The Elder Scrolls V: Skyrim

Chesko's Fishing Mod is now the holder of a dubious record: it's the first paid-for Skyrim mod to be removed from sale.

An early test for Valve's unique policing methods, the removal came off the back of claims Chesko and aqqh — the fishing mod's creators — were profiting from the work of fellow modder Fore without the latter's permisison.

See, the fishing mod used assets from Fore's New Idles in Skyrim — fine in the world of free mods, but not something that's kosher in the world of for-profit modding.

Screengrabs were, of course, grabbed before things went quiet on the Workshop page:

And since then — well, see for yourself: the mod is gone, and there are just a few confused people milling around, wondering what this brave new world of paid mods holds for them.

We're still in super-early days and teething issues like this are sure to occur, but it does serve as a warning shot to the Old Way of modding. Just make sure you've got permission if you want to sell the thing, okay?

[images from Destructoid]

Half-Life 2

Speedruns are artistry. Not only do they demonstrate complete mastery over a game, but they also poke away at the edges of what a game intends you to do. Watching a perfect speedrun is similar, I imagine, to watching good gymnastics, but they're more than just skill-based. They're borne of a curiosity about the edges of games: the things we're not meant to see and the things we aren't supposed to do.

There's a whole science behind speedruns. Players spend weeks and sometimes years chiselling a perfect path through a game. They exploit minor traversal bugs to gain speed, they tap away at the outer limits of a game world in search of hidden routes, and then they move to execute all these tricks in one graceful swoop. There's a strong collaborative spirit among speedrun communities, because in the end, it's all about what's possible, not who wins.

There are lots of different speedruns, and the rules vary depending on the type of speedrun a player hopes to achieve. Most of the runs I've featured below are Any% runs, which simply require the player to complete the game under any difficulty setting as quickly as possible. These contrast with 100% runs, which as the name suggests requires full completion of the game (any secret worlds or any optional collectibles, for example). 

What follows aren't "the best speedruns of all time" but instead a selection of especially impressive runs. I've tried to collect those most suited to spectating, so there are a lot of shooters and platformers. Meanwhile, I've generally avoided speedruns too heavily reliant on glitches that bypass huge sections of a game (like this Pillars of Eternity run, for example). I'm not arguing these aren't legitimate: just that they're not as fun to watch.

The Elder Scrolls V: Skyrim

Bethesda made a big deal of Skyrim's 100 hour potential back in 2011, but I'm sure they're not surprised that speedrunner gr3yscale has beaten the game in less than 40 minutes. After all, Skyrim QA guy Sam Bernstein managed to complete the whole game, glitch and cheat free, in two hours and 16 minutes. If you know what you're doing, the biggest games can be reduced to a series of carefully timed leaps.

Gr3yscale's world record time of 39:24 uses a number of built-in exploits, but arguably more interesting than the run itself is this accompanying tutorial video on how he achieved it. The lengthy video is a step-by-step instructional, detailing everything from the graphics settings you should use (as low as possible) through to how to steal the Blank Lexicon from Septimus Signus in less than five seconds. If you've got any interest in the painstaking process of routefinding for a speedrun, it's a must watch.

Dark Souls

For the best example of speedrunner Kahmul78 s thoroughness, look no further than the 1:56 mark below. The way he switches his inventory load out in the middle of a plunge attack demonstrates that every second is precious for an adept speedrunner. He won t need those newly equipped arrows for a while, but when you re looking to shave off precious seconds in a notoriously difficult game, you don t waste time.

After clearing the tutorial area, Kahmul78 takes a very unconventional route through Lordran. Using the Skeleton Key starting item he passes through New Londo Ruins and Valley of the Drakes into Darkroot Basin, then onto Undead Parish. This not only skips the second boss encounter, but it also means facing off against the first mandatory boss battle by the eight minute mark. 

For the average first time player it s likely to take up to five hours to make that much progress (or about ten, if you re like me). The fact that this whole run wraps up in under 48 minutes naturally  attracted a lot of attention when it was first posted. There are quicker Dark Souls speedruns out there which exploit a major glitch, but this is the real deal.

Dishonored

With so many tools at his disposal it's little wonder that Corvo Attano can get the job done quickly. He's not really meant to do it this quickly though, with speedrunner TheWalrusMovement completing the stealth adventure in 34:35. Attano's Blink ability a lightning quick dash mainly used for covert operations is utilised a lot in this run, to the extent that it's difficult to keep track of TheWalrusMovement's routing. 

Nonetheless, Dishonored is a surprisingly enjoyable game to spectate, and TheWalrusMovement is forthcoming with his secrets. This world record run can probably be improved the runner's commentary points out a couple of areas of improvement but this is the best out there in the meantime.

