The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim Preview Thumbnail - Dragon Perch
We've been speaking to Bethesda game director, Todd Howard about The Elder Scrolls V: Skyrim. So far we've covered small matters concerning crime reporting chickens, a disastrous marriage night and the lessons Bethesda have learned from Fallout 3, but it was only a matter of time before the conversation turned to the creatures that Bethesda have shown the most in this year's Skyrim demos, dragons! When will they appear, and how often will we fight them?

"You have to do a little bit of the main quest - just the initial stuff - for the Dragons to really start appearing, because it sits in with the story," says Howard. "After that point, the more of the main quest you do, the more Dragons you’ll run into. But it's hard to quantify it, they appear every once in a while. Not at a rate that is annoying... it still feels special."

"It’s hard to know how people will play the game and it’s a little bit random, so I don’t want to say if it’s once an hour or..."

What about those who decide to ignore the main quest and start exploring the world by themselves? Howard says that if players "don’t want to proceed in the main quest, they’re not going to get spammed with dragons."

"when one of them arrives, it changes whatever you’re doing at the time. You could be on a different quest, going to a town, and a dragon shows up, so you’re going to have to find a way to kill the thing or work with the townspeople or run away. So we spent a lot of time on that, and I think that the balance on that is pretty good right now."

Skyrim's is almost here. Come November 11, will you charge straight into the main quest, or will you pick a direction and start exploring?
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls V Skyrim - Orc trouble
We've been speaking to game director Todd Howard about The Elder Scrolls V: Skyrim. Previously, he told us about Bethesda's problem with vigilante chickens reporting crimes, but he also discussed the changes that Bethesda have made since Oblivion, and many of them are inspired by Bethesda's work on Fallout 3.

Lesson one, Oblivion's progressions system, which had creatures levelling at the same rate as the player, has been overhauled. “’s a lot more like Fallout 3, where as you level up you are going to see harder things, but the easier things stay around as well.” says Howard.

There will still be combat where it’s tougher, but these battles will be against a new or uniquely named enemy, putting an end to the boring battle-churn that dominated the later levels of Oblivion. “You’ll still run into the weaker stuff and you’ll just decimate it,” says Howard. Bad luck, mud crabs.

Lesson two, Oblivion’s stilted random conversation system is gone. “There’s very few completely random conversations,” says Howard. “We’ve gone more towards a system, like we did in Fallout 3, where they have a specific conversation with a specific person about various topics.”

Thirdly, the environment has been made more interesting, taking another queue from Fallout 3’s rich tapestry of American wasteland. “We realised in Fallout 3 that that kind of environmental storytelling, where you come upon a little scene, is really good,” says Howard. “And so we’ve tried to do it a lot more.”

“Just about” every dungeon will have something unique in it, Howard says.

Tom Francis found many of those unique things, and killed them with lightning in our Skyrim preview.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls V Skyrim - the giantest spider
Skyrim is just three weeks away, and excitement is running high in the office, especially in the part of the office occupied by Tom Francis, who has booked holiday from a job that involves playing games to play even more games at home. And by games, I mean nothing but basic sustenance and The Elder Scrolls V: Skyrim. Read about the first three hours or so he recently spent with the game in our Elder Scrolls V: Skyrim preview.

With less than a month to go, though, now is the perfect time to upgrade your rig. Thankfully, it looks as though you probably won't need many extras. Bethblog have released PC system specstem specs. If you've got a DirectX 9 card with 512MB on-board RAM, 2GB of system RAM and a dual core processor, you should be good to go. You'll also need "internet access for Steam activation."

Minimum Specs

Windows 7/Vista/XP PC (32 or 64 bit)
Processor: Dual Core 2.0GHz or equivalent processor
2GB System RAM
6GB free HDD Space
Direct X 9.0c compliant video card with 512 MB of RAM
DirectX compatible sound card
Internet access for Steam activation

 
Recommended Specs

Windows 7/Vista/XP PC (32 or 64 bit)
Processor: Quad-core Intel or AMD CPU
4GB System RAM
6GB free HDD space
DirectX 9.0c compatible NVIDIA or AMD ATI video card with 1GB of RAM (Nvidia GeForce GTX 260 or higher; ATI Radeon 4890 or higher).
DirectX compatible sound card
Internet access for Steam activation

 
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim Story Thumbnail
This preview originally appeared in Issue 232 of PC Gamer UK.

