Game Informer 02/2011. Translation of the article about TES V.
Two thousand years have passed since the gates of Oblivion closed, and this time has changed the world of Tamriel. The Empire has conceded its lands to the Elven people, and the blades that protected the Emperor have been exterminated. In the far north, Nord is going against Nord, and a civil war is already inevitable. The Great Reaper, the legendary Dragon Alduin, returns to make the myth of the Elder Scrolls a reality. The inhabitants of Tamriel are unaware that a new era is coming - an era of defending the lands from the Dragon and restoring order to this world. Tamriel needs a Dragonborn, for only he, chosen by the Gods, can stand against the ancient force. However, there is little joy here - all who had the power to resist the Dragons have long since vanished into the ether. All except for one - an unknown prisoner, unaware of his fate. The one whom the resurrected Dragons will fear and whose name they will curse in their ancient forgotten tongue. The one they will call Dovahkiin.
For Bethesda, Skyrim is a new beginning. All previous games, including four chapters of history and numerous branches, told of the twilight of the third era of Tamriel and the fall of the Septim dynasty. The fifth chapter will take us two centuries ahead. Skyrim is not a direct sequel to the already traditional epic, but an important stage in the reading of the ancient scrolls. Remaining true to its roots, the fifth chapter will show the possibilities of new gameplay; a new world will take the breath away from all gamers thanks to new technologies, while the possibilities will amaze with their diversity. A more thoughtful player interface leaves past gameplay experiences behind, along with the way the story is delivered. A story that will allow us to look at the RPG experience anew.
A New Land
You step outside, feeling the invigorating morning air, taking in the wide open spaces of the mountains. Pine trees scattered on the peaks lean over the ravines. The leaves come to life under the strength of the wind, clouds conceal the distant peaks, and a magnificent panorama unfolds before you. It has been a long and arduous journey, but you are close to your goal. A lonely village hidden in the mountains will give you refuge. Continuing along the winding road, you arrive at the shore of an astonishingly cold river, which originates in the canyon and is rich in wildlife. Suddenly a shadow falls across your path and you swiftly grab your sword, but the scruffy stranger shows no interest in you or the landscape.
Whether you admire the game from a first or third-person perspective, the world of Skyrim impresses with its detail. The new engine flawlessly conveys all the beauty of this new world, where even the smallest objects cast stunning shadows. Trees and branches sway in the wind independently of each other, the river conveys energy and life in a world where we have yet to see a single living creature. Incredibly beautiful views of the world from any point you stand - even the snow no longer appears as a beautiful texture; it is absolutely real.
Skyrim stretches north of Cyrodiil. Oblivion opened to us with forests, while Skyrim astonishes with great mountains, beautiful firs, and ancient ruins. "It feels like an abandoned world," says Todd Howard, the game manager, who introduces us to this new world. - "For the fantasy world, it is important to convey the raw brutality of nature itself; the inhabitants of the land give the impression that they have lived here for centuries. I'm a big fan of Conan, so there's a bit of his atmosphere in the game as well."
The cradle of life in Skyrim opens up space for imagination in planning new explorations. "After Fallout, it was nice to get involved in a truly beautiful and rich nature game," says Howard. - "The northern shore delights the eye with snow and ice, but if you walk a little further, we will reach the Summit, a stony place west of Skyrim. You enter the tundra, a vast expanse where mountains rise on the horizon. Six or seven different types literally blend into one."
Sabretooth tigers and enormous mammoths inhabit this world alongside roaming giants, trolls, and terrifying wraiths. Five enormous cities will provide respite from the views of nature, and even the dungeons will surprise with their diversity - from icy ravines to lost crypts. "Each area has its own unique characteristics, which benefits the games we love," shares Howard.
What You Need to Remember.
Alduin.
Also known as the World-Eater. The great dragon returns, as foretold in the prophecies of the Elder Scrolls. Alduin's return foretells the complete destruction of Tamriel.
Dragonborn.
Also known as "Dovahkiin" in the ancient dragon language. Dragonborn are essentially born dragon hunters. At the start of the game, it is possible that your hero could be the last of the living Dragonborn.
Esbern.
One of the remaining Blades. In the game, he will be presented as the mentor to our hero. He honors the prophecies and knows that the world is in monstrous danger. Esbern is voiced by the famous Swedish actor Max von Sydow.
Greybeards.
