Wednesday, 21 August 2019
Ramble: The Great Immersion Overhaul (Skyrim mod, PS4)
Friday, 19 April 2019
The Three-Inch Fool part 1
Friday, 19 May 2017
Skyrim PS4 mods – thoughts and recommendations
Friday, 23 September 2016
PS4 Pro: Why It Has Already Failed
Friday, 1 July 2016
E3 Ramble
Tuesday, 16 April 2013
No new DLC for Skyrim
Monday, 22 October 2012
Dragon's Dogma Vs Skyrim
Wednesday, 29 August 2012
Skyrim DLC: Hearthfire
Saturday, 16 June 2012
Preview: Dawnguard (Skyrim DLC)
Wednesday, 11 January 2012
Skyrim covers
However, one of the best I’ve heard is a new(ish) one by Malukah (http://www.malukah.com/). She’s also done a cover of one of the bard’s songs, which is also excellent.
She does have a blog, although most of it’s in Spanish. Sounds like she’ll be releasing a few more tracks, and they’re also available as free downloads.
Thaddeus
Monday, 28 November 2011
Review: Skyrim
This is a bit delayed because of an unfortunate issue, namely that the PS3 version reportedly suffers game-breaking lag beyond a certain point. I went for a broad and shallow approach (I have a number of characters with varying play-styles but no one high levelled character) so can’t definitively confirm or deny this. I was going to wait until I had such a character before writing this, but decided it’d be simpler to just give a score with and without the bug (on the basis that it may be patched or not universal, and that it may not apply across platforms).
At the time of playing I’ve played with characters of most races, completed or gotten very far along multiple quest lines (a few guilds and the main quest) and clocked probably 45-50 hours, maybe more.
Character Creation
Much improved on Oblivion, although the humans (Redguard excepted) do all look pretty similar. The scars and war paint options are nice, and the weight slider is very welcome.
The beast races are the best done and most improved, I feel. The Argonians can have a range of skin colours, but also benefit the most from the options to change various face colours (neck, chin, lower cheek etc). Khajiit also look fantastic, and the only race I might have a slight downer on would probably be the Dunmer, who really were beaten with the ugly stick a little too hard.
In the First Impressions post I said character creation was mostly cosmetic, and whilst that’s partly true I underestimated the importance of different skill levels. This is disproportionately important from one skill to another (for example, increasing the skill level with one-handed weapons is a piece of cake, but something like smithcraft takes more time and effort).
Levelling
My biggest problem with Oblivion was the awful levelling system, which made it quite easy to become progressively weaker the higher your level. Skyrim resolved this by axing attributes (Strength, Willpower etc) altogether, and instead make levelling contingent upon increasing skills.
At each level gained you increase Health/Magic/Stamina by 10 points and get a perk (eg increasing the damage done with a one-handed weapon, cutting the cost of Destruction spells etc).
This system is simple, very similar to Fallout and, thankfully, works very well. There are many perks that are either good or great and few fillers. In addition, there are often extra branches to the perk tree (each one takes the form of a constellation, with each perk a star) so if you’re a two-handed weapon sort of chap who only ever uses warhammers you can specifically increase the damage that warhammers do.
Many perks require a given skill level, which makes sense. Skills can be increased through use, reading a skill book (tip: these typically have a value of 50-70 and usually have a hint in the title as to what they improve) or getting training.
The system works very well, I’m pleased to say.
Gameplay (particularly balance of play-styles and combat)
I took a broad and shallow approach to testing this out, so I’ve got half a dozen or so characters, mostly low level, with two at 20+. My higher level characters were a pure warrior (Asgerd Njalsdottir) and a stealthy archer with some warrior skills (Shadowfang).
The pure warrior worked pretty well, but the game was easier (arguably too easy) with Shadowfang. He was able to kill people from a distance, often with a single shot, then kill the other foes who came to investigate what had happened. The use of certain warrior skills (smithing, one-handed and block) also meant he was pretty good in a toe-to-toe fight. I am glad, however, that the archery skill has been slightly beefed up and remains useful throughout, unlike in Oblivion where it became a bit rubbish at later levels. Also, you cannot run backwards (only walk), constantly firing arrows. A strong archer will be able to kill or halve the health of a feeble or average opponent with one arrow, but stronger enemies will be able to close the gap.