My coffee is stone cold. I don’t even know how long I’ve had it, I’ve been so completely lost in Skyrim. I’ve been granted a generous chunk of time to play the very latest build of the full game – no restrictions on what I can do or where I can go. And I’ve only just finished creating my character.

At the start of the game, you’re being led to your execution. I’ve skipped to just after you get out of that, when you’re given one last chance to choose your race, gender and appearance before being let out into this vast and frosty world.

Bethesda don’t want to spoil the main quest, and neither do I. The reason to be excited about Skyrim is your own story: the unique string of discoveries and adventures you run into. And because it’s unique, I can tell you mine without spoiling yours.



Mine was the story of a scarlet-plumed Argonian with manic staring eyes. As I say, I spent a long time in character creation. Argonians are lizard men, and they’ve had a major overhaul in Skyrim: they look more monstrous, leathery, dinosaurian.

As in every Elder Scrolls game, you start as a prisoner with no history or status. But the war paint, scars and dirt you can add during character creation make it feel different this time. They’ve made it easier to make a character who looks desperate, bedraggled and fierce. Every race looks leaner and meaner: previously adorable wood elves have piggy, dead black eyes. Previously goofy orcs look fierce and tribal. Once aloof high elves look withered and cruel. And dark elves- wait, no, dark elves always looked like jerks.

My scary-eyed Argonian starts the game in a cave. At the other end, a dazzling light shines through chunks of blue ice, and as I step towards it, a prompt appears: ‘To Skyrim’.

Morrowind let you off a boat, into a misty fishing village overlooked by a giant tick. Oblivion let you out of a sewer, onto the shores of a shining lake. Skyrim lets you out of a cave, on the snowy slopes of a huge mountain. The craggy landscape stretches before you, half lost in the clouds. It’s one hell of a sight. I turn around and set off in the opposite direction.



This is what I love about Elder Scrolls games. I love not doing what I’m told, avoiding what I’m pointed at, and going where I shouldn’t. Anyone wanting to take the well-trodden path in Skyrim can head down that slope, discover the small town of Riverwood, and kill a boss spider in a dark cave. But we’ve seen all that in the E3 demo – I want to see the rest of the world.

A few minutes up the hill, I find a walled-off Nordic town I’m not allowed into. I hop on a few boulders and climb in anyway. Through a pair of heavy doors, I find subterranean torture chambers, and dead adventurers rotting in tiny cages. Only one seems worth looting – a robed guy with a book in his cell – but it’s locked.

Lockpicking is no longer a tumbler-tickling nightmare: you just swivel one pick to what you hope is a sweet spot, and try turning the lock with the other. It’ll turn a little if you’re close to the sweet spot, but turn too far in the wrong position and the pick snaps. It’s a system that works well in Fallout 3, and it feels slicker here.



Persuasion, by the way, isn’t a minigame at all this time. Certain dialogue options have ‘’ in front of them, and your chance of success – which isn’t shown – depends on your skill. I never succeeded at one.

The wizard has nothing much on him, but the book is worth it: it teaches me Spark, a streaming lightning spell. I try it out on a ribcage: a crackle of white energy leaps from my hand, jolting it across the room, and doesn’t stop. The roaring current keeps flowing as long as you hold the button. It’s an addictive feeling of power.

Back out in the wilderness, I decide I need a destination. The map, when I bring it up, is beautiful: a bird’s-eye-view of the world, in full 3D and rotatable to view its geography. Parts of it are swamped in mist because, apparently, it’s actually misty there at this moment.



I pan beyond the mountain I’m climbing now and look for the nearest city in this direction. Off to the east, the snowy slopes give way to milder forests running along a meandering river, and a few miles later the river leads to a city. I’m going to Riften.

You can’t fast-travel to cities you haven’t visited already, but I want to walk it anyway. I haven’t gone far up the slopes when it starts to snow – lightly, then heavily, then a full-on blizzard. A cold haze creeps over everything, and I can barely see where I’m going. I stumble on some carefully piled rocks, and follow a trail of these as best I can. Until I come to one that’s splattered with blood and decorated with human bones. Ah.

