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The Elder Scrolls V: Skyrim Discussion Thread


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#1926
J0HNL3I

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ErichHartmann wrote...

I'll be very disappointed if there are no Argonian, Khajiit, or Orc children. :lol:     


LoL I imagine all the Orc children will be like grunt from ME:2

#1927
VoiceOfPudding

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anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...

#1928
J0HNL3I

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VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


They'll most likely be unkillible like children in fallout, I doubt they will be able to sell the game if you could

#1929
sympathy4saren

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Khajiit kittens??? Lol

#1930
VoiceOfPudding

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J0HNL3I wrote...

VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


They'll most likely be unkillible like children in fallout, I doubt they will be able to sell the game if you could


:( I guess slaying dragons in a variety of comic ways will have to do...

#1931
Slippermaster

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You think you will be able to get your hands on armour made out of bear skins like in morrowinds bloodmon dlc (i think)

#1932
sympathy4saren

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VoiceOfPudding wrote...

J0HNL3I wrote...

VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


They'll most likely be unkillible like children in fallout, I doubt they will be able to sell the game if you could


:( I guess slaying dragons in a variety of comic ways will have to do...


I want a police car dragon, but Bethesda has confirmed they are not in :P

Seriously, its been confirmed

#1933
Druss99

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Slippermaster wrote...

You think you will be able to get your hands on armour made out of bear skins like in morrowinds bloodmon dlc (i think)


Thats something I was thinking about while looking at the concept art of the Nord confronting the bear over the mammoth corpse. I think it would be cool that given the climate you had to balance your armour between defence and warmth. Like platemail is great defensively but you incur cold based penalties, whereas leather and fur isn't as protective but it keeps you warmer negating the penalties.

Modifié par Druss99, 17 juillet 2011 - 08:54 .


#1934
naughty99

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VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


It's confirmed that the children are essential (non-killable), as well as a few NPCs related to the main quest.

All the other NPCs are non-essential (killable).

#1935
Slippermaster

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You should have acted.
They're already here.
The Elder Scrolls told of their return.
Their defeat was merely delay
Til the time after Oblivion opened,
When the sons of Skyrim would spill their own blood.
But no-one wanted to believe.
Believe they even existed.
And when the truth finally dawns:
It dawns in fire.
But,
There's one they fear.
In their tongue, he's Dovahkiin:
Dragon Born!
Dragonborn Dragonborn
By his honor is sworn
To keep evil forever at bay
And the fiercest foes rout
When they hear triumph's shout
Dragonborn for your blessing we pray
And the scrolls have fortold
Of black wings in the cold
That when brothers wage war come unfurled
Alduin bane of kings
Ancient shadow unbound
With a hunger to swallow the world

#1936
Guest_randumb vanguard_*

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Slippermaster wrote...

You should have acted.
They're already here.
The Elder Scrolls told of their return.
Their defeat was merely delay
Til the time after Oblivion opened,
When the sons of Skyrim would spill their own blood.
But no-one wanted to believe.
Believe they even existed.
And when the truth finally dawns:
It dawns in fire.
But,
There's one they fear.
In their tongue, he's Dovahkiin:
Dragon Born!
Dragonborn Dragonborn
By his honor is sworn
To keep evil forever at bay
And the fiercest foes rout
When they hear triumph's shout
Dragonborn for your blessing we pray
And the scrolls have fortold
Of black wings in the cold
That when brothers wage war come unfurled
Alduin bane of kings
Ancient shadow unbound
With a hunger to swallow the world

quoted for the truth. And bad***ery.

#1937
VoiceOfPudding

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naughty99 wrote...

VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


It's confirmed that the children are essential (non-killable), as well as a few NPCs related to the main quest.

All the other NPCs are non-essential (killable).


Damn it hurts my ego when i'm shooting fireballs left right and centre with death and destruction all round and yet there's one child in the middle of it all unharmed... I mean talk about feeling weak

#1938
Slippermaster

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virumor wrote...

naughty99 wrote...

more screens:


Posted Image

Doesn't look like a Nord.