Mysterious elders, sons of Hrothgar, living at the peak of the mountain known as the Throat of the World. The Greybeards are experts on dragons, so the Dragonborn must undertake an extraordinarily long journey to the peak to learn the mysteries of the Greybeards.
Skyrim.
The northernmost point on the continent of Tamriel, home to the harsh northern people - the Nords. With the death of the king, Skyrim has plunged into civil war between those who sought independence from the Empire and those who wanted to remain loyal to it.
Choice is the Weapon.
Bandits surround you from all sides, and you have no choice but to take a fighting stance, grabbing your sword in your right hand, and just before the bandit's axe sinks into your arm, you manage to shield yourself with your shield. One maneuver and your enemy is in an unfavorable position, but even rivers of blood can’t make him give up. Undeterred, he prepares to strike, betting on his strength, but you use your shield to knock him down while the second from the gang prepares to strike. Tossing your shield aside and turning towards the new enemy, who is already relishing your defeat. But your spells stand in his way.
Bethesda's staff knows that fans of the Elder Scrolls have long been ready for a new combat system, so the new part of the saga not only changes the approach to battles but also expands and deepens the possibilities of player interactions on the battlefield.
The main change concerns the two-handed combat systems, meaning that weapons or spells can be wielded in your left or right hand at your discretion, leading to countless combinations of attacks. Two identical weapons or a dagger with an axe, or perhaps combining an attack with an electric orb with a defensive shield? Amplify power with one spell or dilute it with two? The choice is yours.
If you feel the desire to change fighting style during battle, just press the necessary key or select the required weapon, spell, or item through an updated and very convenient menu, which takes only a brief moment to use.
Regardless of your weapon choice, the path you choose as a fighter will determine your fate in the new world. "You are who you choose to be in the game," Howard repeats over and over. The boundaries that restricted gamers in previous games have been erased in this new chapter. A new and more streamlined reward system considers everything you do in this world. Use one-handed weapons and you will become a master of single sword combat. Create new illusions and develop your skills in magic. "The idea is that you shouldn’t focus on specific skills at the very beginning of the game," Howard clarifies. - "In Oblivion, you chose what class to play, meaning roughly a choice of skills to develop. But in a short time, it’s impossible to understand what the player is interested in. At least we tried to understand, but in my opinion, within one hour of gameplay, it is just unrealistic to do that."
By developing each of the skills, you increase your overall level. The higher the skill, the more significant its influence on the growth of the player's level. "Raising a skill from level 34 to 35 means a significant influence on overall growth, compared to raising the same skill from 11 to 12," says Howard. Thus, it is better to focus on certain skills, but not necessary. Simply put, the more skills you have in processing, the longer it will take for you to level up.
However, you will want to reach greater heights in character growth - health boost, potential for development, choice between magic and endurance, two also core metrics in the game. Referencing Fallout, Bethesda's creation, at each new level you will have all-new privileges, choosing from dozens of options that align with 18 skills: greater blade damage, a mace that is unafraid of the opponent's defense. Your choice will make your hero increasingly unique.
The leveling system will allow players to give their characters new dimensions. "In Oblivion and Fallout, there were 25 levels, but in this game, you level up from 1 to 50," shares Howard. - "But the game still resembles old experiences. You progress faster in the early levels for several reasons. First, it’s more fun. Second, there are truly many privileges and skills that will help develop your hero on his path to power, which, of course, you want to start doing as early as possible." But even after reaching level 50, players will still have the opportunity to develop further, albeit at a slower pace. "We want to maintain traditions. There are 'tanks', 'mages' and 'stealths'. But most prefer to combine skills from each class, so our task is to make this unique blend as natural as possible," Howard summarizes.
The Feel of Battle.
"Everything we do, we do to make the game feel real for players, not just in terms of graphics, but also in terms of gameplay itself," says Howard. The combat system in Skyrim is still based on familiar melee, attacks, and numerous spells, but most of the actions that need to be performed can be described as brutal and immersive.
Melee combat is based on combining attack and defense, blocking an enemy and waiting for the right moment - the key to victory. "We wanted to bring something new to fights," shares Howard. - "Energy and fun - that’s what we strive for. But it’s also important to feel the weapon in your hands." Each of the weapons will have its finishing moves, which will depend on the enemy you are fighting. This will provide even greater enjoyment from the game as a whole and victory in particular.