My compass indicates some kind of thing nearby, so I head to it. I could use a thing about now.



The thing turns out to be Orphan Rock, a huge mass of stone jutting out from the mountainside. Scrambling through the snow, I find a way to the top and peer out into the storm. All I can make out is what looks like a huge carcass to the east. I jump down to investigate, and realise it’s a horse: dead and twisted next to an upturned cart. I ‘search’ its ‘inventory’ and ‘collect’ some horse meat, then freeze at the sound of steel. I scan the wreckage for movement, and realise there’s a large, shaggily dressed warrior making his way around it, battleaxe drawn.

So about the new dual-wielding system. In your inventory, you equip an item or spell by pressing the button you want to assign it to: left or right. There are virtually no restrictions on what you can mix, so I’d mixed a flame spell in my left hand with the new lightning one in my right. And in the heat of the moment, it’s pretty natural to just hold down both.

The crackling torrent of fire and electricity takes even me by surprise. A separate stream shoots from each hand, but they’re so thick and chaotic that it often looks like one vast beam of lightning and flame. I can barely see the warrior through the dazzling blaze, but when my magicka bar runs dry there’s only a corpse. At which point, a long sharp object zips past my head.



Archers. Two of them, and I have no magicka. I will solve this by standing exactly behind a tree until I do. This is what they did for a cover system in fantasy times.

Unfortunately, the warrior has a friend with a sword and shield, and he knows his way around a tree. I need something else to attack with, so I bring up my Favourites menu. Your inventory in Skyrim is like a web browser, in that you can bookmark items and bring that shortlist up in-game. Time is paused while you choose, so it’s not like a hotkey system – a difference I was glad of in this tight spot. I’d bookmarked my best onehanded sword, and I had two of them, so I hit the left and right buttons to put one in each hand.

Melee combat is slightly more satisfying than in Oblivion, but light blows still feel a little unconvincing, and heavy ones still a little clumsy. My enemy was excellent at blocking, but I had a crucial advantage: I wasn’t going to ever stop attacking for any reason. Eventually he just couldn’t block all the blows from both my swords all the time, and he fell to his cuts. At which point, I had a full bar of magicka and my fire and lightning spells re-equipped. Charge!



I am not a skilful man, so it took my whole magicka supply to keep my dual streams on the first archer long enough to burn him to the ground. Back to the favourites menu: two axes! Against a man with a bow, this fight goes better – it ends when I bring both axes crashing into either side of his head with a special dual power attack.

Suddenly I’m alone in the blizzard, among the corpses of both the attackers and the travellers they evidently ambushed. I put my axes away and set off towards Riften.

The blizzard doesn’t let up, and it’s getting dark. I start looking for another thing. My compass suggests there’s a boxy thing with lines in it to the north and a triangular thing to the west – I’m not yet familiar with what these icons represent. I head for the boxy thing, and by the time I arrive it’s night.



It’s a small shack, lit by lamplight from the inside, and pretty glowing insects buzzing around outside. I try to catch one. ‘Sparkfly thorax collected’. What?! No! I didn’t mean- nevermind.

Inside, I find the journal of an alchemist who lived here for a while. I use his apparatus to try mixing a few potions of my own: any two ingredients with a common effect will make a potion, but you have to eat one raw to find out any of their effects in advance. In the case of Nightshade and Death’s Bane, I decide to forego the taste test and just experiment. They produce a strong poison, which I apply to a sword I will forget to ever use again.

Finally, I shut the door and decide to see if I can sleep through this storm – or at least the night.

The next morning the sun is shining, I have a bonus to my health and magicka for sleeping in a good bed, and it’s only a short trudge through the snow before it gives way to an autumnal forest: silver birches with rustling yellow leaves. Soon I reach a camp of half a dozen large tents, erected around a fire with a roasting spit. Imperial guardsmen are milling about in their Roman-looking armour, so I trade with their quartermaster and then try their cooking apparatus.