I did try a pure magic character, whom I fitted with stereotypical gear (ie enchanted clothes rather than armour). This was the trickiest of all options, as the damage potential was high (both in terms of receiving and delivering). I think the magic skills would work best with a hybrid character. There’s also a big leap between Novice and Apprentice level magic, as I discovered when some vile bugger put an icicle through my character’s head.
On the whole, combat is quite easy, but there will be times when you realise quite suddenly you’re out of your depth. I was climbing a mountain with Asgerd when a certain enemy appeared and kicked her arse. I tried a few more times but it was too tough so I left to level a bit, then came back and introduced its face to her sword.
The crafting skills are pretty damned good, especially smithing. This can seriously improve your gear and you can make your own. Firewood can be acquired with use of a chopping block and woodcutter’s axe, ore by mining with a pickaxe and smiths generally have a range of ore and ingots for sale.
Locks are perhaps a little too easy to pick, but the mini-game (basically the same as Fallout 3) is much more enjoyable than that of Oblivion.
Dragon shouts are excellent. I haven’t found too many, but a few, and most are either ones that are often useful or at least make sense (so, not many fillers here either). Some dragon battles are a bit easy (being a Nord gives a 50% frost resistance, so against a frost dragon this is rather handy) but others, particularly named dragons, can be more challenging.
The World
The world is fantastic. It’s massive (it does feel larger, to me, than Oblivion) and the changing landscape adds to the sense of scale. The mountains are often enormous and the game has a number of different climates (snowier in the north and east, forests in other areas, mountains, tundra etc). It is darker in both tone and colour than Oblivion, which fits well, although can make the world a shade gloomier.
Dialogue is improved upon, with people speaking whilst doing things (sharpening a sword on a grindstone, say) and the world continues to move around you. It’s also very similar to Fallout 3, with options that sometimes appear including Intimidate, Bribe, Persuade and Brawl (a bare knuckle fight that doesn’t give you a bounty).
Most of my characters are law-abiding, but Shadowfang’s a murderous bastard and so occasionally got a bounty. It’s rather immersion-breaking to slaughter someone in broad daylight, get caught and then get asked to, er, pay the fine. If you choose to go to jail then you lose the progress you’ve made towards improving one or more skills but the skill level does not decline.
There seem to be more varied points of interest on the map than before. There are often lumber mills, farms, caverns, mines, watchtowers, crypts and Dwemer ruins. On the whole, dungeons tend to be larger and more distinctive than in Oblivion. There are some puzzles, which tend not to be too hard.
There are 9 cities, 5 of which are major and walled and 4 of which are minor. You can buy houses in the major cities, although this does involve jumping through hoops (some of which are not at all obvious), which is more tedious than engaging. The cities themselves are reasonably large and there’s plenty of opportunity for heroic questing/villainous theft.
I’ve not joined every faction, but have done at least a few missions for most of them. The main quest is better than Oblivion’s, and the other factions I’ve joined have had interesting questlines, although the Dark Brother (so far anyway) isn’t quite as brilliant as it was in Oblivion. The civil war’s particularly interesting, as it’s possible to see both sides of the conflict as reasonable.
Exploration is, perhaps obviously, enjoyable, but also more difficult than in Oblivion. Occasionally you’ll come across a creature that will just slaughter you (my first sabre cat took me to pieces) and traversing mountains is more difficult. You can sometimes go up steep slopes but often there are sheer rock cliffs that cannot be climbed. I haven’t come across any “You cannot go any further” messages, as I think the boundaries are marked with mountain ranges, which fits well with the province and is more natural than a message telling you to stop. An exception’s probably made for the far north, but I haven’t tried swimming to the North Pole to find out.
There are many occasions when you either must have or can choose to have a companion (generally I went without) which can be a great help. You can give your companion(s) superior equipment so they last better in the fights, or load them up like a donkey to free up your own inventory.