Doom 2

Picture this: you ve just returned from Hell only to find that Earth is in worse shape. You were really looking forward to having a beer though, so you want to save the world as quickly as possible. But how quickly is as quickly as possible? How s 23 minutes and three seconds sound? Not bad at all! Start pouring.

The work of speedrunner Zero-Master, this Ultra-Violent mode playthrough managed to topple a record set in 2010 by Looper. That s a long time in speedrun years and it only managed to come out on top by 22 seconds. A backseat speedrunner will no doubt see areas of improvement in the below video, which Zero-Master concedes to in his YouTube description, but for the time being this is the quickest run there is.

While Doom 2 is probably the most popular speedrunning instalment in the series, it s worth checking out speedruns of the two Final Doom WAD packs too. These outings upped the difficulty dramatically, and if you want to see a run with a few clever rocket jumps, look no further.

Duke Nukem 3D

Duke 3D s Build engine is home to a lot of glitches very handy to speedrunners. As Duke speedrunner LLCoolDave explains in this video, a major one is crouchjumping . If you crouch while freefalling and then hit the jump key before touching the ground, Duke can clip through certain walls and structures. The engine in Duke 3D is less than stable, allowing for switches to be triggered from unintended vantage points and whole regions of levels to be skipped.

As in most glitchy speedruns, triggering the engine s limitations at just the right moment is an impressive skill in itself. Speedrunner Mr_Wiggelz manages to complete the game in 9:19 below, though it s worth noting that only the first three episodes of the Duke Nukem 3D Megaton Edition feature (the fourth episode didn t appear in the original game).

Mr_Wiggelz admits that he messed up a couple of times during this run, so it probably won t be long before we see it bettered.

Click here to watch on Twitch

Fallout 3

Some genres, especially platformers and shooters, are particularly suited to the speedrun. Others, like the open world RPG, definitely are not. That doesn t stop people from trying to beat the likes of Pillars of Eternity, Skyrim and Fallout 3 in the time it takes to prepare an English breakfast, but there s inevitably glitches involved. Games like these are designed to eat up your time and life.

Rydou s 18:53 speedrun of Fallout 3 (that s 18 minutes, not hours) utilises a few glitches, but no cheats or third-party programs. As he explains on his YouTube page, this run makes liberal use of a quicksave bug. Basically, if you rapidly quicksave and then quickload you ll briefly have the ability to clip through walls. In this way, the player-character goes from birth to saving Washington in less than 20 minutes.

After a bit of publicity off the back of this speedrun, Rydou moved to emphasise the difference between cheating and exploiting glitches. For those who wonder about the legitimacy of the run, using and exploiting glitches have always been a part of the speedrun community. This is a way to push the game even further, and [is] not considered cheating.

Half-Life 2

An hour and 32 minutes might not sound impressive for a Half-Life 2 speedrun: the game's an all time classic and ten years old to boot. You can blame the game's regular unskippable dialogue sequences for that record, but hey, at least it gives record holder Gocn k some time to take a break. He needs it.

There are some interesting strategies in this video. GocAk makes liberal use of two traversal glitches common in Valve's Source Engine, namely Accelerated Back Hopping and Accelerated Side Hopping. For a stunning example of the former skip to the 29 minute mark, where a sequence of careful jumps actually propels the player into the air. 

Sourceruns.org has a more detailed description: "When you exceed the game's speed limit, the game tries to slow you down whenever you jump, back to the desired speed. By default the game thinks that you're moving forwards, so when you exceed the speed limit, it'll accelerate you backwards. If you are facing backwards, this will only increase your speed. So, the faster you're going - the more you will get accelerated."

Hotline Miami

No big tricks or glitches here, just an exceptionally talented player. Speedrunner Dingodrole completes Hotline Miami in 20 minutes and seven seconds, but his ultimate goal is to get below the 20 minute mark. If you watch the whole run you'll notice there's very little room for improvement, and Dingodrole seems to have the routing down pat. He's been steadily chipping away at the time for a while now, so it's probably inevitable that this will be beaten some day.

I Wanna Be The Guy

It pays to know a game intimately before embarking on a speedrun, but that rule has a different meaning when it comes to I Wanna Be The Guy. A parodic love letter to 8-bit platformers, I Wanna Be The Guy subverts every reliable trope in the platformer rule book. Shiny red apples aren t collectibles: they ll kill you. Don t worry about reaching those spikes: they ll come to you. Nothing is predictable, and everything is learnt from the experience of dying. You can t learn this game, you have to memorise it.

So it s always fun to monitor the speedrunning community s progress with I Wanna Be The Guy (as well as its many follow-ups). You need a great memory and superhuman dexterity to complete the game once, let alone in 28 minutes and 40 seconds without glitches, as Tesivonius has done.

