The Elder Scrolls V : Skyrim

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Falin

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Jul 29, 2011, 1:02:28 PM7/29/11
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A peek at Skyrim, published in last month's Edge :



The mountain known as The Throat of the World stands before us. It fills our vision – snow-coated escarpments, fog-smothered peaks and black claws of rock so massive, so tall, that the eye cannot absorb it in one go. It looks fierce, deadly and cold – and just looking at it, even from the bucolic haven of the valley below, we can already imagine the hiss and wail of wind, the oppressive, driving ice that will greet us as we journey to its top. And we will go there – up its 7,000 steps, through its frigid passes and over treacherous gale-blown ridges. And when we reach the very peak, we will meet the Greybeards and from them learn the words of power – the language of dragons.

There is a sense that this is the moment that Bethesda’s long-running open-world roleplaying series The Elder Scrolls has been building towards; both within its fiction – fulfilling the prophesy that the dragons will wake from their slumber and imperil the fantasy realm of Tamriel – and in the philosophy of its design. The preceding title, Oblivion, was primarily a game of mechanisms – its central plot left many cold and its narrative efforts were often hamstrung by torpid voicework and uncanny animation – but it rarely mattered in the context of the systems and simulations with which you could toy.

Such systems have only become more elegant and powerful in this sequel, but now they are matched by an enhanced sense of craft to the world and the quests within it. Skyrim’s mountainous landscape feels authored, dramatically rich – it feels like it’s there for you.Oblivion was simply vast; Skyrim feels epic.

Whichever race or gender you select during character creation, your role in Skyrim is assuredly a pivotal one – you are Dragon Born, a hero destined to do battle with the scaly monstrosities that have begun to emerge from the mountains in northernmost Tamriel. But your heroic destiny is not immediately within reach: as withOblivion and Morrowind before it, Skyrim begins with the player clapped in irons for reasons left largely to the player’s imagination. After escaping your execution – a section of the game Bethesda isn’t willing to demonstrate just yet – you find yourself among the verdant valleys which nestle beneath The Throat of the World.



Falin

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Aug 7, 2011, 4:42:28 PM8/7/11
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From QuakeCon :


Falin

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Aug 7, 2011, 4:44:15 PM8/7/11
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Just the one screenshot above, copied from facebook and that's how it turned out.

Falin

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Aug 15, 2011, 9:22:06 AM8/15/11
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You may have already seen this, but I hadn't and it looks gorgeous.

Falin

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Nov 1, 2011, 6:09:21 PM11/1/11
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This is a very nice advert for essentially a bonus documentary exclusive to the collectors edition.

Watch in HD :)


Armand

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Nov 10, 2011, 9:06:14 AM11/10/11
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Reviews are looking good. Somehow though I'm really not that interested!


How is it that after 60 hours of The Elder Scrolls V: Skyrim, the first thing I want to do when I finish writing this review is play more Skyrim? It's simply because, like Bethesda's Elder Scrolls and Fallout games before it, Skyrim offers a fantasy world so rich and expansive that to describe other games in those terms after playing this one would just feel hollow. The sheer amount of content packed into the game is a true marvel of video game production; it's even more marvelous that all of it is so well executed that you want to see and do everything, and better still that you're free to play it all in whatever way you want. Unsurprisingly, Skyrim isn't perfect in a technical sense, but it gets close enough to fulfilling the potential of this specific role-playing format that the experience it offers is absolutely essential.

Bethesda has famously explored a different province of its fantasy world Tamriel in each Elder Scrolls game, and this fifth entry turns its attention northward to the frozen Nordic land of the game's title. Skyrim is literally Nordic in that it's the homeland of Tamriel's hearty, honor-bound people the Nords. But Skyrim's design is also heavily influenced by real Nordic artwork and traditions. It's pretty much all Vikings, all the time; everything is all longships and mead halls and the exaltation of battle as a conveyance to the glorious Nord hereafter of Sovngarde. There's a great coherence to Skyrim's cultural identity that makes it feel like a grounded and believable place, if a fantastic one. But it's also as diverse as any land in Tamriel, and you'll frequently bump into members of every one of The Elder Scrolls' factions, from snooty high elves to Argonian lizardmen. Skyrim's nine capital cities are especially memorable, to say nothing of the sprawling lands between them: one, a mining center, is hewn right out of a mountainside, while another rises defiantly on a hilltop in the middle of a vast plain. From end to end, this is a wonderful and endlessly intriguing land to explore.

Skyrim is a fine-looking game when it wants to be.
Skyrim is a fine-looking game when it wants to be.