Bows and arrows can again be considered one of the key weapons, although it will require some time to retrieve arrows, but the damage inflicted can be so devastating that it allows you to eliminate enemies from a distance without unnecessary noise.
The magic system includes a dozen spells that can be combined during battle. "There are five schools of magic in the game," says Howard. - "There were six in Oblivion, we removed Mysticism and distributed it among the other schools. The magical school of Mysticism - isn't that a bit too mystical?".
Regardless of your combat style, battles have become increasingly dynamic, with no room for cheap tricks to bypass the system. Unlike previous experiences, attempting to backtrack no longer works. "We slowed down the movements of the player going backward," reveals Howard. - "Now it’s simply unrealistic to escape while hidden from pursuers. In Oblivion, you ran backward and forwards at equal speeds, and the main reason we decided to get rid of that is that it looked incredibly silly when playing from a third-person perspective."
Interact Well, Do Good for People
Finally, Riverwood has been reached; this proud settlement seems capable of giving a good haven to a weary traveler after a long journey. But everything that appears at first glance can be misleading - the crowd buzzes about the latest news. A dragon has recently ravaged this area, crushing your thoughts of peace. Reflecting that now is the time to replenish your supplies, you head toward the shopkeeper's house, where you witness an argument between the owner and his sister. It seems that someone recently stole a mysterious artifact from their home, and whoever returns it will receive new and significant rewards.
Cities, villages, and settlements have always been important in the world of the Elder Scrolls, but in Skyrim, players will dive into a new experience of interacting with NPCs.
For those who played Oblivion or Fallout 3, communicating with NPCs was always a painful topic that can now be forgotten. No more close-ups; voices captivate with their diversity. Now those you converse with behave more realistically, expressing emotions and demonstrating activity in their movements. And you won’t have to uphold the conversation by inserting insignificant phrases; the key moments you need to remember will instantly find their place in your travel book, which is always open for access.
Your hero will also be able to assist others and receive help outside the walls of the city, creating and acquiring new types of weapons, new potions. You can yourself turn a mine seam into a new weapon by visiting the local blacksmith. Apply knowledge of alchemy to create new potions and poisons. Upgrade old items by adding magical components to them. In addition to all this, you’ll be able to experience the pleasures of earthly life, learning to mine ore, chop wood, and even cook. In general, if you tire of saving the world, the game will allow you to take a break.
The Interface from Within
Gone are the signs of life as you search for the lost golden claw of Eldritch, drifting farther from Riverwood. You need to refresh your equipment and check the markers on the map, determining which path will get you to your destination faster. You decide to go through the mountains, feeling satisfied with your plans and preparations as you step into the unexplored world. Heavy-footed along the rocky path, you freeze, ready to battle the mountain giant appearing out of nowhere towering over you. But it has chosen between courage and caution, allowing you to step into the shadow, waiting for this unwieldy creature to pass. You sigh with relief, unaware that a forest troll, following the giant’s path, desires battle, and now you are already fighting for your life.
It is unlikely that any game can boast that its menu is entertaining, but the overt clumsiness in Oblivion was clearly out of place. To address all gamer requests, the studio team returned to a 2D map interface designed to ease the player's life. And if these guys really do a great job, journeying through the menu won’t be a burden. "You know, like in iTunes, hovering the mouse over songs reveals all the album information and parameters? A similar thing can be seen in our game," explains Howard. - "We asked ourselves, 'What if Apple decided to create a fantasy game?'. And we thought it would be nice to let gamers gather information without wasting too much time".
Hit the menu button and the standard "compass," comprising skills, magic, map, and inventory appears before our eyes. Click on Skills and the interface transports us to the stars above Skyrim. "The heavens show who you truly are," says Howard. - "It’s quite a fun approach to exploring your skills." The celestial space is divided among core metrics - magic, melee, and stealth skills. The "stars" react to what you're interested in discovering, revealing all the necessary information.
Click to the right of the compass, and your inventory opens - weapons and armor are so well organized that making a selection of always necessary and beloved items to have on hand is simple. Books now delight with their three-dimensionality - you’re reading not just a 'notepad' program, but a true ancient tome. Each item - herb for potions, magical artifacts - has its specific place, each imbued with detailed information in a pop-up window.
The left button of the main menu will take you to the spell section, which has a total of 85 spells that can be combined. Fire spells to deal devastating blows to enemies, trap spells to eliminate careless opponents. Just like with weapons, spells can be combined and marked among others as favorites for quicker and more effective use later.
