comprehensive menus are a necessary evil. Though they may not be pretty, players need a way to easily manage items, review skills, and map out directions to their next dungeon crawls. The menus in Oblivion functioned, but they were essentially a cumbersome medieval equivalent to Excel documents. For the sequel, Bethesda is striving for a friendlier user interface.

Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit.

”You know in iTunes when you look at all your music you get to flip through it and look at the covers and it becomes tangible?” game director Todd Howard asks. “One of our goals was 'What if Apple made a fantasy game? How would this look?' It's very good at getting through lots of data quickly, which is always a struggle with our stuff.”

Like in Oblivion, pressing the B or circle button opens up the menu system. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options.

Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”

Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways.

In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.

Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel.

Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a 'You are what you play' philosophy, Bethesda is preserving the player’s ties to star signs.

Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character's overall level higher.

Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world.

“When you glance to the sky after you’ve played the game for a while, what you’re seeing in the sky is different than what somebody else is seeing based on the constellations,” Howard says.

To read more about all of the great details Game Informer magazine managed to extract from Bethesda during their cover feature trip, visit their Skyrim hub by clicking here: http://www.gameinformer.com/p/esv.aspx
- Source: GameInformer Magazine (January 2011)
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Re: Elder Scrolls V: Skyrim [TIMJ Database]

Postby Paddy » Fri Feb 11, 2011 9:04 pm



Bloody genius. :mrgreen:
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Re: Elder Scrolls V: Skyrim [TIMJ Database]

Postby Paddy » Thu Feb 24, 2011 6:35 pm



:o :shock: :shock: :shock: :shock: :shock: :shock:
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Re: Elder Scrolls V: Skyrim [TIMJ Database]

Postby James » Sat Feb 26, 2011 1:49 pm

The most excited I've been about a game in a while. That trailer made me weep manly tears of joy
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Re: Elder Scrolls V: Skyrim [TIMJ Database]

Postby Paddy » Sat Feb 26, 2011 9:11 pm

James wrote:The most excited I've been about a game in a while. That trailer made me weep manly tears of joy


Xibalba likes this.

Oh sorry, I thought I was on Farcebook for a moment there. :mrgreen:
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