There's a lot going on here, but the crux of this game is dragons. After an absence so long that most of Skyrim's residents suspect they never really existed at all, the villainous wyrms have returned to scorch the countryside and terrorize its populace. As the first Dragonborn warrior to appear in an age, you're the only one around who can permanently kill a dragon, and thus the person responsible for discovering why they're back and what can be done to stop them. That quest forms the backbone of Skyrim's core storyline, and it's a story well worth seeing through to the end, with genuine twists, intrigue, and momentum that drive it forward in a way Bethesda's past games really haven't. For reference, I found Fallout 3's main storyline mostly forgettable and only finished it from a sense of obligation, and Oblivion's I hardly touched at all. I suspect Skyrim's story will prove more engaging for most players; I know it was for me. And in contrast to the disappointing/vault-tec-assisted-targeting-system/92-1807/ finality of the last two Fallout games, the way Skyrim's main story "ends" is also wholly appropriate for a game as open and non-linear as this one. After the events of the final quest play out, you're simply left standing there, free to continue exploring or marauding or whatever it is you want to do. The only way to view the credits is from the title screen. That struck me as a really elegant way to handle things.

If you've played one of Bethesda's RPGs before, you know that main storyline is only a small part of what the game offers, and it's a part you're free to completely ignore in the interest of just roaming around, looking for other stuff to do. And there is so, so much other stuff. Even if there were no dragons, Skyrim would be a chaotic place with a lot of social and political turmoil going on. There's a civil war brewing, between the Imperials (from the previous game's province of Cyrodiil) who want to keep a tight rein on the indigenous populace, and a growing band of rebels led by Ulfric Stormcloak, the would-be king of the Nords. There's tension between different races squeezed into cramped living quarters. There's religious oppression, ethnic displacement, feuding families, betrayal, and plenty of murder. Even Tamriel's mischievous demigods of all bad things, the Daedra, continue to meddle with mortal affairs whenever the notion strikes them. Maybe it's unfair to compare this to games that have a small fraction of the time to work with, but Skyrim builds up a rich and interesting narrative backdrop like no other game in recent memory.

The Thieves' Guild will gladly take you in, if you can make them some coin.
The Thieves' Guild will gladly take you in, if you can make them some coin.

The point is, all these dynamics make for an enormous number of interesting quests. You're free to choose one side or the other in Skyrim's civil war, with a different sequence of quests associated with either side--though I love that it's tough to decide who to support, since neither side's hands are especially clean. Old favorite quest lines like the Thieves' Guild and Dark Brotherhood are well represented, and though the Fighters' and Mages' Guilds remain back in sunny Cyrodiil, there are respectively a ragtag group of mercenaries and a prestigious magic college in their place. Completing all the stories and quests for any one of those groups will occupy you for hours all by itself, to say nothing of the staggering number of one-off quests and minor objectives you can pick up wherever you go. Merely stepping into a new major city for the first time will expose you to more new quests and activities than you'll know what to do with. It's overwhelming in the best possible way, since each new distraction sounds interesting enough that you'll want to try to do everything. In a couple of cases, even a miscellaneous directive to check out something like a random excavation led me to an unexpected, hour-long underground ruin with its own self-contained storyline. You never know when adventure will present itself; you only know it will happen all the time, and it will pretty much always be worth undertaking when it does.

One of the reasons it's so appealing to follow every objective you find is that the quality of the game's dungeons is greatly improved over those in Oblivion, and feels like a further evolution of the sort of combat areas in Fallout 3. Gone are the lone cave and Elven ruin repeated ad nauseam across the landscape. Every dungeon and temple and tomb I explored felt distinctive in some way, which is not to say they don't share basic textures and other artwork. But they do have unique layouts, puzzles, and often storylines that are told through characters or journals or other elements you find there. (In general, the quest designers are especially good at making you feel like you've stumbled into a series of events that was already happening before you got there.) There are a lot of deep places to delve in Skyrim, from tunnels carved out of pure ice to decrepit dwarven ruins where magic-powered automatons still stalk the hallways. After burning out on all those identical dungeons in Oblivion, it was refreshing to actually enjoy exploring them again here.

The perks system gives you a hands-on way to build a unique character.
The perks system gives you a hands-on way to build a unique character.

More refreshing than anything is the freedom to just do whatever the hell you want for as long as you want. Like its predecessors, the real magic of Skyrim lies in its matrix of interconnected systems that govern character behavior, object manipulation, the passage of time, and the ways your own abilities develop as you use them. That generalized framework for creating an enormous world and letting you explore it at your whim is as robust as it's ever been. You can talk to, pickpocket, or kill practically any character you see. Farmers and townspeople go about their daily business with little regard for your presence, unless you interfere with them. You can pick up and carry practically every item, from the finest mace to the dirtiest junk. And you've still got complete, unadulterated freedom to improve your skills in a wide variety of categories like one- and two-handed melee combat, archery, sneaking, shield blocking, multiple schools of magic, alchemy, and armor. The list goes on. Skyrim lets you dabble in all of these disciplines or focus on just a few, so you can organically create a full-on rogue who stabs people in the back, or an exceptionally powerful mage, or a guy who demolishes everything with a simple sword and shield. About halfway through, I transitioned from a combo of melee and destruction magic to one-handed melee and a shield since that fit my style better. You're never really locked into any of these choices, with the exception of the perks you pick, so you can change it up at any time.

