The Elder Scrolls V: Skyrim Discussion Thread
#1951
Posté 18 juillet 2011 - 03:06
In any case, thanks for the translate, naughty.
#1952
Guest_randumb vanguard_*
Posté 18 juillet 2011 - 03:08
Guest_randumb vanguard_*
#1953
Posté 18 juillet 2011 - 03:20
4. Creation Engine to the MAX
All of these advances we are speaking of were conceived of and planned by the developers but would have been impossible without a technology to support them. The Creation Engine designed by Bethesda after Oblivion and Fallout 3 finds in Skyrim a new scale, sufficiently advanced beyond what we saw in 2006 and 2008. The vast game world now has a tremendous level of detail in the lighting, polygons, textures, draw distance and constant changes that only a cutting edge technology like this graphics engine is capable of supporting. The game does not seem to be functioning with the same engine as Oblivion, not even from a distance. Even though it is a version updated from that engine, its complete overhaul is enough for us to be able to discuss calmly a graphical and spectacular distinction in 2011-2012.
Details like the perfect behavior of the water and the flora, its delicate and flawless appearance on the screen and interaction with the PC are some of the better and substantial improvements, such as the meticulous perfection of the third person point of view, which was a bit crude and careless in Fallout 3, but now finally does not show errors and is even useful in certain situations.
Also surprising are the weather effects and the treatment of clouds and lighting, forming mists around the mountains, establishing a visual line of the horizon - which could be beneath a radiant sun - or the shadows and play of light on objects depending on the hour of the day and the conditions of the sky. There is an indisputable attention to detail in all the graphical elements, delivering us - and this can now be said - one of the games with the most eye-catching games of this generation and in history, capable of weaving artistic quality with graphics, far, far exceeding what we saw in Oblivion and Fallout 3, both also technical standards in their time.
This is the judgment of Bethesda, that its work has sought an epic visual quality, with huge settings, high draw distance, lighting... and specifically, great detail in every corner of the world and every object, no matter how small. An enormous team of more than fifty developers have worked for four years on all of this, making Skyrim a flawless visual work, from the smallest details on the level of a tiny slice of bread on a table to the unparalleled vistas from the top of a mountain summit. There will be thousands of graphical elements in play at any given moment to achieve a spectacle on this level, partly achieved during this generation thanks to some optical tricks and unparalleled digital designs for the player immersed in a playthrough. The programming team at Bethesda are experts in getting the most out of gameplay and optimizing existing technology.
#1954
Posté 18 juillet 2011 - 03:30
You should be firing up the games of your choice and playing them instead of grasping on to any little tidbits of info floating around the net.
I'm really not trying to be an a-hole and tell you guys what to do, i'm just trying to give some advise and help from experience. The time will pass quicker and you won't be setting your self's up for a letdown.
#1955
Posté 18 juillet 2011 - 03:48
5. Artificial Intelligence
We have mentioned the NPCs before but there is a huge change between the lamentable A.I. of Oblivion and the incredible advances achieved in Skyrim. The game seems to want to put us to the test at every moment, to measure our morals and bring us face to face with the NPCs, totally coherent in their behaviors, dialog and way of thinking. Now all of the characters in the game, thosuands, are interconnected and they move around the map according to the memories of their daily activities and knowledge. We could reach a town and the priest might call out us out as thieves where a few days before in another city, he served as a witness. And this would result in a bad image for the PC upon making his entrance, with respect to all the citizens of this new town.
And in another case, we could find in the wilderness a traveler who makes his way from one city to another, confront and kill him and when we arrive at his destination all the town would be talking about his disappearance, even gossiping about strange legends and rumors as to why he hasn't arrived. If we robbed him, when we try to sell his possessions or if someone sees us wearing them, all the village might approach us with questions or distrust. Radiant Story takes care of manifesting all of this in dialog and changing situations that make us think twice about all of our actions before carrying them out.
But the A.I. also impacts other characters, such as bandit enemies with little conversation and rapid aggression. From the dragons to the wolves, the trend of Skyrim is that attacks from enemies are characterized by diverse and unpredictible offensive tactics, which exposes the player to challenging combat encounters. As a descendent of the dragons, Dovahkiin will not always call attention by aggresive actions and at times the enormous creatures have a more friendly behavior, with noble feats performed by the same creatures to defend against some other unforseen danger. A very special intelligence has been achieved for these dragons, which will cause us to view them as half pets, half threats. The relationship between the PC and these fearsome dragons will be very interesting, as supported by the powerful A.I. features they possess.
