The Elder Scrolls IV: Oblivion® Game of the Year Edition


Gamers are still buying the Horse Armour add-on for sprawling fantasy role-playing game The Elder Scrolls IV: Oblivion, Bethesda has revealed.


The nearly five-year-old DLC, originally priced at 200 Microsoft Points (£1.70), angered gamers for being a bit on the expensive side – all it added was, yes, horse armour.

Eurogamer's report on its release spawned over a hundred comments.


But despite the DLC being ancient, people are still buying it today.


"In one respect everything we've done has done well, including the much maligned horse armour," vice-president Pete Hines told OXM.


"I swear to you I don't have the report in front of me, but multiple people bought horse armour yesterday! For some inexplicable reason. It happened, I promise."


Hines' comments came as part of a discussion on the success of Bethesda's downloadable content for all its games. The upshot: if it's worth the cash, the people will come.


"So that [Horse Armour] sold, and Shivering Isles sold, and everything we did for Fallout 3 sold, so it's clear to us that what matters most is value - and whether it's value at the 10 dollar or 10 pound price point, or five pounds, or whatever it is, so long as it's good value, people will like it and buy it."

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


The Elder Scrolls V: Skyrim will hark back to Morrowind and the "wonder of discovery" - something Bethesda wittingly "sacrificed" for Oblivion.


"It should feel alien," creative director Todd Howard said of Morrowind to OXM, "kind of 'stranger in a strange' land - with familiar looking elements only rooting you early in the game.


"The whole tone ends up being one of 'I'm an outsider, I'm uncomfortable'.


"With Oblivion, we're dealing with the capital province, and we wanted to get back to the more classic Arena and Daggerfall feel of a fantasy world that felt more refined and welcoming, a place that you instantly understood.


"But in that," he added, "we sacrificed some of what made Morrowind special: the wonder of discovery. With Skyrim, we're trying to bring some of that back and walk the line between Morrowind and Oblivion. Where it's at first familiar looking, but has its own unique culture and spin on it."


The Elder Scrolls III: Morrowind, released 2002, looted 8/10 on Eurogamer. The Elder Scrolls IV: Oblivion - a simultaneous March 2006 release on PC, 360 (later PS3) - scored 10/10.


The Elder Scrolls V: Skyrim will release in November on PC, PS3 and Xbox 360. Big things are expected. What we know so far? Skyrim has dual-wielding, perks, finishers, no classes, fancy menus and a brand new (evolved, really) Creation Engine.

Video: Skyrim.

Hunted: The Demon’s Forge™


Hunted: The Demon's Forge will let you make and share levels with friends via an unannounced (but leaked nonetheless on some very naughty shop websites) Crucible feature, developer inXile has told Eurogamer.


"There's a couple of things that happen [once the game has finished] that we're not talking about yet, but I'll give you a little... We have something that we're not really announcing yet but since it's on the menu screen we're allowed at least to talk about it. And that's The Crucible," founder Matt Finley revealed.


"This is a map creation system, which will allow you to... Basically we want users to be able to create maps and share them with their friends. And you'll be able to take your characters through maps."


Characters, that is, you've taken through the main Hunted campaign, which lasts somewhere between 12 and 20 hours depending on the amount of exploration you do.


Hunted is a co-op, cover-based fantasy action game - a bit like Gears of War but with bows and magic and swords. So does that mean there'll be more typical multiplayer modes on offer?


"There's nothing that we're talking about," chuckled an evasive Finley.


"For us, multiplayer modes are those things where you finish the game and then you work on those. And that wasn't that interesting to me. And I don't really play multiplayer modes because I don't like getting shot in the head by a 14-year-old kid who then dances on my dead body and makes fun of me."


One thing inXile offers players looking for replayability is a "very hard level of difficulty" dubbed Old School. Not only is it fiendishly tough, but you're also required to discover all hidden rooms and side-puzzles so that you can progress.


Right now, Hunted: The Demon's Forge has passed beta and is entering the submission phase, Finley revealed - "All we're doing now is typical Q&A bug fixes."


Finley doesn't know if a demo has been decided upon, but realises - with belly rumbling chuckle - how he'd be "a dead man" if he let the news slip.


Hunted: The Demon's Forge is taking aim at June. If it sells, a sequel will be made - it's as simple as that.


"It really comes down to the simple fact that does Hunted sell well enough to warrant more of them? If Hunted is very very successful I think you're going to see more of them," said Finley. "If you see more of them then anything is possible: doing one fast and furious with the tech that we have or switching to id Tech 5 - we're open to anything.


"The business has just become that way. It's not a negative, it's just a fact of life and a reality. You look at what happens with television shows and they're getting cancelled after one episode. It's expensive! When we were making these games 15 years ago we were doing it for £400,000, £500,000," he said, laughing at my suggestion about the costs sky-rocketing to £40 million.


"It's a huge financial investment and if [Bethesda] see a return on that they're going to want to make more of them.