About those perks, the way you build your character has been dramatically streamlined, so you're no longer dumping an allotment of points into a dozen categories and waiting for the effects to trickle down to your real-world performance. Now, when you level up you simply choose whether you want to increase your health, magic, or stamina, then you're granted one perk from any of those skill categories, though each perk comes with a minimum skill requirement before you can unlock it. It was initially tempting to look at this system as removing control from the player, but the way the perks are laid out still lets you create exactly the sort of character you want to play, just with a more descriptive upgrade path and more immediate, tangible benefits. If you want to play a mage, you're going to use more magic, increase your magicka more often, and unlock perks on the magic trees. Simple as that. The game does a good job of making your character options more accessible without dumbing down or removing those options outright.

Ulfric's got a bone to pick with those damn dirty Imperials.
Ulfric's got a bone to pick with those damn dirty Imperials.

Combat is still not The Elder Scrolls' strongest aspect, but the feel of it has also improved significantly. Attacking with a melee weapon and blocking with a shield is a bit more tactile, though there are cases where enemies won't visibly react to an attack because they're in the middle of an attack animation of their own. In general, it's a bit easier to tell how close you need to be to connect with an enemy, but there's still some sense of flailing around blindly with your weapon. The addition of a new set of extra-powerful magic spells called shouts (derived from the ancient language of dragons) gives you some nice additional options for dealing with combat scenarios, too. There's no equivalent of the VATS system from Fallout, but the third-person kill camera has made its way over from that game, giving you some awfully dramatic attack animations from time to time when you drop an enemy. Some of these look better than others, but when the camera angle and animations really line up, they're worthy of exclamation. Nothing shows how far this game has come since Oblivion better than the dragon fights, though. The first time one of those awful beasts swoops down overhead and plucks a soldier from the ground, flings him a hundred feet into the air, then circles back around to strafe you with its flame breath is a legitimately jaw-dropping moment.

The interface, which is elegantly streamlined and clearly designed around the needs of a controller, is fantastic. Everything (with the exception of the perks screen and map) appears tastefully overlaid on top of the game world, and you can get to your inventory, perks, and map with a quick four-way pop-up menu that will get you to what you're looking for in a matter of seconds. Within your long list of stuff, you can add any item or magic spell as a "favorite" that you can then access from a quick list in combat, which makes it a lot easier to switch between multiple magic spells, weapons, and a shield if you want to play a hybrid class. The PC version... uses the exact same interface, but it actually works quite well with a mouse and keyboard. That's mainly because that four-way menu and the list of items and spells are all easily navigable with WASD, and even when you want to equip a highlighted item, you only need to click the mouse button you want to map it to, regardless of where the cursor is. The PC version seems like the clear winner here, since even if you don't like the default interface, you can be sure mods will come along to change not only that aspect of the game but every other one as well, in ways you and I haven't even thought of yet. The PC version also naturally looks by far the best and was able to tax even our fairly powerful office machine in the outdoor areas.

The Viking-like Nords give Skyrim a unique cultural flavor.
The Viking-like Nords give Skyrim a unique cultural flavor.

On both PC and 360, Skyrim looks utterly fantastic in its broad strokes. The sheer variety and grandeur of the landscapes and interiors in the game is breathtaking when you stand back and behold them. There are some spots on the periphery that look less than fantastic up close, though, such as rocks clearly built out of very few polygons. Some of the textures are noticeably low-resolution on the console as well. I mention this mostly to allay any concerns that the game somehow looks bad, though; if you're stopping to examine single rocks or stare at wall textures filling your screen, you're missing the point of this game. While we're nitpicking, the voice acting is generally quite good, though I guess I would be remiss not to mention that yes, a handful of voice actors are repeated a little too often. And though Max Von Sydow does a fantastic job with his work as a wizened old dragonslayer, an obviously different voice actor recorded a few additional lines for that character. When you get the same character alternating Von Sydow and other guy in quick succession, it really sticks out. At least the game now has a more natural way of engaging your perspective with the people you're talking to. Instead of comically zooming the camera in on their faces, the game just lets them stand there and chat with you. Imagine that!

