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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.
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vietthreat

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Edited By vietthreat

Looks awesome especially with the new AI and the fact that if i kill my quest giver i am not locked out of that quest. Also, glad they ditched gamebryo engine.

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dvorak

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Edited By dvorak

Ho-ly shit. This article gave me shivers on multiple occasions. It also reminded me of the hundreds of hours I spent playing Oblivion while on pain medication while laid up at home after surgery.
Getting out of the hospital for a month of bed rest on the very release day of the game would have been the greatest luck ever, if I didn't have all kinds of fucking issues going on. I think I watched the entire run of the X-Files on DVD in that time too.

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ch3burashka

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Edited By ch3burashka

No SpeedTree? No sale.


It's kinda weird - I was seriously stoked for this when it was announced, but due to subsequent announcements, all of which are centered around Holiday 2011, have saturated me to the point of mild indifference. I still want to see the game, but simply thinking about EVERYTHING that will be coming out around that time levels out my excitement over that entire spectrum. I can only hope that they all get pushed in such a way that we get 3-4 great games a month rather than 20. Surely they, being everyone, have figured out that January-March sales can be significant with proper timing and marketing, no?
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Chaoskiller2000

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Edited By Chaoskiller2000

So Excited! I don't think I have been this excited for a new game in a long time! Time to file for some personal time at work :)

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Tsoglani

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Edited By Tsoglani

Looks good... shit, I better finish Oblivion...

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Onno10

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Edited By Onno10

Who cares about speedtree? this looks awesome

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floodiastus

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Edited By floodiastus
@tourgen said:
" @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.
"
Althought that might be so in theory. No games have used Tesselation that has not been DX11 and I have a hard time imagining they would be using any of these "non DX features" you are talking about as they are making the game cross-platform with DX9 tech.
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Claude

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Edited By Claude

People aren't serious about this SpeedTree stuff are they? It's a joke right?

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milkman4591

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Edited By milkman4591

well there goes another 60 hours of my life -_-

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lilburtonboy7489

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Edited By lilburtonboy7489

glad to see us PC users are being screwed again. THANKS!

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Nev

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Edited By Nev

Very excited for this, nice to see more info on it.

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Adamsons

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Edited By Adamsons
@floodiastus said:

" @tourgen said:

" @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.
"
Althought that might be so in theory. No games have used Tesselation that has not been DX11 and I have a hard time imagining they would be using any of these "non DX features" you are talking about as they are making the game cross-platform with DX9 tech. "
 Tessellation isn't the be all and end all, its just geometry subdivision.
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lilburtonboy7489

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Edited By lilburtonboy7489
@Adamsons said:
" @floodiastus said:

" @tourgen said:

" @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.
"
Althought that might be so in theory. No games have used Tesselation that has not been DX11 and I have a hard time imagining they would be using any of these "non DX features" you are talking about as they are making the game cross-platform with DX9 tech. "
 Tessellation isn't the be all and end all, its just geometry subdivision. "
and it looks fucking phenomenal. ***see metro 2033 with maxed settings***
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SlimDogg95

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Edited By SlimDogg95

Very intrigued, but very cautious. I hope they take the time to polish this prior to release and not after.

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floodiastus

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Edited By floodiastus
@Adamsons said:
" @floodiastus said:

" @tourgen said:

" @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.
"
Althought that might be so in theory. No games have used Tesselation that has not been DX11 and I have a hard time imagining they would be using any of these "non DX features" you are talking about as they are making the game cross-platform with DX9 tech. "
 Tessellation isn't the be all and end all, its just geometry subdivision. "
And DX11 is "just" DX11, dont really get your point.
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AuthenticM

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Edited By AuthenticM

I want to know abou towns! Are they closed behind walls or are they open?

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durog

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Edited By durog

random unscripted dragon encounters? yes, please.

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Adamsons

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Edited By Adamsons
@lilburtonboy7489 said:

and it looks fucking phenomenal. ***see metro 2033 with maxed settings*** "

I have metro 2033 and tessellation really isn't the reason it looks good, its mostly lightning and advanced DOF effects. The actual result from tessellating the models isn't a lot, especially when it drops fps by about 15 - 20%.

@floodiastus
said:

" @Adamsons said:

" @floodiastus said:

 Tessellation isn't the be all and end all, its just geometry subdivision. "
And DX11 is "just" DX11, dont really get your point. "
My point is that you can subdivide models without tessellation, it wont magically make the game look fantastic.

Edit - On topic

Skyrim looks pretty awesome, would love to hear about any developments with sneak / security and assassination finishing moves.
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bjorno

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Edited By bjorno

no speedtree???? MY LIFE IS RUINED

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jamesisaacs

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Edited By jamesisaacs

Game of the Year!

Plus i had that helmet in Morrowind!

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deactivated-57d3a53d23027

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Well I can expect to lose another 100hours of my life to something I enjoy, which is a good thing.

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woodtsunami

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Edited By woodtsunami

 DX9 shaders in 2011? How do you say FUCK THAT?

