The Elder Scrolls V: Skyrim (22 Viewers)

OP
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Apr 12, 2004
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  • Thread Starter #181
    Skyrim: Hands-on with the first three hours

    In Skyrim, I fought a dragon.

    Prior to that I got involved in a love triangle. I acquired a long lost ancient treasure. I admired the beauty of the world as I trekked across mountains. I had a local bard sing me a song. I looked to the stars to acquire new abilities. I helped defend a farm from trolls.

    All of that, and more, in little over three hours. In Skyrim, there’s a lot to do. There’s so much to do that no two players’ experiences are likely to be the same. That’s a phrase that gets thrown around a lot these days, but here it actually rings true.

    Our demo starts with the usual character creation options. There are 10 races, from various elf and human derivatives to the cat-for-a-head Khajiit, the reptilian Argonian and even playable orcs. Scrolling through the various options and the usual editors for brow placement, eye size and ear height, what’s clear is that a lot of work has gone into the character. No longer do they look like the deformed, horrors-of-the-deep they have been in previous Elder Scrolls (and indeed, Fallout) titles. They look real, at least in so far as the world of Skyrim goes.

    This may have come as a result of Bethesda’s focus on improving the third-person, in-game camera. Previous games in the series have felt clunky and lacklustre when abandoning the first-person viewpoint; combat becoming more difficult, movement made unnecessarily fiddly and the animations of your avatar reminiscent of a Zimmer Frame clutching care home resident.

    That’s no longer the case in Skyrim. Third-person control feels closer to what you’d expect from a team with such calibre. Combat, movement and observation are all easier than before, making it a viable option. Plus, the improved character models help a lot. The hardcore Elder Scrolls following will likely scoff at the idea of playing in third-person, but I play like that so consider it legitimised.

    Our time in Skyrim begins roughly an hour into proceedings, so as not to arm us with any spoilers. Having jumped in at a point post-tutorial/story-setting, Skyrim’s portion of Tamriel’s world lies before us to explore and lose ourselves within.

    And what a world. After exiting a small, claustrophobic, dimly-lit cave we emerge into a landscape composed of a lush green grass and trees, vividly-coloured wild flowers, galloping deer, stalking foxes and singing birds. In the distance we see blue-grey ice capped mountains sheltered by imposing dark clouds. Separating the distinct hues of blue and green is a river, at some points flowing gently, at others rushing over rocks to form small whirlpools and dramatic waterfalls.

    Lead artist Matt Carofano told us that the landscape has been created entirely by the hand of the artists and level designers, shunning the procedural generation that had been employed formerly. Having played within the world for ourselves, it’s a claim we’re not prepared to argue or disagree with. It looks beautiful, completely ridding itself of the stale, cold nature that often categorises games of this type.

    Unfortunately, we’re forbidden from talking much about the main plot line. The overarching theme involves dragons awaking from an age-old slumber who are further disrupting the tensions between various bordering realms.

    Our first act was to completely fly in the face of the harmony we’d stumbled upon, after a short chase upon a hillock, we hunted a killed an innocent fox. Don’t judge us, we missed the tutorial – we needed to learn how to fight somehow. Plus, it was worth it, as we got ourselves a posh looking fox pelt for the trouble.

    The world map shows various unexplored locations, so we amble off to the north-east towards the village of Riverwood. It’s here that we hear murmurings of dragon sightings, learn to forge our own weapons on the blacksmith’s bench and entangle ourselves in a love triangle. All of these are optional, but the love triangle 'quest’ is a good way to indulge in the script and create a little havoc.

    Long story short, two guys were fighting over one girl. One of the guys asked us to deliver a nasty letter to the girl that he’d written in the style of the second guy. Instead of doing his bidding however, we took the letter to the second guy who (unsurprisingly) was not at all happy. We don’t want to spoil the outcome so… off to Whiterun we go.

    Whiterun is far-and-away the largest inhabited area we came across in our demo. A city of high, fortified walls defending a central castle housing the resident jarl (read: king), Whiterun is an imposing place situated at the base of a tall mountain. Inside we hear more murmurings of dragons and political unrest, but there’s enough time to wonder the local taverns, observe the world from a watchtower and generally take in the many sights and sounds (while avoiding the usual slew of randoms offering trades, items and mercenary work).