Like me, you may have hoped Skyrim would be the game that finally allowed Bethesda to shed its reputation for making games that nearly collapse under their own complexity. It isn't. But things have gotten better. On the raw technical side, I experienced four lockups and one minor cave where the frame rate inexplicably became unplayable, and some dragon skeletons in particular tended to spawn halfway into the ground from time to time. A patch for the Xbox version of the game was released halfway through my reviewing process, so it's impossible to say how many of those issues (if any) would be mitigated by starting a new game with that patch applied. Within the boundaries of the game logic, NPCs occasionally act a little strangely in the way they move around the environment, in a manner that ought to be familiar to veterans of Bethesda's RPGs. Sometimes minor characters will wander between you and the character you're talking to, or walk up and loudly proclaim that they're training to be a blacksmith while a central story character is trying to get all expository. It's mostly harmless stuff, though it doesn't hurt to save often, since you can save anywhere. (It's nice that the game keeps your last three autosaves, so you'll never get stuck in a situation where you can't roll back if you end up in a fix.)

You'll probably have your own set of stories about the crazy things that happened during your many hours in Skyrim, including a horse fighting a dragon, and a conjurer who raised a slain chicken as her undead minion during a battle. Those both happened to me, by the way. Aside from the infrequent hard lockups and such, the oddities that tend to pop up in Bethesda's games have almost become part of the charm for me, though you know yourself how much those things detract from your own experience. But it hardly matters. No other game I know of operates with this many moving parts to create such an immense world filled with this much choice in how you engage its excellent, endless fiction. It's one thing when a game offers dozens of hours of gameplay; it's quite another when that gameplay is good enough you'll want to live in its world for that long.


http://www.giantbomb.com/the-elder-scrolls-v-skyrim/61-33394/reviews/

Falin

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Nov 10, 2011, 5:49:34 PM11/10/11
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Falin

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Nov 11, 2011, 4:46:08 AM11/11/11
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And, of course, your run-ins with the dragons.

Large, aggressive and persistent, the epic rolling battles against these beasts show Skyrim at its most theatrical. Dragons handle the changing landscape confidently, staying airborne when they need to but coming in close when they have the chance. They expose the best and worst of Skyrim's combat. Waiting for them to land so you can batter them to death while staring at a screen full of scales is hard work, but archers and magic users will find a flying dragon presents an irresistibly tricky target. Dead dragons relinquish souls which in turn unlock Shouts – ensuring that, even when outmatched, there's always a temptation to stand your ground. Try to run, however, and they'll harry you for miles. And when a defeated dragon finally crashes upon a barren hillside, its flesh melting off to reveal a skeleton that will remain there, a monument to your victory, for as long as you continue playing, it's a moment of emergent grandeur in what, at times, can feel like a clockwork environment.

These moments are why you play Skyrim, because in the instance of breathless excitement, triumph or discovery, you invest completely in its world.

http://www.next-gen.biz/reviews/elder-scrolls-v-skyrim-review

Sharkwald

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Nov 11, 2011, 5:03:18 AM11/11/11
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The hugely positive buzz about Skyrim is making it jolly tempting for both Sheila and I, though the very plasticky facial animation is a bit offputting.  The problem is the scale of it. It's like wanting to read Proust or something, sure it might be great, but have you got the hundreds of hours necessary? I don't think we do, which seems a shame.

Falin

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Nov 11, 2011, 5:41:45 AM11/11/11
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Yeah, the Elder Scrolls is not for people that want short or linear games.

I went over 50 hours in Oblivion and that was basically cheating my way through the last 15 hours just to finish the main story. I would guess you need at least 75-100 hours to play it properly progressing naturally.

But at the end of the day it depends how much you like this sort of game, anyone could find the time if they really wanted to, it will just take you longer to finish it.

Sharkwald

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Nov 11, 2011, 6:28:14 AM11/11/11
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A random RPS commentor:

It’s entirely fine with a pad. I’m not sure what the advantage is, apart from being able to sit back, but it works fine. It’s what i’m using, as i like to sit back.

So hooray for that. 

Armand

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Nov 11, 2011, 6:35:26 AM11/11/11
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At 50+ hours you are really just dragging out a story. I'm not sure any single story needs that length of time to be told....even Proust - In Search of Time is over 7 volumes and was written\published over a 13 year time span.

Assuming Skyrim is similar, having to cheat through the last 15 hours of Oblivion, not just a final battle or difficult section tells alot and it's not a good thing to me.

I will give it a look like I did with Fallout 3 but I tend to prefer the polished Bioware style RPG to a plasticy Bethesda one.

Sharkwald

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Nov 11, 2011, 6:51:09 AM11/11/11
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Well, the RPS review suggests that the excessive duration is because there isn't just one story story in there. Their reviewer has spent 4 days solid playing it without touching the main quest, just playing with crafting and doing side quest arcs.

By the sound of things, the side quest chains have more depth to them than a lot games' main storylines.