Click here to watch on Twitch

Portal

A few caveats: this is a segmented Portal speedrun, which means the game wasn't completed from beginning to end in a single playthrough. Instead, the best level times were stitched together for the final video. Additionally, there were four different speedrunners involved: Nick "Z1mb0bw4y" Roth, Josh "Inexistence" Peaker, Nick "Gocnak" Kerns, and Sebastian "Xebaz" Dressler. Some would argue a segmented speedrun is illegitimate, but wherever you stand on that matter, it's still interesting to see what's possible.

This run uses neither cheats or hacks, but it does exploit a number of glitches. "This run first started after the discovery of a new glitch, which snowballed into a whirlwind of discoveries of new tricks, skips, and glitches," the team writes. As you'll see below, the glitches make for a disorientating watch, but its fascinating nonetheless.

Quake

The Quake speedrun scene used to be massive, boasting its own highly organised community in the form of Quake Done Quick. The below video sees all four episodes of the game completed in 11 minutes and 29 seconds (on Nightmare difficulty!) and demonstrates world class bunny hopping and rocket jumping skills. The occasional glitch is implemented and whole chunks of certain maps are skipped with the help of rocket jumps, but no cheats were used.

Spelunky

Twitch streamer Bananasaurus Rex is, or was, the world authority on Spelunky. It was he who figured out how to kill the game s invincible ghost. It was he who achieved a solo Eggplant run (this involves carrying an Eggplant to the end of the game, obviously). It was he who collected $3.1 million worth of gold in a single playthrough. Arguably the highest bar he set was the legendary 5:02 Hell speedrun. Simply reaching Hell is difficult enough on its own, but completing the whole game using this route is punishment. Doing it in five minutes is God tier.

Unfortunately for Bananasaurus Rex, someone managed to beat his Hell run, and not by a measly couple of seconds. Youtuber Latedog beat secret boss Yama in 4:36, creating a new record which let s face it will probably only be beaten by accident. Like Bananasaurus Rex he utilises the warp device, which is somewhat reliant on luck but pretty much crucial if you want to shear minutes off a playthrough.

Super Meat Boy

When humankind is wiped off the face of the earth by some malevolent alien society, the planet s new inhabitants will learn a couple of things as they sift through the rubble. First, we really liked bottled water. Secondly, Coca-Cola was an especially totalitarian leader. Thirdly, we were really bloody good at Super Meat Boy.

Speedrunner Vorpal has been chipping away at the world record for a while, but this is the best he/she has managed so far: the base game completed in 17 minutes and 54 seconds. That stat doesn t include the dark levels or any of the retro themed ones, but anyone who has spent half-an-hour with Team Meat s punishing platformer will peek through fingers as Vorpal passes the final boss run by the skin of his teeth.

VVVVV

Speedruns can be beautiful. Twitch streamer sheilalpoint completes VVVVV in 12:12 in the below video, and watching it (with the sound down) can be like watching a weird 1970s art film about a little man s efforts to euthanise himself in outer space.

The beauty of this run is that there aren t really any major tricks, just a thorough knowledge of the game s layout. Sheilalpoint pulls some interesting maneuvers with the game s checkpoints particularly in one sequence where hitting them as they collide with spikes actually increases the momentum of the player character but otherwise, this is plain old fashioned mastery.

For more awesome speedruns, speedrun.com and speeddemosarchive.com are invaluable resources. Think we've missed something important? Leave it in the comment section below.

The Elder Scrolls V: Skyrim
Gifts of Akatosh, a Skyrim mod that now costs $1.49.

Today, Valve announced that modders can sell their mods on the Steam Workshop. The program requires participation from the game's publisher (by default, most don't allow profit from user-created content), and the first to take the leap is Bethesda, which as of today is letting Skyrim mods be sold and purchased on Steam.

The announcement has not been met well. The broad reaction is that Bethesda and Valve have, to summarize, 'killed the modding community.' It's that, or ASCII art of a middle finger.

I don't think modding is dead, but there are a lot of potential problems with selling mods on Steam. As Bethesda notes in its announcement, this open market "will not be curated." Practically, I don't think a company the size of Valve could ever hope to curate Skyrim's modding scene, but I also worry about an entirely hands-off approach. The lack of curation on Steam proper has lead to some ripe garbage—including games with stolen assets—being sold to people who expect at least some baseline level of quality. I expect it to get even worse on the Skyrim Workshop. The modding scene has always shared work—respectfully when credit is given—but now that money's on the line asset theft becomes a more serious kind of theft. Then there are the crappy knock-off mods, the compatibility issues, and the just plain bad stuff. It could become a mess of differently priced versions of the same thing.

