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Old 02-28-2011, 01:29 PM   #61
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i can't wait to bare knuckle one of those
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Old 03-13-2011, 02:12 PM   #62
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Old 03-14-2011, 02:47 AM   #63
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Old 04-02-2011, 04:33 PM   #64
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Newest Information:
There exists a carriage system that will take you to major locations.
Skyrim (PC) will support DX11
Some places you will be very challenged, and may not even be able to defeat an enemy, and will have to return when more powerful. Other places you will be much more powerful than the enemy. Auto-leveling works much like it did in Fallout 3.
Some Dragons are scripted, while some appears randomly.
The amount of dragons is actually infinite, as they are placed in the world like any other creature, and thus, they will respawn like any other creature.
Power attacks (Hold down attack button) uses stamina and staggers enemies.
Each archetype have one crafting-skill. Mage has Enchant, Thief has Alchemy and Warrior has Blacksmithing/armourer.
Perks will allow you to, among other things, disarm enemies, increase chance of critical hit and perform special "special moves".
There are more weapon types and armor types in Skyrim compared to Oblivion.

" If you looked quickly at our editor, it behaves similar to our old ones; it just does a lot more, and does some old things in better ways. But we don't change things just to change them. We still use the nif file format, because it worked fine for what we're doing and our modders know it well. We still use some middleware that we like, such as Havok. We're not just using their physics this time, but their animation system, Havok Behavior. It makes a dramatic difference in how the game looks and plays. Overall though, the paradigm for how we build these huge worlds has not changed dramatically, we just want it to look better and play more smoothly." - Todd Howard.




Overview:
1. - Combat
1.1. - Melee/Archery
1.2. - Magic
1.3. - Way of the Voice (Dragonshouts)
2. - AI
3. - Environment
4. - Plot
5. - Lore
6. - Graphics & Effects
7. - Sound
8. - Creatures
9. - Character, Leveling, Stats & Skills
10. - Interface
11. - Quests & Dialogue
12. - Misc Features
13. - Speculations


1. - Combat
* Overhauled Combat-system.
* Inter-Changeable Dual-Wielding with both weapons and spells. You can have a blade in one hand, and a spell in the other, or a blade in both, or a blade and an axe, or even spells in both! Spells can't be cast if both hands are used for weapons/shield.
* Staggering effects and camera shake.
* Switching between loadouts on the fly is made easier thanks to a new quick-select menu that allows you to "bookmark" all of your favorite spells, shouts, and weapons for easy access.
* 'Magnetism' in your attacks draws them more towards enemies rather than allies so as there is no 'friendly fire' in bigger battles.
* (Console) If you are using a two handed weapon then you use Left Trigger to block and Right trigger to attack, however if you have a one handed weapon in one hand and a spell in the other, you won't be able to block - left trigger will then be a spell and right will be attack - it is done to make you play more strategically - be more offensive, defensive, magic based etc.
* You have quick menus for each hand. You can switch your left hand immediately from a shield to a fire spell while retaining the sword in the other.

1.1 - Melee/Archery
* 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.
* Ranged combat has been improved by increasing the damage bows deal significantly. It is possible to one-shot an NPC from stealth but the draw time of bows has also been increased.
* Shield bash - If you hold down the block button, your character will attempt to execute a bash move.
* 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.
* Timing-based blocking system that requires players to actively raise their shields to take the brunt of the attack.
* When backstabbing characters from the shadows, a dagger deals significantly more damage than any other type of weapon.
* Blunt & Blade have been replaced by Two-Handed & One-Handed.
* You can use Power Attacks (Hold down attack button), which uses Stamina and staggers enemies.

1.2 - Magic
* 85 spells to choose from, each with different ways to cast.
* You can 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.
* 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.
* Fire deals the highest amount of damage, lighting drains the enemy's magicka, and frost drains stamina and slows down enemies physically. They all deal damage as well though, but fire deals more. This actually makes it count what kind of spell you're using, and not only specialize in fire for instance.