Falin

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Nov 11, 2011, 7:12:21 AM11/11/11
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Well, the RPS review suggests that the excessive duration is because there isn't just one story story in there. Their reviewer has spent 4 days solid playing it without touching the main quest, just playing with crafting and doing side quest arcs.

Exactly. Arm you misunderstood me. You can't just play through the main quest on its own, like you can't in say LOTRO. You have to explore the world and do side quests to level up so you can essentially carry on with the main quest. In terms of size and exploration it's like a single player MMO. But if I know you at all, it's clearly not for you ;)

Armand

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Nov 11, 2011, 8:15:52 AM11/11/11
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On Friday, 11 November 2011 12:12:21 UTC, Falin wrote:
But if I know you at all, it's clearly not for you ;)

Given I found Oblivion a complete bore & was not a fan of the mechanics, your not wrong. But I'll will give it a shot (sometime next year) to hopefully overturn that.

Armand

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Dec 8, 2011, 4:17:13 AM12/8/11
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Even after a few weeks looks like the console versions are worth steering clear of...so much for it just works!


Both console versions of Skyrim have enough issues that it may be worth waiting a bit more.
Bethesda Game Studios releases are certainly prone to weird issues, but the PlayStation 3 versions especially so. Users have reported serious performance issues with The Elder Scrolls V: Skyrim when playing for many hours at a time, prompting a response from the company.
Bethesda has started to acknowledge these PS3-specific reports are a problem, promising specific fixes in a patch coming after version 1.3, which is expected later this week.
“We’ve been reaching out to a number of those users to collect save games, so we can take a look at their specific issues,” said the company on its blog. “Right now we know it’s not one thing, but a combination of smaller ones that some folks are seeing, but others are not.”
Version 1.3 comes after version 1.2, which fixed some things and broke others, ala backwards dragons. It's up for PC now.
Knowing things will change eventually doesn’t really help PS3 owners right now, but the company did offer some temporary solutions that could alleviate the pain on its message boards, which I’ll quote in full below:
  • "Turn off auto saves. This can cause temporary stuttering since the PS3 saves these files in the background. This is most noticeable with large saves when fast traveling to a new area or entering a new area that auto saves.
  • Clear space on your hard drive. Skyrim makes heavy use of the hard drive, and freeing up space on here seems to help many people. Hard drive speeds also differ in PS3 models. Some users have reported increase performance by upgrading their drives.
  • Waiting for time to pass. Many things are running in the world depending on what quests you've done or places you have visited. Using Wait or Rest options, passing time will clear up some of these. It depends how long you wait, it may take up to 30 days for some items. Saving, resetting, and loading after this will have the largest effect."
The nature of the problems facing Skyrim on PS3 are understandably upsetting to users. Please report anything you’re running into within the comments, as I’ll be playing close attention.

Alatar

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Dec 8, 2011, 5:38:18 AM12/8/11
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In fairness, the PC version had as many problems.  Apparently Batman Arkham City is still borked on PC even though it came out a month later.

Doesn't really bother me anyway.  They'll have the issues sorted by the time I buy either!

Falin

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Dec 8, 2011, 9:35:38 AM12/8/11
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I need to buy today or tomorrow, 360 or PC version?

Armand

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Dec 8, 2011, 9:40:10 AM12/8/11
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PC.
Better looking and Mod support for years to come.

Also your PC is up to snuff....it runs sweet on my laptop at 720p and thats no power horse.


Alatar

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Dec 8, 2011, 9:49:40 AM12/8/11
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Only one other consideration.  Its a big game.  Where do you get most time for playing? 

Falin

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Dec 8, 2011, 9:54:55 AM12/8/11
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My xbox is setup in my office, so makes no difference. It's pointless having a console under the TV in our house! ;)
 
I heard the console version was 'nicer to play'. I'll probably get the PC version though if it's cheaper...

Sharkwald

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Dec 8, 2011, 10:05:03 AM12/8/11
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If you have an XBox controller for the PC and use it for Skyrim, I believe they're more or less identical in terms of control experience.

Armand

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Dec 8, 2011, 10:10:29 AM12/8/11
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Controller is the way to go without question...in the 20min I've played it took all of about 2 minutes to figure that out.

Falin

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Dec 8, 2011, 1:53:09 PM12/8/11
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That was the missing piece of info I needed - I don't have a 360 controller for the PC although I do need to get one for onlive...

Sharkwald

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Dec 8, 2011, 1:55:55 PM12/8/11
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Better off getting the wireless OnLive controller.

Falin

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Dec 12, 2011, 2:56:27 PM12/12/11
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Broke my Skyrim virginity yesterday. Probably played it for four hours or so (in two sessions).
 
