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Skyrim Is Looking Like The Elder Scrolls, Evolved

Bethesda is bringing years of experience with Fallout and a host of improved tech and interface design to its next sprawling fantasy epic.

Just to state it upfront, Skyrim still looks very much like the Elder Scrolls games you know and love. Bethesda has been talking all kinds of game lately about working with a new engine and improving its dialogue system and stuff like that--and yes, the graphics and dialogue look noticeably better, among many other obvious improvements--but the fundamental look, sound, and feel of Skyrim will be unmistakably familiar to anyone who spent a few (or a few hundred) hours traipsing around the world of Oblivion.
  

  
I got to see an hour-long demo of Skyrim last week, driven by Elder Scrolls big cheese Todd Howard. An hour is a long time to look at any game, but an hour with one this dense with atmosphere and activity yielded so much information I barely know where to begin. Let's just itemize the important parts and go from there, shall we?


The World 


Skyrim takes place in a rugged northern environment skewered by towering, craggy peaks covered with snow. Given that setting, it's not surprising that most of the people you encounter look sort of like vikings, and the architecture and surroundings have a distinctly Nordic feel to them. The province of Skyrim is about the same size as Oblivion's Cyrodiil, but Howard mentioned that the presence of so many impassable mountains will direct and govern your travels in a way that Oblivion's gentler terrain did not. Skyrim is broken up into nine "holds" (similar to counties), five of which contain larger cities. It's a nice touch that you can pull the camera out to a map view--which is actually just a sky-high perspective on the existing world geometry--to get a quick and evocative sense of how Skyrim is laid out and just how big everything is.

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== TEASER ==The other four holds will feature much smaller and more rural settlements, one of which was the remote logging town near the demo's starting point. Howard talked about the evolution of the game's ambient scripting system (called Radiant AI) that governs the way NPCs go about their business, interact with you, interface with quests, and so on. You could see various characters going about their daily labor, and I got the sense you'd be able to affect things like the town's overall economy by, for instance, interfering with (read: killing) some of the key townspeople supporting the logging effort.

But Bethesda is also working to make the consequences of your world interactions more dynamic and fluid. For all the semblance of life in its residents, Oblivion still had a stilted feel to it, like all of the characters were locked into walking along rigid, invisible tracks. By contrast, many of Skyrim's key characters, such as quest-givers, will act more dynamic and in some cases will even be somewhat replaceable. The sample quest Howard showed us involved a shopkeeper who wanted the player to pursue a group of thieves into the mountains and retrieve a precious artifact they'd stolen from the shop. 

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In our demo, the shopkeeper's sister accompanied us to the edge of town to point us in the right direction after Howard accepted the quest. In the past, if that shopkeeper had somehow been killed, you might have been simply unable to pick up that quest at all, but Howard pointed out that in Skyrim, other characters will be able to assume important quest-related roles when necessary. In this specific case, the shopkeeper's sister would be able to dispense that quest to you instead, and there's even some replacement dialogue being recorded in cases like this to ensure a seamless transition when quest duties transfer from one character to another.

The Questing 


Bethesda appears to be making a big effort to diversify the content and activities involved in Skyrim's quests. Before he even got to his destination, Howard's trek up the mountain involved squaring off against several ice trolls, hiding off the mountain path from a gigantic ice giant that was passing through, and using a befuddle spell to make two guards turn on and kill each other.

That was all before Howard breached the ancient catacombs where the thieves were hiding out and made his way through all manner of dank tunnels and musty tombs, fighting a bunch of zombie viking warriors, evading various booby traps, and squaring off against one hideously massive spider. The design of this dungeon was a little more intricate than most of the generic caves and ruins that you saw in Oblivion, though, with a couple of specific symbol-matching puzzles scattered here and there to test your noggin in addition to your sword.

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Howard sort of copped to the generic feel of many of Oblivion's dungeons during the demo, and mentioned that while the lesser points of interest in Skyrim will still be built out of toolkits containing generic artwork, the team has effectively quadrupled the size of its level design staff in order to give each of those locations a more intelligently handcrafted feel. Skyrim also keeps track of which locations you've already visited, and later on will do its best to funnel you toward places you haven't seen yet. If you were to pick up a side quest to rescue someone's daughter from a group of bandits, for example, the game will set that objective inside a cave or dungeon that you haven't explored yet, just to keep things fresh.

