The Elder Scrolls V: Skyrim

Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details


Skyrim's next piece of downloadable content, Dragonborn, is out tomorrow for Xbox 360.


Can't wait til then? One person claiming to be a beta tester has sent some screenshots and alleged details about the new DLC to the website TheOuthousers.com. I've asked Bethesda whether or not this stuff is real, and will update if they respond, but for now, here are some of the highlights from the alleged leak.


Potential Dragonborn spoilers follow.


Perhaps the most interesting detail is the list of achievements, which, if real, would confirm the rumor that you can tame and ride dragons in Dragonborn.


  • Outlander - Arrive on Solstheim (20 G)
  • Raven Rock Owner - Own a house in Raven Rock (20 G)
  • Solstheim Explorer - Discover 30 Locations on the island of Soltheim (30 G)
  • The Temple of Knowledge - Complete "The Temple of Miraak" (20 G)
  • The Path of Knowledge - Complete "The Path of Knowledge" (20 G)
  • At the Summit of Apocrypha - Complete "At the Summit of Apocrypha (40 G)
  • Hidden Knowledge - Learn the secrets of 5 Black Books (40 G)
  • Stalhrim Crafter - Craft an item out of Stalhrim (20 G)
  • Dragon Aspect - Learn all 3 words of Dragon Aspect (20 G)
  • DragonRider - Tame and Ride 5 dragons (20 G)

According to the leaker, the DLC starts off with cultists coming after you, calling you "the false Dragonborn." You find a note on their bodies that leads you to a ship at Windhelm, which you can then take to Solstheim, the continent brought back from Morrowind. You can then explore and quest your way through the new continent.


The leaker has also got purported lists of some of the new spells, weapons, armor, and locations in Dragonborn.


Head on over to TheOuthousers for the full leak. Or just wait til tomorrow for the actual DLC.


Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details


Dishonored

Looks Like We'll Be Getting More Dishonored Games, For Better Or For WorseIt warms my disease-ridden, whale-oil tainted heart to hear that the wonderful Dishonored was a financial success for its publisher Bethesda. In this age of sequels and iron-sights, games this original, smart and flat-out good don't come around that often.


As quoted by Destructoid, Bethesda PR boss Pete Hines said of the game's success, "We're very pleased and appreciate all the fans that have supported Dishonored and Arkane. We clearly have a new franchise."


Of course, it's always a bit strange to see a gameworld that could've existed as a one-off be spun out into a series of games. As I played Dishonored, I grew genuinely interested in the islands beyond Dunwall, and the world that Arkane had created. But on the flip side, I also enjoyed the weirdly romantic notion of a world that we get to see once, and never again. A small taste that leaves the rest to our imaginations.


My ambivalence echoes Dishonored designer Harvey Smith, who told Jason earlier this fall, "Part of me would love to see future games leverage this world, and part of me would love it if the vault door was just closed and that's it. This is your one view into the Empire of the Isles and into the city of Dunwall."


But who am I kidding? If a game is amazing and makes a lot of money, it'll get a sequel. As good as Dishonored was, there are certainly things that can be improved in a second game. I can only replay the first one so many times. And judging by how these things tend to go, the series will make it at least until the third or fourth game before they turn the whole thing into a cover-based shooter.


(Just kidding. I hope.)


Bethesda: Dishonored sales 'exceeding expectations' [Destructoid]


DOOM 3

If You Funded This Ambitious Kickstarter, You'll Have To Wait At Least Another Three Months To Get Your Hands On It


Another day, another entry into the file of troubled Kickstarter successes. The Oculus Rift, a virtual reality gaming headset which raised millions of dollars on the site this summer, has been delayed from December until at least March 2013, and possibly through April.


After the Rift's coming out party at this year's E3 (where our fearless leader Stephen Totilo tried out the "impressive" headgear on the then-unnamed Doom 3: BFG Edition), Oculus founder Palmer Luckey took to everyone's favorite crowd funding site to ask for a cool $250,000. Finding himself in that heady time of explosive gaming Kickstarters, Luckey suddenly had just under $2.5 million dropped in his lap and a BFG-load of dev kits to ship out, supposedly by December 2012.


Today the official Oculus Rift Kickstarter was updated with news that shipment of said kits has been delayed at least until next spring, as Luckey and his team deal with the "overwhelming response"—some 7,500 unit requests.


Compounding the problem, the original 5.6'' LCD screens the Rift prototypes used are no longer available, forcing a switch to a new 7'' LCD that brings with it a new form factor. While this will obviously enhance the viewing experience, it also adds 30 grams of weight to the headset, not an insignificant amount considering you'll be strapping it onto your face for several hours at a time.


While the causes of the delay seem reasonable—Oculus has put together a detailed timeline illustrating it here—this latest development further illustrates the Monkey's Paw potential of unbounded fundraising and micro-donations. After all, it's much easier to pay for the experience of playing Doom 3 in a fully immersive 3D world than it is to create it. Considering that these issues are arising at the dev stage, questions about Oculus Rift's transition to mass-market commercial sale are sure to arise.


Dishonored

You know how you can play Dishonored either violently or stealthily? I tended to opt for stealth, even though I liked how fun the game was when things got action-packed.


