post #151 of 2490
1/28/11 at 5:36pm

| Questions asked multiple times : - Skills and weapons: One-handed, two-handed, archery. No spear in the classic spear sense [note that the french mag talked about throwing weapons, tho, so variety is there]. Each skill has a skill-tree – one-handed skill, perk for sword. Perks are a way to specialize on a specific weapon type/speel school within a particular skill. - Werewolf /vampire : they're fans, no commitment, but they’re messing with that. - Mounts : attempting things with that, can’t talk. Trying to improve on the Oblivion horses, different than driving a jeep. - Crafting : a lot of attention is being paid to crafting. Smithing, alchemy (it’s in stealth) ; enchanting. Also crafting not associated with skills, cooking... But can’t talk about it now, will later. Spell making : Not sure. Magic must feel like a powerful thing. Cool talk putting emphasis about multiple effects in fire spells, rune cast on the ground, fire lingering on it, fire sprayed as a flamethrower, fireball charged and thrown... The old spellcrafting felt somewhat spreadsheety. Opportunity with combining spells, exprimented with that. - Perks : 280 perks (even max-out chars wouldn’t have them all ; two overpowerful chars could not have the same). Some power still in the skills, most in the perks. - Character creation : pick at the beginning what you look like (race), no class anymore. Some races are better at some skills + beginning spells + racial abilities are in. The Oblivion tutorial apparently was long to leave the player play in a way, then recommendation : no more that, so shorter tutorial ? Faces : templates, then mess around. There is a bit less control when it comes to editing your appearance, but the result looks much better. An example: you can select one of the preset noses and then adjust it's size/position. All races look better and more distinct. No more fiddly sliders. - Dragons : A dedicated team has been working on them for 2 years to make sure they can fly/land/go anywhere, look natural and do cool dragon things like divebomb, breathe fire on the streets underneath them. Todd describes fighthing them as "very difficult", "something between a big daddy and the helicopter from Half-Life 2". Multiple types of dragons confirmed. You can't ride dragons : P - Companions : different way from Fallout (no low number, deep personality). More dynamic, more people you can decide having with you : they sacrifice the personality and depth of them. They experimented even with anybody can become your companion (dropped it). - Radiant story : they’re trying not to oversell it. Just a tool to make any quest : doesn’t do a story. Take parts of a quest, and conditionalize it : one person likes you in town x, dungeon z hasn’t been explored, Radiant Story kidnaps his kids = Quest taylored to you, what you do before. Radiant story allows them to create little random quests according to your playstyle or make parts of the bigger quests more tailored to your character. They are trying to avoid the "it's the same random thing again and again" effect. When he talks about how Radiant Story works, if a dynamically quest is made, a quest for example involving a dungeon, it (the radiant story) can pick a dungeon which has a higher level than you, if it feels you need a challenge. - Factions : Talk about Dark Brotherhood, not confirmed. Some factions are returning, some are new. Old ones are different from what they were before. - Release date : very confident. - Why character start in a prison : sort of a tradition. Little bit of conflict, not told why, so you immediately tell yourself a story (you're set for a good char, you think “oh, that’s a mistake”). Handpicked questions : - What would appeal to a Fallout fan, if didn’t play TES (Warbuff). Skyrim has a unique style to its world. Grittier, lower tech, ruins feeling ancient (don’t feel like any building built the same day, layered). - Multiple endings : not ready to answer. - Geography (Bioshocker). Size of Oblivion, much more detailed, much more unique style. Mountains make the world seem bigger. You can go across, around, through them. A lot of dungeons there. Different regions, not just snow everywhere. Five or six regions, unique look. - Rating aimed for ? (Tenlevel). Pretty sure be M, not aiming at it. Doing the content feel is appropriate for Skyrim. More realistic violence, not over-the-top like Fallout. - HUD (glevelwhat’shisname). Small compass is always on the top of the screen, HP/mana/stamina appear only when needed(combat, low health, etc.) - PC direction (BootySweat). They are working on PC and console versions simultaneously. They've always done stuff like higher res textures on PC and it's very likely to be the same with Skyrim. There is uniqueness to the PC UI. They are focused on the main game right now but later in the development they may add more graphical features on PC. - Achievements and trophies : Balance between important quests, and general gaming stuff (level, gold, etc) - Kinect, 3D : Not gonna happen. Focuse on the game. - What’s going on / dragon born : Spoiler char finds out he’s dragonborn in front dragon, didn’t know. The Greybeards find out, shout your name through the world, moutains grumble to call you. 7000 steps, they counted, they know we do. - Levelling / max. level : there’s no “max level” coded in, only a "theoretical maximum". You level faster. 1 to 50 ; perks are handed fast. More fun. - Gameplay : not too far off. |
