The thing I always liked about the Morrowind games was trying to figure out ways to "break the game", and while you no longer can jump over and over again to level your character, I did find a funny exploit. You can level up your character (not to mention your one-handed attack) the moment you get your first sword, simply by attacking your guide over and over again.
The video above explains all.
Thanks to Chris Stevens for calling me at 3 A.M. with the hot tip.
Aka ‘Dragonbotherer’ aka, ‘Biff the magic dragon (in the face)’.>
I feel that I achieved an awful lot in the three and half days I had to review Skyrim (as documented here and here, but at the same time there was far more I just didn’t have the time see/fight. Foremost of those was the main plot, with my long and happy experience with earlier Elder Scroll games having me convinced that the best course of action to get an accurate sense of the game was to immediately go off-piste and do my own thing. That is, I maintain, the real reason people take to Elder Scrollses, and particularly why they end up playing them for hundreds of hours, until their wives leave them, their abandoned children miserably grow into psychopathic adults and their pets die of love-starvation.
While it was always my intention to tackle the whole dragonborn thing afterwards, there has been… let’s call it ‘debate’ within the towering obsidian walls of Castle Shotgun about whether I’d done the right thing or not. Well, now I’m a decent way through the campaign, my game-world is littered with sky-lizards and everything that crosses me is getting a good old shouting at: so, is this the one true Skyrim experience?> (more…)
It's the next -to-last day of our week-long celebration of the stories cultivated in the hearts and minds of The Elder Scrolls V: Skyrim players! Today's Khajiit tale and tail is brought you you by a reader named Jud.
Logan was something of a wizened Khajiit. Dark-furred, his pale blue eyes looked out from behind the horned iron helmet. He crouched-moving slowly through the narrow sewer tunnel.
The dank, algae-covered cobblestone made him glad he was wearing boots.
"By the gods, I wonder what diseases I could catch from here?" he thought, inhaling more unpleasant smells than he could describe.
Rounding the corner, he stumbled back before the Thalmor guard could see him. He drew the bow from his back, carefully taking aim at the wizard across the room. At the top floor of this hub room, his opponent would have a long distance to cover before he could reach him. His first arrow went high, drawing the guard's attention to his hiding spot. Logan ducked back and waited until the elf resumed his post.
His shot connected this time, but the corpse tumbled to the floor below. Two more elves charged up the hallways cursing whoever killed their companion. Logan hid in the entrance hallway, muttering a prayer that they wouldn't find him. As they came into the hallway and drew their weapons, Logan cursed. One charged forward with a sword in one hand and a torch in the other. The other stayed back, firing his bow between the blows his partner inflicted. A few blows knocked Logan back, the pain preventing him from being able to draw his own sword and shield.
A moment is all I need, he thought. He bared his teeth in a grin when he realized the answer.
The two elves brought their weapons to bear, but didn't get the chance to connect.
"FUS RO DAH!" Logan shouted in the narrow corridor. A column of energy seized forward, knocking the archer against a wall. The swordsman received the full brunt of the impact. He flew back against the far wall of the room, then fell two stories to the floor below.
Before the archer could recover, Logan brought his own sword for the kill. Pausing, Logan listened for the swordsman's return. As he carefully made his way down the room's ancillary hallways, he paused, checking for the guard.
At the bottom floor, he saw the missing man. Sprawled on the floor, the man's lifeless eyes stared up at the ceiling. He still clutched his lit torch.
"Thanks," Logan said, grabbing the torch as he left the room.
You play through Skyrim as a mere mortal. Sure, you get to be really powerful but you're still bound by gravity for the most of the experience. The deity's-eye-view in this tilt-shift video—from YouTuber ElrosTt, the same guy who made yesterday's gorgeous reel—makes the world of Tamriel seem less dangerous and more quaint. The clip reminds me of Populous, From Dust or other god games and just goes to show that Bethesda's latest hit looks great from multiple angles.
Busy Little People - SKYRIM Tilt-Shift Video [YouTube]
The tantalizingly brief Skyrim teaser trailer debuted by Bethesda Softworks late last year filled my mind with visions of titanic battles between man and beast; of shining steel bathed in ancient flames; of a champion rising from humble origins, prepared to sacrifice everything for the fate of the world. After 60+ hours with the game those visions have been fully realized — and rendered largely inconsequential.
In the frigid northern province of the continent of Tamriel the legendary dragon god Alduin rises, bringing with him a plague of ferocious flying lizards and the promise of the end of the world of Nirn. Only one being stands between this malevolent force and the people of the eponymous province Skyrim: Dovahkiin, the Dragonborn, a figure blessed with the ability to absorb the very powers these terrible creatures seek to unleash upon the land.
It's the sort of tale that fuels ancient epics and trashy fantasy novel trilogies alike, certainly sufficient enough to serve as the plot for the average role-playing game.
This is not your average role-playing game. In The Elder Scrolls V: Skyrim, this titanic tale is merely a framing device for a much larger story.
My story.
