The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls V Skyrim - don't mess with the war walrus
Skyrim unlocks at midnight tonight. If you really, really can't wait that long to get into Skyrim's world, or fancy seeing more of its gorgeous, mountainous geography we've got half an hour of footage below. It shows one man walking from one side of Skyrim to the other, fending off wolf attacks and admiring the sights.

There's no questing, just wandering, but as so much of Skyrim is about exploring it's a little bit spoilery. Still, if you've read our Skyrim review and want to see what got us so excited, you can watch the entire video below.

The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim review thumb
Don't worry, I'm not going to spoil anything here - I'll steer clear of anything story-related beyond the premise. With another game, that would be tricky. With Skyrim, the stories that come from how the game works are often the best ones.

It's a frozen nation, just to the north of where the previous game, Oblivion, took place. A pleasantly brief introduction sets up the plot: Skyrim is in the middle of a revolt, you've been sentenced to death, and dragons have just shown up. Good luck!

At that point, you emerge from a cave into 40 square kilometres of cold and mountainous country, and that's it. Everything else is up to you.

Even after spending hundreds of hours in Morrowind and Oblivion, the sense of freedom in Skyrim is dizzying. The vast mountains in every direction make the landscape seem limitless, and even after exploring it for 55 hours, this world feels huge and unknown on a scale neither of the previous two games did.




Not all of the landscape is subzero, and even among the frosty climes there's an exciting variety: ice caverns that tinkle with dripping frost crystals, hulking mountains with curls of snow whipped up by the howling wind, coniferous forests in rocky river valleys.

The mountains change everything. Wherever you decide to head, your journey is split between scrambling up treacherous rocks and skidding down heart-stopping slopes. The landscape is a challenge, and travel becomes a game.

It's hard to walk for a minute in any direction without encountering an intriguing cave, a lonely shack, some strange stones, a wandering traveller, a haunted fort. These were sparse and quickly repetitive in Oblivion, but they're neither in Skyrim: it's teeming with fascinating places, all distinct. It was 40 hours before I blundered into a dungeon that looked like one I'd seen before, and even then what I was doing there was drastically different.

These places are the meat of Skyrim, and they're what makes it feel exciting to explore. You creep through them with your heart in your mouth, your only soundtrack the dull groan of the wind outside, to discover old legends, dead heroes, weird artefacts, dark gods, forgotten depths, underground waterfalls, lost ships, hideous insects and vicious traps. It's the best Indiana Jones game ever made.



The dragons don't show up until you do the first few steps of the game's main quest, so it's up to you whether you want them terrorising the world as you wander around. A world where you can crest a mountain to find a 40-foot flying lizard spitting jets of ice at the village below is a much more interesting one to be in. But fighting them never changes much: you can just ignore them until they land, then shoot them from a distance when they do.

Your first dragon kill is a profound, weird moment. I rushed to the crashed carcass to loot it, then looked up. The whole town had come out to stand around and stare at the body, a thing as vast and alien to them as a T-rex in a museum.

I tried shooting an ice bolt at it, just to demonstrate it was dead, and the force unexpectedly catapulted the whole thing violently into the distance. A beggar looked at me and said, "Oh sure, just throw your trash around."



Your character gets better at whatever you do: firing a bow, sneaking up on people, casting healing spells, mixing potions, swinging an axe. There's always been an element of this practice-based system in Elder Scrolls games, but in Skyrim it's unrestricted - you don't have to decide what you're going to focus on when you create your character, you can just let it develop organically.

That alone would feel a little too hands-off, but you also level up. When that happens, you get a perk point: something you can spend on a powerful improvement to a skill you particularly like. Every hour, you're making a major decision about your character's abilities.

They're dramatic. The first point you put into Destruction magic lets you stream jets of flame from your hands for twice as long as before. As you continue to invest in one skill, you can get more interesting tweaks: I now have an Archery perk that slows down time when I aim my bow, and one for the Sneak skill that lets me do a stealthy forward roll.

Again, the freedom is dizzying: every one of 18 skills has a tree of around 15 perks, and the range of heroes you could build is vast. I focused on Sneak to the point of absurdity - now I'm almost invisible, and I get a 3,000% damage bonus for backstabs with daggers. It's the play style I've always wanted in an RPG, but I've never been able to achieve it before.