Finally, the bottom button of the menu allows your hero to lower their gaze as the map of Skyrim unfolds before us in all its detailed glory. Discover new peaks, traverse forests - all with the function of instant travel between locations.
The visual aspect of the menu doesn’t astonish, but it adds a lot to the overall atmosphere - the old-world style allows for consistency with the story while also enabling the exploration of a new ancient world.
Dragons Here and There!
A thunderous roar of a dragon beckons you into battle, fire erupts from its gaping maw. The power of dragons is about to unleash all its wrath upon whoever seeks the lost golden claw. In search of this artifact, you have reached the ruins of the Nord buildings. For a moment, it seems this scaly mythic beast will turn into a statue of stone before unveiling the full might of its wings and roaring in a fury. Now, as you are nearly pressed against the wall while the dragon is about to unleash its wrath upon you, you delve deeper into the ruins, away from the fallen column in search of safe refuge. A small passage into the dungeon offers a glimmer of hope for salvation. The dragon is again poised to strike as you hasten into the unexplored darkness. Outside, the ancient beast roars in fury, for its prey has slipped away.
Recalling discussions on what Skyrim will differ from its predecessors, the topic of dragons has always been a key one; the development of your hero is now intricately linked with these beings. Although the Elder Scrolls franchise began in 1994, we have yet to meet dragons in this series as they were banished from the world. Until now.
The Elder Scrolls foretold the return of dragons; many symbols indicate their return - the Destruction of the Staff of Chaos (Arena), the appearance of Numidium (Daggerfall), the volcanic Red Mountain (Morrowind), and the opening of the gates of Oblivion (Oblivion) - all pointed to their return. The last key sign was the civil war among the inhabitants of Skyrim. Dragons now freely soar across the great lands, and the terrifying Alduin, a god-like dragon, whose aim is to devour the world, will rise again.
Long ago, there existed a force capable of banishing dragons - the "dragonborn" possessed the same power as dragons themselves. "Dragonborn fight their greatest enemies on a wholly different level," shares Howard. - "They are chosen by the gods, which is why they can reunite this world with their power, equal to that of dragons; fire is their main strength in the battle for dominance." These mighty beings found support among the Dragon Keepers, later known as the Blades. After the banishment of dragons, the Blades became the protectors of the "dragonborn", the descendants of the Septim line. Unfortunately for the world, this line ceased to exist, and the Blades were hunted and killed, nearly extinguishing their might. For many decades, there was no word of the "dragonborn." Until now - you - the "Dragonborn", capable of standing against the world.
"The main question is - why have the dragons returned," observes Howard. - "How did they return? How to stop them? And what role does the hero play in this story?" You won’t have to wait until the end of the game to encounter these legendary beings - dragons are real, and they are already in this world, ready to strike at any moment. They destroy cities; they have devastating power, and you will often have to face them in the battle for your life.
The One They Fear
Perhaps it would have been better to fight a dragon, for deep in the Nord ruins, you found catacombs that lead into impenetrable darkness laden with incredible numbers of dangers. In one part of the dungeon, a web-cloaked space awaits travelers to hand them over to the clutches of a giant spider and its jaws. An army of the Undead, the long-fallen warriors of the Nords, wait for you nearby. And if you have the courage to look even further, you will meet face to face with the Dark Elf, a thief of the artifact you must return to the shopkeeper in Riverwood. But the Dark Elf lures you with a hidden secret, for which you approach your death. The forgotten hall of tales becomes a mausoleum of great Nords. The golden claw opens the concealed sanctuary where untouched centuries’ old hieroglyphs give you knowledge that you are the "Dragonborn". You were born to understand these runes. Ready to leave, you hear a loud noise as the sarcophagus opens, and a disturbed ghost bursts out, awakened after a long slumber. Confronting him in the dark tomb, you, guided by some inner force, clearly and loudly pronounce "Fus!", "Ro!" - your voice gathers power, "Da!" - the resurrected reaper is swept away by the force you unleashed through the ancient magical spell.
"Dragonborn" is not just a beautiful name for a new hero; this new story profoundly impacts gameplay, as your hero possesses the ability to recreate the dragon's power in a human body using an ancient mystical language. Apart from magic and weapons, you will have the capacity to use a unique ability dubbed the dragon's roar. With every dragon you defeat, this strength will grow.