The Combat 


Melee combat in Skyrim looks largely unchanged from Oblivion, in that you sort of bluntly hack at your opponent when you attack, though you will get scripted execution animations from time to time depending on how the fight is going. Blocking and bashing with shields also looks pretty familiar. The spell system, frankly, looks pretty awesome. You can assign spells to either hand, of course, but then you can combine them on the fly, almost Magicka-style. At one point Howard was using a sword with a heal spell in his off hand, then quickly switched his sword hand to the same heal spell, and you could see the character visibly channel the energies from each hand into a glowing orb that resulted in a massive health boost. In another instance, he put together a fire spell with an area-of-effect shockwave to add a fire effect to the radial blast. I didn't get a sense of how many different spells will be compatible with each other, but this looks like a pretty fun system to play around with.

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There are a lot of new aspects to the combat too. One of them is the shout, which is similar to a magic spell but works on a cooldown timer instead of mana. Regardless of which of the 10 races you pick, the story considers your character a "dragonborne," meaning you, uh, have the spirit of a dragon in you or something. What that means in practical terms is that you can read the ancient, forgotten language of the dragons, and you'll discover dragon words of power in various places throughout the game. You can put specific words together to form really powerful magical effects like a massive force push or a brief time slowdown, and you'll be able to stack subsequent related words together into more powerful shouts.

Plenty of the improvements made to Fallout 3 will make their way into Skyrim, of course. I bet you want to know about level scaling, right? Relax: it's like Fallout 3's, not like Oblivion's. That means enemies won't constantly level up with you throughout the game; instead, they'll operate at a fixed level based on when you encounter them on your own leveling progression. There's now no level cap, though Howard speculates that most people will max out around level 50, and the overall leveling speed has been increased to accommodate your progress through these levels.

Fallout-style perks are here in force, so as you level you'll be able to pick style-specific bonuses such as adding a bleeding damage-over-time effect to your axe attacks (which is the only perk Howard mentioned). Attributes have been significantly condensed down to simply strength, stamina, and magic, which Howard says will still trickle down into the same character buckets they did when you were managing more than double that many.

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Oh yeah, dragons! The whole premise of the game is that dragons have returned to the world of Tamriel after a long, long absence, and despite being spiritually related to the dragons in some way, you're going to end up fighting a bunch of them. To hear Howard tell it, you should basically treat a dragon as a mega-boss that you'll want to avoid completely unless you're absolutely sure you can take it down--and even if you can, it's going to consume a lot of your resources. Based on the example in the demo, these encounters are going to be big and epic, with the dragon soaring overhead to rush you from the air, breathing fire all over the place, and so on. The dragons aren't scripted story encounters, so there isn't a finite number of them and (like everything else) they'll populate the world at random during your journeys.

The Interface 


Bethesda was showing Skyrim on the 360, so I can only speak to what the new interface is looking like on the consoles--and I can tell you that it looks highly streamlined to work on a gamepad. Pretty much every major game function--skills, magic, inventory, the map--can be accessed instantly from a pop-up radial menu that appears over the game world. You can also pop up hand-specific lists of weapons and spells to change what each hand is holding in a matter of seconds. The inventory list has been condensed and streamlined to let you scroll through more equipment more quickly than in Oblivion, and the team is emphasizing a 3D view of each item within the inventory that lets you examine all your gear in fine detail. This view will actually be necessary for gameplay reasons from time to time; that symbol-matching puzzle in the catacombs required the player to view the artifact you'd retrieved in the inventory up close to see which symbols he needed to use.

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Also, third-person! Bethesda has been including an optional third-person camera in its RPGs for a while, but in the past that view was so poorly implemented it was next to useless. Not so anymore. Now the camera movement has been properly adjusted to make it easy to see your surroundings in third-person, and the proper animation blending has been applied to your player character to make his or her movements not look terrible. Howard did assure us that Skyrim is still primarily a first-person game, but I suspect there will be a lot of people (especially on consoles) who will opt for the third-person view, especially since it's the best way to see all the snazzy gear you've been picking up.