    It’s here that we’re given a quest that takes us to a mountain dungeon in search of a long-lost artefact – I can’t be more specific in fear of having my hands cut off by the powers that be at Bethesda. The dungeon is our first real taste of combat.

    With a shield in our left hand and a stocky, little mace in our right, we dispatch of the resident Draugr (read: zombies) with some difficulty. These guys pack a lot of hit points, an advantage made more deadly seeing as they also employ archers to attack you from afar. However, once we’d gotten used to our dodge and power attack abilities, the melee Draugr were easy enough to defeat when drawn away from their projectile buddies.

    Losing the shield and fuelling our left hand with a fire attack made light work of the archers. It was that combo of mace and fire that we stuck with for the rest of the demo, offering ranged and hand-to-hand options without limiting our ability to move and dodge.

    It’s here that we realise we’ve levelled up four times but failed to collect our rewards. Each time you level up you’re given a point to spend on either magicka, stamina or health – your choice altering your skill points in various categories. Skills are assigned their own constellation of stars, a stunning method of visualising something usually displayed via a boorish list of numbers and abbreviations.

    Apparently there are over 200 skills and perks to be unlocked, although a single playthrough will likely open up a third of them to you. You’ll want to think about which you opt for too as, given the manner in which they’re unlocked and the fact that points are split between only three major categories, it’s the perks that will define your character and play style.

    Our mini-adventure in Skyrim came to a close by returning to Whiterun (artefact in hand) just in time to fight a dragon. Seeing as the game comes out in less than a month, I’m not going to spoil the fight or the aftermath for you. Rest assured though, that both were magical and absorbing.

    In Skyrim, there’s a lot you must uncover for yourself.
     

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    OP
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    Apr 12, 2004
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  • Thread Starter #182
    Skyrim Preview: Gameplay, Locations and Quests Revealed
    Simon Miller

    Three hours with the biggest game of 2011.


    Published on Oct 17, 2011
    As hardened Elder Scrolls fans, we’re well aware of the power it possesses. As you play an Elder Scrolls game, hours turn into days, which then turn into months; it’s a mystery how Bethesda manages to pack so much content into the framework of a simple videogame. Even one with such an open world design.

    Even when armed with such knowledge, it is still a shock to sit down with Skyrim for a few hours and told to 'do what you like’. Everyone is well aware of the sheer beauty of Skyrim, but the few screenshots and gameplay videos doing the rounds don’t really show how much of a jump from Oblivion it is.

    You begin Skyrim on the wrong side of a prison cell door – as is now custom in an Elder Scrolls game. From behind the bars you gaze out onto a world that seems almost unreal.

    Despite the increasing, and often restless talk of the need for a new generation of consoles, Skyrim is a perfect example of why this generation should allowed to continue for a few more years. It would seem developers have finally found their stride with the hardware available.

    Ultimately, in spite of how awe-inspiring it looks, its Bethesda’s knack for surprise and intrigue that makes its most famous franchise so addictive. Moving into the wilderness, we come across Embarshard Mine; a simple cave made more interesting by a pack of wolves guarding it.

    Playing as a Nord, complete with the standard sword/shield setup, we’re a little saddened to develop 'Rockjoint’ after one of the pack bites us from behind. The infliction results in our melee attacks doing 20 per cent less damage, and can only be removed by finding a cure. Already, Skyrim has crafted the start of our own personal journey.

    We decide to ignore the dungeon in favour of making our way to the nearest town, Riverwood. It’s here where more numerous routes open up. Be it the smaller things – like sorting out a local love triangle, or taking on a quest to retrieve Lucan Valerius’ golden claw – the atmosphere and tone that exists in this tiniest of residences is endearing.

    Moments like these are all you need to accept your real-life is coming to an end in favour of a digital one, as addiction and immersion take hold. Curious to the end of both problems, we decide to look into them both, even if one is the fantasy equivalent of Jerry Springer.

    Ladies man Sven has his eyes set on local eye-candy Camilla, his pursuits are in vain thanks to a rival who goes by the name Faendal. Seeing an opportunity for sabotage, Sven passes us a letter bordering on insulting and asks us to pass it to the apple of his eye pretending its from his new adversary.

