STORE COMMUNITY ABOUT SUPPORT
Login Store Community Support
View desktop website
It's been six months since E3 2017, when Bethesda announced its intention to add a Creation Club to Skyrim and Fallout 4, their massively-successful mega-RPGs known for their breadth of content and emphasis on player freedom. This club would task third-party developers with producing new pieces for the publisher's two marquee games, which players could then buy from an online storefront with real money. While some decried the service as yet another attempt to introduce paid mods to the single-player gaming ecosystem, Bethesda insisted the market for free fan-made content would remain unaffected. "We won't allow any existing mods to be retrofitted into Creation Club," reads the FAQ. "It must all be original content."
Following this, in late August Bethesda revealed the initial line-up for Creation Club, which included the Hellfire Power Armour and the Chinese Stealth Suit, both priced at $5 and inspired by similar items introduced in the various expansions for Fallout 3. There was just one little problem - if you searched the Nexus, the massively-populated home of free mods for Bethesda's games, among others, you'd find both the Hellfire Power Armour and the Chinese Stealth Suit already on offer for the low, low price of nothing.
A mild furore erupted. Press pounced on the revelation, which fed the already-boiling fan frenzy over what were considered outrageous prices for sub-par content. Paying $5 for a piece of armour was bad enough, but when the free alternative is superior, the bad deal starts to seem like an out-and-out ripoff. For Road to Liberty, the mod team behind the two projects, it was a confusing development, and one they worked with Bethesda to try to avoid.
When does a console generation arrive?
Most people would agree that the seventh gen started when the Xbox 360 launched but that answers a different and thoroughly less interesting question.
It isn't unreasonable to say that the 360 era arrived on the carrier wave of Patrick Stewart's Royal Shakespeare Company tones announcing the final hours of the life of Uriel Septim 7, god-emperor of Tamriel, whose death serves as the starting gun for The Elder Scrolls 4: Oblivion and quite arguably the golden age of western RPGs that followed. A golden age that includes The Witcher 3, as if anyone needs to be reminded.
There are more wonderful games being released on PC each month than ever before. In such a time of plenty, it’s important that you spend your time as wisely as possible. Thankfully, we’re here to help. What follows are our picks for the best PC games ever made. (more…)
Skyrim's dirty little secret is that it isn't that large. Oh, it remains fairly gigantic by the standards of other virtual landscapes, even next to its youthful imitator and usurper, The Legend of Zelda: Breath of the Wild. But set against what it pretends to be - a kingdom stretching from arctic wastes to the temperate south, racked by dynastic squabbles and laced with the treasures and detritus of millennia - it's actually pretty dang tiddly, a little over 14 square miles in scope.
14 square miles? That's no bygone, mystery-shadowed dominion rearing its shrines and watchtowers amid sunflashed snow. That's a jumped-up theme park, a country music festival. More to the point, that's approximately the same size as The Elder Scrolls 4: Oblivion, a game which has become something of a punching bag for Elder Scrolls aficionados in hindsight - neither as grand as its swaggering barbarian brother, nor as memorably odd as burned-out hippy uncle Morrowind. Steer clear of distractions like temperamental mammoth herds and you can walk from one side of Skyrim to the other in half an hour.
I'm being quite obtuse, of course. If open world games were required to be as large as their inspirations or narrative aspirations they'd never get finished, and in any case, who would have the time to play them? The fascinating thing about open world design is that it's not really about size at all. It's more the art of the deceptive miniature - of making the poky or digestible seem enormous to the point of exhausting, even as distant cities reveal themselves for neighbouring hamlets, fearsome mountains for mere well-appointed foothills. Skyrim is extremely good at this, to a degree I'm not sure any game environment can rival save the corkscrew terrain of the original Dark Souls. It launches on Switch this week, glory of glories, and I've spent a few hours with the remastered PC version to remind myself of its achievements.
The environments of massive open-world games, particularly in recent years, have been rightly praised for their representation, scale and design accuracy. However, there are some gems at the other end of the spectrum - environments that make you feel cramped, tense and desperate for a break. This is an approach to environment design utilised in our real-world, from gardens to architecture, and is mirrored excellently in some game environments, creating areas that trap us in cramped, claustrophobic conditions.
The underground tunnel network of the Metro series, adapted for human life but traversed with trepidation and tension, nailed its own post-apocalyptic look and feel, and had claustrophobia, discomfort and fear oozing from its design. These spaces successfully evoke real-world design principles of landscape mazes and labyrinths, such as dead ends, twists and turns to cause doubling back and elevate desperation, fluctuating size and scale of spaces, and a continuous and monotonal finish (a symphony of grey in Metro's case) that makes every surface and area look the same, but also makes for an unrelenting and repressive aesthetic.