At least Steam will offer refunds within 24 hours of purchasing a mod from the Workshop. I think that time limit should be extended, though. It isn't always immediately apparent that a mod has done what you want it to do, and experimenting with them, or combinations of them, now becomes a race against your refund.

But none of this is why the early outrage has been so hot. The complaint is more philosophical than that: exchanging money feels to many like it runs counter to the culture of modding. Modding feels like it isn't supposed to be about money. Until now, it's been about passionate fans making stuff that makes games more fun, and then sharing those things so we can all have more fun. It's about taking control away from publishers and developers and making their products our canvases. It's passion, not capitalism that drives modders. And now Bethesda and Valve are inviting the rebels into the boardroom—come in here, dear boy, have a cigar—and a lot of PC gamers are looking on in disgust.

I'm also uneasy about all that, but before I raise my own ASCII finger, I want to give this a chance. First of all, we're not stopped from finding free mods elsewhere. For Skyrim especially, Steam Workshop has been about convenience more than anything. Skyrim Nexus is not gone, and having the choice to instead throw as little as 99 cents at a pay-what-you-want mod on Workshop doesn't distress me (unless, as I fear above, the original creator isn't earning from it). It also isn't unprecedented. Team Fortress 2, for instance, has not killed modding. Many of its player-made additions are fantastic, and they cost money, and the great PC gaming fortress has not crumbled and collapsed.

By paying for mods, we can directly offer an incentive to talented modders—people who have jobs and families and all kinds of things they could be doing other than making mods for us—and potentially help encourage ever more talented groups to undertake massive projects such as Endral. And, if we assume that Valve and the game's publisher take a cut (exact details are unconfirmed, but we're investigating), it could add incentive for publishers to include mod support. One of the biggest things stopping them, I think, is that the people in charge of making money can't assign a profit figure to mod tools. Perhaps now developers will be able to make a stronger case. Instead of banking on DLC, they can allow the selling of mods, and make that money with the community instead of just from it. Daybreak has taken an approach like that with its PlayerStudio.

I'm concerned with Valve's execution of this, and I don't want the Steam Marketplace to become host to a thousand 99 cent Skyrim Flappy Bird mods. I also don't want modders to get screwed, to have their free work stolen and sold, or to make so little on mod sales that the whole thing only benefits publishers. But I don't outright reject it. 

It doesn't feel right to celebrate when great modders get job offers from developers, but then balk at the idea of supporting them directly. I love a good success story, in which great talent leads to a good living, but should I be content always letting someone else provide the living while I ride for free? Now that I have the option to support modders directly, I have trouble taking the stance that I shouldn't—at best, it makes me feel like a tightwad, and at worst, unappreciative and disingenuous. So, if a paid mod is good enough, I'll pay for it, and I hope that works out in everyone's favor. And if it doesn't work, it won't take off and we'll be back to where we were yesterday. Modding doesn't need Valve to live, so Valve can't kill it.

The Elder Scrolls V: Skyrim - gstaffBethesda
We’ve had a long and excellent relationship with our good friends at Valve. We worked together to make the Workshop a huge part of Skyrim, and we’re excited that something we’ve been working together on for a long time is finally happening. You can now charge for the mods you create.

Unlike other curated games on Steam that allow users to sell their creations, this will be the first game with an open market. It will not be curated by us or Valve. It was essential to us that our fans decide what they want to create, what they want to download, and what they want to charge.

Many of our fans have been modding our games since Morrowind, for over 10 years. They now have the opportunity to earn money doing what they love – and all fans have a new way to support their favorite mod authors. We’ve also updated Skyrim and the Creation Kit with new features to help support paid mods including the ability to upload master files, adding more categories and removing filesize limit restrictions.

What does this mean for you?

As a modder, you now have the option of listing your creations at a price determined by you. Or, you can continue to share your projects for free. For those shopping for new mods, Valve is making sure you can try any mod risk free. See Refund Policy.

For full details on these changes to the Skyrim Workshop, check out Steam’s announcement page and FAQ.

Modding has been important to all our games for such a long time. We try to create worlds that come alive and you can make your own, but it’s in modding where it truly does. Thanks again for all your incredible support over the years. We hope steps like this breathe new life into Skyrim for everyone.

Bethesda Game Studios
The Elder Scrolls V: Skyrim - Valve
Play The Elder Scrolls V: Skyrim for FREE starting now through Sunday April 26th at 1PM Pacific Time. You can also pickup The Elder Scrolls V: Skyrim at 75% off the regular price!*

If you already have Steam installed, click here to install or play The Elder Scrolls V: Skyrim. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

The Elder Scrolls V: Skyrim - Valve
Open Marketplace for Paid Mod Support Debuts Today on the Skyrim Workshop

April 23, 2015 - Steam now offers new functionality in the Steam Workshop, allowing community mod makers the opportunity to earn money doing what they love. With this update, community-made Workshop content such as mods, items, or maps can now be made available for sale directly via the Steam Workshop for titles that have enabled this feature.