| First off, I'd just like to say that there is this thread that pretty much handles the same thing. Our magazines are the same, but with this is the Swedish version. The reason I post this new thread is because there are some things the OP left out that I think should be mentioned in a thread of its own. I'm not mentioning anything that's already in that other thread (except for a few exceptions), because it would be annoying with two threads saying the same thing. If you wanna know more, you should read the thread I linked above as well. A few things may already be known by some, but it's kind of interesting anyway I've underlined the main words in every sentence, so it should be easy for you to find what's important. (I've put my own thoughts within parantheses.) 1. There is a kind of describing story at the beginning. In that story, there are some interesting things mentioned that I think should be underlined: - The player had been following a thief for several days. The player had followed the thief's tracks. (Perhaps this means that you'll see your footmarks) - The player has a fur cloak. (Perhaps this means cloak/capes will be in the game?) - "It was then the hero heard the wings flap. Shortly thereafter, there was a roar that made the ground to tremble, the sky to open up and the snow to fall from the ragged temple ruins. And then… came the fire." (COMPLETELY real dynamic snow? And possible avalanches?) 2. Skyrim has been in development for roughly 4,5 years (since a few months after Oblivion started). 3. Instead of focusing on neon-blinking armors and swords that look like dinosaurs like some other rivals do, Skyrim focuses on a lot of atmosphere and mystery in a low-fantasy game. Skyrim is a very “Tolkien-like” fantasy, but still, of course, The Elder Scrolls. Kind of hilarious (but true) how they describe their rivals I think 4. There will be different kinds of dragons. They are driven by their very own intelligence. Dragons can be found anywhere at any time. There are no pre-determined meetings with dragons. 5. When the writer asked Todd if Skyrim would have the same ground-breaking (graphical) impression that Oblivion had when it was released, Todd said that he hoped so.The writer himself, who saw the game in motion, agrees with Todd. But he also says that Skyrim maybe isn’t as big as jump (technologically) as it was between Morrowind and Oblivion. Still, the writer thinks it’s an incredibly good-looking game with great atmosphere. 6. The engine is COMPLETELY new. 7. “NO LEVEL SCALING”. Different enemies level up differently fast and different creatures have different “level-ceilings” (in other words, maximum level caps). 8. The environments are VERY detailed; to a microscopic level. There is dynamic snow, an updated physics engine and more realistic lighting effects. The world of Skyrim really feels like a living organism. Every society, every little village is like its own ecosystem with inhabitants like millers, smiths and fishermen. (Perhaps this mean that we can fish too? ) 10. There will never be an Elder Scrolls online; at least never made by Todd (so I guess never made by Bethesda Game Studios). 11. When the writer asked Todd how people thought about critics who fear that Bethesda’s new game will be dumbed down and that it would lose its depth in order to reach a higher audience. In answer to this, Todd said that Skyrim will continue to have “deep” games, but at the same time they’ll never exclude beginners. Skyrim will not be a game for a casual, nor will it be a game for the zealous roleplay-enthusiast. Skyrim will be a game for both. 12. New creature confirmed (I think). It’s “undead priests”. 13. The fights are a constant combination of well-thought strategies and swift reflex-maneuvers. (Basically what this means: no more mindless hack and slash ) 14. There are different finishing moves for nearly every weapon and enemy in the game (I guess this means that you can’t have this epic finishing move for a dragon as you have with… say a rat). The finishing moves don’t have any gaming function or benefit. It’s just something that can happen when your enemy is near the final blow (Could this mean that you can’t control finishing moves, and they are automatic?). They look wicked. 15. It seems that, when in third person, you’ll be able to see all the equipment that he’s having. In exact words, it says: "Great news for everyone who likes to see our adventurer and especially all the cool equipment he's wearing." I’m not sure if this means that if you have an extra sword, you’ll see that on your body while having another one in your hand. It can be left for speculation. 16. The writer thinks that Radiant Story might change sandbox games forever. The writer thinks that if Bethesda manages to implement Radiant Story in the fantastic way they’ve spoken of, then Skyrim would have no boundaries. Then it’s not about an experience of over a hundred hours, then it’s about the never-ending adventure. 17. There's a "new" screenshot (that wasn't in the GI). It's a really really beautiful picture in the nature. It shows a big river (with small small islands in it), with pine trees and high mountains in the background. There's fog too of course The sky looks kind of odd though, to be honest. It looks like it has way too much HDR and is bright yellow/white. Still, it's the most beautiful screenshot I've seen, I think. The water looks realistic and pretty. Probably the most natural-looking color of water I've ever seen in a game, ever. This picture can partly be seen in a german video (from their magazine). It looks really blurry though (you can't see much detail in the video). The colors are also WAY WAY off in that video. So don't trust the colors, or the video detail Kudos to Killfetzer for pointing out the video-link: http://www.computerb...ce-5943802.html The picture is at 00:23. Finally, I quote: "[...] to what may be the biggest game of 2011." |