The enemies you encounter are, in some cases, generated by the game to match the level of your character. In Oblivion that sometimes felt like treading water: progress was just a stat increase, and your enemies kept pace. That doesn't apply now that your character is defined more by his or her perks, because the way you play is always changing.

Levelled content is also just used less: at level 30, my most common enemies are still bandits with low-level weapons. And I still run into things too dangerous for me to tackle.

Taking a narrow mountain path to a quest, something stops me in my tracks: a dragon roar. I check the skies - nothing, but I hear it again three more times before the peak.

At the top I find a camp full of bodies, with a large black bear roaring over them. Hah. He's still more than I can handle in straight combat, but as he reaches me I use a Dragon Shout. It befriends any animal instantly, and he saunters casually away. Feeling slightly guilty, I stab him in the back before it wears off.

Which is when the dragon lands, with an almighty crash, six feet from my face.

I run.



A roar of frozen air catches me in the back, but I keep going - over a ridge, down a short drop, and straight into a bandit. I dodge the bandit, straight into a Flame Atronarch. There are five more bandits behind it. The dragon is airborne. I throw myself off the mountain, several hundred metres into the river below.

I plummet to the riverbed, and swim until I run out of breath. When I surface, the sky is alight with fireballs and flaming arrows, the dragon is spewing a stream of ice down on the bandits, and I'm laughing.

The stealthy character I built in Skyrim would have been less fun in Oblivion. Whether you were detected was a binary and erratic matter. Skyrim cleverly gives you an on-screen indication of how suspicious your enemies are, and where they are as they hunt for you. It makes stealth viable even against large groups: if you're rumbled, you can retreat and hide. And there's a slow, methodical pace to it - long minutes of tension broken by sudden rushes of gratification or panic.

Magic, meanwhile, has been given an incredible crackle of raw power. Emperor Palpatine would be a level one mage in Skyrim - unleashing two torrents of thrashing electrical arcs is literally the first trick you learn, and it doesn't even get you tossed into a reactor shaft.



One tweak is a huge loss, though: you can't design your own spells. Oblivion's spellmaking opened up so many clever possibilities - now you're mostly restricted to what you can buy in shops.

While we're on the negatives, physical combat hasn't improved much. There are cinematic kill moves when your enemy is low on health, but whether they trigger seems to be either random or dependent on whether the pre-canned animation fits into the space you're in. Too much of the time, you wave your weapon around and enemies barely react to the hits.

The exception is archery: bows are now deliciously powerful, and stealth shots can skewer people in one supremely satisfying thwunk.

What does improve the general combat is a feature I didn't quite expect: you can hire or befriend permanent companions. I did a minor favour for an elf at the start of the game that earned me his loyalty for the next 40 hours of play. Sidekicks add a wild side to fights: an arrow from nowhere can end a climactic battle, or a misplaced Dragon Shout can accidentally knock your friend into an abyss.

The Dragon Shouts, gained by exploration and killing dragons, are like a manlier version of conventional magic. One can send even a Giant flying, one lets you breathe fire, another makes you completely invincible for a few seconds. Even the one for befriending furry animals is macho: it can turn four bears and a wolf pack into obedient pets with one angry roar.



Before I got the animal shout, I had a Sabre Tooth problem. Crossing a fast-flowing river at the top of a waterfall, a huge feral cat spotted me. A good shot with a bow made no dent on its vast health bar, and it splashed into the water to get to me. The current was too strong to get away in time, so I did the one thing it couldn't: turned invincible and threw myself off the waterfall.

After seconds of freefall, I hit the rocks, got my bearings, and looked up. The cat - a speck above - seemed to be looking over the falls at me. Then it slipped. Its lanky ragdoll smacked every rocky outcropping on the way down, and wedged between two stones directly above me, his huge head glaring emptily.

The first few quests you're nudged towards get you the Dragon Shouts. After that, the main quest is a bizarre mix of some of the best moments in the game, and some of the worst.