Workshop is now putting mod authors in business via a new streamlined process for listing, selling and managing their creations. Creators contributing to the Steam Workshop have the choice of listing their new creations for sale at a price of their choosing, or to continue to make their work available to players for free. Mods purchased from the Steam Workshop are available immediately for play.

"We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop," says Tom Bui at Valve. "User generated content is an increasingly significant component of many games, and opening new avenues to help financially support those contributors via Steam Workshop will help drive the level of UGC to new heights."

Direct mod sales via the Steam Workshop debuts today with Bethesda Softworks'® award-winning title, The Elder Scrolls V: Skyrim®, and additional titles will become available across the Steam Workshop in the coming weeks.

Mods on the Skryim Workshop have received more than170 million downloads to date. The thousands of free mods, items, weapons, and quests will continue to be available at the discretion of the players who made them.

Support for mod sales via Steam Workshop is the latest expansion of Workshop in recent weeks. In late January, support was added for third party games to sell in game items created by members of the community. Valve alsoannounced over $57 mil has been paid to community content creators since Workshop debuted in October 2011.

For more information, please visit: www.steamcommunity.com/workshop/aboutpaidcontent.

The Elder Scrolls V: Skyrim® 2011-2013 Bethesda Softworks LLC, a ZeniMax Media company.

The Elder Scrolls V: Skyrim - Valve
Open Marketplace for Paid Mod Support Debuts Today on the Skyrim Workshop

April 23, 2015 - Steam now offers new functionality in the Steam Workshop, allowing community mod makers the opportunity to earn money doing what they love. With this update, community-made Workshop content such as mods, items, or maps can now be made available for sale directly via the Steam Workshop for titles that have enabled this feature.

Workshop is now putting mod authors in business via a new streamlined process for listing, selling and managing their creations. Creators contributing to the Steam Workshop have the choice of listing their new creations for sale at a price of their choosing, or to continue to make their work available to players for free. Mods purchased from the Steam Workshop are available immediately for play.

"We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop," says Tom Bui at Valve. "User generated content is an increasingly significant component of many games, and opening new avenues to help financially support those contributors via Steam Workshop will help drive the level of UGC to new heights."

Direct mod sales via the Steam Workshop debuts today with Bethesda Softworks'® award-winning title, The Elder Scrolls V: Skyrim®, and additional titles will become available across the Steam Workshop in the coming weeks.

Mods on the Skryim Workshop have received more than170 million downloads to date. The thousands of free mods, items, weapons, and quests will continue to be available at the discretion of the players who made them.

Support for mod sales via Steam Workshop is the latest expansion of Workshop in recent weeks. In late January, support was added for third party games to sell in game items created by members of the community. Valve alsoannounced over $57 mil has been paid to community content creators since Workshop debuted in October 2011.

For more information, please visit: www.steamcommunity.com/workshop/aboutpaidcontent.

The Elder Scrolls V: Skyrim® ©2011-2013 Bethesda Softworks LLC, a ZeniMax Media company.

The Elder Scrolls V: Skyrim - contact@rockpapershotgun.com (Alec Meer)

but which mountains are best?

When I was a child, I spake as a child, I understood as a child, I thought as a child. I celebrated if one of the bands I like got a single in the top 10; I took it very personally if they failed to. Because enough of my peers had also not loved whichever band of posturing men-with-guitars it was, society was in ruins. Is that, perhaps, how some Skyrim fans feel at news their beloved RPG has been toppled by GTA V as the game with most concurrent users ever on Steam, if you exclude Valve’s own games? And are GTA fans celebrating that their prized cars’n’murder game has claimed another scalp? … [visit site to read more]

The Elder Scrolls V: Skyrim

The classic RPG question is who do you want to be? , and here The Elder Scrolls games have always been on strong ground. In the case of Skyrim, it s how you go about answering that sees the magic emerge. Partly it s the game s vast open world, but there s also the playful take on the subtle and not-so-subtle expectations built into the genre. More than anything, though, it s that Skyrim is a fantasy about freedom—an icy, brutal freedom best explored with blade in hand.

Skyrim s underworld—with its Dwarven ruins, huge chasms, and secret passages—plays with the experience of space in a way few other games do. Because the world below ground is crafted with such care and attention, each step I take in the world above becomes that much more meaningful. Skyrim never feels flat. It feels like there s a mysterious portal or mad Daedra lurking under every hill.

