Eurogamer

Is there anything more spine-tingling than loading up Skyrim to hear those ominous chants? Now imagine that with a live choir, in London's Hammersmith Apollo, all in the name of charity. Oh - and with some epic Fallout music thrown into the mix too.

Bethesda is supporting War Child UK to put on a live performance of its biggest musical hits. This includes tunes from Fallout 3, Fallout 4, The Elder Scrolls V: Skyrim, and even the mysterious upcoming game Fallout 76. Personally, I can't wait to hear a preview of the soundtrack to which nukes will be dropping on my head.

The concert is due to take place on Saturday 3rd November at the London Eventim Apollo in Hammersmith. The music of composers Inon Zur and Jeremy Soule will be performed by the Parallax Orchestra and Choir, who are not new to more unusual classical concerts, having previously performed Bring Me The Horizon at the Royal Albert Hall.

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The Elder Scrolls V: Skyrim

Had enough of Skyrim ports? Can't quite hold on until the next Elder Scrolls game? Don't worry, modders have your back - and you can now play one of their best creations without ever leaving Steam. Hooray!

Enderal, developed by SureAI, is a total conversion mod that breaks down Skyrim and builds a new game using Skyrim's assets. We've previously published some Enderal gameplay impressions , but in brief it's an incredibly detailed and expansive mod which gives players a brand new world to explore. Oh, and it's critically acclaimed: Enderal won the Best Fan Creation category at the 2016 Game Awards. Not to mention it's been downloaded nearly 200,000 times on NexusMods.

So, what can you do in Enderal?

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The Elder Scrolls V: Skyrim

In the real world, house prices are so high that owning your own home is a pipedream for millions.

But what would it cost to buy a house in, say, Skyrim, if it were in the real world? Well, all of a sudden house prices get a bit more realistic.

Mortgage broker L&C Mortgages spent some time working out the real world cost of property in a raft of video games, including Skyrim, Fallout, Zelda and The Witcher 3.

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Dishonored

Arkane Studios has confirmed that its superb first-person assassination series Dishonored is "resting right now", with no further instalments seemingly currently planned.

News of Dishonored's dormancy comes via Arkane Studios lead designer Ricardo Bare (speaking to VG247 during QuakeCon), who qualified that, "I can't say definitively what might happen down the road, anything could happen".

The original Dishonored launched back in 2012 to much critical acclaim, with reviews celebrating its superb world design and the sometimes dizzying freedom with which the game's supernaturally enhanced assassination missions could be approached.

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RAGE

2016's Doom and the original Rage are now both available via Xbox Games Pass - their arrivals timed to coincide with this weekend's QuakeCon 2018 festivities.

It's especially well-timed as publisher Bethesda and developer id Software have spent the weekend chatting about both games' upcoming sequels: Doom Eternal and Rage 2.

This weekend we learned Rage 2 won't have multiplayer but will have "a social component", then saw our first look at Doom Eternal gameplay and found out it would also launch for Nintendo Switch.

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

If you wanted to feel old today, think on this: Morrowind was originally released in 2002, making the game 16 years old. And for almost as long, modders have been adding their own creative touches to the game, including those working on "Tamriel Rebuilt". It's an ongoing project by fans trying to faithfully reconstruct the parts of Morrowind's landmass which Bethesda did not have time to make. Now, after many years of work, the modders have released their latest build, called Old Ebonheart, which adds brand new areas and questlines to the already-extensive mod.

As the name suggests, the addition focuses on the town of Old Ebonheart, which the modders describe as "the very heart of Imperial power in Morrowind, a slice of civilised Cyrodiil in the alien east". So civilised, in fact, it has a bank which will only let players open an account if they have a good reputation. Yet players will need to remain alert, as "danger and intrigue lurks" within. Travellers may lose their money or influence in the town, or something "worse" - whatever that's supposed to mean.

Judging by the sounds of it, players may well want to go on a country getaway, which is doable as the modders have also created a range of new settlements in the Aanthirin region. In these, players can find local dialogue, a new (non-player) guild, and a host of miscellaneous quests.

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The Elder Scrolls V: Skyrim

Bethesda Games Studios, maker of The Elder Scrolls and Fallout games, tends to be a pretty secretive place. We won't hear anything for ages and then announcements for Fallout: 76, Starfield and The Elder Scrolls 6 come along at once and everybody frantically starts planning time off work.

The games are great but they're not, according to studio leader Todd Howard,
the greatest thing Bethesda Game Studios does. That honour belongs to something the studio doesn't shout about, a fairly private thing. Every so often Bethesda Game Studios opens its doors to terminally ill children who wish to see where their favourite games are made. It's part of the company's quiet ongoing support of the Make-A-Wish Foundation.