"Nothing would make me happier than to be doing Hunted for the next 10 years."


Incidentally, did you know that voluptuous heroine Elara isn't simply wondering around in her war-styled lingerie? No - according to Finley those are "traditional elven mourning robes", and there's even a line in the dialogue that makes a joke about it.

Video: I Hunted this clip out for you. What?

Eurogamer


Last week Bethesda challenged the sexual active population of the world to conceive now so that a baby can be born on "Skyrim Day" - 11th November 2011 (TES V: Skyrim's release date).


The Elder Scrolls maker even challenged nutty parents to call their newborns Dovahkiin - Dragonborn in the game's fancy fantasy speak.


But Bethesda has other high profile games coming out before November. So what do the makers of Brink and Hunted: The Demon's Forge think about Skyrim babies and perhaps fans of their games following suit?


"It's an interesting idea," Paul Wedgwood, head of Brink maker Splash Damage, mulled to Eurogamer. "Having just had a 10 month-old I think I'd rather not have a baby as a great game came out, but I am looking forward to Skyrim very much.


"If they did [call their baby Brink] that would be a little bit crazy," he added. "That said, my son's called Fox and it's not exactly a popular choice unless you happen to be an X-Files man, so I would be the last to criticise other people's name choices.


"If they did [call their baby Brink] I would be deeply honoured."


Matt Finley, founder of Hunted maker inXile Entertainment - and veteran of Interplay - was more ebullient.


"Hah!" he snorted to Eurogamer, "I would love to see a bunch of baby Elaras and Caddocs out there - that would be truly awesome!


"I almost wish I'd have gotten someone pregnant in time, a ha ha ha! Yeah anyone, send someone over ha ha ha ha!"


Eurogamer's hands-on impressions of Brink and Hunted were published moments ago.

Video: Hunted: The Demon's Forge.

Hunted: The Demon’s Forge™


Co-op fantasy monster-masher Hunted: The Demon's Forge lands this summer, yet I bet your knowledge of it is still fuzzy and disorganised. Maybe you've read our preview with inExile founder Brian Fargo talking about how the game is "bringing the classic dungeon crawl back". Perhaps you've heard the community chatter that dubs the game "Gears of Warcraft". Maybe you've looked at a picture of it and thought: breasts! And who could blame you? If I were Brian Fargo, I'd have called the game Bones 'n Breasts, in a classy nod to 1988 classic Ghouls 'n Ghosts.


While Hunted definitely carries the tone of an old-school fantasy romp, and it certainly does resemble Gears of War in its camera, scale and cover system, my point is that I bet you don't even know the plot of Hunted, or quite what it's like to play. Last week Bethesda invited Eurogamer to play the opening of the game, plus a much later level with some upgraded characters, so I can finally report that Hunted's plot is every bit as cheesy, dramatic and eager-to-please as you might have hoped.


Hunted's first level sees protagonists Caddoc the human and E'lara the elf, who resemble ALL THAT IS MAN and ALL THAT IS LADY respectively, hiking through the wilderness on a quest to locate an ancient ruin. After a brief encounter with some chitinous creatures the size of wheelie bins designed to teach you the basics of using your crossbow or bow and the game's cover system, the pair find what they were looking for: a massive fountain of opaque blue water, which will fill more than enough mana potions for their "client". Following the example of the best fantasy heroes, it's revealed that Caddoc and E'lara are in this for the money.


It's here that the rickety rollercoaster of Hunted's plot begins its downward acceleration. Right next to the fountain is a mammoth stone door, covered in ominous engravings. E'lara, by far the more suicidal of the two, suggests they see what's behind it. World-weary Caddoc comments sarcastically about the wisdom of opening doors covered in scary faces, but they open it anyway.


It's on the other side of it, at the top of a breathtakingly beautiful gorge wreathed in waterfalls and thick foliage, that the scene is set. A portal opens and out steps a woman with pupil-less eyes, skin the colour of poisoned milk and an outfit that leaves one thing to the imagination: how she got into it. Introducing herself as Seraphim (and voiced by Lucy Lawless), the lady requests that Caddoc picks up a small, dark stone on the pedestal next to her, referring to it as a "Death Stone".


Understandably, Caddoc has some doubts about the whole situation. Professional mentalcake E'lara does not, however, and snatches the thing up, thereby attracting the ire of some kind of terrible demon, empurpling the entire valley and sparking the sky into a broiling tub of lightning. It's from here that the game's action would appear to stem from, with cities abruptly finding themselves besieged by whole armies of nasty creatures.


Or perhaps the whole death stone thing turns out to just be a side-plot. It's that kind of game.









It's also the kind of game where you could happily get by without knowing precisely what's going on, and of greater importance is whether the sword that just came cartwheeling out of the weapon rack you just smashed is better than the sword you're carrying. Or, to put it another way, it's the kind of game where you remove weapons from perfectly functional weapon racks by smashing them.