Cooking is a new feature where, as soon as you bring up the interface, all the imperial guardsmen around you draw their weapons, start shouting, and then run up the hill behind you while you gently stir a pot. Wait, I’m not sure that’s meant to happen.

I join the guards, but I can’t see what they’re reacting to. Following their gazes, I head up a hill outside camp, then finally see it: a Redguard woman in leathers on a high rock, raining arrows down on the camp below. I draw a newly purchased warhammer, itching to try out two-handed weaponry on someone relatively defenceless.

She draws a battleaxe. She runs at me, storming down the hill. I draw my warhammer back. She draws her battleaxe back. I swing. She swings – and an arrow hits her in the side of the neck, sending her flying off my screen and tumbling gracelessly down the hill.

Guys! I was having a dramatic hands-on preview moment!




Back at camp, I get the hang of cooking, then blacksmithing: both are basically lists of things you can produce that pop up while your character looks busy in the background. Cooking turns raw food items into stews that give you long-lasting buffs, such as a venison stew that steadily regenerates your health for five minutes or so. Blacksmithing turns metal ores into armour and weapons, but better item types are locked off until you get the right blacksmithing perk. I also had a go on their grindstone: you can sharpen weapons for extra damage. Elsewhere, you can use enchanting shrines to add spell effects to any weapon, and even destroy magical weapons to learn their enchantments and apply them to something else.

While I tinkered, a guard mentioned that the legion are always looking for help. It turns out you can actually join the Imperial Legion in Skyrim, and they’re one of a few non-guild factions.

Near the camp, I find a ruined temple of some kind, half-overgrown. I’m about to investigate when a halfnaked man runs up to me and gets my attention. Since this isn’t Oblivion, that doesn’t mean my head is sucked into his for a creepy conversation where his face fills the screen – I’m just turned to face him, rooted to the spot but free to look around while he talks.



“Here, hold on to this for me! I can’t keep it, but I’ll be back for it later.”

Since the item in question is a Battleaxe of Souls, I accept. Before the guy can even run off, a hunter appears.

“Have you seen a thief anywhere?”

I look round at the thief, then back to the hunter, and consider the axe in my inventory. “... no.”

“Damn. Well, if you see him, let me know, he has something of mine.”

As soon as the conversation ends, the hunter sees the thief and draws his bow. Not wanting to be left out, I draw my new battleaxe and crush the thief with an overhanded power attack. I look at the hunter, then back to the stolen axe I just used in front of him, and crush him with it too.



I’m still a long way out of Riften, and it’s taken me an hour to cross a patch of snow that looks tiny on the map. There are, however, a few horses here at camp. On the one hand, they’re not for sale and everyone’s watching me. On the other hand, woo! Horsey!

You now steer horses the way you steer yourself – they don’t use the vehicle-style controls of Oblivion. It’s not a dramatic change: horses are still just a reasonably fun speed boost, but one I badly needed to reach Riften.

I make excellent time galloping along the leafy riverside road, and I even stop to say hi to some Rift Guards who’ve made camp by the river near the city gates. This, it turns out, is a mistake.

The Rift Guards are a separate faction to the Imperial Legion, so they don’t much care about the bounty on my head for stealing this horse. But when I get back on my horse, they’re suddenly furious. He’s stealing the horse he rode in on! GET HIM!



This sort of lunacy will be a familiar tale for anyone who horse-rustled in Oblivion. But in other ways, the crime system is more advanced: each city is its own faction, so crimes in one don’t get you in trouble in the next. And if you can kill everyone who saw you commit a crime, you’ll get a notification that there are no surviving witnesses, and your bounty has been cleared.

Right now, though, this is bad. I gallop on to Riften inside of a minute, but arrive with arrows whizzing past my head and sticking in my horse. Two guards at the gates charge at me on sight. I try dismounting and putting my weapon away, the way you usually surrender to the guards in Skyrim, but they don’t relent. As much to escape their blades as any actual desire to be here, I burst through the city gates.

It gets rough. Guards are streaming in from every side street as I barge through the busy market in the centre of town, jump over fences and weave between bystanders. This is not how I wanted to see the city. I leg it through a gate in the walls.