"You want a reality check at work..." -Todd Howard.

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The Elder Scrolls V: Skyrim

When Todd Howard announced The Elder Scrolls 6 at the end of Bethesda's E3 show, the message was clear: we're working on the game but it's a very long way away. We saw a very brief trailer of a mountainous, coastal environment, and then a logo, and that was it.

But what were we seeing? Was this the setting of the new game or a kind of red herring - a generic Elder Scrollsian scene made for the trailer? Has Bethesda Game Studios even settled on the region we'll play in yet?

I thought we'd wait yonks for an answer but as luck would have it I got one from Todd Howard at Spanish conference Gamelab this week.

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RAGE

The official Rage Twitter account was sparked into life yesterday after the website for Walmart Canada listed a sequel to id Software's 2011 shooter.

Walmart Canada set tongues wagging after listing a raft of unannounced games, including Rage 2, Just Cause 4 and Forza Horizons 5. That's right - there's a listing for a "Forza Horizons 5", which suggests Microsoft is skipping number 4 entirely and has added multiple horizons to Playground's racer franchise.

Did Walmart just spoil the E3 marketing plans for publishers the world over? Perhaps. Perhaps not. Quite a few of the games listed by Walmart are inevitable: a new Assassin's Creed (although Walmart's rudimentary box art misses the possessive apostrophe in Assassin's), Splinter Cell, Gears of War and Borderlands are certainly in the works. We might be looking at an overzealous Walmart employee having a bit of fun.

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The Elder Scrolls V: Skyrim

Glaives, pikes, bardiches, halberds, partisans, spears, picks and lances. Javelins, arbalests, crossbows, longbows, claymores, zweih nder, broadswords and falchions. Flails, clubs, morning stars, maces, war hammers, battle axes and, of course, longswords. If you ever played a fantasy RPG or one of many historically-themed action or strategy games, you'll already be familiar with an impressive array of medieval weaponry. The medieval arsenal has had an enormous impact on games since their early days, and their ubiquity makes them seem like a natural, fundamental part of many virtual worlds.
These items are based on real weapons that have maimed and killed countless real people over the centuries, but even though we're aware of this, medieval weapons have become estranged and distant from their roots in history. Part of this is our short memory; the passing of a few centuries is enough to blunt any relic's sense of reality. Another reason is they were made a staple of genre fiction. In our modern imagination, the blade has become firmly lodged in the rocks of fantasy fiction and historical drama, and no-one will be able to pull it free entirely.
Today, these weapons have been refashioned to serve our very modern fantasies of power, freedom and heroism. There's the irresistible figure of the hero-cum-adventurer who sets out to forge their own path. From Diablo and Baldur's Gate to The Witcher and Skyrim, the fundamental logic of violence stays the same. Battles lead to loot and stronger equipment, which in turn allows our heroes to tackle more dangerous encounters. The wheel keeps turning, and we follow the siren song of ever more powerful instruments of destruction. On the surface, they're problem solving tools, but they also promise the excitement of adventure as well as the power to dominate and enforce our will on those fantasy realms. As such, they become fetishised. Extravagant visual detail and special effects signal a weapon's rarity and power, turning them into ornaments and status symbols.

While the actual violence in such fantasies is often justified by a struggle of good versus evil, the resulting gore and savagery has also captured our imagination. Most games, even mainstream RPGs like Skyrim or The Witcher 3, can't resist indulging in an aesthetic of cruelty and barbarism by showing us the grisly devastation caused by these instruments of murder. Blood spurting from wounds and clinging on blades, heads and arms being hacked off and tumbling through the air, special killing and execution animations captured in glorious slow-motion. Their gruesomeness markedly contrasts with the sanitised, often bloodless effects of modern guns as portrayed in games, disingenuously suggesting that modern violence and warfare is somehow more civilised than that of our ancestors.

Games like For Honor, Mount & Blade, Chivalry or War of the Roses celebrate medieval slaughter with grim nihilism as we hack and slash ourselves through hordes of enemies entirely without any ethical justification. Might makes right, and the means justify the end. The same can be said about the brutal spectacle of the Total War games, whose hordes of clashing soldiers tickle some deep-seated proto-fascist lust for demonstrations of power. These games paint a "grim and gritty" picture of historical violence, the "dark ages" of popular imagination. They're a half-leering, half-wistful gaze into a fantasy version of the past when the destructive urges of our collective Id have not yet been tamed by civilisation and violence was not yet regulated by the moral codes and laws of pervasive state power. In that regard, the butcher and the heroic adventurer use their weapons to pursue the same fantasy: unfettered will and agency, the freedom to follow your impulses regardless of their consequences.

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