I'm guessing she's either the leader of a Dragonslayer cult, or a Dragon worshipping cult (Mythic Dawn redux).


this is a paragraph from the elder scrolls wiki page on dragons and it mentions an old dragon cult that may still be around, 
WorshipNordic worship of dragons occurred several thousand years before the events of Skyrim. The decline of dragon worship is likely linked to the sudden disappearance of the dragons around that time. Temples dedicated to worshipping dragons were built in several locations across the province of Skyrim, but seem to have been abandoned around the time the cult fell. It is currently unknown if Dragon Worship refers to the worship of Alduin, who can take the form of a dragon, or to the creatures themselves. The importance of the cult and its approximate size are also unknown. A few artifacts relating to the cult, such as a Golden Dragon Claw, which was used as a key to open a passage to a word wall, have been mentioned.

this is the link to the page for more info on the skyrim dragons http://www.uesp.net/wiki/Skyrim:Dragon:blink:

#1939
bussinrounds

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J0HNL3I wrote...

VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


They'll most likely be unkillible like children in fallout, I doubt they will be able to sell the game if you could


  In Fallout 1 and 2 you can kill the children.   Plus you can do groin and eye shots.   :P

#1940
KenKenpachi

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Giving the talking of killing kids or using them as meat shields I'll divert us a little here with a Question.

Given we are seeing bladed and blunt weapons being knocked out and replaced with a One and Two handed stats, I think its a given we may see things like claymores, and two handed Axe's maybe spears or lances, but what I'm wondering is if that means Katana's will return.

#1941
AventuroLegendary

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bussinrounds wrote...

J0HNL3I wrote...

VoiceOfPudding wrote...

anyone know if we'll be able to kill the children? just curious here it's not as if that's how i get my laughs or anything...


They'll most likely be unkillible like children in fallout, I doubt they will be able to sell the game if you could


  In Fallout 1 and 2 you can kill the children.   Plus you can do groin and eye shots.   :P

Which is why Fallout 1 and 2 were banned for a short time in some regions and later edited. 

#1942
Guest_randumb vanguard_*

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KenKenpachi wrote...

Giving the talking of killing kids or using them as meat shields I'll divert us a little here with a Question.

Given we are seeing bladed and blunt weapons being knocked out and replaced with a One and Two handed stats, I think its a given we may see things like claymores, and two handed Axe's maybe spears or lances, but what I'm wondering is if that means Katana's will return.

Spears and lances have been confirmed to not appear in Skyrim.

#1943
Tommyspa

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sympathy4saren wrote...

Khajiit kittens??? Lol

Too cute for words!!! I expect mods to make them do amazingly adorable things. Youtube will be overrun with Skyrim kitty videos!!!

#1944
naughty99

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Great new article from Spain - if you don't read Spanish, here is a translation of the first part:

http://www.meristati...o=art&c=1&pos=2


From Oblivion to Skyrim

Oblivion was a technological paradigm on a grand scale. Five years later, Skyrim will be another. We review the ten major leaps of latest chapter of the Elder Scrolls, from the same console generation, but superior in every way.

1. Scale
If something characterizes the games of The Elder Scrolls, it is their size. The first thing to keep in mind when discussing the disparity between Oblivion and Skyrim is the scale of the new title, decisively superior to the previous one. The new terrain at our disposition is similar in size to to Cyrodiil, but we are not faced with a virtual map of similar proportions, as the region of Skyrim and its grand stage have fewer wide open spaces, meadows, rocky zones or valleys lacking interactive elements, but rather the zones in Skyrim are quite distinct from one another and rough hewn, dissimilar from one another.

Skyrim is much more overgrown, populated, varied and full of details. As a result the entire scale of the map has been increased, along with its design and habitats. What in Oblivion was an enormous field, with various cities and settlements sprinkled here and there, in Skyrim is an entire world, changing and alive, with five large principal cities and tens of villages spread across the land, each one with its own process of change, its own economy, neighbors, folklore, legends, customs and fears. The game manages a quantity of data that is enormous in this sense.

Thousands of personalities populate these communities, and they carry out their lives every morning in the face of the civil war brewing in this province, 200 years after the events of Oblivion. Every village lives from one or two industries and natural resources, according to its own ecological system and customs. It would be easy to encounter cities dedicated completely to the production of wood or steel and others where the production of agricultural goods is enough to maintain the entire population.

The people, as in the Middle Ages, which the game simulates in a fictitious sense, are accustomed to a certain way of life, and to change this can throw them into a deeper and more complex chaos than anything we have seen before in videogames, where even the local religions and beliefs play an essential role. For example, any of those cities can be attacked at any moment by a dragon, even by the PC provoking one fo these enormous creatures from the streets of one of these areas.

