Mastermind
Cognito Elite Material
- Joined
- Apr 15, 2010
- Messages
- 21,144
What's the point of even posting this shit anyway? That's not a preview, it's a (shitty) recap of info that's already been known for ages.
You’re nobody – a prisoner rotting in a cell for some unnamed crime. That’s true at the start of every main Elder Scrolls game.
But this time it’s a cell in Skyrim, the freezing Nordic nation between Oblivion’s sunny Cyrodiil and the weird Dark Elf land of Morrowind.
You’re released. Why, we don’t know yet. But you’re released into a nation that’s tearing itself apart. It’s a land governed by nine holds, regions that are traditionally each controlled by a single ruling family. But the system hasn’t lasted – many holds are now governed by elected councils, some have been overthrown, and they’re on the brink of war with each other. And as the conflict reaches crisis point, the dragons show up.
That’s the setting for the fifth game in Bethesda’s open-ended RPG series The Elder Scrolls. It uses a new engine, a new combat system, a whole new kind of magic, and an awful lot of snow.
When the Dragonborns die out 200 years later, it’s not the demons of Oblivion that break through – it’s actual dragons. They’re already ravaging the world, and they’re nothing compared to what’s next. Alduin, the biggest and baddest of the long-lost species, is coming. The Elder Scrolls foretold it, and only a Dragonborn can stop it.
Dragon Shouts are three-word phrases, uttered in the dragon tongue, which function as powerful spells. For them to work, you first need to defeat a dragon and take its soul: that gives you the potential to learn its shout. But the words themselves don’t come easily: they’re written in the dragon’s own language on the walls of crumbling ruins all over Skyrim. The dragon’s soul gives you the ability to spot power words among the scratchy ancient glyphs.
There are more than twenty shouts to learn, from one that’s effectively ‘Force Push’, to one you whisper to teleport yourself silently toward an enemy.
In story terms, obviously, that means any world-saving is going to have to be done by you – once you’re done arsing around with sidequests and guilds. In game terms, it means you have access to a whole new kind of magic the Elder Scrolls games haven’t given us before.
Dragon Shouts are three-word phrases, uttered in the dragon tongue, which function as powerful spells.
So bows in Skyrim are balanced like sniper rifles – or more appropriately, like the Huntsman for Team Fortress 2’s Sniper class.
Skyrim’s [skill] system is much simpler and more forgiving. You pick nothing, you just get better at whatever you do. All of it counts towards levelling you up, so you’ll progress at a similar rate whatever you spend your time doing. And you don’t have to guess what’s going to be useful or suitable for your play style: you just try everything and stick at what you like.
The series has always toyed with this learn-by-doing system, but it’s previously hedged its bets slightly: each game couples it with some form of intentional player choice, which is the tradition in RPGs. Skyrim’s only nod to that is a choice of whether to boost your health, magicka or stamina when you level – the three basic resources you need to survive, cast spells and fight.
Making your character-level reflect your power is important, because like all Bethesda’s open-world RPGs, Skyrim adjusts some of its content to your current level. If you hated that in Oblivion, don’t worry. There it was widespread and heavy handed, which sometimes felt artificial. Bethesda say Skyrim’s scaling will be used more like Fallout 3’s.
You level around twice as quickly as in Oblivion, and each time you do, you can choose a single unique improvement to your character.
Radiant AI is still in, and supposedly improved, and Radiant Story is there to configure exactly how quests interact with the characters governed by it. But it’s not meant to generate the whole game’s plot – the main quest and even most elements of the side quests are hand-written, prescripted stuff. It’ll just be tweaked to make it more interesting for you.
The more tangible improvement with Skyrim’s characters is how they look and talk – as you’ll see in the screenshots, the tragic epidemic of Puffy Monkey Face is over at last.
Kosmonaut said:Jaesun. I have a slightly offtopic comment. Please don't use just italics to quote what the reviewer/developer/whatever said. Because, in this case, is a Azraelian big wall of text, and is kinda difficult to read it when is all in oblique font.
Why don't you write the text as a quote instead? I think that it would help with the readability.
Thanks.
Manly hugs and brofist.
Gord said:A cool system for the dragon shouts would be if you find different "words" with certain powers that you can then combine to form new shouts with different outcomes.
A bit like the rune magic in Ultima.
orao said:So now it's even less of an RPG... (No character building, no stats!)
AndhairaX said:You did not start out in a jail cell in Morrowind.
Blackadder said:AndhairaX said:You did not start out in a jail cell in Morrowind.
A gaol ship. Made all the difference.
Blackadder said:AndhairaX said:You did not start out in a jail cell in Morrowind.
A gaol ship. Made all the difference.
AndhairaX said:You did not start out in a jail cell in Morrowind.
Luzur said:Blackadder said:AndhairaX said:You did not start out in a jail cell in Morrowind.
A gaol ship. Made all the difference.
only TES you didnt start in a cell where Daggerfall.
Luzur said:Blackadder said:AndhairaX said:You did not start out in a jail cell in Morrowind.
A gaol ship. Made all the difference.
only TES you didnt start in a cell where Daggerfall.