Often, the spaces are not only characteristic of uncomfortable mazes and tunnels, but their disrepair and crumbling structure means they have a constant feeling of pressure and weight about them: the feeling that, at any moment, the space could collapse on top of Artyom's head. The tunnels are also powerful spaces as they are a believable and familiar environment to us; adapting a real-world, recognisably claustrophobic environment makes for a powerfully uncomfortable virtual space.
Update: Patreon has removed the fraudulent campaign page for violating its TOS, specifically with regards to "impersonation:" With allowances for satire and comedy, " You cannot pretend or impersonate another creator, such as using someone else's name, brand, or content in order to raise funds."
Morrowind, the best of Bethesda's long-running Elder Scrolls series (and I'll hear no more about it), is set on Vvardenfell, an island within the Dunmer home province of Morrowind. The mainland is never properly seen: The Tribunal expansion technically takes place there, but it's contained entirely within the walled city of Mournhold and so doesn't really count. It's a shortcoming that the ambitious Tamriel Rebuilt mod, which we took a closer look at earlier this year, aims to overcome by recreating and adding all of that missing landmass to the game.
The project is entirely volunteer, which is one of the reasons there's no end in sight after more than 15 years of work. It's also why you probably wouldn't be surprised to see a Patreon campaign supporting its creation. Don't back it, though, even if you're a big Elder Scrolls fan, because it's a fraud.
"There is currently a link going around to a Patreon page masquerading as our official account, asking for donations to keep Tamriel Rebuilt running," a message on the official Tamriel Rebuilt website warns. "This account is not affiliated with us in any way, shape or form. We do not have, nor do we plan to have, a Patreon account at all."
The mod makers say they've made Patreon aware of the situation, but the campaign remains up for now. Fortunately, nobody has donated to it so far. (And to help keep it that way, I'm not linking to the campaign page.)
Despite not being complete, Tamriel Rebuilt is playable as a work-in-progress. You'll need a copy of Morrowind and the Bloodmoon and Tribunal expansion to dive in—if you've got all that, you can download the most recent release of the mod here.
My earliest memories of The Elder Scrolls II: Daggerfall were of fear and excitement at the boundless possibilities of a true fantasy sandbox. Of amazement at the most comprehensive character creation screen I’d ever seen, and of deep annoyance when I managed to fall through the floor and into an endless void in the first minute of the game.
I’ve spent over twenty years waiting for someone to fix Daggerfall, and that dream seems tantalisingly close to being realised. Daggerfall Unity (Daggerfall ported to the Unity engine, shockingly, and something we’d briefly covered years ago) can now be played to completion, and with greatly reduced risk of falling through a crack in the world.
Bethesda’s new ‘Creation Club’ DLC microtransaction store has launched for The Elder Scrolls V: Skyrim Special Edition [official site], following a beta last week and its debut in Fallout 4 in August. It stocks mostly packs of weapons, armour, and bits for a couple of quid each – nothing exciting. Perhaps the biggest bit is Survival Mode, which adds hunger and cold and all those survival things you find in survival mods. To lure people into the Creation Club, Survival Mode is free if you grab it right now. (more…)
After a less-than-successful initial foray into the realm of monetising Skyrim mods, Bethesda are presently rolling out a public beta of their Creation Club – their DLC-esque, more corporate alternative – to the revamped Skyrim Special Edition [official site]. To sweeten the pot, they’re offering early adopters the option to claim a free copy of Survival Mode, a major gameplay modification adding the management of simulated hunger, tiredness and cold to the already-hazardous environment.
A couple of weeks back – when I also went hands-on with both Wolfenstein II: The New Colossus and The Evil Within 2 – I goggled up and gave the upcoming VR version of 2016’s Doom a spin, as well as bearing witness to other folks’ flailing and giggling in Skyrim VR and Fallout VR. Bethesda’s triptych of 3D ultravision spin-offs are due before the year is out, with Skyrim only available on PSVR at least initially and Fallout and Doom only officially> supporting HTC Vive, for obvious reasons. Their arrival is a pretty big event for a technology that so far has leaned far more heavily on brand new things rather than established names.
Curious about what this means for the technology and for Doom, Skyrim and Fallout, I picked Bethesda VP Pete Hine’s brains about the whys and wherefores, and what it might imply for the future of their own VR efforts. Also below: my own quick impressions of Doom VFR [official site].