It fails where the previous games fail: it tries to make your mission feel epic by making it about a prophecy, then does all its exposition in the time-honoured format of old men giving you interminable lectures. The acting is stagey at best, painful at worst. And it adds a new problem: your dialogue choices are now written out in full, and your only options are to react like an incredulous schoolchild to every predictable development. It doesn't make it easy to feel like a hero.



The main quests themselves are mostly good: a happy mix of secrecy, adventure, and exploring incredible new places. One location, which I won't spoil, got an actual gasp. But then there's an abysmal stealth mission that seems to work on a logic entirely its own: guards spot you from miles away, despite facing the wrong direction. And the boss dragons it keeps throwing at you never get any more interesting to fight - adding more hitpoints just makes the repetition even harder to ignore.

Everywhere else, the quests are magnificent. Chance encounters lead to sprawling epics that take you to breathtaking locations, uncover old secrets, and pull interesting twists. Even the faction quests are better here. It feels like Bethesda realised these became the main quest for many players, and built on that for Skyrim. They start small, but each one unravels into a larger story with higher stakes. Some of them feel like the personal epic that the main quest has always failed to be.

We got a review copy of Skyrim the day the game was officially finished, but it's curiously buggy. Among a lot of minor problems such as issues reassigning controls, there's glitchy character behaviour that can break quests, and AI flipouts that can turn a whole town against you. And the interface isn't well adapted to PC: it sometimes ignores the position of your cursor in menus. There's an update due as soon as the game's out, but there's a hell of a lot to patch here. Next time, maybe don't commit to a specific release day just because it has a lot of elevens in it?



These aren't engine issues, though. Skyrim is based on tech Bethesda built specially for it, rather than the middleware engine used by Oblivion and Fallout 3. It's a lean, swift, beautiful thing. New lighting techniques and a fluffy sort of frozen fog give the world a cold sparkle, and the previously puffy faces are sharp, mean and defined. Even load times are excitingly quick. On maximum settings, it runs at 30-40 frames per second on a PC that runs Oblivion at 50-60 - a decent trade off for the increase in scenery porn.

There's a lot of that. There's a lot of everything, and you have totally free rein of it. Skyrim feels twice the size of Oblivion, despite being the same acreage, just because there's so much more to see and do. Searching for Dragon Shouts is a game in itself. Exploring every dungeon is a game in itself. Each one of the six factions is a game in itself. So the fact that the main quest is a mixed bag doesn't hurt Skyrim's huge stock of amazing experiences.

The games we normally call open worlds - the locked off cities and level-restricted grinding grounds - don't compare to this. While everyone else is faffing around with how to control and restrict the player, Bethesda just put a fucking country in a box. It's the best open world game I've ever played, the most liberating RPG I've ever played, and one of my favourite places in this or any other world.

In case I'm not getting it across, this is a thumbs-up.

The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its Name The launch of a new entry in The Elder Scrolls series isn't just a game release, it's the beginning of countless adventures; the origin point for millions of tales waiting to be told. Let's hear what stories of Skyrim the assembled game reviewers have to share.


From imagination-powered origins rises the Dovahkiin, the fabled hero destined to protect the realm of Skyrim on the continent of Tamriel from the reemergence of the greatest evil power the world has ever known. Over the past weeks dozens of video game reviewers have crafted their weapons and set them loose upon this expansive virtual landscape, making a name for themselves among the people and creatures of this vibrant land. They've explored the darkest depths and highest reaches of Bethesda's latest, adventure and excitement waiting at every turn.


Now they've assembled their exploits and encounters into a series of reviews, assigning number values to their legends, as foretold by prophecy. So it was written, so have I Frankenreviewed. Let us read.



The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its NameVideogamer
Because we at VideoGamer.com care about our audience, we'd like to offer anyone planning to play Elder Scrolls V: Skyrim a couple of pieces of advice. First off, if you have any long term commitments like say, a job or friends or a significant other, we suggest you ring them to make your excuses now - you don't want to get sacked or dumped over a video game, and letting your friends think you've died or been kidnapped due to lack of communication is just plain rude. Furthermore, it might be worth making sure that your gas and electricity bills have been paid, and that you have enough provisions to last you until spring. You're going to need time for Skyrim and lots of it.