"In the new world, words are power; knowing how to pronounce them correctly will make you invincible," explains Howard. - "There are others who can use the dragon’s roar, but they are almost impossible to encounter now; this is an ancient knowledge once held by many. But your ability to gather the souls of dragons and use the roar of the dragon far surpasses what you may meet now." There are about 20 different dragon shouts in the game, each formed from three words of power. With each new word you acquire, you enhance your strength and increase your might. "They all translate from dragon to English as 'The Almighty Wind of the Gods'," adds Howard.
The dragon’s roar expands your abilities in many directions - hurling enemies for miles, slowing down opponents. Some words can be whispered to avoid revealing your position in an ambush. Also, knowing the true name of a dragon will allow you to summon them for assistance in battling various dangerous creatures.
Radiant Story System
The fifth Scrolls differs from previous games in the series with a new approach to storytelling in the RPG genre. In Oblivion, Radiant AI technology enabled the creation of NPCs who had their own affairs and needs. Radiant Story employs the same principle in how characters interact with your hero.
What’s the Radiant Story system about [Eng. – Radiant Story]? It ensures that now every action the hero takes will yield realistic reactions from their environment. "In the main quest, we continue to narrate a specific story wrapped in intrigue. Everything concerning this is handcrafted," confirms Howard. - "But Radiant Story allows us to create quests that adapt to the hero and their experience." The game seems to watch every single action of yours: what skills you have leveled, what locations you've visited, whom you’ve killed, and what weapons you have at the moment. It also accounts for who your friend is and who wishes you dead.
Answers to these questions form the essence of your journey. If you kill the shopkeeper in Riverwood, who was supposed to give you a quest, his sister will take her brother's place and perhaps even give your hero the necessary quest. However, this fact may merely be a result of her anger and nervous tension since the girl will know you killed her brother.
On the streets, another mage might challenge you to a duel, but if you have only leveled weapon skills, that character will not appear before you.
If suddenly, while wandering, you completely unexpectedly feel the urge to dispose of a heavy sword (instead of selling it at the nearest shop), the weapon might indeed remain lying in the mud. However, there is the possibility that a little boy will pick up the sword and ask the hero if he lost a weapon, even inquiring if you’d like to have it back. The third possible outcome is that two hefty men will start a brawl over the right to claim the discarded weapon for themselves.
The game logs and creates a database that stores all information about your experiences and abilities. Upon entering a town, you may encounter a woman at the gates who will plead with you to save her kidnapped daughter. The system will scan current information on the locations you’ve already visited and automatically create a quest so that you will not have to return to a place you’ve already been. It will also determine which enemies (according to your strengths and weaknesses) will be most suitable.
"The player will receive a quest tailored to their abilities," says Howard. In essence, Skyrim will depend on your style of play.
For complete information about the Radiant Story system and for technical details of the game, visit gameinformer.com/Skyrim.
All Roads Lead to One.
You hastily advance through the dark passage toward a faint ray of light. And now you once again see the sun illuminating the mountain ridge, at the peak of which was the exit, but there's no time to catch your breath! Your pursuer has not given up - a Dragon, circling above you, is ready for another attack. Its claws come rushing closer, fiery breath scorching. You shout a Word of Power, and it seems the Dragon instantly freezes, while time around shifts. You leap sideways and press your blade to the neck of this mighty creature. It begins to thrash wildly and in an instant weakens. Its body ignites, burning itself from within. Your blood rushes faster through your veins, causing you to burn from within as you come even closer to Alduin.
Skyrim makes you recall the previous games in this series, which predicted the events that gamers will soon witness in the new installment. From a gameplay standpoint, Skyrim hasn’t changed, but it can also be confidently asserted that previous experience is merely a warm-up for what we will encounter in the new game. Everything Bethesda has developed and refined seems utterly new and unexplored (even the combat, world exploration, and character development systems). If everything goes according to plan, on November 11 we will all take up our controllers and face the fate that this time, we will definitely be able to change.
The Dragon Language.
Bethesda has created a complete dragon language for the game from scratch. An alphabet comprising thirty letters, grammatical and syntactical rules, supplemented by an extensive vocabulary - all forms the skeleton of the new system of using Words of Power. To learn more and translate the message on the back of the journal, visit our site gameinformer.com/skyrim.
Taking this opportunity, I thank GKalian and Marnara for enlightenment.
And rupunk I will note for his observance if I got everything right.