The Elder Scrolls V: Skyrim (3 Viewers)

OP
ßöмßäяðîëя
Apr 12, 2004
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  • Thread Starter #142
    - One of the archery perks you can select is "zoom".

    - The "slow motion"-shout momentarily turns the world black and white, with dust particles flying everywhere.

    - With Morrowind, Bethesda wanted the player to feel like "a stranger in a strange land". With Skyrim, they wanted the world to feel more familiar, but with an unique, clearly defined culture.

    - Detect Life and Fury-spells are in.

    - (Frost) Atronarchs are in.

    - You can, apparently, "cut lamps from the ceiling to spread fire". Though I'm taking this with a grain of salt.

    - Remember the cobwebs in the Spider Lair mentioned earlier? You have to cut a way through them.

    - There are dungeons set inside glaciers.

    From

    http://gamenyusu.com/component/cont...-more-the-elder-scrolls-v-skyrim-details.html
     
    OP
    ßöмßäяðîëя
    Apr 12, 2004
    77,165
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  • Thread Starter #143
    An interview with Elder Scrolls V: Skyrim director Todd Howard has been posted via Bethesda’s official forum with Norwegian magazine Gamer.no, dishing out brand new details on the highly anticipated RPG. The developers are working viciously with the new engine, bringing fantastic thriving worlds full of new dungeons, characters, and improvements to some of the series favorite gameplay aspects.
    When speaking about designing dungeons for Skyrim, Howard explained that the developers have become better at building dungeon sets from previous titles with the new engine.
    “We have been better to make the environment more organic and use several building blocks,” said Howard. “For example, many types of caves in the game. Overgrown moss caves and ice caves are a few of them. We also have a cave inside a glacier and an imperial fort. Altogether there are probably five or six general construction sets, but within them there is much variation.”

    “[When it comes to loot] We vary it. Sometimes we want to give you a special item that fits with the area you are in,” he said. “Sometimes you get random objects that match the level of the area you are in, like in Fallout 3. The enemies will drop a corresponding amount of different items as in our other games.”
    In Skyrim players will also choose a specific skill tree to follow, investing leveled points into certain skills such as Marksman and Sneaking. When it comes to sword fighting, Howard stated that players will be able to perform combo attacks, using the PS3 and Xbox 360 thumbsticks to swing your sword in chosen directions.
    “You invest points in skills, and given the opportunity to select various special attacks,” Howard continued. “It is basically like a regular perk tree, just that there are certain requirements before you can unlock various perks.”

    Howard spoke on other details about the game but in minor detail. Find a summary of the rest of the interview below. Full interview here.
    - Boats are in the game, but you can’t sail them
    - Unlimited number of dragons within the world, including specific encounters
    - Whole team dedicated to world interactions (ex: wolf packs hunting mammoths, fish in rivers)
    - Dragons as mounts has been considered possibly for a late time, but not in the game currently
    - Players can slay a whole city of people, however it may take a long time
    - Damaging limbs and crippling enemies will be in the game, not like Fallout 3 though

    We recently featured Elder Scrolls V: Skyrim in our Best Upcoming RPGs editorial here, giving readers an overlook to why RPG fans and Elder Scroll fans alike should be excited for the upcoming return to the world of Tamriel. Skyrim is set to release November 11 for PC, PS3, and Xbox 360. Stay tuned for more details, screenshots here.

    From:

    http://www.psuni.com/skyrim-intervi...ity-to-cripple-enemies-and-dungeon-sets-8635/
     
    OP
    ßöмßäяðîëя
    Apr 12, 2004
    77,165
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  • Thread Starter #145
    PC Gamer magazine recently canvassed it's readers on Twitter for questions to put to Bethesda Softworks Game Director Todd Howard. Read on to find out the questions that were answered.

    Being RPG lovers, we're incredibly excited about Skyrim and can't wait for it's release date on the iconic 11/11/11. You never know, the PSN might even be back by then


    Have Bethesda hired more than four voice actors this time?

    Yes, thank goodness. “It used to be an issue with disc space,” says Howard. “On Oblivion we were literally running out of room on the disc for voice. We’ve since solved that. There are better compression techniques, so we’re not really limited by the physical media as much as how long it takes to record it.”

    They’re spending more time and money on it this time around. The voice actors are better, there’s more of them, and they’re working with more voice directors in Hollywood this time around. In the presentation I saw, that showed in in your conversations.

    Are there any ideas from the modding community for Morrowind and Oblivion that have influenced the design of Skyrim?

    Yeah, the Oblivion mod “Better Bows”. It made arrows more powerful, more likely to kill in a single hit, and balanced it by making it slower to draw the arrow back in the first place. Skyrim takes that pretty much wholesale, and the demonstration we saw had a lot of bow and arrow action.

    Can the player ride a dragon?

    Sadly not. There might be something “on the edge of that,” said Howard during the presentation, but it’s unlikely to fulfil your Neverending Story dreams.

    Will there be horse armor again? And will we have to, gleefully I might add, pay for it?

    It’s not even confirmed yet if there will be horses. They’re in there just now, but “horses have come a long way in games” since Oblivion, said Howard, and they want to make sure they’re good.

    Pete Hines, Bethesda’s Vice President, did joke that, “If there’s no horses, what will we sell armour for?”

    Will Levelling work like in Oblivion? Will monsters scale up?

    Levelling works like it did in Fallout 3, not like in Oblivion. That means that some areas will scale, some areas won’t, and the level of enemy’s in each area will be fixed in place when you first visit that part of the world.

    Skyrim’s mod support. How will it be?

    Skyrim is being powered by what Bethesda are calling the Creation Engine, and on launch day or shortly after they’ll release the Creation Kit. It should give modders all the tools they’ve become used to from previous Bethesda games like Oblivion and Fallout.

    Can you kill a horse on top of a mountain and watch its broken body tumble down for hundreds and hundreds of metres?

    Assuming horses are in the game at all, yes, but the mountains look considerably steeper than anything in Oblivion. Expect your faithful steed to fall fast, sicko.

    Will your inventory be able to show more than 3 items at once? And actually be made with the PC in mind?

    Yes, more than three, though they’re certainly not focusing on simply jamming more things on the screen at once. Skyrim’s new inventory is designed to be slicker than that, and there are a few cool things about it.

    The first is that every item in your inventory is shown as a 3D model, which can be zoomed in on and rotated. It’s a nice, flashy bit of design that shows off the detail the art team are pouring into the items and weaponry. Which would be fine in itself. But in the dungeon we were shown, the player solved a puzzle by studying an item in his inventory for a set of symbols needed to unlock a door.

    You can also bookmark spells and items in your inventory you use regularly, making them easy to find even when you’re encumbered by pockets stuffed with calipers.

    What kind of supercomputer will their new game engine require to run smoothly?

    It’s designed to run on an XBox 360, so any even vaguely modern PC will run it just fine. If you do have a beastly PC though, you’ll be able to enjoy higher resolution, bigger textures, and all the other lovely features you’ve come to expect. If you’re running DirectX 11, you’ll get some performance gains, but their desire for “parity of performance” across all platforms prevents them from using any of its unique features. Still, the game will be best on PC.

    Are dungeons as repetitive as they were in Oblivion?

    Oblivion’s dungeons were mostly designed by just two level designers. Skyrim has eight or nine, and while the dungeon we saw had plenty of the same rocky tunnels we’ve come to love, they also had moments of real beauty.

    Twitter Questions from:

    http://www.gamers-corner.co.uk/#/skyrim-twitter-questions/4551320801
     

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