Despite the lack of Patrick Stewart this time, the start of the game puts you straight into a scripted piece, having to escape a dragon. You soon start to collect objectives giving you some structure of where to go from the outset.
 
The visuals are often breathtaking when looking up at the vista, if not quite up to BF3's magnificance.
 
This was my first time playing a hi-spec PC game using a 360 pad and what a nice experience it is when playing such a stable game after the comparitively flaky BF3. I also noted a PC game trying to get consoley and all the better for it. When using the joypad, the keyboard controls are disabled, I tried pressing the escape button a few times, but no you are forced to navigate the menus via the pad.
 
I've decided to go for a full on mage, although I havent even started using magic yet, skulking about with a sword and shield, and long bow for stealth attacks. Not come across a solo encounter with a dragon yet, I found myself using quick-travel to avoid a chance meeting!
 
The first dungeon is quite big and quite varied with some puzzles and a couple of bosses, if all the dungeons are this good, I will be happy.
 
I'm going to have a problem juggling this and BF3, but look forward to solving it :)

Alatar

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Dec 19, 2011, 5:56:50 AM12/19/11
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Worth noting Matt, if you decide to pick up a cheap copy of the 360 version at any stage you can apparently port over your save games:

Skyrim cheaper than ever

Posted Dec 16, 2011 at 8:00PM EST by QJ Staff

Listed in: News Tags: skyrim discount, skyrim holiday deal, skyrim on amazon 6 JUMPS

Skyrim is now going at $49.99 on Amazon with free shipping, which is reportedly the cheapest so far according to Kotaku. But over in the UK, Gamestation was selling the title at £22.99 last weekend, which currently translates to $35. It’s now back up to £27.99, which still comes to $43, for a brand new copy.


Personally, these prices have pushed me to pick up a copy for the 360 today, so it’s working its magic on at least one person.

 

skyrimbig

 


The possibility to transfer saves between the 360 and Windows version is also worth noting (3rd party tools), which combined with these prices (£19.99 for the PC release) makes this a game that I can see a good few people picking up on multiple platforms.


Gaming is the most expensive of the media outlets, so seeing this kind of generosity (great marketing plans) makes me smile. If only we had price drops this drastic and quick more often. Mike Foster posted earlier today that Bethesda shipped 10 million copies of the game, which may be the reason stores can afford to sell the game at such prices.


Will you pick the game up? And what’s the lowest you've seen the game at where you live?


Falin

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Dec 19, 2011, 1:11:30 PM12/19/11
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Cool.  Anyone else jumped in yet?

I've only had three sessions so far, but they have all been long sessions (more than two/three hours each) such is the quality of play. I've shed my heavy soldiers armour and dual wielding spells instead now.

I'm going to save any more opinion for my annual review, but it is an incredible game. Much better than Oblivion so far (which itself was very good if somewhat flawed).

Falin

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Dec 19, 2011, 1:13:41 PM12/19/11
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Oh, also read Skyrim is Steam's fastest selling title, Valve say.

Sharkwald

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Dec 19, 2011, 1:14:44 PM12/19/11
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First game to knock CoD off the xmas top spot in how long?

Alatar

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Dec 19, 2011, 2:00:45 PM12/19/11
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I'll probably pick it up after Christmas Matt, on PS3 I imagine.

Sharkwald

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Jan 8, 2012, 9:08:11 AM1/8/12
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Steam tells me I've now sunk 15 hours into Skyrim, so I thought I'd put down some thoughts about it.

What a world Bethesda have created there. It's absolutely gorgeous, and they've achieved the very rare feat of giving a sense that they've made a world which ticks along according to its own rules, that the player happens to be in. The star of Skyrim isn't the player, it's the land of Skyrim itself. Hence, one imagines, the name. It feels like a far more real place than Azeroth, or Thedas, or other RPG settings. That alone is a magnificent achievement.

What this also does, in my opinion, is make the game feel a little colder, a little more indifferent. The RPGs I've been playing lately have all been Bioware affairs, much more story driven than Skyrim, where the player's journey is absolutely front & centre; the stories, the player's character (in terms of the choices available and how the avatar develops), and the supporting characters all orbit this central conceit. In contrast everything I've encountered in Skyrim has been about the world, and how the player interacts with it is left up to them. It's a giant bucket of Lego bricks, compared to the carefully tailored Hogwarts set of Dragon Age.

Of course, any Lego enthusiast worth their salt will tell you that the bucket of blocks has far more potential than the Hogwarts set, and I think that's true of Skyrim too, but like with Lego, you have to be willing to sink the time and effort.

As an example; I'm playing as a stealthy, thievey, assassin-y type. I was riding along the road and went by this big tower-bridge style affair crossing the river. Bandits tried to get me to pay a toll (hah!), I told them fat chance, road off, parked the horse behind a rock, and stealthed back, intending to rob them blind and leave their throat-cut corpses for the crows. Several deaths and reloads later, this was done, and I went back to where I'd parked the horse.