On the subject of Hunted's easy-going design, both Caddoc and E'lara can swap between melee weapons, their ranged weapon and magical combat at the touch of a button, though this doesn't feel immediately tactical as much as it does entertaining. While Caddoc specialises in melee combat and E'lara bow is much faster than Caddoc's crossbow, the two of you can go scything into a mass of enemies with whatever close-combat weapons you have equipped, one of you could provide long-range fire support for the other, or the person playing Caddoc could use magic to Battle Charge E'lara, causing her arrows to blow up enemies like fleshy grenades.


Once you consider that each of the characters can be upgraded with nine very different magical abilities (which can in turn be upgraded further), you get combat with more of an emphasis on reacting than playing by any hard and fast rules. Half-way through my time with Hunted my co-op partner and I had developed a tactic of our own: placing my upgraded Sigil of Pain on the ground, goading a load of enemies onto it, and then keeping them there with our sword and mace like riot officers enforcing the world's smallest kettle.


But where Hunted's combat seemed happy to keep things simple, its environment was a little trickier, with secrets, puzzles, traps and even side-quests. This peaked with a trip through a stereotypical fantasy sewer, containing as it did barely any water and architecture that included (but was not limited to) an eight-foot tall stone face that spoke in riddles, poison arrow traps and a haunted crypt.


With the exception of one very brief ambush by a giant spider, it was this entirely optional crypt that proved the highlight of our session when its guardian showed up - an eight-foot tall animated skeleton who demanded something resembling teamwork. He caused such crippling melee damage that more than once we had to use our limited number of revive potions, which work in an excellently heroic way - you simply throw them at your downed ally, allowing them to break nearby in a flash of blue light.


All told, Hunted's looking like a fun dungeon crawler after all, and we still know barely anything about the "Crucible" mode where you'll be spending all your gold looted during the campaign. All inXile is saying at the moment is that it'll be a "Map generator". Randomly generated dungeons, with build parameters unlocked by your cash? Or random dungeons of varying difficulty, with your gold used to buy equipment? A full-on map editor? We'll have to wait and see.

The Elder Scrolls IV: Oblivion® Game of the Year Edition


Bethesda Game Studios is hard at work on the fifth game in the Elder Scrolls series, according to a new report.


It's a direct sequel to 2006's stonking great fantasy role-playing game Elder Scrolls IV: Oblivion, Eurogamer Denmark said.


We've asked the author of the story, Eurogamer Denmark Editor-in-chief Kristian West, to translate into English for us (apparently Google doesn't do it justice). Here's what he said:


"This source not only confirmed that the game is in current production, but also spoke briefly about the content - with fantasy-sounding phrases like Dragon Lord, something with The Blades - and that voice acting for the characters in the game is currently happening in the weeks to follow.


"The same source confirmed, with official game documents in hand, that this will be the chronological sequel to what happened in The Elder Scrolls IV: Oblivion, which is the latest game in the now 16-years-old Elder Scrolls saga and by itself one of the better RPGs for PC and consoles.


"The sequel to Oblivion is coming, we can hereby confirm without hesitation. It's been a while since 2006, hasn't it?"


Rumour of an Elder Scrolls sequel has been rife since Oblivion's launch.


In August Bethesda Game Studios told Eurogamer the majority of its 90 or so staff are beavering away on the new game - thought to be a new Elder Scrolls title - which has been in development for two years.


Executive producer Todd Howard said in an interview with Eurogamer at QuakeCon that the studio's current title will be announced soon, but he couldn't say exactly when. "I have a sense but we're not ready even to talk about [the timing of the announcement], because it might change. I don't want to disappoint people.


"One thing I can say is that from when you first hear about it to when it's out will be the shortest it's been for us. It's pretty far along. When we show it, we want to show a lot, because there's a lot of game there to play right now.


"You know, if [global VP of PR and marketing] Pete Hines came in and said, 'I want you to show it,' I'd be like, 'Okay, I'm ready to show it.' But we've just decided for now not to yet."


Howard wouldn't be drawn on many details about the game, but said the technology was derived from the engine that powered Fallout 3, albeit with significant modifications.


"Fallout 3 technically does a lot more than Oblivion. The new stuff is an even bigger jump from that," he said.


"I can say it is on the existing platforms, which we're really happy with. You almost feel like you have a new console when you see the game."

Eurogamer


The theme you'll need to download to gain access to the Killzone 3 beta will go live in the PlayStation Store on Wednesday at 8pm UK time, Sony has announced.


According to the European PlayStation blog, the first 10,000 Plus subscribers to download it will win a place on the beta.


The PlayStation Plus update also reveals that all five Fallout 3 add-on packs will be available to Plus members for free, for one week only.


You can get Point Lookout, Mothership Zeta and Operation: Anchorage from 13th October. Broken Steel and The Pitt follow on 20th October.


Plus users can also get their hands on an exclusive new Split/Second multiplayer demo when the PlayStation Store updates tomorrow.

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