    In true Elder Scrolls fashion, though, the choice is well and truly in your hands. Yes, this may not be on the same level as Fallout’s karma system but that was never Bethesda’s intent to begin with. While it’ll still affect how your character is shaped and the way others react to you, Skyrim leaves the wider picture in your hands.

    If you want to be a pleb then so be it. Unfortunately for us, we soon realise we don’t have it in us to cause such rivets, breaking down in front of Camilla and confessing all. Thanking us for our honesty, she insists that we also inform Faendal who gracefully gives us a handful of cash and the use of his combat services should we ever need the help.

    Abusing his offer almost instantly we inform him of Valerius’ stolen claw, thieved from his shop during the night before. Heading to Bleakfalls Barrow, Bethesda once again shows its skill for the gargantuan and epic. After fighting through a wave of enemies – including testing out some well-deserved dual-wielding magic – we discover a colossal set of doors.

    Once inside, and following the usual kill and loot structure we’ve all come to know and love, we stumble upon Aarvel the Swift, a man who reeks with the stench of trouble. Asking us to rescue him in return for his help discovering the claw, the dubious scoundrel quickly hightails it, screaming how he would never share the treasure with anyone.

    Miffed that he would deceive us in such a way, and that we had been so moronic as to fall from it, we attack Aarvel from behind, and he dies neatly with one of Skyrim’s many new death animations. With the claw in hand we head back to complete the quest, but not before stopping off to learn a 'shout’ – a new power in the Elder Scrolls universe – as well grabbing hold of an ancient Nordic sword.

    Up to this point both our single-handed weapon and shield ability had been leveling up, living up to the developer’s promise that gaining experience with specific items would tie in to how you improve with them. What they didn’t fill us in on was how powerful two-handed arms would be.

    Clearly trying to find a better balance between all-out power or reducing your attacking force in favour of a more defensive one, charging your swipes and landing a clean shot decimates foes, making you feel like a superhero among men.

    With the clock running against us we decide to wrap up the quest, but, as ever, get drawn elsewhere thanks to a simple discovery. Leaving Bleakfalls Barrow and navigating back towards Riverwood is South Brittleshin Pass, a small passageway that leads us to a hidden cavern.

    Hoping, if nothing else, to discover yet more weaponry, we are instead treated to one of those moments that we imagine only a small portion of players will ever come across.

    Scattered with skeletons and other unspeakable creatures, the dungeon soon reveals itself to be home of a Necromancer. Unimpressed that you’ve merely walked into his abode, a fight breaks out, ending with yet another power blow from our new favourite killing device.

    What happens once the smoke has settled and the questions Bethesda deliberately doesn’t answer is where Skyrim becomes a master of conspiracy and fascination. Exploring the rogue magician’s tomb, it seems highly likely the man was performing unspeakable experiments on the Nordic race, dismembered bodies and blood littering the room.

    In the corner are two prison cells, along with a pile of ash on the floor, and an enchanting table in the corner, which is where you can start to power your inventory. It’s a chilling but yet mesmerising snippet of the world created.

    Returning to Lucan and returning the claw, we receive a ton of equipment as a thank you. Now however, it’s clearly time to throw the beaten path out the window and see what exactly Skyrim has in-store.

    Looking at the map, which remains a daunting task due to its scope, we pinpoint Markarth as our new destination, purely because the icon that represents it has an eerily familiar look to that of one who is Dragonborn.

    The problem is, with no horse in sight and a mind-boggling distance to cover, it’s not going to be an easy journey. Still we walk on. We’re not ashamed to tell you we never reached our chosen target but this is to Skyrim’s ultimate credit, thanks to the volume of enjoyable moments it continues to throw your way.

    The first revolved around a group of bandits and the dead body they were huddled around. Seeing us closing down upon them, the band of thieves jumped up to halt us where we stood, naturally meeting their demise and allowing us to figure out what the hell was going on.

    As it transpires, the corpse was a woman named Breton, armed with nothing more than a note. The paper explains that she left her nearby village after an assembly of thugs stole her family’s pendant, and that she would rather die than see it in their hands. It’s a small, yet no less impactful, story that, again, many may never see.

