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Elder Scrolls VI



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Siren

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

I originally went from 'oh great another elder scrolls game' to 'oh hey this seems pretty cool' to 'yeah imma buy the GOTY edition of Oblivion because this seems like an alright series' to 'fuck yeah skyrim!'.

Just an fyi.
 

Nyangoro

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Finally got my issue of gameinformer (and purposely avoided any scans and whatnot because of it).

Oh man I couldn't be more excited right now.
 

Ehres

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

The pictures in the Names to Remember scan are absolutely stunning.

Also, NPCs are looking a lot better. Hopefully it won't be the same five people voicing the entire game with flat faces.
 
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Re: Elder Scrolls V: Skyrim - New Info & Scans!

If you read 'Relates Well With Others' you'll see all the nice little bits about dialogue. And yeah, it also says that Bethesda got a much bigger pool of voice actors to keep a lot fresher.
 

Vanitas666

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

The pictures in the Names to Remember scan are absolutely stunning.

Also, NPCs are looking a lot better. Hopefully it won't be the same five people voicing the entire game with flat faces.

they said something about "this voice fits the female argonian" in the "sound of skyrim" video. I gues it will be pretty much the same as in Oblivion then, exept the faces will look way better.
 

ChrisP

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

I am so excited for this game. I'm looking forward to this game as the best of the year for me.
@Asia- Thats amazing!! Dual-wielding sounds awesome, Were-Yeti's sound fun to fight :p The story seems amazing already!
 

The Conquerer

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

I'm going Musashi style, short-sword + long-sword combination...
 
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Re: Elder Scrolls V: Skyrim - New Info & Scans!

I'm going Musashi style, short-sword + long-sword combination...
I don't use the katanas much, but duel-wielding katanas just seems like it'd be cool as all hell...

Also-
Here's a bit of a bigger update on the tech:
The Technology Behind The Elder Scrolls V: Skyrim - The Elder Scrolls V: Skyrim - www.GameInformer.com

The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. “Your friend would let you eat the apple in his house,” Howard says. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.

The expansive Oblivion and Fallout 3 settings created a wonderful sense of place, but the robotic and unrealistic character animations sometimes betrayed the sense of immersion the environments imparted. Aware of the disconnect, Bethesda has enlisted Havok's new Behavior technology to endow Skyrim's characters and creatures with a proper sense of movement.

“We looked at a bunch of [animation solutions], and this is about the tippy-top state-of-the-art stuff out there,” Howard says. “I think we're the first real big game to use it.”

...

Perhaps the most impressive use of the Behavior technology is how Bethesda is using it to create the dragon animations. Bethesda has worked meticulously to make sure the beasts look powerful and menacing when banking, flapping their wings, gaining altitude before making another strafing run, and breathing fire on their hapless victims. None of the dragons' actions are scripted, and Behavior helps make the movements look non-mechanical, even when the dragons are speaking/shouting.

With all this technology at its fingertips, surely Bethesda could put players on the back of a woolly mammoth or a fire-breathing dragon, right? When we ask, for the first time during our visit Howard clams up. “We're not talking about mounts yet,” he says coyly.

Radiant Story doesn't limit these new missions to encounters in towns. Like in Fallout 3 and Red Dead Redemption, a lot of random events occur while you're exploring the wilderness as well. "There are a wide variety of these random encounters," says design director Bruce Nesmith. "Many of them are things the player can interact with, some are not. You might save a priest who then tells you about a dungeon where there are people trapped that need saving. You might run across mammoth beset by a pack of wolves."
 
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Re: Elder Scrolls V: Skyrim - New Info & Scans!

bear610ed.jpg


Skyrim: The Time-Lapse Video - Features - www.GameInformer.com

I love concept art. (Watch the video)

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Dragon Shouts!

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Skyrim's Dragon Shouts - Features - www.GameInformer.com

Information about the dragon shouts, the building of the language, lore, and more.

In the game, the final result of all the hard work is exhilarating, and even more so when you know how deep the rabbit hole goes. Every ancient wall you encounter carries an ancient legend. Every creature that cries out in dragon is saying an actual translatable thing to you. And perhaps most importantly, every dragon shout you acquire carries real meaning behind it. One power used in the game acts like a sort of invisible push of staggering power. Spoken in the game, your hero will intone the three words for the full shout: “Fus, Ro, Dah!” Translated into English, “Fus” means force, “Ro” means balance, and “Dah” means push.