My horse was dead, and a giant spider was scurrying about its corpse.

My horse was dead

I'd been quick saving and I had no idea how far back I'd have to go to come back and rescue the horse, and wouldn't that be cheating. The ship had sailed, my first horse had died, because I'd not parked it somewhere sensible. The feeling of guilt was overwhelming. The stoic, brave beast had half killed the spider, and I just went at it with my daggers -- no attempt at stealth -- to finish the job.

This was the first real chapter of my character's Skyrim story. It felt infinitely more urgent and real than the Dragonborn questline that I'd been taking my absolute time over, and it was a triumph for Bethesda's world based approach. It's a piece of story that's absolutely personal to me, and it was created entirely by interacting game systems -- the cost of getting your first horse, the relatively random encounters with bandits, monsters behaving differently over the day/night cycle, and horses being agents within the world in their own right, rather than magic infinite fuel motorcycles you keep in your pocket when you don't need them.

That's enough in Skyrim's credit column to easily counterbalance the completely anonymous main character, cyphers of NPCs, weird staring eyed character models and Generic Story 101 writing.

15 hours down, 85 to go.

Falin

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Jan 9, 2012, 8:33:28 AM1/9/12
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One of the bounties of true open worlds are dynamically driven stories personal to the player.
Unfortunately, horses do seem a lot more disposable in Skyrim. I've stopped bothering for now as they are expensive, or you have to steal them and end up upsetting someone. It's quite handy though having a companion who will usually follow you to the ends of the earth. One particular mage I helped with a quest then went on to help me on numerous adventures. I then seemed to lose him and thought nothing of it, but many hours later a message came up saying my companion had left as he was fed up of waiting!
On my trek up the mountain to see the Greybeards, one of my many encounters involved a gang of hired mercenaries. After the slaughter, I found on the corpse of the leader a note, actually a contract to kill the thief with my name on it! I'm still not sure who I've upset, no doubt I will find out if I return to the scene of the crime.

Falin

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Jan 16, 2012, 3:58:42 AM1/16/12
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Falin

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Feb 9, 2012, 7:27:13 AM2/9/12
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Skyrim modder makes stunning 1000-man battle

A modder has made a stunning machinima battle scene using more than a thousand characters in The Elder Scrolls V: Skyrim.

YouTube user Tyrannicon put together the below video, which features 500 Draugr, 200 skeletons, 500 Dwarven Warriors and a dragon, using mods and console commands. It follows the release earlier this week of the Creation Kit, an extensive suite of modding tools that simplifies sharing and discoverability using the Steam Workshop.

Falin

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Feb 9, 2012, 7:28:12 AM2/9/12
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Didn't want to copy the embedded video == >   http://www.youtube.com/watch?feature=player_embedded&v=M2DshotexMU

Falin

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Feb 10, 2012, 5:04:37 PM2/10/12
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I was slightly amused tonight when I came across my first "Do 30 Somethings" quest, this is 47 hours in to the game.
I was exploring a deep underground cavern and happened to stumble upon a secondary quest just because I read some poor dead souls diary, asking me to collect 30 samples of a rare plant which only grows in this cavern. Suffice to say I only came across a couple before I left the cavern, primary objective completed.

The only other similar type quest I've had was to kill 10 undead using a 'test' spell given by a fellow student from the mage's college. But it's not a quest you would do specifically on its own, there lots of undead to kill while doing primary quests anyway.

Still really enjoying the game. The quests, locations and stories are so rich, it's almost as fresh as the first 10 hours were to be honest.

Sharkwald

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Feb 11, 2012, 1:12:12 PM2/11/12
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If thievery is your thing, there's a mcguffin you can find. Take it back to the guy at the thieves guild, and he'll say "Oh yeah, one of these things. There's 23 more of them out in the world. If you find them all, I'll buy the set."

So far I've found one other.

Ho hum.

Sharkwald

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Feb 11, 2012, 1:12:38 PM2/11/12
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I should add, I'm not looking. The quest is in my log, and if I see one, I grab it, but I'm not going out of my way.

Falin

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Feb 11, 2012, 3:14:08 PM2/11/12
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I'm a mage, so been doing a lot of quests from Winterhold College recently, which reminds me a bit of Hogwarts.

Although I probably won't, I can see why some people have played through the game more than once to try a different class and see the specific quests.

Do you know any good places to find lockpicks in any quantity?  I like to pick locked chests as I go, but levelling the skill is slow unless you go out of your way to practise the art and I get through quite a lot of lockpicks!

Sharkwald

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Feb 11, 2012, 3:50:00 PM2/11/12
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Thievery. My dude is a dyed in the wool thief; I pickpocket *everyone*. I rarely have less than 80 on me.