Outside, something bizarre is happening. The Imperial Guardsmen chasing me for the first time I stole the horse have run into the Rift Guards furious with me for the second time, and they’re both much more furious with each other. A small war breaks out in front of the city walls, and for once I’m not under immediate attack. When there’s only one guard left among the bloodied corpses, I walk straight up to him, weapon sheathed: please, please arrest me. He arrests me.



In Oblivion, a few of your skills would atrophy as you rotted in your cell. In Skyrim, this doesn’t happen, but your progress towards your next point in a few skills will be reset. It’s a much milder penalty – I don’t even notice which skills I’ve lost progress in.

Finally exploring Riften without being stabbed, I find a remarkable city. A river runs through it, and in places the cobbled streets give way to sharp drops to the water below, wooden walkways running along the houses at street level. Below that, a network of piers connects the doors of grubbylooking subterranean dwellings, their doors almost at water level. From the chatter around town, I hear there’s a network down there called the ratways, where the Thieves Guild hide out. Rift Guards with ominous helmets that conceal their faces growl as I pass. In all kinds of ways, it reminds me of Vivec, Morrowind’s intimidating capital.

When I ask art director Matt Carafano about the other cities, he says they’re all unique. “We worked really hard to make those feel distinct. So Riften is a rundown lake town, but it’s set in the beautiful fall forest area. Whereas Markarth is built in an ancient dwarven ruin in cliff sides, so it’s very different. Solitude is more like a castle city, kinda influenced by an imperial style. Windhelm is an ancient Nordic fortress, so it’s full of really old Nordic architecture. And you have the city of Whiterun in the centre, which is a more classic Viking – almost mountain-style – city in the tundra.”



Back in the market, a shifty-looking man runs up to me. He’s impressed that I saw through the corrupt guard at the north gate, but he thinks killing him was a little harsh. I... what?

I deduce he’s a thief with some kind of scam going with a guard. That guard must have been killed in the fracas I caused at the city gates, and he’s assuming I rumbled his scheme and did it intentionally. That’s wildly untrue, but he’s so impressed with my instincts that I decide to accept the credit. He’s offering me work: he wants a vendor in town brought down, so he needs me to pickpocket a valuable ring, then place it in the vendor’s private chest. He’ll create a distraction while I work.

My new friend shouts to all the shoppers and vendors to gather round, and they do. My mark sits on a crate in front of some barrels, and as the thief rambles about a dragon elixir he’s discovered, I sneak up behind the vendor and rifle through his pockets. The moment I take the ring, he screams “Thief!” and the guards flood in. I am new at this.



I didn’t know it at the time, but in Skyrim, your chance of successfully pickpocketing something depends partly on its value. Rifling through someone’s inventory is no longer a crime – at least, not a detectable one. But when you take something, the chance you’ll get away with it depends on your pickpocketing skill, the weight of the item, and how much it’s worth. People pay more attention to their valuables, this rule implies.

I don’t resist arrest, but I’m not willing to serve time for this. As in Oblivion, you wake up in jail with a single lockpick, somehow secreted about your person. Unlike Oblivion, it was actually enough. Before long, I’m out – no skill-progress reset. Man, I should be in the Thieves Guild.

I decide to find the Thieves Guild. Not losing my skill progress pays off: soon I level up, and finally decide to rest. This is where Skyrim goes from exciting to a thing we need a new superlative for – not the resting, but the levelling up. Your skills improve as you use them, and improving enough skills increases your character level. That lets you choose a perk: a tweak to one of your skills that makes it more effective. So you have an element of choice, but you can’t pick a high-level perk for a skill you haven’t practised much: they have requirements.



The selection is literally dizzying. I have a sort of buzz in my brain as I scamper around the menu reading up on all the options I’ll never unlock in the time I have left. I have two perks saved up – you’re not forced to spend them as soon as you level – so I put them both into Destruction magic. The first halves the cost of all low level destruction spells, including my fire and lightning ones. The next enables dual-casting: when you equip the same spell in both hands, you can fire both at once for a single, disproportionately more powerful beam.

I blunder into a few dwellings before I find the ratways. They turn out to be a string of incredibly tight tunnels, dank and filthy. Almost immediately, I come out into a larger chamber and find a gaggle of thieves. Excellent!