1.3 - Way of the Voice (Dragon Shouts)
"A long practiced spiritual form of Nordic magic, also known as the Tongues, that is based on their worship of the Wind as a personification of Kynareth. Through the use of the Voice the power of a Nord can be formed into a thu'um, or shout - which has a large variety of applications (anything from sharpening blades to a long range weapon). Master Voices (known simply as Tongues) have legendary, and often unbelievable powers, including talking to people of hundreds of miles away or teleportation. The most powerful masters must even be careful whenever they speak, as their voice can cause great destruction and they are commonly gagged.
During the Conquest of Morrowind, the Nordic war chiefs were also Tongues (Derek the Tall, Jorg Helmborg, Hoag Merkiller). They needed no typical siege weapons when attacking a city as they merely used the Voice to break down the city gate and allow their armies to storm in. The future of the Tongues was forever changed by the most powerful Tongue, Jurgen Windcaller, also better known as the Calm. Jurgen converted to a pacifist and refused to use the Voice for any martial purposes. In a confrontation with 17 other tongues he reportedly swallowed the Shouts of the 17 for three days until they lay exhausted, later to become his followers.
Today, all Tongues live secluded lives on the highest peaks of Skyrim in tough conditions and contemplation, and have only spoken to announce the destiny of the great Tiber Septim (who later created an Imperial College of the Voice in Markarth, returning the Voice to the art of warfare).
Those known as Dovahkiin, Dragonborn, can use a type of magic known as "Dragon Shouts." Dragon shouts are spoken in the Dragon Language, and can manipulate dragons in a variety of unknown ways, as well as performing other kinds of magic, also undocumented."
* The player will be able to use Dragon Shouts.
* There are over 20 different Shouts.
* You collect words for these shouts around the world, and there are three words for each shout, and there are three levels to them. The amount of time you hold down the shout button is how many words come out,
* One shout lets you slow down time, or use a special whispered dragon shout to stealthily move close to an enemy in a mere instant. One shout will even let you summon an actual dragon, calling him by name to fight.
* Every shout has a cooldown time.


2. - AI
* New, updated Radiant AI: You won't find townspeople loitering aimlessly in town squares anymore. Each denizen performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. 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. 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.
* If you drop an item on the ground near NPCs they will react to that as well, such as a child might try to give you the sword back or two men will fight over it.
* when NPCs think they see or heard something, they go into an alert state, instead of instantly attacking you. Characters with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows.
* When you approach a NPC, they will engage in dialogue with you from a far while continuing to do their task or making gestures or pacing around, depending on what their personality is.
* If you kill a shop owner, their family member will inherit the shop and will be angry about you, but still give you missions.


3. - Environment
* Very unique Landscape and Dungeons.
* It has been stated that wherever you can see, you can go in Skyrim.
* 5 Major Cities: Solitude, Riften, Whiterun, Windhelm, and Markarth.
* 20 Minor Cities, each Containing 10+ buildings.
* More than 130 dungeons.
* Approximately the size of Oblivion's Cyrodiil.
* In the northern parts of Solitude is the Bard's College. The city is a busy port and there's an event similar to bonfire night that has the burning of an effigy of King Olaf.
* Windhelm is the largest city. It has a palace that looks spectacular. This is also the hangout for the Imperial Guards who monitor the path to Morrowind.
* More traps and puzzles.
* Fish jumps out of the water.
* There are birds.
* Every town has it's own Economic System. If you destroy a city's means of income, they'll need to buy crops from another nearby city, and prices in the city will go up.
* Every big settlement is unique.
* Dwemer ruins are scattered across Skyrim.
* High Hrothgar WILL include 7000 steps.
* There exists carriage systems that will take you to major locations.
* Some locations will have enemies that are too strong for your level, and you will have to come back when more powerful, and vice versa.


4. - Plot
TES V takes place 2 Centuries (200 years) after Oblivion. The King of Skyrim is dead, which has sparked a civil war. You are the last Dragonborn, a group characterized by their ability to hunt dragons. You are a prisoner. The Septim line was a prominent Dragonborn line protected by the Dragonguards which eventually became the blades. After the death of the Septim line, the Blades were hunted down and killed one by one and now are almost completely gone. The return of the dragons was foretold in the Elder Scrolls and was ushered in by the destruction of the Staff of Chaos, the creation of the Numidium, the events at Red Mountain and the Oblivion Crisis. There is a blade you come across, named Esbern (Voiced by Max Von Sydow.) that will train and guide you through the game. The last event to unfold before the dragons return was the people of Skyrim turning against each other which is happening at the beginning of the game. Dragons start to appear in greater and greater numbers as the game goes on and will eventually culminate with Alduin possibly coming into the world.