But I have never, ever seen someone take on the game with the kind of violent aplomb shown by kekkoSoNicSyNdIcAtE in the video above. Dude takes out 25 enemies without breaking a sweat, often in the sickest, most elaborate ways possible. It's a real stress-test of Dishonored's design that this kind of thing is possible. Amazing.


(Via Tom Francis)


RAGE

RAGE May Have Underwhelmed, But Its Characters Were Gorgeousid's RAGE may have its fans—and I'm one of them—but even they'd admit it never really hit the heights it could, or given the developer's pedigree perhaps should have hit.


Two two things I liked best about the game were its sky (seriously, it's one of the best in video game history) and its characters, which aside from a few ill-attired ladies, was a memorable cast of post-apocalyptic bandits, scientists and fat guys.


This gallery from Duncan "Dead End Thrills" Harris shines the spotlight on these inhabitants of the wasteland, giving them the chance for a little recognition the total package of RAGE's critical and popular reception may otherwise have not afforded them.


Rage: Isolated character examples [Dead End Thrills, via Super Punch]



RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous
Dishonored

Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork"Regent", a painting by artist Sergey Kolesov, was a winner at this year's Into the Pixel, an annual competition which "brings together experts from the traditional fine art world and the interactive entertainment industry to display and discuss the art of the video game".


It's from Dishonored, and we've featured it here before as part of a larger gallery on the game, but today we're going to be looking just at Kolesov's work. Because it's terrific.


A former freelancer, who recently kicked around a few ideas for a movie project with Half-Life 2 creative director Viktor Antonov, he now works at Vatra Games Studio in the Czech Republic.


You can see more of Sergey's work at his personal site.


To see the larger pics in all their glory (or, if they're big enough, so you can save them as wallpaper), right-click on them below and select "open in new tab".


Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you're in the business and have some concept, environment or character art you'd like to share, drop us a line!

Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork Got a Giant Headcrab Problem? You'll Need More Than a Pitchfork


Dishonored

How To Prepare Dishonored's Only Appetizing DishI loved Dishonored's dank, diseased city of Dunwall. It felt so fully realized, and had so much character. A lot of that came from the food. Like Bioshock before it, most of Dishonored's characters leave food lying around. As the protagonist Corvo meanders from room to room, he'll often take stabbing-breaks to eat everything that's not nailed down.


Most of the food in the game is pretty gross—jellied eels! ew!—but there was one thing that, every time I found one laying around, I'd eat in a heartbeat: The delicious-sounding apricot tartlet.


The folks over at Gourmet Gaming have, in their inimitable style, posted a recipe for recreating the tartlets from the game. If you've got the culinary chops, you too can make a bunch of these, then leave them lying around your property to nourish any mask-wearing assassins who may sneak by.


How To Prepare Dishonored's Only Appetizing Dish


Eat? Don't mind if I do.


Dishonored - Apricot Tartlet [Gourmet Gaming]


Kotaku

Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New VegasOver the past couple of weeks, I've been returning to Fallout: New Vegas, using the game to patch up downtime between the big releases of the fall. I've got a bunch of mods installed, but nothing particularly crazy.


But if you DO want crazy, you could always follow Youpi's lead and make the game well and truly bananas. In a crazy "let's play" series of videos and images, we are taken through the wild, wooly, modded world of New Vegas, weirder than I've ever seen it.



Some images from the LP:


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


And of course, one that's probably most common:


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Heh. Check out the whole thing at Selectbutton, though be warned: there are a lot of images and videos in the post, and they can slow your machine down. You can see a full list of the mods Youpi has installed here:


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Holy shitballs.


Anyone out there play with Wild Wasteland turned on? Would you ever download this many mods and hope to have the game actually run in a reasonable way? Is it only a matter of time before this same kind of thing is possible with Skyrim?


Man. I like modding, but I feel like if I installed all of these, my PC would actually throw up on the carpet. Doesn't mean it's not fun to watch them, though. We'll be back with more random stuff from the Mojave Wastes as my (and maybe some other writers'!) return to New Vegas continues.


Let's Play Wild Wasteland [SelectButton.net]


Dishonored

Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games Playing Tokyo Jungle reminds me of my insomnia, of all things. The reason I often stay up until I can greet sunrise is because there's this serene calm that comes with being awake late at night.


Everyone is asleep. The streets are empty. It's peaceful to not have anyone around. I can focus. It's kind of like a power fantasy, actually. The world is at once both mine to take and yet beyond me—a not tameable entity whose machinations do not care for, and sometimes defy the going-ons of people. The world keeps spinning whether you're awake or not.


The world also keeps going whether you're alive or not. While playing as a Pomeranian that travels post-apocalyptic Tokyo to kill and eat animals in an effort to stay alive isn't as calming as the velvet of the night, there's still an air of peacefulness that comes with it.


The reasons are ones that I think Hayao Miyazaki, who is behind popular films like Spirited Away and Ponyo, would be enthusiastic about. Noted by academics for his disdain of digital things, a New Yorker profile once quoted him saying that he looked "forward to the time when Tokyo is submerged by the ocean and the NTV tower becomes an island, when the human population plummets and there are no more high-rises." Kind of extreme! Unsurprisingly a good deal of his work was in love with the idea of a Japan that was more in-tune with nature and the spiritual world ruled by Shintoism, Yokai and Kami.