#1956
Posté 18 juillet 2011 - 04:07
6. Nomadic "Protagonists"
Taking a closer look at the enormous flying fellow protagonists of the game (the dragons), if in Oblivion the portals to that infernal world were the foundation of the story, now it is the dragons, never staying in one place on the map, undergoing their own changes and capable of changing the story, as well as ending the lives of all the residents of a particular community. We have evolved from the fiery portals of Oblivion to the absolute freedom of movement each of the dragons possesses over land and air. In oblivion we could carefully plan our playthrough, saying to ourselves "now I will close this portal and then that other portal over there." Skyrim breaks with this geographic structure and it obligates us to look for dragons and capture their souls to become more powerful and learn new abilities, all of these vital in the course of each playthrough.
Moreover, for the PC to survive and progress, it is clear these winged monsters have an advantage over the protagonist, who must first see them and go after them to put down each one, exploiting certain factors such as the reduced mobilitiy or agility of these gigantic beasts, and the relative slowness of certain attacks, capable of damaging entire villages. One dragon appearance is enough to result in the complete terror of nearly every NPC, although there will be a few brave souls who decide to help us. The game will demonstrate that it is not so much the aggression of these creatures from which Dovahkiin is descended, but their ferocity when provoked.
#1957
Posté 18 juillet 2011 - 05:03
7. Deep Combat
If anything has been criticized above all with respect to all the Elder Scrolls games, it would be its melee combat system, quite crude and simplified even in Oblivion. When Skyrim was conceived, one of the points taken into consideration from fan feedback was the great need to redesign and improve this system - efficient but not up to the same level of quality as the other aspects of the game - including the gameplay, numb from all the numerous inferior combat encounters that slowed down the experience. From all we have seen and what is known of Skyrim, now Dovahkiin will be able to execute combos, mixing weapons and magic at the same time - with new menus for each hand - and even devising offensive strategies with synergy, resulting in heroic combat actions much deeper and more effective than the simple repetitive sword bashing, so common in Oblivion.
Each race will have its own style of fighting, now more distinct resulting from the build and strength of each character, culture and variable attributes. Each race will also find specific abilities (perks), to be more easily acquired when leveling up through the constellations that inspire the player to progress in each skill. This doesn't mean that a particular race will be locked off from learning any particular perk, but rather that the stars in the constellation will be closer together in the skills that fit the profile of your race, which guides development in part but does not define it. In other words, every perk is one hundred percent available if we have the patience to improve skills and complete the constellations (perk trees) with stars that are separated more widely. This new system of character progression redefined the controversial leveling system in Oblivion and incorporates certain highly praised aspects of character progression in other games, such as Final Fantasy 13.
Dovahkiin wil have a second method of learning and improving, with the teachings of his ancestors, written in draconian lettering. To find these runes and makeshift altars will be a veritable odyssey but the benefits merit these efforts, as the most powerful abilities are related to the dragons and only by absorbing their souls and reading these ancient inscriptions can we reach the lofty heights of a demi-god chosen to bring peace to this distraught universe.
From creating circles of protection to carefully setting landmines of frozen ice or slowing down time, the new powers are more numerous than in any other game, reaching a total of more than 150 unarmed perks, and adding to this total all the combos and weapon-related perks, we become very dangerous whether fighting at a distance or in close quarters.
On the other hand, we have the abovementioned new menus for each hand, which muliply all the combat related possibilities at our disposal and revolutionize combat encounters as we know them. Combining magic and shield, it is possible now to equip a spell in each hand and combine them to create powerful spell effects. Of course, in this brutal Nord esthetic, the powerful two-handed staves of wizardry make an appearance as well, some of which can be used to launch defensive shield effects as well as offensive magic. The experience promises to be rich and enjoyable, mcuh more than what we expected when the game was first announced.
Skyrim has made combat and character progression more complex, to the point where it is almost difficult to believe that we are playing an Elder Scrolls game. This was a given considering the criticism bestowed on Oblivion at failing to improve on the classic design of Morrowind. The third person perspective is now acceptable for fighting or casting spells, but it continues to be secondary to the first person perspective, that affords greater precision with each blow or shot fired. Skyrim continues to be a first person RPG that only occasionally reconciles with the third person perspective.