    As we continue onwards, there’s also a chance encounter with a farmer who although has nothing of great length to say. He convinces us to visit the Imperial Legion and potentially join its ranks. Naturally, plenty of the game’s narrative has been hidden, so exactly what this means is anybody’s guess. But the relatively low-key nature of the task could see it go either way.

    Soon realising that getting to Markarth is a near impossible task, we stop at a nearby inn to get a room and restore our energy and health. As we should’ve expected, it’s not just your run-of-the-mill hotel, according to its owner, Eydis. She explains that the great Tiber Septim used to lodge in the inn as he raged war across the land, and you’re offered his room, being the fine warrior that you are.

    Taking rest in the grand lodgings, you’re awoken by the landlady’s scream. Rushing to her aid Eydis tells you she has seen a ghost and, low and behold, sat behind in a chair near the back of the inn is the spirit in question. Calm to the end, a quick conversation reveals it’s one of Septim’s soldier’s spirits wanting to become blood brothers with Hjalti, the man he believes you to be.

    Septim needs his sword so he can finally be at peace, which means another voyage into the unknown, complete with a conflict between yourself and a mini-faction who seem intent on keeping the brutal artefact hidden. With the sword eventually returned, the man vanishes, leaving you with a healthy increase for your sword and shield ability.

    It seems astonishing to witness, first-hand, so many stories not associated with the overarching narrative, but this has always been the Elder Scrolls’ forte and it has almost been perfected with Skyrim.

    Even better are the dozens of other pathways opened up just by wandering through the environment, be it a meeting with Aventus Aretino, who has an interesting meeting with the Dark Brotherhood, or visiting Old Hroldan to learn about the college of Winterhold.

    One mission in particular had us gripped to the very end, despite us not being able to finish it. It involved the secret behind the Red Eagles Tomb and Rebel’s Cairn, and it’s well worth checking out.

    With only a few weeks till this behemoth of a game hits store shelves the world over, we strongly suggest wiping your calendars free now. You won’t have time for anything else.

    http://www.nowgamer.com/features/1095737/skyrim_preview_gameplay_locations_and_quests_revealed.html
     
    OP
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    Apr 12, 2004
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  • Thread Starter #183

    Hands-on: Three hours with The Elder Scrolls V: Skyrim
    | Max Scoville



    Last week, I got to do one of those things that makes me remember how cool my job is: I played The Elder Scrolls V: Skyrim. The fifth installment in the hugely successful Elder Scrolls series and one of the most eagerly anticipated games of the year.

    Before I begin regaling you with tales from Skyrim of fair bar-maidens and fire-breathing dragons, I should clarify something: I’m not an Elder Scrolls fan. It’s not that I dislike the series, I just haven’t spent that much time with it. Oblivion came out at a time when I wasn’t doing much gaming, and since then, my time with it has been limited to playing around with it at friends’ houses.

    My first exposure to The Elder Scrolls was from a severely maladjusted co-worker who’d share anecdotes of sneaking into barracks, poisoning all the apples in the pantry, waiting for all the guards to eat the poison apples, and then stealing their things. I’m a sucker for sandbox games, and the thought of this much freedom piqued my interest. However, before I got around to checking out Oblivion, I got sucked into Fallout 3, which quickly became one of my all-time favorite games in a matter of hours. Fallout, however, is NOT The Elder Scrolls.

    The Elder Scrolls V: Skyrim (Xbox 360 [Previewed], PlayStation 3, PC)
    Developer: Bethesda Game Studios
    Publisher: Bethesda Softworks
    Release: November 11, 2011

    The first time I uttered the word “Skyrim” on The Destructoid Show, I was given a crash course in Elder Scrolls fandom. It is a serious game, it is not something to be taken lightly. Unfortunately, I take very few things seriously, so this sudden backlash let me to take things even less seriously. I erroneously stated the game had a Squidbear in it (and staunchly defended my claim), I introduced an “Elder Scrolls Watch” segment on The Destructoid Show, and I proceeded to interview Skyrim’s lead artist about how many types of fish are in the game, and whether or not you can be a gay werewolf.