The Tech 


For Skyrim, Bethesda has abandoned the old Gamebryo engine in favor of its own technology, though Howard was quick to point out that Gamebryo simply acted as the renderer (the part of the engine that handles processing and drawing graphics to the screen) in conjunction with all of the other game systems that the studio has built itself. In practice, the new game looks noticeably more detailed than Oblivion and Fallout 3, but it's not a generational leap or anything, at least on the 360. Bethesda didn't show the PC version of the game, but Howard noted it will use DirectX 9-level shaders, though you'll see a performance increase by running the game on a DX11 card.

Also, there is no Speedtree. Repeat: NO SPEEDTREE. Bethesda has built its own tree and foliage system. They look like pretty nice trees. Take that as you will.

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I perceived only one major flaw with Skyrim, which is that the game isn't finished and playable by me right this moment. That hour gave the impression that Bethesda is inching closer and closer to realizing the role-playing ideal they've been chasing for years now, and I'm perfectly willing to sink several dozen hours into the game to verify that impression when Skyrim is out this November.
Brad Shoemaker on Google+

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GozerTC

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Edited By GozerTC

*Shrugs*

I'm still not sold on this game.  Though part of that is I can't view the video at work. :)

I'll keep an eye on it though. :)

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landon

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Edited By landon

The spell systems sounds like Bethesda took a note from Fable 3's spell system. Which was the only cool part about that game.

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clstirens

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Edited By clstirens

Good to see that there's no speedtree.

But what about SpeedDragon?

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triple07

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Edited By triple07

Looks like i'll be sinking hundreds of hours into this game as well.

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oddduck

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Edited By oddduck

Merging Intelligence and Willpower into a single Magic attribute makes sense. Folding Speed, Endurance, and maybe Agility into a thing called Stamina, likewise, pretty logical. But what about Personality and Luck? Makes me wonder how dialogue stuff will work in this game.


I am vaguely interested in Skyrim. I played Oblivion in spurts adding up to a few dozen hours over the years, and I never made any more than a dent into the main quest line. I spent my time making and remaking new characters and then bumming around the wilderness, clearing out random caves and killing random highwaymen.
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TheHBK

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Edited By TheHBK

No Speedtree?  Wow, way to fuck it all up.  Those trees look like flat textures.

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SaturdayNightSpecials

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Attributes have been significantly condensed down to simply strength, stamina, and magic, which Howard says will still trickle down into the same character buckets they did when you were managing more than double that many. 

Oh, thank God. Keeping track of all 8 of those attributes was so incredibly confusing in the last two games.

While playing Oblivion, I was always saying to myself "Gee, if there's one way they could improve this game, it's getting rid of all these attributes! It's like I can't even enjoy the game because it's just too complicated!"
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MasterLeague98

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Edited By MasterLeague98

I'm not a big fan of Oblivion or MMORPGs but this looks alright.

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EndlessMike

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Edited By EndlessMike

After getting burned on Oblivion I'll only believe in Radiant AI when I see it working. Replacing one quest giver with his sister who gives the exact same quest and rewards is effectively meaningless so unless it goes beyond simple stuff like that I don't see the point.

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selbie

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Edited By selbie

I'm hoping the improved animations make the people look more natural. Even Oblivion's NPCs moved like robots sometimes.

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MrHammeh

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Edited By MrHammeh

Cant wait to see what this can look like on my new PC I will be building for BF3!

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Stahlbrand

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Edited By Stahlbrand

MAD HYPE SON.

So, no attribute governing speed or agility directly then?  How does that work out for nimble/fast thieves and archers?

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Aishan

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Edited By Aishan
@Stahlbrand: Easily covered by the perks, one would assume.
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Dingofighter

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Edited By Dingofighter

Everytime I read something about this game, it makes me really excited.