Graphics
Generally improved from the last instalment, and the faces and water effects are the biggest changes for the better. Dragons look damned good, except for the rare occasions when they talk to you (and I mean talk, not shout) when their size means their snout is practically thrust into your face and all you can see is the end of their snout, which looks a bit rubbish.
Dogs and other creatures also look good, and inventory includes not only every item but also graphical representations of every magic spell and power (a power is either an innate passive advantage a race has, or an activated once-a-day ability, or something of either type that has been acquired through questing, or a temporary bonus).
The draw distance is better than Oblivion. (Draw distance means how far you can see more detailed versions of things like mountains and trees, and see smaller things like grass and little plants at all). However, sometimes I did see rather long-distance crude tree shapes when I should’ve been close enough for the better version. This wasn’t much of an issue for me, though. Looking around at soaring peaks, winding rivers and varied landscapes was excellent throughout.
The spells look a lot nicer, both single-hand and double-handed, and the effects upon enemies, such as burning, is a bit better. Third person is a lot better, but I think the game’s better in the first person (horses, weirdly, can only be ridden in third person).
A word on armour: it’s a lot more varied than in Oblivion, often with multiple varieties of a single material such as steel or leather. It also looks better and some (I can’t say without significant spoilers, alas) looks bloody fantastic.
Sound
I liked Oblivion’s soundtrack, but didn’t love it. However, Skyrim’s is absolutely fantastic, featuring the best game music I’ve heard for a long time. Everyone knows the main theme, which is great and sounds even better when fighting a dragon in-game, but there are also a number of other tracks that add to the experience when doing everyday things like climbing mountains or exploring caves.
Voice-acting is improved upon and there are, thankfully, many more voice actors. Most of them do a good job, and the proper Nordic accents add a lot to the atmosphere, (only for it to be destroyed by a character with a blatant and strong American accent… oh well). There are few duff characters, though, and having played through the early bits a few times I’ve decided the wizard in Whiterun is one of them.
Sound effects are a little better, although this isn’t an area where great improvement can be made.
Bugs and other issues
First of all, bugs and the like I personally encountered:
Freezes –
Infrequent, as I only have four in total to date. Annoying but not game-breaking.
Lag –
Not a reference to the super-lag mentioned above, but your standard slowing. Happens now and then, more so at higher levels or at certain points (the entrance to Whiterun being a prime example). Irksome, not too bad.
Mini-menu lag –
Occasionally it takes a second or two for menus (including the favourites mini-menu) to respond. Happens reasonably often, and it’s a bit tedious.
Arrow of Doom! –
When Shadowfang first acquired some great armour I’d sometimes flit into third person. It was then I noticed he had a bloody arrow sticking out of his head. Dropping arrows didn’t remove it, but thanks to Juhmel on the official Bethesda forum I found the answer: put all your arrows on a corpse and then retrieve what you want. The arrow disappears.
I have not, as yet, experienced the game-breaking lag bug. Apparently it kicks in around when you have save files of 8 or 9MB, and mine are 7.5MB or so. This would be a pretty horrendous bug.
Conclusion
Skyrim is an epic and engaging game featuring a wide range of potential playing styles in terms of combat, morality and race, all of which is backed by a fantastic soundtrack. There are occasional letdowns when it comes to voice-acting, but it’s a league better than Oblivion.
However, the game is a victim of the 11/11/11 release date, and if it’s the case that game-breaking lag begins at around 8MB saves (which I’d guess is level 25 to 30) then that’s a huge problem as it cuts down enormously on the scope of a playthrough.
Based on my own experience, I’d give it 9/10 (would’ve been 9.5 but for the freeze bug and other small issues).
If the game-breaking lag comes in I’d slash that to 6/10. [Reason for not being lower is that it still gives 30 odd hours or more per character. It’s not any higher because the cut-off means you can never have a really high level character or experience the top end armours, dungeons and so forth].
There’s a second patch out shortly, so maybe that’ll address the super-lag. If not, it’s a terrible shame.