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Lind_L_Taylor

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Edited By Lind_L_Taylor

Man, when you can afford to boot the 3rd party designer
tools & build your own, then hand-craft your game world
& all the shit in it, AND not go the MMO route, then..& only
then you know you've MADE IT.  You're King of the Mountain,
Skyrim, designed by the gods.

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Nocall

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Edited By Nocall

Looks great! The "only three stats" thing has me worried, though, but I'm doing my best to remain optimistic (not easy for me)

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Edited By the8bitNacho

I can't say for sure whether or not I'm excited for Skyrim. I adored Fallout 3, and I'm sure that sealed copy of New Vegas that is still sitting patiently on my bookcase is a total blast. But, I just couldn't get into Oblivion. It was the first game I bought for my Xbox 360, and I regretted it.

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3pwood

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Edited By 3pwood
@Brodehouse said:
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? "

Actually, I think you can take over his republic.

Seriously, though, I do get what you're saying.  Still, I like the absolute freedom provided in most Bethesda games, even if there's not often much point to exercising it.
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BaneFireLord

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Edited By BaneFireLord

Day 1. This is going to be the best game ever, a definite GOTY, maybe even gam of the decad. Mass Effect 3 suck Skyrim's bawls.

*NOTE: The previous comment was written by an Elder Scrolls fanboy and thus any reference to  other roleplaying games sucking on Skyrim's sperm producing body parts should be discounted.*
*NOTE: This is still going to be the best game ever.*
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BaneFireLord

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Edited By BaneFireLord
@3pwood said:
" @Brodehouse said:
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? "

Actually, I think you can take over his republic.

Seriously, though, I do get what you're saying.  Still, I like the absolute freedom provided in most Bethesda games, even if there's not often much point to exercising it.
"
I have several friends who get a total kick out of running around Oblivion and other, similar games and slaughtering everyone. I expect there is probably a hefty contingent of  weird people out there that loves that sort of thing. Not my thing, though, so I totally agree with you.
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thepantheon

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Edited By thepantheon

lol DX9.

thanks cross platform games,

thames.

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xpgamer7

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Edited By xpgamer7

looks interesting, though if gamebryo is only the rendering engine I'm worried about bugs.

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Edited By Langes

None of this really matters in the end, unless they are doing away with modding. "Vanilla Skyrim" will be decent, yet continue to grow better with the community behind it.

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dillonwerner

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Edited By dillonwerner

Was excited, but then no speedtrees.  I AM DISAPOINT

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lihtster

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Edited By lihtster

Im not that exited about new Elder Scrolls, as much am I am exited for the new engine, and how Bethesda is gonna use it with fallout 4 :)

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shadowwolf9

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Edited By shadowwolf9

My most anticipated game since Mass Effect and Oblivion. I cannot wait. It will be a true return to form after Fallout.

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Dreamfall31

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Edited By Dreamfall31

Love Fallout, could really give a rats-ass about anything fantasty.  It just ain't my thing.

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Zohar

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Edited By Zohar

This game seems like it'll be awesome.  I'd hate to sound like a graphics whore.  I know that the content of the game is more important than the technology behind it.  But c'mon.  DX9?  Things have come a long way since 2002-2004.  I know the consoles are the lead platforms so it makes sense for those things, but it's just a shame as a PC gamer with current hardware to have yet another PC game being held back by the outdated technology of the consoles.  That said, the game does still actually look pretty awesome.

Bring on the PS4/Xboxwhatever!

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thebigJ_A

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Edited By thebigJ_A

That trailer gets me pumped every time I see it.

And Bethesda's saying all the right things right now. If this is even half as good as Morrowind, I'll be happy.

Also, that Kajiit looks awesome.

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sanchopanza

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Edited By sanchopanza

This is going to be awesome

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ShadowSkill11

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Edited By ShadowSkill11

I should have worn a rubber before reading this preview. Now I've made a mess...

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Pathos

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Edited By Pathos

Haven't really played or been interested by the previous Bethesda RPGs but I'm actually looking forward to Skyrim. It seems as if they have placed a focus on refinement and approachability. And it's good to see the technical issues being dealt with.

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AhmadMetallic

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Edited By AhmadMetallic

great read.. more excited now

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TheBloodRite

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Edited By TheBloodRite

A little bit sick of games catering to consoles but... its the elder scrolls, how royally could they possibly mess anything else up? I bet the gameplay and story will be dandy enough for me not to care a bit about the graphics.

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HarkinNecro

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Edited By HarkinNecro

Direct x 9?

Stupid consoles...

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gosukiller

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Edited By gosukiller

Wait. Why is this DX9 tech? Are we back in 2007?


Skyrim DX11 patch incoming.
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itsbacon

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Edited By itsbacon

No speed tree? Not interested!

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oobs

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Edited By oobs


thank god there isn't speedy trees...i could never catch them..

 

 

seriously looks good i lost interest in oblivion..this looks more pretty griitty

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deactivated-5c468a9482ba9

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"  Melee combat in Skyrim looks largely unchanged from Oblivion" WHAT THE FUCK? No!!!

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Dommel

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Edited By Dommel

What is this 'read' you speak of?



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deactivated-5865c6a5c9438

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No speedtree? No deal.

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Y2Ken

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Edited By Y2Ken

Super excited. That is all.