Alatar

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Feb 12, 2012, 12:05:22 PM2/12/12
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Cool.  Looks what happens when you give the Devs a week off do whatever the hell they like!

http://uk.gamespot.com/the-elder-scrolls-v-skyrim/videos/possible-skyrim-dlc-or-mods-from-dice-2012-keynote-address-6350046/

Armand

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Feb 23, 2012, 6:37:23 AM2/23/12
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Alatar

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Feb 23, 2012, 8:27:57 AM2/23/12
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Really not...

Falin

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Feb 23, 2012, 3:25:51 PM2/23/12
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I find the ancient dwarven tech slightly out of place, but this is a step too far :)

Falin

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Mar 1, 2012, 5:21:40 PM3/1/12
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So, it seems I have completed the main quest line after 55 hours of play. I have also completed the mage quest line and have a few loose ends to sort out as well as a list of side quests. Of course, if I wanted to I could also try the other classes quest lines!

Alatar

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Mar 16, 2012, 6:21:21 AM3/16/12
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Ooh, killcams for Ranged Combat and Magic!  Looks like that week of "do what you like" paid off!


http://youtu.be/KpNo_G3nhqU

Falin

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Mar 16, 2012, 10:16:31 AM3/16/12
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I forgot Skyrim even had killcams, they are so rare ... MORE!  :)

Sharkwald

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Mar 16, 2012, 1:01:24 PM3/16/12
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I forgot Skyrim even had killcams, they are so rare 

You're clearly not an assassin!

Falin

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Mar 16, 2012, 1:26:33 PM3/16/12
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Nope, I'm a mage with a destruction magic focus - does not really lend itself to stealth!

Falin

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Mar 16, 2012, 1:29:27 PM3/16/12
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The patch adds a collection of new melee kill animations that’ll let you finish off Skyrim’s denizens with extra flair. The patch also adds kill cams for projectile weapons and spells, which look a lot like Fallout 3′s dramatic long-shot cam. Shooting men off precarious perches is much more satisfying when you get to watch them topple to their doom in super slow motion.

To install the patch, select “Skyrim beta” from the beta participation section in your Steam settings menu. It’s in beta, so it might be a good idea to backup your saves before making the switch, just in case. Here’s the full changelog.

New features

  • New cinematic kill cameras for projectile weapons and spells
  • New kill moves and animations for melee weapons
  • Shadows on grass available (PC)
  • Smithing skill increases now factor in the created item’s value
  • Improved visual transition when going underwater
  • Improved distance LOD transition for snowy landscapes

 
Bug fixes

  • General crash fixes and memory optimizations
  • Fixed issue with Deflect Arrows perk not calculating properly
  • In “A Cornered Rat,” the death of certain NPCs no longer blocks progression
  • Fixed issue where Farkas would not give Companion’s quests properly
  • Fixed crash when loading saves that rely on data that is no longer being loaded
  • Followers sneak properly when player is sneaking
  • Fixed issue with weapon racks not working properly in Proudspire Manor
  • Arrows and other projectiles that were stuck in objects in the world now clean up properly
  • Fixed issue where “Rescue Mission” was preventing “Taking Care of Business” from starting properly
  • Fixed issue where certain NPCs would fail to become Thieves Guild fences
  • Fixed issue in “Diplomatic Immunity” where killing all the guards in the Thalmor Embassy before starting the quest would break progress
  • In “Hard Answers,” picking up the dwarven museum key after completing the quest, no longer restarts the quest
  • Killing Viola before or after “Blood on the Ice” no longer blocks progression
  • Fixed issue where Calixto would fail to die properly in “Blood on the Ice”
  • In “Waking Nightmare” fixed occasional issue where Erandur would stop pathing properly
  • Fixed issue where letters and notes with random encounters would appear blank
  • Fixed rare issue where dialogue and shouts would improperly play
  • Lydia will now offer marriage option after player purchases Breezehome in Whiterun
  • Fixed issue where if player manually mined ore in Cidhna Mine, jail time would not be served
  • Fixed rare issue with skills not increasing properly
  • Fixed issue where the Headsman’s Axe did not gain proper buff from Barbarian perk
  • In “A Night to Remember” it is no longer possible to kill Ysolda, Ennis or Senna before starting the quest
  • Fixed issue with the ebony dagger having a weapon speed that was too slow
  • Fixed issue with “The Wolf Queen Awakened” where backing out of a conversation with Styrr too soon would block progress
  • The third level of the Limbsplitter perk now properly improves all battle axes
  • Fixed a rare issue where Sanguine Rose would not work properly
  • In “Tending the Flames” King Olaf’s Verse will no longer disappear from explosions
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