Thaddeus
Saturday, 12 November 2011
Skyrim: First Impressions
My initial character was a lady Nord (my favourite race in Oblivion, so it’s nice to be in their home province) named Asgerd Njalsdottir. I focused upon a primarily warrior approach with a sword and shield. When I write the proper review (which will also cover factions, wider ranging exploration, how the game feels at higher levels and so on) I will also have some experience with a stealthy character and a mage.
Character Creation
Mostly an improvement, although given Oblivion’s character creator was amongst its weakest points this doesn’t mean much. They’ve shifted to a more Dragon Age type system where you get to choose various eye, nose, mouth etc presets and then fiddle with them.
Pleasingly, the spray-on beards have gone. Particularly nice are the options for scars and war paint. However, it’s not all for the better as gone are the RGB options for hair (you get a number of preset colours now), hair length changes (must admit this doesn’t bother me much) and skin colour, where you also have just a few preset options. I’ve not fiddled extensively with all the races, but I’ve got to say that the Argonians and Khajiit have very nice ‘skin’ tones, with the cats able to look like Siberian or Bengal tigers or very dark, almost like black panthers. It’s also great to be able to choose weight/muscle.
Because stats have been thrown overboard, and encumbrance and speed are equal across the races, the racial option is largely cosmetic.
User Interface (menus, conversations, first/third person)
The menu’s pretty user-friendly, although the removal of the ability to see your own character in-menu as you equip or remove items is a step backwards. This can be gotten around by going to the third person and then fiddling (the menu is transparent, so you can see what stuff looks like on your character).
I would’ve preferred a menu that wasn’t quite so generic, however. It’s functional and pretty intuitive, but Oblivion’s was instantly recognisable as a fantasy/historical game menu.
Conversations work in a similar way to Fallout 3, with options to try and intimidate or persuade people, or just beat the crap out of them until your fists make them see reason.
I did play with the third person briefly, and it’s clearly a lot better than Oblivion. Personally, I prefer first person, because I think it fits the game better, but the alternative is now a reasonable option.
Levelling system
The worst thing about Oblivion was the damned levelling system. From what I’ve gathered in a day or two of playing, Skyrim’s is much, much better. Levelling depends upon skill increases, which occur when you use a particular skill or get it trained by an expert, or when you read a skill book. Higher skill increases lead to faster levelling, I think, so a narrow character (like Asgerd) levels more rapidly (she’s level 10 right now).
It’s quite hard to choose between different perks even with an archetype warrior (my only non-Combat skill is lockpicking, which is identical, basically, to Fallout 3). Some have multiple levels (usually 3 or 5) and most require a certain skill level to be acquired. There also appear to be very few ‘dud’ perks. The first time I levelled I didn’t take a perk, because I pressed the ‘back’ button and it closed the menu rather than returning to the constellation list. The use of constellations, incidentally, is simple but excellent and dovetails nicely with the destiny theme of the Dovahkiin.
Combat and crafting
I was surprised by how different melee combat felt compared to Oblivion. As I wrote in an earlier piece on Skyrim, it’s essentially unchanged (except that you can dual-wield now, if you want to). However, you can only really tell the difference when you play the game. Everything’s a little slower, and at first it feels clumsy, but later it becomes more enjoyable because it’s rougher round the edges and more realistic because of it.
There’s been much talk of the finishing moves (which come in first and third person regardless of which you use for playing). Occasionally they can be irksome (like when you’ve got six more people to kill) but sometimes they’re a very satisfying end to the fight, particularly when it’s been close and difficult. There’s nothing better than a miniature scene of you ramming your sword through someone’s torso and reminding them who the Dovahkiin is. On the whole, I think they’re a decent addition.
Being a good Nord, Asgerd’s very into ye olde smithing. It’s the Combat crafting skill and can be used to both improve weapons and armour and create your own, as well as making bits and pieces that can be useful (leather and leather strips, for example). The system’s easy to learn and enjoyable, and really can improve your gear. At level 7 or 8 I improved the damage of my weapon from 11 to 15 using the grindstone, and used some components I had to make a shield that was 5 points of defence better than the one I had equipped.
I haven’t fiddled with alchemy or enchanting yet, but imagine that they’re also not too hard to learn and of great use (my second character will be a Khajiit rogue, so I’ll learn about alchemy then).