They demand all of my money. Dammit, I forgot that was the problem with thieves. Renegotiating, I suggest that I keep all of my money, and they instead take all of the fire I’m now shooting from my hands. It’s a tough sell: some of them feel I should take one or two of their arrows in return, and one thinks his fists should be part of the deal. There’s only one thief left when I run out of magicka, so I bring out my warhammer and crumple him

Dead, he’s more generous: I’m suddenly the excited new owner of the Gloves of the Pugilist.



+15 damage on your unarmed attacks wouldn’t be much in another RPG, but Elder Scrolls games are stingy with stats. These gloves are a big deal.

It’s not long before I get to try them out. My first punch smacks a huge chunk off of my attacker’s hitpoint bar, so I try a power attack. I grab him, he disappears off screen, there’s a sickening crunch and I drop his limp body to the dirty ground.

Until now I haven’t seen many finishing moves, but with the gloves I’m doing them almost every fight. I stride through the ratways taking on all-comers, letting them close on me and then breaking them. I even discover you can mix spells with hand-to-hand combat: the funniest setup is to use a lightning spell in my left hand and keep my right as a fist. I shock people from a distance, then simply knock them out.

I’m coming to the end of my time with Skyrim, and increasingly anxious that I’m not going to find the Thieves Guild before Bethesda haul me away. The ratways are long and intricate, and all I’m finding are big chambers dominated by tree roots and rampant undergrowth. Eventually I find an even bigger area with a lake of fetid water in the centre, a jetty with tables and chairs on the other side, and a fire glowing behind it.



I creep around the edge of the chamber and see people sitting in some of the chairs. I realise it’s an underground tavern. And the people here all seem rather... thievey. Since the first rule of the Thieves Guild is that you don’t tell everyone who wanders into the Thieves Guild that this is the Thieves Guild, I check with Bethesda – yep, this is the Thieves Guild. I’ve found it at last.

Unfortunately, no one in the entire establishment wants anything to do with me. It suddenly occurs to me that the guy I failed the quest for earlier – you know, the thief – might have been a Thieves Guild member trying to recruit me. Whether because I messed that up, or simply because I don’t have an ‘in’, the Thieves all treat me like dirt.

I have about five minutes left. I put my gloves back on.



Before playing it, I wasn’t totally convinced Skyrim would be a huge leap forward from Oblivion. It is. For all the similarities, it feels like a new world, rendered at a new level of fidelity. More importantly, the new systems completely blow open the possibilities for evolving your character. I can’t stop thinking about all the possible combinations of weapons and spells I want to try together when the game comes out – pouring out lightning and fire at the same time was a feeling of power I never had in Oblivion.

And even more tantalising, the perks you can unlock open the way for ridiculous high-level characters. An archer who can slow time while he aims, knock people off their feet with his arrows, and run like the wind between shots. A conjurer who can bring his defeated opponents back to life, two at a time, to fight for him as zombies. Or a thief who can steal the armour off your back, pick a lock right in front of the guards, and even slip a poison into your bloodstream unnoticed.

I can’t shake the obsession Skyrim has left me with. I’m pulling screenshots up on my monitor just to feel like I’m playing again. I’m scribbling character builds on napkins. I’m replaying only the snowiest bits of Oblivion. And I’m wondering what the hell November is doing way over there.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls V Skyrim
Bethesda have announced the voice cast behind The Elder Scrolls V: Skyrim. The man who voices the big bad from Pixar's Up, Christopher Plummer will voice an elder Greybeard philosopher monk called Arngeir who lives "in silent isolation atop Skyrim's largest mountain." That's right. One of the lead voice star in Skyrim plays a man who lives lives in lonely silence several thousand feet above the ground. Hopefully we'll hear from him at some point. Read on for the rest of the impressive cast.

Classical character actor Max Von Sydow, who you may have seen in Minority Report and The Exorcist, plays Esbern. He's an "agent of the Blades who has survived in hiding," and he's obsessed with the return of the great dragon Alduin, and "will teach you how to confront this epic evil." He'll be joined by fellow Blade played by Bourne Ultimatum star Joan Allen.

Lynda Carter, who played Wonder Woman in the '70s show will also feature as Gormlaith Golden-Hilt, a Nord who fought dragons in ancient times.