Beyond the setting, Skyrim s approach to fantasy trappings also strikes fresh notes. It succeeds in making me care (again) about the intricacies of ancient weaponry, odd bestiaries, and the oh-so-serious ways of a dominant culture—in Skyrim s case, the Vikings. Even following in the footsteps of Morrowind and Oblivion, Skyrim excels at making the familiar seem strange and interesting once more.

So, in this installment of If you like… , I ve picked out some non-games that share Skyrim s disorienting geography, its mostly-medieval sensibility, and its affection for all-things Nordic. And also, of course, big bloody swords.

Valhalla Rising, directed by Nicolas Winding Refn

There are few other imaginings of pre-modern life that capture the dark and brutal potential of such a time quite like Valhalla Rising. Played by the silent but effective Mads Mikkelsen, (who currently stars as Hannibal in the TV series), we follow the journey of a warrior named One-Eye and his encounters in a world reeling from religious fanaticism and the selfish pride of rival chieftains. Sounds like a typical day in Skyrim to me.

As you can probably guess from the trailer above, One-Eye s solution to most problems involves astonishing acts of sudden violence. But Drive director Winding Refn s film doesn t ignore the philosophical problems that a world built on blood and death brings to the surface. What if hell is a place we make for ourselves and can never escape? But setting aside its stylish surrealism, which saw the movie described as a medieval Apocalypse Now, Valhalla Rising also works as a beautifully-shot, incredibly slow burn, adventure film with an effective, if gruesome, interpretation of the hard-bitten solitary warrior mythos.

The Death Gate Cycle, by Margaret Weis and Tracy Hickman

The death gate cycle

The seven-volume Death Gate Cycle takes Weis and Hickman s talent for fantasy world-building, so evident in their genre-defining earlier work on Dragonlance, and turns the dial up to 11. In a way reminiscent of Skyrim s tendency to always push me to look below the surface, the Death Gate Cycle universe is anything but flat. Following a cataclysmic event, earth is remade into four distinct realms, each primarily built around a single element—air, water, fire and stone. These planets feature floating continents, mysterious machines, and yes, dragons.

We again see the introduction of elves, dwarves, and men, as well as other races, but they are so defined by their geography—and the conflict this creates—that these familiar archetypes still resonate. One of my favorite images appears in the second book and deals with Pryan, the fire planet. On a world bathed in constant sunlight, endless jungle forests have grown and created an almost unimaginably thick layer of vegetation. The actual ground has become a legendary place of wingless dragons and massive caverns the dwarves carve out of moss instead of stone. Survival in this environment then becomes a compelling force that drives the narrative the story.

The Death Gate Cycle is a series to lose yourself in.

Trollhunter, directed by Andr vredal

This 2010 Norwegian film selects a piece of mythical Nordic fantasy and drops it straight into the modern age. What if there really were trolls roaming the hills and highlands of Scandinavia? What would we have to do about them? Trollhunter unveils its story in the style of a found-footage documentary. It s a good approach for the subject matter, as the film is brilliant at simulating the dread of this what-if encounter and also not taking itself too seriously.

So if you ve ever had a good read through Finn s Troll Slaying manual or maybe lived through a bad moment with one of the beasts somewhere outside Winterhold, you may crack a smile when you see how a more modern hunter tackles his troll problem. Along the way you also get a nice tour of Norway s misty valleys, dark forests, and icy plateaus.

Longswords in the 21st-century

No one talks about the combat in Skyrim in the same kind of hushed, reverent tone so many save for something like, say, Dark Souls. The game s swordplay just isn t that intricate. But Skyrim s combat still leaves me feeling great. I m a sucker for those kill-screen cinematics I guess. And with enough commitment to crafting, even one of the game s basic iron blades becomes an effective partner in all but the deadliest dungeons. The very first character I made ran around as a sort of unstable blacksmith on the hunt for the secrets to crafting Skyrim s finest greatsword.

But one thing I ve discovered recently is that I m not the only one fascinated by the potential of these archaic weapons. As you can see in the video above, the longsword is one of the central weapons in the growing practice of what are now called Historical European Martial Arts. Want to see how that dual-wield style might actually feel, well, there s a good chance you might be able to find a fencing or longsword fighting club where you could do just that. Or maybe you might want to forge your own?

For more instalments of If you like... , check out Patrick s recommendations for Fallout 3 and Deus Ex fans. 

The Elder Scrolls V: Skyrim

This article was originally published in PC Gamer issue 276. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

"It s a total conversion for a four-year-old game, read PC Gamer US s rundown of Nehrim: At Fate s Edge, when the Oblivion mod clinched the coveted Mod of the Year award in 2010. But Nehrim is so impressive that it was a contender not just for best mod, but for best RPG. Such are the lofty standards that German hobbyist group SureAI works to, its total conversion mods feel less like add-ons or additional content indolently tacked onto games post-release, and more like entirely new releases.