Graphics
Better than Oblivion, basically. The biggest difference isn’t with the landscape and plants, better though they are, but with faces and water. Faces are now more varied, especially between races (admittedly, Imperial and Bretons are bloody hard to tell apart) and realistic. The water was a pleasant surprise, and looks great (with the slight exception of rapids, which look not quite so good).
Level/landscape design is greatly improved. Even within the first hour or so it’s clear that the game has more varied regions, with lots of mountainous areas, flat tundra and so on. It’s also worth pausing occasionally and just looking around at the jagged mountains piercing the clouds. Regarding dungeons, they’re distinctive and (on average) larger than those of the predecessor game.
The world is much more alive and active than Oblivion. There are wild goats, deer, rabbits, foxes, fish, chickens and probably more. Wolves are back, as are rather vicious sabre-toothed cats.
Sound
The music is very good, as might be expected and sound effects have been improved upon. Voice-acting’s harder to assess without many hours of gameplay, but I’d say it’s a bit better than Oblivion. What jars is that, initially, there’s a nice effort to go for a Nordic accent by many characters, and then someone appears with a blatant American accent. It’s like The Hunt For Red October where everybody has a Russian accent except for Comrade Connery. However, generally, voice-acting is better than Oblivion. A special mention is deserved by the wizard in Whiterun whose voice actor sounded like he really couldn’t be bothered. I’d like to think the character’s meant to be disinterested (it would fit, as he’s haughty and a pratt) but even the very nice Asgerd wanted to murder the bugger.
Bugs, quibbles and other things that fit nowhere else
After six hours, I had a freeze. Obviously, this was not to my liking, but, at the time of writing, I haven’t had another (touch wood). Occasionally the frame rate could be a little better and there’s sometimes a little tearing, but these two points aren’t major negatives (for me, anyway). I’ve briefly read about others’ experiences and it seems that the freezing has been more common for others, so it might be that the fat 40GB model is luckier (I’ve also turned off auto-saving, as this irritated me and I’m a compulsive saver anyway, and it seemed to work for Dragon Age 2). Incidentally, the first auto-save lasts longer than most and may make you think it’s frozen. It hasn’t (unless it has, obviously. Ahem).
Encumbrance is much much much better. All characters have 300 to start with which is plenty for quite a long time, and increases by 5 every time you improve your stamina at levelling up. Furthermore, weapons and armour seem to weigh a bit less and the absence of degradation means you don’t need spare shields or sword, or repair hammers.
Early conclusion
The freeze pissed me off, but if it’s a rare occurrence or a one-off I can live with it. The game’s enormous, combat feels more dangerous and exciting, there’s a huge range of possibilities and I like it a lot. On the downside is the freeze, some lacklustre voice-acting and, er, I think that’s it.
If the freeze is rare or a one-off I think the game will end up being 9/10.
Thaddeus
Friday, 21 October 2011
Preview: Skyrim
I’d intended to leave the preview until a week beforehand, however, I’m thinking of going on a hiatus from following the game to stop myself seeing any more spoilers and, as there’s tons of info and clearly high interest, I thought I’d post it now. For those concerned about spoilers, I’m going to make the bulk of this preview very low on them. I’ll put the small section with significant spoilers at the end, and clearly flag it up beforehand so that the game’s not ruined for anyone.
So, with that clear, let’s begin.
Character creation and customisation
As before, the same 10 races and 2 genders are available for the player’s character. The races are Altmer, Dunmer, Bosmer, Orc, Khajiit, Argonian, Imperial, Nord, Breton and Redguard. The character creator seems to have been greatly improved both in terms of options and in terms of the characters looking more realistic than in Oblivion. Particularly pleasing is the ability to alter the character’s body, with a skinny to brawny slider.
Stats have been abolished, so there’s no Strength or Agility and so on. Health, Magic and Stamina remain, and the number of skill groups have been slightly cut from 21 to 18, and also rejigged somewhat. Encumbrance will be less of an issue (it sounds like there’s a more generous amount of weight you can carry compared to the previous game) and if you go over the limit you can still move but at a greatly reduced speed, which is a change for the better.