    My enthusiasm for Skyrim is genuine, but should not be misconstrued as an expertise in the lore of The Elder Scrolls. At the same time, any irreverence I show towards the game is all in good fun. The Elder Scrolls fanbase has proven itself repeatedly to be a rather humorless crowd, so I figured a disclaimer was in order.

    My Skyrim demo started roughly 45 minutes into the game, at the end of the tutorial section -- comparable to leaving the sewers in Oblivion or Vault 101 in Fallout 3 -- and I was given a chance to alter my character’s appearance. Character creation is something I can spend hours on, so I tried not to dawdle. Just browsing through the different races, though, it’s safe to say this game is not Oblivion or Fallout.

    Depending on your race’s bone structure, you’re presented with a number of different options. Argonians have different horns and warpaint choices whereas Khajiit have different fur colors and patterns. Eager to get into the world, I chose a Khajiit, made him look vaguely like Panthro from Thundercats, pushed the weight slider as far towards the “fat” end as it would go, and entered the realm of Skyrim.

    If there was any confusion at all, let me clarify right now: Skyrim is gorgeous. It is an absolutely beautiful friggin’ game, and anyone not lauding it as such should get a slap. Both in terms of art direction and the Creation engine’s ability to effectively give your eyes a blowjob, it’s just really damn pretty. Any given screen in Skyrim looks like the lovechild of a motivational poster and a Frank Frazetta painting.

    When picking my character, I chose a Khajiit because they’re one of the more visually unique races, and I wanted to see how this looked in the game. The character movement in Skyrim makes Fallout: New Vegas look awkward and dated. Watching my feline character bounding along with fuzzy cat ears and a long striped tail was so impressive (I’m actually going to hold off on making any Furry jokes.)

    The problem with being plopped down in front of a console and told, “here, play Skyrim for three hours” is that it’s bittersweet. That’s more than enough time to get a feel for the game, but there is so much to see and do that it’s legitimately daunting. I decided to just jump in and explore the game. The guy next to me made a beeline for the dragon battle, but I chose not to do that. We’ve already seen the dragon battle in the E3 demo, and I’d probably get my ass handed to me anyway.

    I found myself on the same forest path where the E3 demo began. I checked my map, and decided to make my way northeast to the nearest settlement of Riverwood. It’s a lovely little town with a mill and a few shops. One thing I was immediately curious about was blacksmithing. I approached Alvor, the Riverwood smith, and spoke to him.

    In Skyrim, talking to people is noticeably different from previous Bethesda games. Instead of the camera vaulting forward so the NPC being spoken to is in full, glaring mugshot view, it brings the character into focus much more subtly. By wiggling the left analog stick, you can look around a bit. If you’re bored by what the NPC is saying, you can make your character nod enthusiastically or just have him stare off into space at something in the background. It’s just like real life.

    I asked Alvor the blacksmith if he had any work for me to do, and he offered to teach me the smithing system. I was given a few iron ingots and some leather straps, and told to go play with the forge. The menu provided a long list of different weapons, armor, and jewelry I could create. I chose “iron dagger” from the menu and watched my guy hammer away at a red-hot piece of metal. After showing Alvor my cool new knife, he suggested I temper it on his grindstone. At the grindstone, a similar menu opened up that allowed me to upgrade the dagger’s condition to “fine.”

    Later in the game, while exploring a mysterious kitchen, I checked out what I could cook in the game. Like the grindstone and forge, an extremely intuitive menu popped up with eighteen different dishes I could prepare, from mammoth stew to Horker loaf. Yummy.

    At another point in the game, I came across a book titled “Thief.” Opening it instantly improved my lockpicking ability, much like the books and magazines in Fallout. However, after opening the book, I was given the option to actually read it by turning the pages with the left stick. We’ve heard about how there are over 300 books in the game, but actually inspecting them first-hand is impressive, especially when you come across an entire bookshelf of different titles.

    Cooking, blacksmithing and books (and fish) might not be exciting for everyone, but it’s such a mind-boggling example of how immersive this game is. There are plenty of games where you can fight monsters and cast spells; what makes Skyrim so incredible is the level of detail everything has.

    After getting bored of blacksmithing, I decided to go kill some things. I left Alvor’s blacksmith shop and wandered over to the Riverwood Trader. Inside, the owner was shouting at his wife about thieves. I asked him what the problem was, and the next thing I knew, I’d agreed to retrieve a golden claw from the Bleak Halls Barrow.