#1958
Posté 18 juillet 2011 - 03:59
#1959
Posté 18 juillet 2011 - 04:13
Anyways, an interview with Todd Howard.
www.next-gen.biz/features/todd-howard-skyrim
#1960
Posté 18 juillet 2011 - 04:22
On a side note the AI may make the game neat, given I tend to play games normally as I would if in said situation, it may be able to paint a picture of how I would be seen in such a time period. Given the AI seems to play out more as typical situations found in day to day life. Versus clear cut good and evil, such as throwning a baby off of a bridge or giving an orphan a sandwhich.
#1961
Posté 18 juillet 2011 - 07:30
8. Dramatic Transcendence
Oblivion was a disappointment for many with respect to the storytelling. Its plot did not have as much impact as many hoped and it quickly fell flat during the first few hours of gameplay. Many gamers were left with the impression that the sidequests were better written, more engaging and more carefully designed than the main quest. Even the ending of Oblivion was widely debated in various online TES fan communities, without giving honor to the powerful frightening epic endings of past TES games. As they did with the combat system, Bethesda took some of this fan feedback to heart when designing Skyrim.
The new game promises a memorable and uplifting story, that engages players as well as the best RPGs and manages to ingrain itself in the memory of those who play it. With support from the Radiant Story feature it will be possible for each player to live out from home a different TES V: Skyrim according to his choices, altering even the ending of the main quest, which now has more than 200 different possibilities, a new record figure exceeding the possible alternate endings of Fallout 3. Skyrim promises twists, turns, vital decision points, deception, surprises and unexpected deaths, with quests that truly go beyond simply carrying out mundane errands, but actually serve to advance the narrative of this story, which is among the most transcendent and important in the Elder Scrolls saga.
9. Non-linear Quests
In addition to the above-mentioned greater complexity and signficance of the main plot, each of the quests, primary and secondary, will also gain these two attributes. They will no longer be as linear, there will not be only three or four different ways to resolve each task or each problem set before the Dovahkiin as he rises to prominence, including even the ending of the war in the province, but Skyrim will allow us to completely redefine what we must do, including changing the objectives interweaving some quest missions with others so that we act in decisive directions. The Radiant Story feature has a great deal to do with this, as well as the freedom placed in the hands of the player, taking this concept to a new plateau we have not seen in previous games. TES V will revolutionize this.
From the very first time NPCs give the player a new quest, the conceptual change from Oblivion is evident. We are moving far beyond "go here, kill this guy and bring me this item," instead in Skyrim the basic tasks we are presented with is more along the lines of "infiltrate, rob, investigate, kill, bring, take and kill," for example, in order to complete a particular side quest, it might take us a few hours. And we are not speaking of the steps of the main quest, now much more carefully designed, which impact the principal storyline, which we can completely change with certain actions, even though [instead of killing them] some of the important characters can only be rendered unconscious. An excellent technique employed by Bethesda to avoid breaking certain parts of the main quest in the case of player error.
The exposition and resolution of these quests does not only make the gameplay more complex, but it provides new locations where certain steps of these quests must be completed. The dungeons of the first game were created by only one designer, utilizing certain copy-and-paste models in order to generate them all quickly. Now in Skyrim eight people have been dedicated full time, over the course of more than three years to design the dungeons, completely by hand. All the irregularities and differences among the more than 120 dungeons in skyrim is perfectly reflected during each playthrough. This careful hand-crafting translates to unique challenges, puzzles of all kinds and ingenious architecture, never before seen in previous TES games. If we combine this with the ability to carefully analyze every object in our inventory to solve certain puzzles or obtain information about these objects, as well as the addition of NPC collaborators, or the changes broguht about by weather phenomena or dragon attacks, the variety and depth of play is served up on a silver platter.
10. Music to Our Ears
Although we have left this part for the end, it is certainly not the least important. If The Elder Scrolls IV: Oblivion was an expensive, historic production, Skyrim must be considered the super-production, with a multi-million dollar budget larger than any previous TES game, the best development team that Bethesda Game Studios has ever dedicated to a project, with careful attention to every detail in the game, even hiring [new employees] from outside firms...With respect to this last part, we must mention the sound, luxuriously designed by specialists capable of dubbing thousands of lines of dialog and putting voice to certain characters. It will be a work of excellence in the end, including performing the greatest localization work for any TES game to our language [Spanish].