The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its NameRPGamer
Those who have played Oblivion, or either of the most recent Fallout games, will be right at home with the console controls here. It follows the same first-person perspective of those titles while again presenting an optional third-person viewpoint. Players attack, jump, or cast all in real time via a rather simple interface that allows for a lot of diversity in play styles. There are times when the first-person perspective makes combat a bit chaotic, especially during fights in crowded areas or tight spaces. Also, aiming can be inaccurate for those not used to first-person style gameplay, but battle is never unmanageable.



The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its NameGame Informer
All of Bethesda's releases this generation have given me that "I'm not in Kansas anymore" feeling once the open world is revealed, but not to the degree that Skyrim does. This world has that Rapture or Arkham Asylum allure, and is as much of a star of this adventure as any of the characters, dragons, or gameplay. While Skyrim's landscape doesn't have the fantastical elements of the aforementioned places, excitement and a true sense of discovery are tied to the secrets hidden within. I climbed a mountain to find a long-forgotten tomb, crossed a frozen tundra in search of powerful masked adversaries linked to one of this world's greatest mysteries, and found myself riding my steed with haste toward a village under dragon attack. Much of the content the world offers is worth devoting time to, whether that leads to an enchanted sword or a settlement filled with side quests.



The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its NameTeamXbox
The way you pick your character and the way you level up as you go has changed for the better, in my opinion. Gone are the needs to pick major skills and things of that nature. You pick your race, customize your appearance and you are good to go. Your race choice will determine some special attributes though, so it's not like every time you start you are the same person as everyone else. From there, you have a myriad of skills accessible from your menu, where you can track your progress in specific areas. A welcome feature from my perspective is the fact that you don't have to divvy up points in skills as you go. Typically speaking, using those skills is the way to improve them, however you can also receive training for them from characters that you meet throughout your time in Skyrim. One example of using a skill and improving it is with lock-picking. You don't just make progress in the lock-picking skill by successfully opening chests and doors; even failed attempts garner some advancement. This makes complete sense to me, as it is through failure as well as success that we can learn how to improve our techniques. You learn from your mistakes.



The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its NameJoystiq
To keep the weapons and abilities you're focusing on top of mind and easily accessible, you can create a list of your favorites, accessible at any time with a single button press. It's convenient, but still not an elegant enough solution. If you, for example, want to alternately cast healing and fire spells as you attack with your right hand, you're going to spend a lot of time stopping the fight to swap between the two. A radial menu of favorites might have alleviated the problem, but the simple alphabetical list of spells, weapons and armor is a chore to dig through.


Speaking of chores: What should be thrilling fights in Skyrim are often weighed down by the same clunky melee system Oblivion suffered from. In fact, even the word "system" is pretty generous considering we're just talking about hammering on the right trigger. While Skyrim has expanded the series in almost every conceivable direction, its mindless melee still feels rooted in the past. Having a lightning bolt in your left hand helps, make no mistake, but it's no substitute for real variety in the swordplay.



The Elder Scrolls V: Skyrim Has Game Reviewers Shouting Its NameEurogamer
In weaving together the extraordinary craftsmanship evident in the music, storytelling, adventure and world design of Skyrim, Bethesda has created a very special game indeed - one that's likely to remain in the affections of gamers for many years to come.


It evokes a word that's overused in reviewing of all kinds: one that's best kept in the cellar in a plainly marked box and reserved only for the most special of occasions. For Skyrim though, I'd like to blow the dust off it, open up the lid, and enjoy a masterpiece with you.



And what of my own review? I give it a 'wait until next week, then I'll tell you'.



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
The Elder Scrolls V: Skyrim

Gather round, boys and girls, and I'll tell you the heroic tale of the Dragonborn, the legendary Wood Elf, Redguard, or possibly Khajiit man or maybe woman...I suppose we'd better clear up the particulars before moving into the main story. Let's make us a hero!


A warning for those trying to avoid Skyrim coverage today: Get the hell off the internet; it's not safe!


I've done my best to gloss over the pertinent plot points in this character creation video, but it's still a video, and you will see things that you can't unsee, and likely hear things that you can't unhear. You have been duly warned.



