The Elder Scrolls V: Skyrim

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.

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Nov 26, 2017
The Elder Scrolls IV: Oblivion® Game of the Year Edition

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.

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The Elder Scrolls V: Skyrim

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.

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Dead Space (2008)

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.

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The Elder Scrolls III: Morrowind® Game of the Year Edition


Bethesda will unveil its heavily rumoured Elder Scrolls MMO in May, according to a new report.


Elder Scrolls Online, as it is apparently known, is set a millennium prior to the events of Skyrim, an "industry source" told Tom's Guide.


It is speculated that this means the unannounced game is set during the Second Era of Elder Scrolls lore, hundreds of years before any game in the fantasy role-playing series. It will, apparently, feature three playable factions, each represented by an animal: lion, dragon and bird of prey (either a phoenix or an eagle).


The Elder Scrolls MMO is then expected to be shown at the E3 expo in June, and again in more detail at Quakecon, alongside Doom 4.


It is in production at ZeniMax Online Studios, which has been after staff with MMO knowledge for some time now.


Indeed, rumblings of an Elder Scrolls MMO have been felt since 2007, when Bethesda registered the website address elderscrollsonline.com. Then, Bethesda marketing chap Pete Hines said the company was only snapping up URLs to prevent others from getting there first.


Then, in 2010, legal papers submitted in the now settled court case between Bethesda and Interplay revealed the company was working on a "World of Warcraft type MMO".


Apparently development on the MMO had been ongoing since 2006 and involved "close to a hundred people" and a budget of "tens of millions of dollars".


In 2007, Bethesda's parent company ZeniMax hired Mythic Entertainment co-founder Matt Firor to lead development of an MMO. His experience on Dark Ages of Camelot, a traditional fantasy game, closely fits the Elder Scrolls bill.

Fallout 3


The Elder Scrolls 5: Skyrim and Fallout 3 developer Bethesda Game Studios is currently staffing up for a next-gen project.


A job listing on its recruitment site states that the developer "is looking for experienced programmers to work on cutting-edge technology for an unannounced game on future-generation consoles."


Among the preferred skills listed is experience working with DirectX 11, suggesting the latest iteration of the PC API will be the benchmark for next gen console visuals.


This tallies with comments made by a Crytek developer last summer:


"It's going to depend a lot on when Sony and Microsoft decide is the right moment to announce and launch things," said programmer Pete Hall, "but it does feel at the moment that the hardware we get in next generation consoles will be about the sort of level that DX11 is at - that's where it currently looks like it's going."

Fallout 3


Discounts on Fallout 3 and Fallout: New Vegas DLC make up the third day of Microsoft's 12 days of Christmas promotion.


The following add-ons have been reduced down to 400 Points a piece, but hurry - the offer changes tomorrow morning:

Fallout 3:

  • Mothership Zeta
  • Operation Anchorage
  • Broken Steel

Fallout: New Vegas:

  • Honest Hearts
  • Lonesome Road
  • Dead Money
  • Old World Blues
The Elder Scrolls IV: Oblivion® Game of the Year Edition


Bethesda has confirmed the Oblivion 5th Anniversary for Europe. It will be released on 23rd September for £20 on PS3 and Xbox 360, £18 on PC.


European PR manager Alistair Hatch confirmed the date on Twitter.


Inside the Oblivion 5th Anniversary Edition is the Game of the Year Edition of Oblivion, which contains DLC add-ons Shivering Isles and Knights of the Nine.


Also in the box are a Making of Oblivion DVD and a colour map of game world Cyrodiil and the Shivering Isles.


A Skryim video is thrown in as well.


The Oblivion 5th Anniversary Edition doesn't come in Steelbook casing in Europe, but it does in the US.


Oblivion was the fourth Elder Scrolls game and is the predecessor to new game Skyrim. Eurogamer's Oblivion review awarded a modest 10/10.

Video: Shivering Isles.

Fallout 3


Polish political party Poland Comes First has produced a video undeniably inspired by Fallout.


The video begins with a close-up of an old television set, its screen showing black and white photos presumably of Polish politicians. The camera pulls slowly backwards. And through a space where a wall once stood, a post-apocalyptic cityscape with half-destroyed and charred skyscrapers is revealed. "Maybe", the 1940s song by The Ink Spots, plays in the background.

It's identical to the intro of Fallout 1, but with photo-shopped images on the television set.


Poland Comes First is a relatively liberal centre-right political party. Its focus is on speeding up economic reform. How will the promotional video go down with Bethesda?

The two videos are below.

Fallout 3


Bethesda reckons it's much better at squashing bugs in its open world games than it used to be - and it's getting better at it.


Bethesda's Fallout and Elder Scrolls games have a reputation for being buggy at launch, with some gamers complaining of system crashes and corrupted game saves.


The company has released a raft of patches and fixes for Fallout 3 and Fallout: New Vegas in an effort to combat these issues post launch.


With Elder Scrolls 5: Skyrim fast approaching, Bethesda marketing boss Pete Hines told Eurogamer sister site GamesIndustry.biz the development team is working hard to make sure the fantasy epic is as free from bugs as possible.


"It's something we continue to try to address and design for," he said. "If you go back and look, Fallout 3 was an incredibly stable game. Certainly not bug-free, but there's a difference for us between a rock that's floating a little above the ground, which is technically a bug, and one you might have that causes your game to crash or your save-games to get corrupted.


"So there's degrees. We start at the top and work our way down. Does the game load when you click on it? Does it save properly? That stuff. So it's something we're cognisant of. I think for Skyrim we built a number of things into the game to cover that and to try to improve that."


Bethesda has a harder time with bugs than other game developers because of the size and scope of its games, Hines said.


"The truth of the matter is that it's far easier to bug-test and playtest a game that's very linear than one that's very open," he explained.


"It is a bigger undertaking to wrangle all of that and make sure you've squeezed out every possible thing, like, 'Oh, you've picked up this sword then talked to this person then gave them that, then this thing happens.' It is literally approaching infinite when you talk about all those possibilities."


Fallout: New Vegas, which launched in 2010, also suffered from bugs. The difference here, however, was that it was created by Obsidian, and independent developer.


According to Hines, the problems players saw with that game should not be repeated.


"I think we have and continue to get better at it. When you look at Fallout: New Vegas, it was not a Bethesda Game Studios title, it was different experience for those guys even though we worked with them on it, but I think Todd [Howard] and his team have continued, over the 12 years I've been here working with them, to make improvements, and I think they're in a good place with this."

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