Nehrim received plaudits across the board, including four separate Mod of the Year accolades from ModDB. It was praised for its detailed plot, its mature political and sociopolitical themes, and its extensive landscapes.

Enderal: The Shards of Order, SureAI s upcoming Skyrim total conversion, aims to be bigger still. Enderal is almost as big as Skyrim, Nico Lietzau, one of SureAI s team leaders, tells me. There are a lot of areas to explore. In terms of exteriors, there are different climate zones: a desert, a forest, heathlands, mountains, all with different vegetation and climates, there s a lot going on. And of course there are many, many dungeons. A mod of Skyrim quality that is almost as big as Skyrim itself. And it s out this year.

We re in good hands. SureAI has been casting its modding magic since the team s inception in 2003, when a small group of Bethesda enthusiasts came together out of a common love for the freedom and atmosphere conveyed by that publisher s sprawling sandbox worlds. Having met through the German modding community amid the fanfare surrounding Morrowind, SureAI originally consisted of two teams: one working on its debut project Myar Aranath; another on a second Arktwend. Upon completion of the first mod, the Aranath team dissolved, its members fusing with their Arktwend counterparts to move forward as a united front.

SureAI may be a hobbyist group working for free, but regimental organisation and rigorous professionalism rank just as highly with the team as the standard of the games they produce. Although inspired by and running on the engines of previous Elder Scrolls games, Myar Aranath, Arktwend, Nehrim and Enderal exist in their own extensive universe, separate from those dreamt up by Bethesda. They have their own lore, their own characters, their own political and economic infrastructures, their own intricate game systems.

The group operates along similar lines to a professional development studio. Although many of the peripheral personnel work remotely around the world, SureAI is now based in an office in Munich, which houses the ten-strong core team. Lietzau notes that in conjunction with studying game design at university, he sometimes finds himself sinking 40-60 hours of work per week into Enderal s development. And most of the team treat SureAI as their main job, even though the majority of them hold down real jobs elsewhere—most of which are in and around the games industry, but some as far afield as architecture and full-time parenting.

Myar Aranath, Arktwend, Nehrim and Enderal exist in their own extensive universe

With Enderal we started planning before 2011, before the [Skyrim] creation kit was released, explains Johannes Scheer, another of SureAI s leads, and one of its founding fathers. After Skyrim we did some pre-production, where we set the scope of the project, first drafts of the story, and features we wanted to change. We do change a lot of the gameplay, as a matter of fact, and then we just work to a rough production plan.

Features are realised one by one, to see if they re still fun to play once implemented. If they aren t, we discuss and see what we can do to make it more fun. As opposed to a normal game production, we already have assets to start building levels right away, so we can start all the departments at once. We start building the world, the quest designers start working away, and once the quest script is written they start implementing it. That goes on for a long time and we try to play it as much as we can along the way.

Enderal takes place two and a half years after the events of Nehrim, and although newcomers can expect to jump aboard with little difficulty, recurring characters and nods to its predecessors await those more familiar with the lore of the series. The aftermath of Nehrim has sunk the land into civil war, forcing the game s protagonist to flee to the isolated continent of Enderal. Very quickly, however, it becomes clear that all is not well and that a red madness has taken over the minds of Enderal s inhabitants.

The protagonist begins to have surreal and disturbing dreams in which he happens upon the theocratic Order of Enderal. He learns of Cycles —passages of civilisation which see its citizens live, prosper, and then miraculously disappear without trace. It s all very dark, but Lietzau makes clear that s it s not as black and white as it may first appear on paper. It s not as simple as putting rest to a demon army which The Order appears to represent—rather Enderal s plot is to be multi-faceted, ominous, and complex with no immediately obvious friends or foes.

What makes Enderal different from Skyrim besides this surrogate storyline? Perhaps the most obvious transformation is the mod s overhauled class system, which itself adopts a modified version of SkyUI, the community-made improvement of Bethesda s user interface. Basically the intention was to make a class system which is more traditional, but still has all the advantages of a sandbox skill system, says Lietzau. While in Skyrim you could basically skill every perk that was there, in Enderal you have nine classes and every class improves two skills. You can specialise in two, perhaps two and a half classes. That means you kind of have to commit yourself to a path, and we did this to create a sense of identity for the player.

Another significant change is the omission of Skyrim s signature Dragonshouts. Given that Enderal s protagonist is not the Dragonborn, this change is hardly surprising, but it will change the feel of the game. Special skills known as Talents stand in the place of shouts. Every class has two Talents that can be unlocked via the assigned perk tree, which allow the player greater variety in combat. In developing these, the player s combat style will ultimately reflect their class.