Creating a character in The Elder Scrolls V: Skyrim for the Xbox 360 proved a challenge. It's not that the process was difficult or overwhelming; it's as shallow or deep as you want it to be. You could spend a good hour tweaking bone structures, or just grab a pre-made and head for the hills.


No, the difficulty rested in the fact that I wanted to play the game and not sit about showing you folks how to space eyeballs or upturn noses. The ability to do so is there, but you can explore that on your own.


I'm just here to make the Dragonborn pretty, and I think I've succeeded, for the glory of Skrim!



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
The Elder Scrolls V: Skyrim
The Elder Scrolls V Skyrim - Orc trouble
Tom Francis has returned from the Skyrim review dungeon glowing with consumed dragon souls. "DO VA KHIN! (hello)" he shouted, taking out Tony's desk with a wave of magical energy. "RO SHA VAN! (my review of The Elder Scrolls V: Skyrim is complete)" he added, blasting Hatfield clear across the room. "RAM BO FIRE! (It will go live on PCGamer.com at 1pm)," he continued, immolating Tim's keyboard and setting fire to my best typing hand.

After some wrestling, we managed to confine him safely to his desk. He's been ordered to drink coffee and listen to calming music while we put his words into our system. Read them all at one o'clock this afternoon.
The Elder Scrolls V: Skyrim

Hollywood's Skyrim Party. This Is ItLast night in Los Angeles, Bethesda threw a superstar shindig for its superstar game—The Elder Scrolls V: Skyrim.


In attendance were an array of celebs: Lynda Carter of Wonder Woman fame, Tiffani Thiessen, David Arquette, and Christina Aguilera as well as famous people I've never heard of.


Xbox 360 demo kiosks were on hand at the Belasco Theatre, where Perry Farrell and Dave Navarro of Jane's Addiction also performed.


The gallery above provides a rundown of the evening, from the red carpet to the Belasco stage, and (almost) everything in between.


Never mind how how many of these folks have actually heard of The Elder Scrolls before last night, that's not the point. This is Hollywood, and that is the point.


(Top photo: Jason Merritt | Getty / All photos: Getty)

You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It
Hollywood's Skyrim Party. This Is It


The Elder Scrolls V: Skyrim

Should You Buy The Elder Scrolls V: Skyrim? Yes.Bethesda's The Elder Scrolls series has been catering to gamers' open-world fantasy fantasies since 1994, each new title dragging players deeper into the world of Nirn and its thick and hearty fiction.


Now the fifth age of The Elder Scrolls is dawning, and Tamriel's need for heroes has never been greater. Should you heed the call?



Mike Fahey, who literally peed himself the first time he played The Elder Scrolls: Arena: Sing with me, my friends! Dovahkiin Dovahkiin / Naal ok zin los vahriin / wah dein vokul mahfaeraak ahst vaal! Memorize this dragon tongue chant; it's the soundtrack for the next few months of your lives. It's what greets you when you first load The Elder Scrolls V: Skyrim, music building from a low rumble to a powerful shout that shakes the spirit in the moments between spinning up the game and pressing start. No matter how long it's been since you set foot on the continent of Tamriel, that music brings it all rushing back.


The song stays with you, becoming your heartbeat as you wander the mountains and valleys of this latest virtual landscape. Even when you manage to drag yourself away from the screen it persists, popping up at the strangest moments, calling on you, the hero from another world, to don the mantle of hero once more.


So I choose to spend the majority of my time chasing elk across the countryside, searching for interesting bits of scenery to jump off of, and attempting to climb up the sheer sides of Skyrim's tallest mountains simply because they're there. My coming was foretold, surely they mentioned my odd habits somewhere in the prophecy. When the legendary hero is needed I'll be there, with axe and fire and a voice so powerful as to send shudders up and down the spine of the world.


I'll leave the technical points to Mr. Hamilton. He speaks the truth, and I'd rather not leave this cozy cocoon of fantasy the game has woven around me; at least not until next week's review. You'll see what I mean once the music begins to play. Dovahkiin fah hin kogaan mu draal! Yes.