The music, now with more brand new, unpublished themes and remixes of the original melody at the hands of the indomitable Jeremy Soule - a vital asset and the man responsible for the magnificent soundtracks of the two previous games - is at the forefront of Skyrim, coordinated better than ever with the imagery and once again regaling us with those harmonies of the sort you can never get out of your head. More than 300 people have given form and sound to the musical score composed by Soule for the moments of combat, calm, different villages, cinematic peaks and discoveries. The result promises to be chilling, like the deep voices we have all heard interpreting the main theme, a revision of the melody of the Elder Scrolls.
The sound effects are not left behind either, much richer and more distinguished than any other TES game. For the first time, the protagonist will have more than 30 different sounds for distinct footsteps, depending on the surface he is walking on, and each combination of different spells will have its own distinct sound effect, allowing us to guess which spell we are casting solely by hearing the sound. Water spilling over a rapids, the wind and the rain are more dynamic elements that will have a spectactular audio representation. And we shall not forget the arduous task of dubbing a game of this scope and magnitude, with hundreds of characters to be voiced, even in our own language [Spanish], as Fallout 3 led the way in making this acceptable. Understanding the budget that Bethesda is investing in the entire game, we have no fears whatsoever that we will receive a Spanish version that is not worthy of this majestic work that is coming soon.
Modifié par naughty99, 18 juillet 2011 - 07:31 .
#1962
Posté 18 juillet 2011 - 08:58
naughty99 wrote...
translation of Parts 8, 9 and 10:
8. Dramatic Transcendence
Oblivion was a disappointment for many with respect to the storytelling. Its plot did not have as much impact as many hoped and it quickly fell flat during the first few hours of gameplay. Many gamers were left with the impression that the sidequests were better written, more engaging and more carefully designed than the main quest. Even the ending of Oblivion was widely debated in various online TES fan communities, without giving honor to the powerful frightening epic endings of past TES games. As they did with the combat system, Bethesda took some of this fan feedback to heart when designing Skyrim.
The new game promises a memorable and uplifting story, that engages players as well as the best RPGs and manages to ingrain itself in the memory of those who play it. With support from the Radiant Story feature it will be possible for each player to live out from home a different TES V: Skyrim according to his choices, altering even the ending of the main quest, which now has more than 200 different possibilities, a new record figure exceeding the possible alternate endings of Fallout 3. Skyrim promises twists, turns, vital decision points, deception, surprises and unexpected deaths, with quests that truly go beyond simply carrying out mundane errands, but actually serve to advance the narrative of this story, which is among the most transcendent and important in the Elder Scrolls saga.
I hope they live up to this.
#1963
Posté 18 juillet 2011 - 09:12
#1964
Posté 18 juillet 2011 - 09:30
#1965
Posté 18 juillet 2011 - 09:47
#1966
Posté 18 juillet 2011 - 10:05
#1967
Posté 18 juillet 2011 - 10:05
Slippermaster wrote...
I hope they put in an epic big battle battle to make up for the pathetic let down that they had for 'The battle for Bruma' quest, I demand it!!
I think it would be a disappointing Civil War if there are no epic battles
#1968
Posté 18 juillet 2011 - 10:19
#1969
Posté 18 juillet 2011 - 10:42
#1970
Posté 18 juillet 2011 - 11:23
#1971
Posté 18 juillet 2011 - 11:31
Druss99 wrote...
200 endings seems like hyperbole. I'm taking a wait and see approach on that one.
From what I'm thinking maybe its like "parts" to an ending rather than a whole ending myself.
#1972
Posté 18 juillet 2011 - 11:36
for example, if you have 5 different possible components of a main quest ending scene, and each component has three possible outcomes, you would end up with 243 different permutations
3 × 3 × ... (5 times) = 3^5 = 243 permutations
Modifié par naughty99, 18 juillet 2011 - 11:42 .
#1973
Posté 19 juillet 2011 - 01:14
If they do, they BETTER improve combat with teammates. I'm so sick of them blocking my enemiesSlippermaster wrote...
I hope they put in an epic big battle battle to make up for the pathetic let down that they had for 'The battle for Bruma' quest, I demand it!!
#1974
Posté 19 juillet 2011 - 01:24
Modifié par slimgrin, 19 juillet 2011 - 01:25 .
#1975
Posté 19 juillet 2011 - 02:41
I will not officially decide on a race until my eyes and fingers are on the character creation screen. Leaning Nord, but I'm going to check all the races out.
My name is also a question mark...still pondering.
Also, I believe that my first playthrough will approach 500 hours





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