But then I convince myself that there's no way the game can be what I'm imagining, and then I try to forget about Skyrim altogether.
I hope that will stop me from overhyping this game too much...
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Mumrik

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Edited By Mumrik

Look, I'll play this game - no doubt about that, but this is a bit sad:

"Melee combat in Skyrim looks largely unchanged from Oblivion, in that you sort of bluntly hack at your opponent when you attack"

Also, come on, push technology at least a little bit guys. And don't hide what always ends up being the best version of a Bethesda game - the PC version.

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MisterMouse

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Edited By MisterMouse

woah, I definitely need to give this a full read... when I have time.

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NegativeCero

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Edited By NegativeCero

I'm a little disappointed that the combat hasn't been changed much. Otherwise, I can't wait and hopefully it'll be worth the hundreds of hours of stuff they pack into it.

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Aishan

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Edited By Aishan
@Mumrik: @NegativeCero: I actually thought that the melee combat in TES4 was one of it's stronger points, especially compared to the predecessor. It's not awesome, of course, but always connecting (unlike TES3) and active blocking (as opposed to passive chance in TES3) were much-needed. I liked the additions of directional specific attacks and the mini-perk power attacks you got as you raised the weapon skills.

There's definite room for improvement and refining there, but the core combat system is fairly solid.
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eloj

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Edited By eloj

Did they not talk about the dialogue system? :-o <eyes shifting left-to-right>

Glad to hear they finally abandoned the retardation that was the level-scaling. That should never have made it into a shipping game.

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dtat

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Edited By dtat

Thanks for the update, Brad! I'm quite excited for this game. To be honest, even if it's as broken as Oblivion, I plan to play it for at least 100 hours.

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edfromballarat

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Edited By edfromballarat

First, totally awesome! Second, November release, for me, most games released before this will be in the shadow of this one, lets hope it lives up to expectations and GOTYs it up

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Scottish_Sin

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Edited By Scottish_Sin

God damn it, November. Get your ass in gear son!

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Molenator85

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Edited By Molenator85

I  almost feel too excited about this game, like even the negative aspects touched upon in that article (no DX11, mostly unchanged melee, Radial UI) don't phase me at all. The only two games I can remember being this excited for were Bioshock and Fallout 3. I don't know if I can wait till November.

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boxing_hobo

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Edited By boxing_hobo

I Just have a feeling, this game wont be coming out this year.
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Aishan

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Edited By Aishan
@boxing_hobo: Why would you say that? They haven't released a self-developed game since 2008. They've had plenty of time to develop this from the ground up since then.
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Undeadpool

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Edited By Undeadpool

I kinda hope they re-kejigger the combat SOMEwhat, since the first game felt...hollow. At least for the melee combat, it felt more like I was swinging my sword and wounds were appearing on an enemy I wasn't actually hitting.

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Ravenousrattler

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Edited By Ravenousrattler

can't wait to get sidetracked for days without doing the main quest.

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ExplodingTuba

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Edited By ExplodingTuba

Does anyone else agree that VATS should make it back into the Elder Scrolls series?

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Sooty

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Edited By Sooty
@BenKweller57 said:
" Does anyone else agree that VATS should make it back into the Elder Scrolls series? "
I'd rather have better combat than be reliant on VATs

VATs is only good because of how broken the combat actually is in Fallout if you use real-time
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deactivated-5e49e9175da37

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I can't believe they're still so mindlessly dedicated to letting players fuck around for no reason.  Why are they so interested in allowing players to kill quest important NPCs randomly, for no reason?  It feels like it's the remains of when open-world games were new and groundbreaking, and going around killing people for no reason was a fine way to spend your time. 

Instead of designing it so the quest giver can suddenly turn hostile because he clipped through the environment, took fall damage somehow, blames me for it and now wants to murder me; how about you just design it so I go to him, and get the quest?  Because that's what I want.

Also, how about not having the NPCs accuse me of being a thief everytime the cursor passes over a plate?  Why are you even letting me steal plates?  Why would I ever want to steal a cup?  What can I do with the cup?  Why is this in the game?

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Pibo47

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Edited By Pibo47
@artofwar420 said:
"

This game will be the end of my life out in the public. I cannot wait.