After collecting more than 60 individual words that form up into over 20 complete shouts, Skyrim’s hero will be a force to be reckoned with, especially considering that these dragon-based abilities will be layered on top of his normal leveled-up abilities in combat, traditional magic, and stealth. He’ll be able to slow down time around him with one shout, or use a special whispered dragon shout to stealthily move close to an enemy in a mere instant. And while they’re cagey about the details, Bethesda says that one shout will let a player summon an actual dragon, calling him by name to fight.
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WALLPAPERS!!

There's just two (the ones below), but click the link for bigger sizes. The article also mentions that next week we'll get some more art and new information on duel-wielding and a look at the new interface.
http://Elder Scrolls V Desktop Wallpapers - Features - www.Gameinformer.com
Elder Scrolls V Desktop Wallpapers - Features - www.Gameinformer.com

skyrimwallpaper610.jpg


skyrim1_2D00_1920x1080.jpg
 

Vanitas666

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Awsome new info, I just post so people notice that there's more now
 

ChrisP

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Ooo! Nice wallpapers :D I like the first one a lot
 
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Re: Elder Scrolls V: Skyrim - New Info & Scans!

paintover610.jpg


Skyrim: Building Better Combat - The Elder Scrolls V: Skyrim - Xbox 360 - www.GameInformer.com

Some Highlights:
“There's a brutality to [the combat] both in the flavor of the world, and one of you is going to die,” Howard explains. “I think you get very used the idea that enemies are all there for you to mow through, but it doesn't seem like someone's life is going to end. We're trying to get that across.”
Nothing drives this brutality home more than the introduction of special kill animations. Depending on your weapon, the enemy, and the fight conditions, your hero may execute a devastating finishing move that extinguishes enemies with a stylistic flourish. “You end up doing it a lot in the game, and there has to be an energy and a joy to it,” Howard says.
As with Oblivion, players have several options for melee combat. Your warrior can equip swords, shields, maces, axes, or two-handed weapons. Specializing in a particular weapon is the best way to go, as it gives you the opportunity to improve your attacking skills with special perks. For instance, the sword perk increases your chances of landing a critical strike, the axe perk punishes enemies with residual bleeding damage after each blow, and the mace perk ignores armor on your enemies to land more powerful strikes.
One of the more alluring changes to the spellcasting in Skyrim is how you can employ spells in different ways. For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower, place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it, or equip the spell with both hands to deliver high damage fireball attacks that drain your magicka reserves quickly. The shock and frost spells give players an equal amount of flexibility.
The Havok Behavior technology gives the spells more visual flair than we've seen in past Elder Scrolls games as well. If you cast a frost spell, you'll see the effects on the enemy's skin. If you're wielding the flame spell like a flame thrower, the environment will catch fire for a short while and burn anything that comes into contact with it.
More so than in Oblivion, Skyrim’s new magic system also gives players legitimate benefits to using one attacking spell over the other. Fire deals the highest amount of damage, lighting drains the enemy’s magicka, and frost drains stamina and slows down enemies physically. This gives players more incentive to use particular spells against specific enemies. Why shoot fireballs at a wizard when you can simultaneously drain his heath and magicka with a shock spell? “There’s a gaminess to it that we didn’t really have before,” Howard says.
Stealth basically works the same as it did in Oblivion, but Bethesda has slightly altered what happens once enemies detect your presence. Now when NPCs think they see or heard something, they go into an alert state. Characters with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows. This new system eliminates the sudden attacks that sometimes caught players off guard in Oblivion.
Once you successfully sneak up behind an unsuspecting victim, you can unleash a deadly blow with the dagger, an almost useless weapon in previous Elder Scrolls games that is receiving a major boost in Skyrim. “Now when you sneak up behind guys, the dagger does something like 10x damage,” Howard says. “I don’t know if we’re going to keep that, but you feel like you should be killing the guy if you’ve gotten that close and you have a dagger.”
 

ChrisP

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

I like the additions to each form of fighting. Perks sound pretty useful for combat. Spellcasting sounds much better with the small things like effects on the enemy after a spell is cast. I also like that each art of magic does something else (Fire, Shock, Frost, all do different things). I especially like that one. Stealth is also better because I think it gives gamers more of a "drive" to sneak up and kill enemies using stealth instead of just brute force by combat.
 