Battling a dark dragon god is merely an excuse to plunge the player headfirst into this immense Nordic-themed fantasy sandbox, much like the murder of Emperor Uriel Septim VII served as a gateway into Cyrodiil in The Elder Scrolls IV: Oblivion. In grand Elder Scrolls tradition the players begins the game as a prisoner, confined to an exciting but linear introduction before being set free from the cages imposed by more structured role-playing experiences. You can return to the cage at any time, but there's a whole wide world to be explored, and what the hell, it's not like Alduin set a date for the destruction of everything; overwhelming evil's flexible work schedule is one of my favorite aspects of the series.
Unhampered by a ticking doomsday clock, the player is free to reconnoiter the beauteous countryside of Skyrim to their heart's content. Far-removed from the alien landscapes of Morrowind, its neighbor to the east, Skyrim's rolling hills, frigid tundra, and towering mountains wouldn't be out of place in a real-world nature documentary. I could easily see myself climbing its peaks, delving its depths, and crossing its streams (sometimes that's okay), and when the dragons make their appearance this realism serves to make those encounters all the more terrifying.
But those dragons, so immense and impressive at first, soon became nothing more than an occasional interruption in my personal tale, dropping out of the sky just as I was about to enter a mysterious dig site at the behest of the Mage College or worse, bringing an early end to high-spirited games of Herd the Moose.
I never said my story made sense.
I'm not sure if it's a testament to Bethesda's open-ended game design or my own frivolity that in a world filled with thousands of built-in activities I spent several hours making up my own. I earned no skill points for relentlessly pursuing elk across the frozen wastes, cliff-diving into shallow pools, or attempting to cross entire towns using only rooftops, but I felt just as fulfilled as I did when I was swiping a valuable trinket for the Thieves Guild, deterring a rambunctious bard from pursuing an unwilling maiden, or battling Dark Elf racism with my bare fists. Skyrim is the ultimate OCD adventurer's playground, packed so full of entertaining new experiences that you can barely complete before the next appears on the horizon.
When all was said and done my 60+ hours of adventure consisted of perhaps seven hours with Alduin and company, ten hours of random exploring, and the rest of my time spent devouring just a small portion of the side quests—the real meat of the game. Ranging from short fetch missions to adventures so lengthy and memorable they rival the core story, it's almost insulting to call them side quests. They are the beating heart of Skyrim.
Traditionally a single-player game, Skyrim has spawned its own social multiplayer component. By stocking the game with so much content that only the most dedicated player (or those armed with strategy guides) could hope to see it all, Bethesda has created an ever-growing community of storytellers, each eager to hear the unique tales of others while sharing their own. It's happening on internet message boards. It's happening on Facebook and Twitter. It's even happening in game stores, where the mere mention of the game's name evokes spirited conversation between total strangers. As I write this I'm actively resisting launching into tales of my mage's exploits. He's really rather keen.
Skyrim is not a flawless game by any measure, but where fans of other titles might rise up against rampant glitches and shoddy programming, this impassioned community has embraced it. Thrown into the air by a giant's club? That's hilarious. A horse that mysteriously blinks in and out of existence? He's our legendary steed. An overall lack of proper combat targeting? Damn those stupid non-player characters for jumping in front of my fireball. I've seen accusations since the game's release that reviewers are giving Bethesda a pass because their games are always flawed, but it's not the reviewers. Hell, I'd take ten points off right now if a) we used a point system and b) I wasn't afraid of being trampled by an angry mob.
In the early hours of The Elder Scrolls V: Skyrim a single word is heard, echoing from the heavens. "Dovahkiin" exclaims a mysterious voice, urging you to embark on a heroic quest to save the world. "Dovahkiin" is also Bethesda's call to arms, beckoning any gamer that's ever dreamt of traversing a magical land armed with spell and steel to an unforgettable role-playing experience. Ignore it at your own peril.
Originally, the graphic novel tied into Fallout: New Vegas was only available by buying the collector's edition of last year's post-nuke RPG. But Bethesda's announced that you can now download All Roads to iDevices. Written by Chris Avellone—creative director for New Vegas—with interior art by Jean Diaz (Boom's Incorruptible) and Wellinton Alves (Marvel's Shadowland: Blood on the Streets), All Roads served as a prequel to the events of FNV. So, if you loved the stories of the radioactive badlands you found in the game, all you FNV completists should probably get to downloading.
Fallout: New Vegas Graphic Novel Now Available For Download [BethBlog]
A major report on British developers from IndustryGamers has thown up a surprising piece of information: that Brink developers Splash Damage are probably working on a new Marvel game.
The report says that the studio is working on an "unannounced project for a major entertainment brand", which is "based on one of the biggest American pop culture brands of the last 50 years".
When it then says this major entertainment brand is "a company widely believed to have given up on the console publishing business", it becomes pretty clear it's talking about Disney, which recently purchased Marvel comics.
The game in question has "online multiplayer technology" and is running on "an even more polished Brink engine".
So, yeah, sounds a lot like Brink with Marvel characters. Maybe for the upcoming Avengers movie.
Anyone interested? Guess it depends on how much you like Marvel!
United Front: 7 UK Studios To Keep An Eye On [IndustryGamers]