    In addition to crafting menus getting streamlined, Skyrim’s main menu system is refreshingly intuitive, especially compared to the journal in Oblivion or Fallout’s Pipboy 3000. The menu is brought up by tapping B, and four options are presented, arranged like points of the compass. A double tap downward of the left stick brought up the map. Having barely started the game, only a few locations were visible, so I easily found Bleak Halls Barrow. I set a waypoint and embarked on my quest.

    I reached the barrow and made my way inside. Gathered around a small campfire were a pair of bandits, and I kicked myself for embarking on this mission -- I’d already seen it in the E3 playthrough video. Still, the desire to kill people and steal stuff prevailed, so I made my way through the dungeon, getting the crap scared out of me by a big frost spider along the way, and eventually solving the mystery of The Golden Claw.

    I returned to Riverwood and gave The Golden Claw to the shopkeeper. I asked him if he had any spells for sale, and he did. I bought frostbite, fury, and one that let me resurrect people I’d killed to fight on my side as zombies. Fury makes enemies attack each other, frostbite makes them get cold damage, and the zombie resurrection one does exactly what I just said it does. It’s really badass.

    I decided to head into more unexplored territory. To the west, I entered Whiterun Hold, the central region of Skyrim. I was stopped by a group of Imperial soldiers who told me I couldn’t be there, and tried to lean on me for money. Considering that my character was a burly axe-wielding panther-man who could shoot fireballs, this seemed pretty stupid, so I decided to fight the soldiers. Unfortunately, after killing one of them, I got sucked into the ground underneath a bush and died. Oops.

    As cool as it would be if Bethesda always shipped flawless games, it’s not something we’ve come to expect from them, and unfortunately, I don’t think Skyrim will be an exception. During my three hours with the game, I died three times from getting stuck in invisible holes in the ground. I don’t know if I played a final build of the game or not, but I’ll be extremely surprised if the retail version isn’t without a few glitches. I can’t ignore problems like this, but I’m not about to let them ruin my experience. Skyrim’s got some bugs? Megan Fox has weird thumbs, I’d still bang her.

    After my bug encounter, I reloaded my autosave back at Riverwood. I took a different route back towards Whiterun Hold, and discovered the Honningren Meadery. I was greeted by a man named Sabjorn who told me a little bit about the meadery. While he was talking, I stole an apple pie from the table. He told me to knock it off and confiscated my pie, so I stole several bottles of mead and a honey nut treat. I then went over to his bookshelf and started reading a book about horses.

    Sabjorn was mad that I kept stealing his desserts, so he started punching me. I set him on fire and started hacking away at him with a sword. Oddly enough, when his life bar was depleted, instead of keeling over in a bloody pile, he simply crouched on the ground whimpering and covering his head with his hands. Apparently certain NPCs cannot be killed in Skyrim. I went exploring the meadery. In another room, two other NPCs said hello to me before Sabjorn came bursting in the door screaming at me. The NPCs then joined the invincible Sabjorn in punching me, so I ran away.

    Down the road a bit, I came to a guard outpost. One of the guards stopped me, and said there was a warrant out for my arrest because of the apple pie fiasco. The guard was very polite about it, and I offered to pay him my own bounty to redeem myself. He let me go about my business.

    In addition to being a videogame where you can steal beer and kick animals in the throat, Skyrim is also a really good hiking simulator. That might be the dumbest thing I’ve ever written about videogames, but Bethesda’s managed to make a hyper-realistic game about walking around in the woods. Videogame nature will never outdo actual nature, but as someone who lives in San Francisco and doesn’t like driving three hours to the mountains to see a tree with some snow on it, Skyim’s pretty fun to look at.

    Later, I met a herd of mammoths and their giant shepard. I got too close to the mammoths and was quickly trampled to death. Reloading my save, I approached the giant, and he screamed at me and then pummeled me to death with his club. Further north, I found a cairn, and was attacked by Ice Wraiths. Ice Wraiths look like flying moray eels made out of half-invisible broken glass. They were fast, mean, and my fireball spell didn’t do much to them even though they were made of ice.