Vanitas666

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Finally I can make the Assassin I always wanted to do in Oblivion (except I doubt there will be a "Dark Brotherhood" but one can hope). never used the bow before but now it'll be my main weapon and with a nice little dagger that can do one-hit-kills to go along with it, just awsome!

Magic also looks much better though I'd rather be able to use it even with a sword (etc) equiped but who knows, I might change my mind later.

Not to menssion the close combat, I just hope there won't be enemies like trolls that you can't block any attacks from and is almost impossibal to beat in lower level
 
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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Actually, I translated some text from a Dutch cover story of Skyrim. Apparently there will be a Dark Brotherhood again.

I didn't have to translate that the first time but I didn't pay attention before. Anyways, if you translate the first paragraph it says the Dark Brotherhood is to return. Also, I love the Kim Jong-il picture on the dude's desk.
Power Unlimited | Features | Power Unlimited 2 2011

The Elder Scrolls 5: Skyrim pakt de cover deze maand en volgens Steven is dit ook verdiend. De met draken gevulde sequel op Oblivion introduceert een low-fantasy setting met onwaarschijnlijk brute moves en de terugkeer van the Dark Brotherhood.

Which when put into a translator:

The Elder Scrolls 5: Skyrim takes the cover this month and according to Steven, this has been earned also. The with dragons filled sequel on Oblivion a low-fantasy setting introduces with incredibly brute moves and the return of the Dark Brotherhood.

PC Gamer also sources this magazine here, pretty much reiterating the Dutch cover story, making note of the return of the Dark Brotherhood and the fact that Skyrim is "approximately" the size of Oblivion. It also retells that there will be five cities and 130 dungeons. Considering that Oblivion had 9 cities including Kvatch, I don't mind.

Oh, and I know it was debated here before, but I really don't mind 5 cities. Know why? Open Worlds.

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7701.SkyrimArt610.jpg


Also, if you watched the studio tour of Bethesda video before, you got a hint of concept art, but this video is actually dedicated to art of skyrim. There's a video which gives some nice info and some cool pics.

The Art Of Skyrim - News - www.GameInformer.com
 

Vanitas666

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Yes, yes, yes! The Dark Brotherhood returns!!! Then I really will have the Assassin I've always wanted :)
The Dark Brotherhood is the best brotherhood ever and second best organisation after Organisation.13
 
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Re: Elder Scrolls V: Skyrim - New Info & Scans!

My favorites were The Thieves' Guild and The Dark Brotherhood, definitely. Sneaking and assassinating is definitely the way to go. But damn does this tempt me to make a dedicated mage.


Oh well, Time for the menus!

SkillsMenu.jpg


Inside Skyrim's Menu System Overhaul - The Elder Scrolls V: Skyrim - Xbox 360 - www.GameInformer.com

In a game as large as the open world RPG The Elder Scrolls V: Skyrim, comprehensive menus are a necessary evil. Though they may not be pretty, players need a way to easily manage items, review skills, and map out directions to their next dungeon crawls. The menus in Oblivion functioned, but they were essentially a cumbersome medieval equivalent to Excel documents. For the sequel, Bethesda is striving for a friendlier user interface.
Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit.
”You know in iTunes when you look at all your music you get to flip through it and look at the covers and it becomes tangible?” game director Todd Howard asks. “One of our goals was 'What if Apple made a fantasy game? How would this look?' It's very good at getting through lots of data quickly, which is always a struggle with our stuff.”

Like in Oblivion, pressing the B or circle button opens up the menu system. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options.

Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy.
“It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”
Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways.

In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.

Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world.From the map view players can manage quest icons, plan their travel route, or access fast travel.

Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a "you are what you play" philosophy, Bethesda is preserving the player’s ties to star signs. Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character's overall level higher.

Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world.

“When you glance to the sky after you’ve played the game for a while, what you’re seeing in the sky is different than what somebody else is seeing based on the constellations,” Howard says.
...God that last bit is cool.
 

Flaming flame

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Re: Elder Scrolls V: Skyrim - New Info & Scans!

Nowhere will be safe with Dragons attacking the city noobs at random.
 
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