Kirk Hamilton, who seriously just shot a deer from like half a mile away: You're excited about Skyrim, I'm excited about Skyrim… we're all excited about Skyrim. Fortunately, after ten hours or so playing the game, I can report that all that excitement is entirely warranted.

For starters, the game is as massive as advertised and then some. Often I'll start a session by spending five minutes just sort of moving my cursor around the map, gobsmacked. Skyrim is also welcomely difficult, and enemies don't level alongside you, so the world feels alive and toothy in a way that Oblivion's did not. It's still a Bethesda game, and despite the many improvements to the graphics (those mountains in the distance!) and animations (third-person perspective is usable!), many parts of Skyrim on 360 retain the occasional ugly textures and jankiness of Oblivion and Fallout 3.


But Skyrim is more than its graphics or its animations—this is a game about wanderlust. Take it from me: once you've wandered in Skyrim, you won't want to wander anyplace else.


Hear my dragon-shout: Yes.


Luke Plunkett, who between 2006-2008 spent more hours in Oblivion than he did in the real world: I'm going to keep this brief. This is a new Elder Scrolls game. And despite the fact I'm yet to lay hands on the thing, my gut says this is a definite purchase. Why? Because this is a new Elder Scrolls game.

There are no worlds more expansive in video gaming than those Bethesda crafts for these titles, so as someone who plays games for that very reason - to lose myself in a world and its artificial inhabitants - everything I've seen and heard about Skyrim makes it sound like a very easy, very loud Yes.



Gut Check is an off-the-cuff impression of what we think of a game: what we'd tell a friend; how we'd respond on Twitter or Facebook or over a beer if someone asked us "Would you buy this game?" Our lead writer, who has played a lot of the game, decides. Other writers chime in for additional points of view. Stay tuned for our full review.

You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)


 
Game director Todd Howard has already mentioned that Skyrim will have unlimited dragons, now he's said to Wired that there will be infinite quests, too.

There's a series of scripted quest lines, of course, which will follow the main plot and a number of subplots like those belonging to Skyrim's various guilds and The Dark Brotherhood, but once you've completed these, Howard says that the Radiant storytelling system will continue to generate tasks. These can involve stealing gems for the thieves guild, or assassinating NPCs for the Dark Brotherhood.

“The vibe of the game is that it’s something that you can play forever,” Howard said to Wired.

Howard says that these randomly generated quests are designed to lead players into interesting parts of the world they haven't visited before. Even major quests will have randomised components that will send players to unvisited areas.

“The world is probably the one thing that sets apart from other games,” he said. “It feels really real for what it is … It’s just fun to explore.”

He adds that Bethesda have learned a lot from Fallout 3, where they challenged themselves to fill a blasted wasteland with dozens of interesting tidbits and unique areas to discover.

The infinite quests are sure to boost the projected amount of potential play time from "300 hours" to "the end of time", which is going to do terrible things to our productivity when Skyrim unlocks on Friday. You can pre-load Skyrim right now on Steam and Direct2Drive.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls V Skyrim - amazed undead dude
The Elder Scrolls V: Skyrim is now available to pre-load on Steam and Direct2Drive, letting you grab 99% of the files needed to run Skyrim. That should be about 6 gigabytes according to the system specs. Then the vital de-encryption data that will turn these files into Tamriel will be shunted to everyone at launch on Friday. Then the game will unlock and we'll all be able to finally play it ... almost.

Once Skyrim is decrypted, you'll then have to wait for another download before playing. Bethesda say that "All platforms going to 1.1 by 11/11/11" with a day one patch that "fixes some minor stability and quest progression issues." Skyrim's going to have a pretty huge world map, and there's bound to still be a few bugs lurking in there somewhere. Oblivion and Fallout 3 had problems with AI getting stuck in doors, objects floating mysteriously and other bizarre anomolies. It wouldn't be a Bethesda launch without a few of those hitting YouTube.
The Elder Scrolls V: Skyrim - Valve
Pre-Load The Elder Scrolls V: Skyrim now and be ready to play when it releases!

Battle ancient dragons like you’ve never seen. As Dragonborn, learn their secrets and harness their power for yourself.


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