This is another element rendered immense by the scale of Skyrim: the lack of noticeable scripting. The dynamic and completely lifelike world where the adventure takes place provides for all of its pieces from the beginning of each playthrough, and it continues to interrelate these pieces in a random way. As a result, it is possible that we suddenly encounter one of these aforementioned terrifying attacks from the sky - destroying all the vitality and economy of the city as well as killing its citizens - or by coincidence one village can face off against another following a misunderstood event that has snowballed out of control. We can also find ourselves immersed in hunting a collosal mammoth, or witnessing a fire, all without initial premeditation, simply as a result of changes in the game world, very much influenced in some way by the PC's actions. This is the "butterfly effect" translated better than ever before into a videogame.

There are so many distinct environments, so many races, NPC occupations, ways of life for the NPCs, accidental elements, aesthetics, stories...that solely for this reason the game reaches a plateau never before seen in a videogame and makes it difficult to believe that Oblivion, left far behind as we will see, belongs to the same generational stage and was released on the same platforms, PS3, Xbox360 and PC.

In Skyrim it is possible to touch and pick up even more elements and objects than was possible in Morrowind and TES IV. For example, the wildflowers and herbs that we can collect to make use of alchemical crafting has been multiplied by a factor of five, and it is important to keep in mind that the previous game already had more than 500 unique species of plants. The interiors are more richly decorated and filled with objects, as well the open air locations, where we can almost pick up even the supports of the very fences. More of the same with respect to the equipment of our enemies, now in much greater quantity. We will need to review and organize our inventory very carefully, which is also taken to the next level by the new inventory UI.

Skyrim is set in a region tremendously uneven and harsh, with caves, valleys and mountains that are home to rivers, storm clouds, humid spots, lights and incredible shapes...All of this is intersparsed with altars, where the protagonist and other people can communicate with the divinity of this world of magic, now a world at war. The aesthetic nature of the previous games has also been expanded in scale, as we are definitely looking at most beautiful THE ELDER SCROLLS of them all, the most seductive with respect to the art direction, polygons and lighting. The sensation of enormity is absolute as soon as we begin the first steps, something we have already experienced in Oblivion but now it reaches a new plateau. It is enough to simply gaze up at the heavens and see a flock of dragons flying in lazy circles above our heads.

#1945
naughty99

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Here is my translation of part 2:



2. Radiant Freedom

From the moment we viewed this game in motion for the first time, there was one concept that its developers took pains explain in great detail: the Radiant Story. Skyrim incorporates this idea of Radiant Story into its gameplay in such a manner that the experience becomes so immersive that the player almost has difficulty distinguishing whether he is in a persistent universe with characters controlled by other players, or in a single player videogame. All the personalities we see promise to be so coherent and unpredictable that no other RPG has ever outshined Skyrim in this regard. As all of this is subject to current technological limitations, of course, we are not expecting a utopian vision either. The Radiant Story was initially developed for Fallout 3, when the developer team of Bethesda Game Studios decided that its single player RPG should flirt with certain mechanics of MMOs, acquiring more uncertainty and not being quite so predictable in the behaviors of the NPCs, making each playthrough distinct, something that has characterized Western RPGs.

This led directly to a greater freedom of action, that despite continuing to be absolute as in Oblivion and Morrowind, now puts this absolute freedom more into the hands of the player, to the extent even entire populations of the world of Skyrim will be dependent on the player's choices. If in Oblivion we were permitted to go where we wanted, resolve quests however we wanted, kill or rob whomever we wanted, now Skyrim far exceeds this, so that each of these "wants" of the player has direct consequences on the playthrough and on the pieces of this game of chess, as moves and plays change depending on the choices of our protagonist, the Dovahkiin. Each step leaves a footprint, each dialog choice is recorded, each robbery has a consequence, each triumph exalts us...

Everything is recorded in Radiant Story, and our own style of playing the game gives a public image and personality to the Dovahkiin, for example with his first steps into a new town, he might be the object of threatening looks or applause and elogies shouted from the balconies. It would be wise to consider carefully what type of character we want to play and with whom we want to interact.

With what this brings to the table, having seen it in motion during gameplay, we must admit the work that Bethesda has done with the A.I. of this game is sublime, without imperfections. Developing a similar depth and well-roundedness for unpredictible characters and applying it to thousands of NPCs results in a very unique experience, capable of leading us to play the game again and again, exploring all of its dramatic possibilities. Of course, these possibilities will be impacted by the Radiant Story elements the player brings to completion, the unbroken chain of tangible interrelated actions by the player, including the transformation of conflicts and war within the province between one side and the other, utilizing the power and the unity of the dragons to our advantage, not necessarily always the ethical or most respectful choice for our fellow Skyrim residents.