Levelling up in Enderal is different to Skyrim in that SureAI has completely disabled the native learning by doing protocol, instead allowing players to gain traditional experience points by killing monsters, completing quests, exploring locations, and possibly even by being witty in dialogue scenarios. Once the player has a certain number of experience points, they can level up. A single Skill Point is also provided at this stage which can be transferred to the class tree, and thus work towards buying the player new Talents.

There are also Learning Points and Craftsman Points, adds Lietzau. Learning Points can be used to advance your skills with trainers—it s a little different from the trainers in Nehrim because in Enderal you can buy books from trainers, meaning you don t have to go back every time you level up. Instead you can buy, say, five books that train your one-handed skill, but you must have the Learning Points to consume them.

A precise shot from the hero s bow ignites the oil, toasting everything in the vicinity

Players also have Craftsman Points, which operate in a similar fashion. While we thought things like speechcraft in Skyrim were hardly ever used—players tended to consider points too precious to use on things like this—in Enderal you can use your CPs to increase your crafting skills, or your speechcraft skill. I think it s also safe to say that this system makes crafting and skills like speechcraft a lot more useful.

These are major, cultured changes and it s easy to get bogged down in the finer intricacies without seeing them firsthand. To put things into context, SureAI demonstrates Talents in action. By pulling from the Trickery and Vagabond disciplines respectively, you re able to combine a flask of oil with a flame-tipped arrow, so I watch as deep within a dingy catacomb SureAI s player character smashes a jug of oil against the floor, catching an unsuspecting enemy s attention in the process. The enemy charges, only to slip on the oil spill and tumble to the ground. A precise shot from the hero s bow ignites the oil, toasting everything in the vicinity—enemy included.

This mix-and-match mentality echoes the Plasmid system of BioShock, and Lietzau assures me a vast array of combinations await keen conceptual connoisseurs. He admits that it is also possible to sneak your way through dungeons, avoiding foes whilst hugging the shadows—but when there appears to be so much scope and so much potential in this nuanced combat system, why would you not want to get your hands dirty?

My conversation with Lietzau and Scheer eventually leads me to two burning questions I have to ask. Firstly: if this is a game rooted in Skyrim, aesthetically, if nothing else, do SureAI think they ve made a better game?

Scheer laughs, almost as if he s surprised that I ve asked, but at the same time surprised that it s taken almost an hour of chatting for the question to come up. Well I d say we definitely succeeded in delivering the same standard of quality, he offers diplomatically. Enderal plays like a triple-A roleplaying game and this is something we re very proud of. In terms of if it s better—that really depends on the player. As I say, we have a different focus, the focus on the whole world just feels different. I think it s up to the players to determine if they enjoy it more or less than Skyrim but I think we definitely succeeded in making something comparable to Skyrim.

I m not surprised by the conservative response. First and foremost these guys are Skyrim fanatics, and it would be uncharacteristic for them to criticise their core inspiration. Nevertheless they re clearly very passionate about their own game. They ve worked incredibly hard on Enderal—and on all of their projects—and know that the best way to definitively answer the question one way or another is to release the game into the world and let the public decide.

This leads me on to my second question: as a hobbyist outfit working for no pay, how do they manage to work so hard, and yet stay so motivated?

It actually works pretty well for us, Lietzau says, but in general, non-commercial projects are always very hard to realise because people lose their motivation so quickly if they re not getting paid for it. If people don t depend on it, some can be really unreliable. We ve had a lot of bad experiences with people coming into the team and promising to do a lot of stuff and have then just left. We now have very complicated application procedures, so that doesn t happen too often, but it is very hard to keep people motivated.

He pauses for thought. For us it works because first of all, through the years of development, most of the people who are not committed leave anyway, so the rest remain. We re also very tight and work as a team, and we try to keep everyone—even if it s someone who has just applied—involved in the process, because it s important to feel as though you re contributing something of your own—especially when working non-commercially. This keeps people motivated for a long time.

For those familiar with Nehrim, it may come as a surprise to learn that SureAI had in fact envisioned an even more ambitious project than what came to be. Ultimately they were governed by limited time and resources. Nonetheless, Nehrim set the bar extremely high as far as total conversion mods go, not least for themselves and successor Enderal. ModDB has preemptively awarded their Skyrim conversion Best Upcoming Mod for the last three years running, all before even a sniff of a release date.

Even now that tentative 2015 date isn t nearly as specific as it could be, but given SureAI s track record, not to mention the quality of what they ve shown off so far, Enderal is almost certain to make good on it. Should this be the case, SureAI s plan is to make the jump to fullyfledged professional independent development studio.

Until then, developing a game based on Bethesda s game engine and legacy, SureAI are standing on the shoulders of giants. But they re doing so wearing a damn flashy pair of Daedric boots.

By Joe Donnelly

For more Skyrim mods, check out our round-up of 50 of the best.

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