"
Seriously, im going to miss every party and event because of this fucking game. Thx Bethesda.
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raynate2022

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Edited By raynate2022

Oh my god Elder Scrolls, why must you suck my life. I am definitely stoaked about losing about 100 hours into Skyrim. 

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SpicyRichter

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Edited By SpicyRichter
@Terranova said:
" @SpicyRichter said:
" Why we talkin like Speedtree (tm) is a bad thing?Also, DX9 shaders? WTF is this, 2002? Yes, DX9 is 2002 technology. Why limit yourself like that? Using DX9 means no HDR or bloom effects-what the fuck?? "
they said they are using DX9 shaders ie the quality and look of the textures, that has nothing to do with FX such as HDR, HDL, bloom etc. "
HDR and Bloom are DX10 shader effects
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Draugrim

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Edited By Draugrim

Why must they keep the same skill system from Oblivion. I did not enjoy the way you trained yourself in certain things, namely using shields.

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RWL_MU_OSU

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Edited By RWL_MU_OSU

Favorite series pre-Mass Effect.  We shall see who prevails after Skyrim and ME3.

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Agent47

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Edited By Agent47
@Brodehouse: *Sigh* I guess you haven't played F3/New Vegas cause if you had you would know they already adressed the whole theif thing.So....you think they would include that improvement in Skyrim?I think so, as for the quest thing you talked about I couldn't understand you.I think you were taking shots at them for leaving tons of quest bugs but I could be wrong.
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JohnPaulVann

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Edited By JohnPaulVann

The more popular Morrowind games get, the worse they become. 

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rndmtask

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Edited By rndmtask

These games always do enough to get me to play them, only to hold my interest for a few hours. I'll try it, though.

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RenegadeSaint

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Edited By RenegadeSaint

Goodbye social life.

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Meowshi

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Edited By Meowshi
@Mumrik said:
And don't hide what always ends up being the best version of a Bethesda game - the PC version. "
They aren't hiding it.  They are just showing off the version which is going to make them the most money.  
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deactivated-5e49e9175da37

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@Agent47 said:
" @Brodehouse: *Sigh* I guess you haven't played F3/New Vegas cause if you had you would know they already adressed the whole theif thing.So....you think they would include that improvement in Skyrim?I think so, as for the quest thing you talked about I couldn't understand you.I think you were taking shots at them for leaving tons of quest bugs but I could be wrong. "
Yes I played the Fallout games, and both of them have people accuse you of thinking about stealing if you so much as look at a locked door or a plate in their presence.

What game purpose does it serve me to be able to kill Dave the quest giver?  Just to be an ass?  So why is it in there?
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Wonloong

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Edited By Wonloong

Skyrim-job looks unimpressive in it's art direction. Lets see how good the gameplay really is later on. 

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briangodsoe

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Edited By briangodsoe

That trailer still gets to me. I want to explore that world so goddamn bad. When this comes out, people will have to get used to seeing alot less of me.

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unchained

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Edited By unchained

I've already booked 2 weeks vacation for the release of this game. 

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Pickingwings

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Edited By Pickingwings

After reading this, Skyrim is starting to interest me more and more. I know my friend is a huge fan of Oblivion and won't stop talking about Skyrim. I guess I can't wait to see more of this game.

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tourgen

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Edited By tourgen
@99X said:
" @floodiastus said:
" no DIRECT X 11 shaders, wtf. BOOOOOOOOOO!!!!! "
Not just no Direct X 11 - no Direct X 10!! Seriously? We're still on DX9?  DX10 came out in 2006...  "
I wouldn't worry about it.  DX10 & DX11 are just poorly used marketing terms Microsoft is peddling.  You can take advantage of ALL of the new hardware features without using either, in fact without using DirectX at all.

After all it's the hardware vendors developing and driving the graphics innovation.  Microsoft just wraps a decent API around it and groups it up in a revision name.
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TehBuLL

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Edited By TehBuLL

damn just watched that trailer again with some new surround sound headphones...gd.  I'm gonna go play oblivion now.  cya. 

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Mars_Cleric

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Edited By Mars_Cleric

i can't wait
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wrathofconn

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Edited By wrathofconn

I'm really looking forward to a Bethesda game being playable in third-person.