The levelling system of Oblivion (one of my few major dislikes of the game) has been abandoned and a new, improved system utilised. It’s highly similar to Fallout 3, with perks given at each level increase, sometimes capped by character or skill level. Skills level up as you use them.
Third person has been made a lot better (admittedly, that’s not all that hard given Oblivion’s clunky third person), with smoother animations (different for the genders), and with some unique animations for the beast races.
You will not be able to alter your appearance in-game.
User Interface (UI)
I have slightly mixed views about the new UI. From what I’ve seen it does appear to be much more user friendly than Oblivion’s, and I love the fact that every single item can now be viewed in three-dimensions. However, it seems slightly odd that you cannot now see your character in the menu screen, so presumably we’ll have to look at some clothing/armour, equip it, quit the menu, see how it looks in third person and then keep or get rid of it.
The map is three-dimensional and looks either like a super SatNav or a dragon’s eye view of Skyrim. It’s my understanding that just about everything in the HUD can be turned on or off and the opacity varied (so, you can get rid of quest markers, roam around without a compass and so on). Whilst I doubt I’ll change too much I do like the option to choose.
Combat
Ah, combat. I’ll split this into mini-sections for each archetype (warrior, mage, rogue).
Warrior:
The least changed of the approaches, in my view. Blunt and Blade skills are now replaced with One-handed Weapons and Two-handed Weapons, which I think makes more sense. You can also equip two one-handed weapons for dual-wielding combat, or mix and match with a one-handed weapon and shield/torch/staff [NB bows are two-handed, and have a separate skill-set]. However, I don’t think you can block whilst dual-wielding which seems, er, abnormal and a little bit stupid. Swings are generally slower and seem to have more impact, and I believe it’s possible to wound multiple enemies with a single swing. Shields can be used in a more offensive way than in Oblivion.
Mage:
This has been hugely changed from Oblivion. Spells are now equipped, like weapons, to each hand. So, the keys are for the left and right hands, and you’ll swing a sword or unleash a flamethrower according to what you have equipped. It’s also possible to equip the same spell in both hands and (if you have a certain perk, which is needed for some but not all spells) you’ll perform a super-powered version of that spell. Spells can be put in one-hand and weapons in the other, giving your character a battlemage feel and this seems to be a pretty strong play style from the limited viewing available.
Rogue:
Archery also seems to have been improved a lot for Skyrim. Arrows are now scarcer, but do more damage, and I read that the old Oblivion trick of walking backwards and firing arrows at the enemy charging you does not work any longer. The new rogue skills look quite good, and daggers get a hefty bonus when it comes to backstabbing unwary enemies.
There are also dragon shouts (like ultra-powered spells) which take a great deal of effort to learn and are equipped, I think, in a special slot which is also used for certain special racial abilities (rather than the left or right hand). Learning a dragon shout requires slaying of the aforementioned creatures as well as knowledge of dragon words from walls scattered throughout the game.
Crafting and manual labour
There are three major crafting areas, which have their own skill-sets, and a number of minor ones. The major crafts are alchemy, smithing, and enchanting.
Alchemy in Oblivion was an easy way to raise money and/or bump up a certain stat. In Skyrim it will also enable you to brew potions and poisons and use an even wider range of ingredients to do so. However, you can only do this at an alchemical laboratory, not whilst meandering around the countryside.
Smithing is new and sort of replaces the degradation of weapons and armour which now does not occur (some people like this absence, others don’t, personally I’m ambivalent). Anyway, a smith is able to enhance weapons or armour, or create them. The perks available improve the quality of creations or enables the player to use more exotic materials to make their weapons and armour.
Enchanting can be used to add magical bonuses to armour, weapons and clothing. As in Oblivion, enchantment requires the use of soul gems. You can pay others to do it for you, and, as with the above skills, it can only be done at a location specifically set aside for enchantment. I look forward to transforming a lump of gold into a nugget of purest green.
