E3
14 minute gameplay demo:
http://www.g4tv.com/thefeed/blog/post/713430/the-elder-scrolls-v-skyrim-gameplay-demo-from-e3-2011/http://www.youtube.com/watch?v=K9hJMxw126A&feature=player_embedded
Set 200 years after the events of Oblivion, Skyrim takes place in the frozen North where a hero must defeat an ancient evil (again). Most of the gameplay will revolve around drinking ale and ordering bar wenches around while occasionally killing dragons and exploring dungeons. The character you play as is the last of the Dragonborn, this means you have access to powers and abilities that others do not, one of these is the Dragon Shouts which are a special type of magic you improve by discovering new words and killing dragons.
And here is the first in-game video of Skyrim, (which the Devs have said was all recorded from the 360):
http://www.youtube.com/watch?v=nbmBYT8Dwf4&feature=player_embedded
We've heard a fair amount of infomation so far, here are some key facts:
-The game world is said to be much more alive and detailed than in Oblivion, and boast incredible draw distances. Everything is said to be traversable.
-The game world is populated with a variety of animals from saber-tooth cats to woolly mammoths.
-Lesser dragons roam the game world, they are a big part of Skyrim and won’t be held back until the end.
-Through quests, the game will encourage players to go places they’ve never visited. For instance, a woman might ask you to save her kidnapped offspring and the game will send you to a dungeon you’ve never been before. It’ll then set enemies that are appropriately matched to your strengths and weaknesses.
-NPC's faces have been dramatically overhauled, giving them more emotion and making them as realistic as they ever have been in a Bethesda game.
-Conversations are revamped and no longer zoom in on a rigid character. Instead, characters will often get on with what they are doing with the occasional glances at the player character.
-There are finishing moves now that are weapon and opponent specific. (can be seem in the above video when the character smashes his axe into the undead warrior's skull.)
-Players can learn unique abilities called “dragon shouts” by absorbing the souls of dragons – one of the benefits of the dragonborn - of which there are over 20 in the game and each is formed from three words of power. They can push enemies away and slow down time amongst other things.
-There is no class system in Skyrim and how a player plays depends on what skills the character gains. Use a one-handed weapon, watch that skill increase, etc. You get experience for everything.
-There are 50 main levels, with Howard mentioning levelling up to 50 is roughly the same time as it would be to level an Oblivion or Fallout character to 25. You can level up past 50, but it’s a dramatically slower increase than before once you get past that threshold.
-Todd Howard confirms that Skyrim will use the perk system that they used in Fallout 3, noting that there was an automated perk system in place in Oblivion, but in Skyrim, the user has control over it. There are dozens of perks to choose from, that may increase dagger damage during stealth attacks and may mean your mace attack may ignore your foe’s armour skills.
-It has been said scaling will use the Fallout 3 model, not Oblivion's.
-80 spells among which some are entirely new
-Dialogues : most "inimportant" NPC like simple villagers won't have any dialogue tree (instead they'll directly comment on rumors or on what they're doing) ; only important NPCs will actually exchange dialogue with you, you CAN cut short the dialogue simply by walking away.
-Dynamic shadows
-In Oblivion there was only 1 guy working on the dungeons, this time for Skyrim, 8 devs are working on them and there are around 120 dungeons in the game.
There is quite abit more info that I've either missed or forgotten so here are some links.
Gameinformer has quite a few articles, including a very good one on the combatA list of some of the earlier information Key facts from a french magazineTranscript of an interview with Todd Howard
Posts
http://www.youtube.com/watch?v=c9eGtyqz4gY
Todd Howard: Nnnnnooooooo...?
I 'd
I saw some people mention the 'Borrowind' mod or whatever. What is that? Also, link?
This made me far to happy
Brorrowind is a compilation of mods to enhance the visuals of Morrowind, one of 2-3 different ones that have popped up recently and one which appears to be blessedly free from controversy.
http://pastehtml.com/view/1cq4cvf.html
Podcast transcript. For those that enjoy reading Todd dancing around every damn question. I'm largely taking his (total non-)response to the 64-bit question as practically confirmation there isn't one (which would fit with the fact that it's being built on a "rebuilt" version of Gamebryo.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Please, all the faces in Oblivion were ugly. Actually I found it's often much easier to keep randomizing faces until you get a decent one and then adjust it than it is to try to make a face from "scratch."
cause you looked ugly anyway
Not to furries they weren't
In a sense this was an advantage. It was impossible to make a bad Khajit or Argonian face because who's to say what the standards of attractiveness are. And did anybody ever pay attention to what Khajiit or Argonian NPC's looked like aside from maybe coloring differences?