5. - Lore
First Century
4E 1 — End of the Oblivion Crisis
* The banishing of Mehrunes Dagon from Tamriel by the Champion of Cyrodiil, Martin Septim, and the avatar of Akatosh ends the Oblivion Crisis. The Septim bloodline ends and the Amulet of Kings is destroyed. The Third Era ends, marking the beginning of the Fourth.
* The Fourth Era begins with no Emperor on the throne of Tamriel. High Chancellor Ocato, the Elder Council, and the Blades try to maintain order. The provinces start to take opportunities on the state of Empire.
4E ?? — The Empire Collapses
* Black Marsh secedes from the Empire; it is soon followed by Elsweyr.
4E ?? — Titus Mede is crowned the new emperor by conquest.
4E ?? — Morrowind is conquered by the Argonians.
* With the absence of Vivec, the Ministry of Truth becomes unstable. Vuhon creates an Ingenium in order to keep the rock stable by using first dozens of dying souls, then a small number of living ones as fuel. Sul fights Vuhon over his wife, who was being used as a living battery causing the Ministry of Truth to crash into Vvardenfell, destroying much of the island and killing many of the people. The Argonians of Black Marsh invade and conquer the crippled Dunmer.
4E ?? — The Thalmor seize control of the old Aldmeri Dominion (Valenwood and the Summerset Isle).
* The goal of the Thalmor is the pacification and purification of all of Tamriel – to bring about a new Merithic era. The Thalmor have many sympathizers throughout Cyrodiil and are thought to be funding insurgent groups to fight against the Empire.
4E 18 — Prince Attrebus Mede is born.
4E 23 — Anna´g Ho´nart is born.
4E 40s — The Infernal City
* Umbriel, a floating city, appears on the coast of Black Marsh, heading toward Morrowind. The city of Lilmoth, Black Marsh, the home of Anna´g, is destroyed in the process.

Third Century
4E 200s — The High King of Skyrim dies.
4E 200s — The Nords of Skyrim engage in a civil war.

(UESP)


6. - Graphics & Effects
* Dynamic Shadows.
* Snow falls dynamically: A new precipitation system allows artists to define how much snow will hit particular objects. The program scans the geography, then calculates where the snow should fall to make sure it accumulates properly on the trees, rocks, and bushes.
* Water Physics.
* Improved Faces & Models. (Both Creatures & Characters)
* Draw Distance greatly increased, allowing for little to no grid pattern or low resolution distant land.
* No more SpeedTree: they've created their own platform that allows artists to build whatever kind of trees they want and to dictate how they animate. Artists can alter the weight of the branches to adjust how much they move in the wind, which is an effective way of, for instance, actualizing the danger of traversing steep mountain passes with howling winds violently shaking branches.
* Havok Behavior - Havok Behavior is a flexible animation tool that allows the developers to rapidly prototype and preview new animations and blend them together seamlessly with a few mouse clicks and minimal code support. Bethesda is using it to create more nuance in character and creature movement, govern special effects, and even to control even how characters struggle to move when trapped in environmental hazards like spider webs. Characters now transition more realistically between walking, jogging and, running, and the increased nuance between animations has allowed Bethesda to better balance the combat in both first- and third-person perspective by adjusting the timing values for swings and blocks depending on your perspective. 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.


7. - Sound
* Jeremy Soule is back.
* Max Von Sydow will be voice-acting Esbern (The Blade).
* Dragons can Talk.


8. - Creatures
* Confirmed creatures: zombies (draughr), skeletons, (frost-)trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses, Elk, mammoth, saber-toothed cats, (Dwemer)-Centurion Sphere, dogs, Skeevers (Local Rats).
* Random spawns are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common.
* A single spawn at lower levels can have enemies spawning in pairs at higher levels.
* Stronger enemies exist in the world at the start of the game, but you're usually given enough warning if you don't want to fight anything too strong.
* Dragons are not rare.
* There are different kinds of Dragons.
* You can NOT fly dragons.
* Dragonfire can scorch the ground.
* Some Dragons are scripted, while others appear randomly.
* Dragon-spawns works like other spawns, so dragons will respawn, and thus, there is an infinite amount of random dragons.


9. - Character, Leveling, Stats & Skills
* 10 playable races to choose from.
* In-depth character customization that allows to change your character physique, give them a beard, and other more detailed changes to your characters body.
* No More Class Selection - Your class is now determined by which skills you choose to progress and what weapons/spells you choose to use.
* A variation of level scaling.
* 18 different skills.
* Mysticism, Athletics and Acrobatics are removed.
* No Major/Minor Skills. (every skill advancement will contribute to leveling up.)
* No Birth Signs.
* Advancing a skill from 30-31 will contribute more to a level-up than advancing a skill from 10-11.
* You Gain a perk every level.
* When leveling up, you can pick stamina-, health- or magic boosts.
* A soft level-cap at 50, meaning you can still level-up after this, but it will go extremely slow.
* Leveling is faster than in previous games.
* 5 Magic Schools: Destruction, Alteration, Conjuration, Restoration & Illusion.
* There's a total of around 280 Perks (Including Ranks). - For instance, one perk will decrease the sound of your footsteps, one will make it possible to disarm enemies, another lets you use unique special Moves.
* It is possible to raise all skills to 100 but not possible to get all perks.
* You can Sprint. (Drains Stamina)
* Dungeons will be locked at their level once you have been there.
* Backwards running speed has been reduced compared to Oblivion, so that you can no longer outrun NPCs while running backwards.
* Each Archetype have one crafting-skill. The Warrior has some sort of blacksmithing/Armourer, The Mage has enchanting and The Thief has Alchemy.