Minor crafts don’t need any sort of skill and involve doing basic work for money (or other advantages). Woodcutting is self-explanatory, mining likewise (you can, I would guess, keep the stuff you mine for use in the smithy) and cooking is perhaps the most interesting. You can find foodstuffs and improve them by just cooking an ingredient or combining them (into stew, for example) which then gives an almost potion-like bonus. Cooking requires a special cook-fire, which are scattered throughout Skyrim, and sounds like a small but nifty idea.
Sounds (voice-acting and music)
The number of voice-actors has been increased to more than 70, which is excellent news both for everyone who got irritated by recognising voices all over Oblivion and for the poor voice-actors who must have worked their socks off for bloody months. Ahem.
Most people will have heard Max Von Sydow (he speaks during the first trailer), who plays Esbern, one of the last Blades. Numerous actors from previous games return (happily including the chap who voiced Lucian Lachance) and are joined by Christopher Plummer, Joan Allen and others.
The music has been composed by Jeremy Soule, who also provided the scores for Morrowind and Oblivion. Most of the music is new, although one or two tracks from those earlier games have been heard during preview videos.
Here’s a fantastic piano version of the main theme which I found a little while ago:
World
In geographical size (square miles) it’s basically the same as Oblivion. However, the mountainous nature of Skyrim means that it will appear larger than Cyrodiil. In addition, there will be more points of interest. It’s unclear just how many dungeons there are, however, they have been designed on a far more individual and less identikit manner compared to the predecessor game. Dungeons will typically last from 15 minutes to 2 hours.
There are a smaller number of big cities than in Cyrodiil, but the cities are larger than their Oblivion counterparts. There are also more middle-sized towns and a greater number of villages and hamlets.
Children are included, which I think a mistake. It’s meant to be more immersive, but (unlike the vast majority of adult NPCs) they can’t be killed. That’s understandable, as I’m sure the creators would not be thrilled with child massacres in their game, but, that being so, why include kids at all? Bah.
Anyway, almost all adults can be killed (if you kill a shopkeeper sometimes they’ll be replaced by a relative). Because Skyrim is breaking up, not unlike a crumbly chocolate chip muffin, there’s no one justice system, but nine separate holds. So, you could commit rampant murder in one hold and then run off to another and be free as a bird. Early entertaining bugs, such as chickens reporting crimes to the guards, have hopefully been fixed. Incidentally, if you commit a crime and then murder the witnesses the bounty on your head will disappear.
A few adults cannot be killed by other NPCs but can by yourself, and a few cannot be killed at all.
As with Fallout 3 and Oblivion, you can have a companion (including at least one animal companion) follow you around and helping you out. In addition, you can get married (same-sex marriage is possible), although there are no frisky videos, and your husband/wife can act as a companion.
Buyable houses are back, though there isn’t tons of detail beyond the ability to buy furnishings for them (presumably including a chest or two for storing tons of items).
Factions make a return, with one each for warriors, mages and rogues (Companions, College of Winterhold and the Thieves Guild). There are also some juicy new factions, including the Legion and the Stormcloaks (rebels). Perhaps the best faction news is that the Dark Brotherhood make a very welcome return. There may also be a few other minor factions, and sometimes the faction quest line will continue even after you become the leader.
Unlike Fallout 3, the game will continue once the main quest is completed.
Right, that’s the low spoiler section over with. If you keep reading you’ll find out more information regarding stuff I consider to be pretty big spoilers.
The return of vampires has been confirmed. However, werewolves will not be in the main game, although there is talk of it possibly being made available through DLC.
There are only 10 playable races but there are some additional non-playable ones in the game. Giants are well-known, but there are also thought to be Falmer (snow elves) who look pretty ugly and the machine-like relics of the Dwemer (dwarves, essentially) in some of their ruins. It’s highly unlikely we’ll see an actual Dwemer as they all disappeared (then again, that’s what was supposed to have happened to the Falmer).
In recently released videos a new dragon shout was officially announced, which sounds like it may be the coolest of them all. Late in the game, it’s possible to become allied to a specific dragon. After this, when outdoors, you can call and the dragon will fly to you from wherever in Skyrim he is and help you out.
Thaddeus