World War 2 changed everything according to Miyazaki—with it came the creation of a consumerist society that destroyed the environment. He didn't like that. An article by the Japanese Times quotes him saying, "I was frustrated because nature - the mountains and rivers - was being destroyed in the name of economic progress." The book 'Anime from Akira to Princess Mononoke' also quotes him saying that, "People changed their value system from Gods to money." The people of Japan had lost their way, and the only way things could be remedied was if humanity disappeared altogether.Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games


And what we have in Tokyo Jungle is similar to the world that Miyazaki might've envisioned...if it wasn't likely that he hates video games. No spirits in Tokyo Jungle, but definitely a sense that nature rules supreme. Seen in light of the animator's criticisms of society, it's easy to pinpoint why something like Tokyo Jungle feels calming, almost necessary: gone are the pesky, annoying humans who didn't value the right things. In their place exists not a more ruthless reality of kill or be killed—as one might initially think when looking at Tokyo Jungle—but rather an ecosystem whose participants are well aware of their role in nature. Everything in its right place.


Maybe that sounds nihilistic, but in reality I don't see Tokyo Jungle's premise shying too far away from the type of world that most games present us. Where game spaces might feature well-designed architecture, well-written history, or a game might feature well-designed mechanics, people still feel absent fairly regularly.


Recently Simon Parkin similarly criticized Halo 4 in a review over at Eurogamer for its lack of people:


"But while this one-man army has renewed purpose and a new crisis to tackle, that lack of humanity is hidden in plain sight. For a game so focused on saving the universe, the Halo series is curiously devoid of people to save. It's filled with others to destroy, of course...


It's a universe filled with weapons, more weapons than ever before, the Prometheans adding their armoury of esoteric rifles and machine guns to the already enormous array of killing tools. But people to save? You won't find many of those here."


While I've not played Halo 4, I've felt similarly recently while playing Dishonored—which technically does have people, but hear me out. The game takes place in an Victorian setting based off 1800's London, with a plague decimating a city built to be surprisingly accommodating to a sneaky assassin. So much effort was put into building that city, building a world that fascinates with its politics and history, ultimately leaving you wondering about its society.


But where are most of the people to ground all of that? Why are the people so far out of the frame unless someone needs to be killed or avoided, why am I working so hard to save a city that is basically dead? What in the world is everyone fighting over?


There was a moment in one of the missions in Dishonored, where I endeavored to climb to the highest peak of the level. The streets were largely empty and quiet in this part of town, the only audible thing was the beating of the heart I held in my hands. The vibe was right for climbing crazy high, I decided.


Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games


As Corvo landed his final blink, all I could feel was a thrill. Not so much of reaching my summit, but instead of conquering the night, of conquering my skills. A sense of control that came with doing whatever I wanted: the city was mine. But as I looked around from above, everything under me looked empty and unpopulated.


I thought about the kingdom under the tyranny of the lord regent, I thought of the great whale beasts that we killed to fuel our everyday conveniences—both things that I never really got to see in the game. I'm more acquainted with the rats of Dunwall, with the books of Dunwall than its actual everyday citizens.


Instead what we have are thugs, the military, the aristocracy, the weepers and a very small surviving population that I barely got to know—possibly due to the plague and because the point of Dishonored isn't the characterization, rather how we go about eliminating our targets. But what is a city without the everyday people? The thrill disappeared, and in its stead came this overwhelming feeling of destitution.


The thing about insomnia is, once I snap out of the dark spell of the night, once I look past the romanticism of having no people around, I don't feel idealistic or empowered about it anymore. I just feel lonely.


Thought of some empty games or cities while you read this? Share some pictures in the comments!


The Elder Scrolls V: Skyrim

Skyrim Will Be Getting a Premium Edition, According to Amazon Listing [Update: Europe Only] Maybe you held off from getting and playing Skyrim last year, thanks to either the tingling of your wizardly instincts or an emptiness of wallet. Whether you waited or couldn't get it a year ago, you can get a Premium edition of Bethesda's hit action/RPG hybrid.


According to Examiner.com, the enhanced release of The Elder Scrolls V will be packed in with a bonus disc with behind-the-scenes content, trailers, walkthroughs, five music tracks and a 600-page e-book. The Premium Edition reportedly also comes with a map of the game's environs, a t-shirt with the dragon emblem and postcards featuring concept art.


Amazon.de lists the Playstation 3 and Xbox 360 versions of the Premium Edition at €59.99 (about $77.36) with a PC counterpart costing €49.99 on the PC (approximately $64.47). The product has a release date of December 7 on the online retailer listing.


Update:
Bethesda Softworks—publisher of Skyrim—has told Kotaku that the Premium Edition will be only available in some territories in Europe, with the U.K., Benelux, and Germany the only ones announced so far.


First images and details for premium edition of ‘The Elder Scrolls V: Skyrim' [Examiner.com, via Polygon]


...