    On the northern coast of Skyrim sits Dawnstar, a harbor town that also has a mine. I’m sure fans of Minecraft will be happy to hear that in Skyrim, you can pick up a pickaxe and go digging for ore. Inside Dawnstar’s Windbreak Inn, I convinced a bar maiden to play a song called “Ragnar The Red” for me on her flute.

    After that, I talked to a man in a robe. He explained that all the residents of Dawnstar had horrible nightmares and couldn’t sleep. He blamed this on the curse of a nearby witch, and asked if I’d join him in stopping her. I agreed and followed my NPC companion outside. Eager for some action, I waited while he stood there not doing anything. I ran around him in circles and made sure his quest was my active one. So when nothing happened, I wandered off and talked to some other NPCs. When I came back, my slowpoke companion finally started making his way toward wherever this nightmare witch was, but I unfortunately lost track of him. Luckily, I found a den of bandits, and fought them for a while.

    The map in Skyrim is great looking, but I found it a little bit tedious for actual navigation. The ornate design makes it difficult to set waypoints accurately, and this is exacerbated by too many different icons jammed into the compass on the HUD. While most of the menus are intuitive and a huge improvement over previous Bethesda games, navigation and selecting an active quest felt a little awkward. Also, my NPC companion wandered off into a blizzard like some kind of idiot Sherpa.

    In my last ten minutes, I stole a horse and galloped around. This made for a nice change from walking, and given the massive scale of Skyrim, I think horseback riding will be a necessity.

    “Epic” is a word that has been thrown around to the point of irrelevance, but it’s absolutely the right word for Skyrim. Skyrim is huge, majestic, and genuinely awe-insipring. I have no doubt that hardcore Elder Scrolls fans will play this game for the next half a decade. As for people (like myself) who are new to the series, the intuitive menu system and all-around enjoyable gameplay should be well worth getting excited about. Even if fantasy isn’t your bag, this game has a lot to offer.

    What struck me the most about Skyrim is how much it suspends disbelief. It sucks you into a fantasy world where you can do whatever you want, not least of which is slaying dragons and casting spells. When I was a kid, I could run around in my backyard and play pretend. As an adult, it’s harder to get lost in that same kind of make-believe fantasy. If you want a break from reality, Skyrim’s a great place to start. In any case, it’s probably a safer idea than dressing up like a knight and attacking your neighbors rosebushes with a wooden sword.
     

    swag

    L'autista
    Administrator
    Sep 23, 2003
    84,754
    I suppose if the pilots were Mexican, having "skyrims" on the plane would have a whole different meaning. :rndh:
     

    Enron

    Tickle Me
    Moderator
    Oct 11, 2005
    75,661
    I haven't heard anyone angry over the change, but it's been simplified. Now it's based on your own play rather than you having to pick a set of skills that control the way you play your character.
     

    X Æ A-12

    Senior Member
    Contributor
    Sep 4, 2006
    87,941
    I haven't heard anyone angry over the change, but it's been simplified. Now it's based on your own play rather than you having to pick a set of skills that control the way you play your character.
    What do you mean? They said you still pick a few main skills that you get boost for and can improve any other skill as well. That's how it was in Oblivion.
     
    OP
    ßöмßäяðîëя
    Apr 12, 2004
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  • Thread Starter #193
    What do you mean? They said you still pick a few main skills that you get boost for and can improve any other skill as well. That's how it was in Oblivion.
    No, it was not.

    In Oblivion, if you were a knight, Warrior class, your blunt, hand-to-hand, blade, illusion, speech craft, are the only skills that you can build up to increase your level, meaning that if you upped your "athletics" skill, nothing would increase to your main level.

    But in Skyrim, every skill goes toward increasing your level.
     

    X Æ A-12

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    Sep 4, 2006
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    ßöмßäяðîëя;3313223 said:
    No, it was not.

    In Oblivion, if you were a knight, Warrior class, your blunt, hand-to-hand, blade, illusion, speech craft, are the only skills that you can build up to increase your level, meaning that if you upped your "athletics" skill, nothing would increase to your main level.

    But in Skyrim, every skill goes toward increasing your level.
    I only used custom classes but I'm sure it was probably the same for that too. I never noticed that though.
     

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