Is there a "scaly" subculture?
On second thought if anybody knows the answer to this don't tell me, I don't want to know.
I don't know, they all looked the same to me after I put an arrow through their head.
>_>
<_<
Blogs: Endless Space - galaxy seeds | Diablo 3 duels
Anyway, where this story is going is that it feels pretty weird playing a non-Khajit stealth character, even if the 50% magic resist is delightfully overpowered. Plus I can pass off ugliness on beast-races given that they are half animal. But the humans just look terrible.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
I mean, ok, the romans used them pretty effectively. But they suck for standard combat in video games, ruins the immersion when you wait your turn to poke a guy and then he swipes at you, and repeat.
Something to whine about
Also nostalgia.
The Spear of Bitter Mercy in Morrowind was pretty cool. But, time marches on etc.
I never asked for this!
Some people are just rather tired of the old sword/mace/axe/bow quartett, and the ES series having spears isn't some aberration. The concept art in the GI videos seemed to confirm it, and the reasons given for them not being in are frustrating. It's also somewhat emblemic of the steady cutting of gameplay mechanics, skills, and weapon types over the TES series.
And could we please, please, stop with the "oh it's just silly old Morrowind nostalgia" bullshit?
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
http://www.youtube.com/watch?v=QEavARJOptg&feature=related
I feel much better about it now. Basically makes me 85% confident that it will be awesome.
Basically:
Quests will vary in how random they are. Some quests will be completely rigid and have no dynamic elements. Some will consist of mostly conditional dynamic elements.
Generally, the larger and more important the quest, the less conditional dynamic elements are used. Aka, the minor quests such as fetch quests will be mostly dynamic. Most of the Main Plot quests and/or major sidequests will be largely or completely linear/rigid.
Each dynamic element is hand crafted by a writer, like a puzzle piece. Some stand completely on their own, some require other conditional elements to be in place before they are triggered. Some of these triggers are required before the quest even becomes available in the first place, such as: To get a quest in which you rescue a child from a dungeon, you must be friends with at least 1 male NPC with a child.
They are aware of the issue of quests becoming too random, and /or the player experiencing the same type of quest over and over, and they have prioritized making that a non-issue, to the point where you would have to compare notes with a friend to figure out which parts of some quests are dynamic and which were not.
I had a Dragoon class (modelled after Kain from FFIV) which specialized in spears, acrobatics, and athletics. Using a modest (20 pts for 2 seconds) Jump spell I was droppin' down on dudes with that spear and feeling awesome about it.
It was also possible to abuse the reach of spears in Morrowind by side-attacking with them as fast as possible and keeping enemies from getting close. Or jabbing at them from a perch on a rock that was just out of reach of their puny weapons.
Variety in weapons types is nice. Even if one class of weapons ends up being superior, it's fun to have the option of going with something else, especially if the attack style differs between weapons. It's why I preferred swords and axes in Secret of Evermore to the higher-damage spears, the charged attacks with them were so much cooler.
A dedicated dragon team? For two years? Damn, I'm impressed - color me excited!
http://forums.bethsoft.com/index.php?/topic/1163088-skyrim-french-coverage-summary/
French magazine info dump.
I really like this:
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Remember: it's easy to generate hype and make super-awesome promises about super-awesome features (dragons! wow!)...
...it's hard to deliver on them.
Currently playing: GW2 and TSW
But its been like five years, right? They must have observed some of the games that have sense given significant weight to melee combat, such as Dark Messiah and Zeno Clash.
Then again Fallout 3 and New Vegas both had pretty poor melee combat as well. I know that RPGs are always going to be restraining on how actiony it can get, but there must be some middle ground here. There can be character and item progression that goes beyond bonuses to damage, I think
Well shit, now I have to try this.
http://www.youtube.com/watch?v=4EbaYjk9SiI
That is really cool.
This is really cool as well.
Also, I totally called this, too. Just so you know.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Athletics can eat a dick and die, though. Speed serves its function just fucking fine.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Step 1. Sneak into a corner.
Step 2. Place cat on spacebar.
Step 3. Profit.
Currently playing: GW2 and TSW
Hmm, looks like they're making archery more realistic. That works for my snipey characters. Hopefully the same can be said for low level NPCs.
I believe the Combat article on Game Informer covered that issue. They are indeed removing that fast backpeddle technique. If you really want to get away or put some distance between you and an enemy, you're actually going to have to turn your back on it to run.