#1946
A Crusty Knight Of Colour

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Radiant story, bro.

:P

But I guess it's less impressive if they cut down on the marketing BS and just say that Skyrim has a reputation system. Oh well, gaming websites gonna gaming website.

Still, a good feature nontheless.

Modifié par mrcrusty, 18 juillet 2011 - 02:11 .


#1947
naughty99

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Rampant hyperbole and dubious details aside, this is at least the most well written article about Skyrim I've read so far. Sometimes what passes for "news" on US gaming websites is little more than a repost of something from a forum.

Modifié par naughty99, 18 juillet 2011 - 02:21 .


#1948
A Crusty Knight Of Colour

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Maybe it's just the cynic in me, or perhaps my loathing for political commentary but I find myself turned off by either rampant negative hyperbole or rampant positive hyperbole. I'll agree that it's well written, but it looks like the gaming site is just fellating Bethesda in that article.

I'll say though that the idea of a comprehensive reputation system is something I'd go for. I liked the New Vegas reputation system, but I'd like something meatier. Basically, I'd like reputation systems to replace morality systems.

Lawful Good? No thanks, I'd rather have regional reputations, global reputations, perks, traits and/or abilities to accompany certain reputations to really highlight intracacies of your character's personality.

For example:

Trait: Kind Soul - "Your actions and deeds have been told in many a story in Skyrim. These stories often emphasise your caring nature. Always willing to help out, always willing to do the right thing, you have earned the reputation of being a kind soul. People are more willing to trust you with their problems and reward you more earnestly for a job well done. Unfortunately, it also means that those of a seedy nature are less willing to deal with you and that your guilt ridden conscience will make it harder for you to do disreputable things."

Reqs: "Beloved" Global Reputation.

Opens up new Quests & Dialog, +2 Personality, +10% to Quest Gold, -10% Fenced Items Value, -5 Sneak Skill.

Things like that would be really cool imo.

Modifié par mrcrusty, 18 juillet 2011 - 02:47 .


#1949
naughty99

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my translation of Part 3:


3. A Coherent World
The third enormous leap that separates Skyrim from Oblivion results from all the labor of love efforts that its developers have given so that the game is as realistic, believable and lifelike as possible. From the changing and conditional attitudes [of NPCs] mentioned above, to the behavior of the wind patterns on water surfaces in the world of Skyrim, everything in this game is carefully planned to import a sensation of realism to the player. No detail is overlooked, and the final result promises to be engaging, an epic simulated adventure.

Beginning with the non-human creatures - where Oblivion and the previous games had some defects and strange animations - Skyrim seeks to correct those errors. There was a sensation in Oblivion that we were swinging our swords at empty surfaces that fell to the ground upon dying in the same way. The proven Havok physics engine permeates the entire project, from the tinkling movement of grass - now dynamic - beneath a gust of wind, to the weight and gravity of creatures and particles of dust that the larger creatures raise in clouds when they fall on sand or snow, each treated differently.

This echoes also in the animations of monstrous enemies, like the dragons or giant spiders, which move with absolute fluidity of motion, without predetermined paths, each of their bodies responding in the way they would in real life. The horses on which we ride, with a greater presence in Skyrim, also behave in a more coherent way.

And on this stage, weather and climate phenomena affect these creatures in dynamic ways. A period of wind and rain can change the course of a river or even cause it to overflow, which could harm the economy and way of life of those populations dependent on the river. Or a sudden snowstorm is capable of burying roads and even trees, making difficult any access to the highest peaks, blocking entrances to underground caves...

To watch the snow fall on the ground and color the pavement white is the sort of spectacle only this game allows us to experience. There are also some limitations. Unfortunately, if we throw a fireball, the snow in the area melts. As mentioned above, there are limits imposed by the current technology. All of this affects playability, since one of the draconic powers of Dovahkiin is, for example, to summon meterological effects.

In Skyrim the NPCs also interact with the environment. In the demos we have seen, set in Riverwood, we saw a woodcutter chopping trees that fell, others gathering and piling up logs, a hydraulic water wheel made of wood that rotated with the current of the river. To give another example, there were also delinquents that robbed and started fires. The sense of coherence of the world achieved by the game is felt also here, in the liveliness of this setting with personalities that take sides against it, destroy it or move elements to a different location. We must always keep in mind the passing of time in order to fully appreciate these thousands of changes occurring behind the scenes, to know when to make an appearance at a particular area, when to speak with X or when to accept his request for help.

#1950
sympathy4saren

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Thanks for the great info as always, Naughty.