10. - Interface
* HUD-free first-person view. The HUD comes and goes when needed.
* Improved third-person view.
* The Main Menu has gotten a more stylized look from Morrowind and Oblivion, and it looks really fresh.
* When opening the menu, instead of returning you to the last page you visited as it did in Oblivion, you are now presented with a simple compass interface that offers four options. (Right: Inventory | Left: Magical Items | Down: Map & Quests | Up: Skills)
* Instead of relegating players to looking at an item's name and stat attributes, each possession is a tangible three dimensional item with it's own unique qualities.
* Mapping: 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.
* You can read in-game books in 3D, as well as viewing items in your inventory in 3D.


11. - Quests & Dialogue
* Radiant Story: Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing. Radiant Story is also smart enough to know which caves and dungeons you've already visited and thus conditionalize where, for instance, a kidnapped person is being held to direct you toward a specific place you haven't been to before, populated with a specific level of enemy. Skyrim also tracks your friendships and grudges to generate missions. Do a small favor for a farmer and it may eventually lead to a larger quest. Some NPCs will even agree to be your companion to help you out in specific situations.
* Main Questline is approximately 20 hours. Hundreds of hours for other quests.
* It's possible to play after finishing the Main Quest.
* Taverns will play a large role in getting information, gossip and rumors from a town as it's naturally where most people go after working and you can listen to peoples conversation and learn more about the town and/or Skyrim itself - it's a lot more natural.
* Quest givers won't be so specific.
* People will be more vague or specific when talking to you or giving you quests depending on how much they like you.
* Main-Quest Givers are Essential (Not killable)

12. - Misc Features
* NPC Children.
* Beards for both the Player and NPCs.
* Randomly generated Faces for Leveled enemies.
* Fast-Travel.
* Every Race have a unique set of armor.
* There is no Multiplayer.
* You can buy Houses.
* You can set oil on fire.
* You can Hire Companions.
* There are Factions; some new, some old. (Most likely the Dark Brotherhood is back.)
* Nirnroots have made a return.
* Horses are in!
* There are more weapon and armor types in Skyrim compared to Oblivion.


13 - Speculations:
* Spellcrafting may or may not be in.
* Most likely Open Cities.
* No spears in the classic spear sense. (Most likely Pole-arms)
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Old 04-08-2011, 09:40 PM   #65
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Thanks for the info.

Game of the year right here.
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Old 06-10-2011, 04:01 AM   #66
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http://www.pcworld.com/article/22989..._minutes.html/

the name of link sayz all!

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Old 06-10-2011, 05:46 AM   #67
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fuckin beautiful i hope well get the demo to hold us off till release i have to go hand to hand against that dragon
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Old 06-10-2011, 06:00 AM   #68
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The playthrough they had at E3 looked brilliant, but I'm going to wait until it goes gold before I start paying proper attention considering Bethesda's record with game breaking glitches on worlds this big
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Old 06-10-2011, 06:20 AM   #69
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well the game is actually done there just spending the rest of the time bug smashing so the release should be relatively bug free

i mean it cant be as bad a fable 3 bugs
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Old 06-10-2011, 11:23 AM   #70
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BEAUTIFUL!! i hope they don't go overly-cliche fantasy wityh this, with the dragons and giant spiders and what not... Morrowind is still the best Elder Scrolls, it felt like a entirely different planet.. i hope this one has some of those outlandish vibes (glowing plants, giant flea-type creatures for transport, enormous mushrooms, talking mud crabs, etc)
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Old 06-10-2011, 01:49 PM   #71
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The fact that they've made a new, much simpler engine, I wouldn't be surprised to see no bugs or very little bugs at all.
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Old 06-10-2011, 02:00 PM   #72
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I felt oblivion released with very few glitches... ImeantherewastheMOONWALK and hilarous fruitbowl glitches but i truly never remember having a problem. Except the leader of the theives guild was duckin me somtimes.
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Old 06-10-2011, 02:03 PM   #73
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And PF! still owes me MOrrowind
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Old 06-13-2011, 04:13 PM   #74
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I never finished Oblivion, got bored with it. I'm playing The Witcher 2 now, seems pretty cool, but not as good as Oblivion. I'll probably get bored with it soon.
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Old 06-13-2011, 08:50 PM   #75
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it's hard to compare a simplified rpg [Oblivion] with a modern masterpiece [Witcher2]. W2 has a boring finale, to be fair, but Oblivion had faaaaaar more boring segments. And those hell levels were dumb and shit.
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