Bethesda aren't strangers to star power. Oblivion featured the dulcet tones of Patrick Stewart, Sean Bean and Terrance Stamp. Fallout 3 had famous 'man who always plays mentor and then dies' actor, Liam Neeson (apart from in Taken, in which he plays 'man who goes mental and later everyone else dies'). The difference with Skyrim will be the extended extra members of the cast who haven't been nominated for Academy Awards, it'll be those actors that will give Skyrim's characters the variation that Oblivion so sorely lacked.

Here are the other actors Bethesda have confirmed for Skyrim:

Michael Hogan (“Battlestar Galactica”), who plays Imperial General Tullius, in charge of crushing the Stormcloak rebellion.
Vladimir Kulich (“The 13th Warrior,” “Smoking Aces”) portrays Hogan’s nemesis Ulfric Stormcloak, Jarl of Windhelm and charismatic leader of the Stormcloaks, who aims to make Skyrim independent of the Empire.
Claudia Christian (“Babylon 5”) joins the cast as Legate Rikke, General Tullius’s chief lieutenant, a loyal Imperial officer as well as a Nord who firmly believes Skyrim must remain part of the Empire.
Diane Louise Salinger (“Carnivale”), Renee Victor (“Weeds”), and Saturday Night Live-alum George Coe (“Transformers: Dark of the Moon”) round out the star-studded cast of more than 70 different voice actors delivering over 60,000 lines of dialogue.

 
Skyrim is due out on November 11. You can find out more in our huge ten page preview in the latest issue of PC Gamer UK, in stores tomorrow.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Scrolls
Mojang's fight to retain the name for their upcoming fantasy card trading game will go to court. It's the result of a legal challenge made by Bethesda earlier this year claiming that the word "Scrolls" infringes on their The Elder Scrolls V: Skyrim trademark. Notch cheerily announced the news earlier on Twitter.

"The Scrolls case is going to court! Weee! :D"

Notch's first assumption that "this is hopefully just lawyers being lawyers" doesn't seem entirely true in the light of a looming court case. It seems that Bethesda are very serious about getting Mojang to change the name of their new game. It could set a worrying precedent, and certainly screw over the scribe-sim I'm currently working on, The Elder Elders: Scroll of Scrolls (V). If only this lawsuit could somehow all be settled with a game of Quake 3.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim Dark Elf thumb
Elder Scrolls fans had a chance to get some hands on time with The Elder Scrolls V: Skyrim recently at the Eurogamer Expo, and have collated a big old list of information on most of Skyrim's Perks over on The Elder Scrolls Skyrim fan site. These extra abilities can boost your major skills. One will cause your lightning bolt spell to outright evaporate your enemy if their health is low enough. Another will make items cheaper when you buy from the opposite sex you charming rogue, you.

There will be more pronounced racial differences in Skyrim, too. A scaly Argonian will have different baseline stats to a sturdy Orc. They're more adept at picking locks, but can't take a punch quite as well. As with Oblivion, each race will start with a racial ability of which the most impressive is surely the Dark Elf's Ancestor's Wrath, which surround him in wreaths of flame. In Oblivion, these abilities could often only be used once every 24 hours. A bit of Ancestor's Wrath after breakfast would be a great way to start the day, don't you think? Read on for the full list of perks discovered so far.

Perk Trees
Speech

Buying and selling price 10% better (5 ranks)
10% price buying from opposite sex
Invest in shops and increase available gold permanently in invested stores
Master Trader – every merchant in world gains 1000 gold for bartering
Buy and sell from any merchant regardless of what they normally buy and sell
Intimidation attempts twice as successful
Persuasion attempts more likely successful

 
Alchemy

Potions 20% stronger (5 ranks)
Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)
Poisons 25% more effective (maybe ranked)
Poisons last for twice as many hits
Two ingredients are gathered from plants
50% resistance to all poisons
All negative effects removed from potions and all positive removed from poisons
2 effects of an ingredient are revealed when testing it for the first time (instead of just one)

 
Illusion

Dual casting overcharges effect for more powerful spell
Cast Novice spells for 50% less magicka
Cast Apprentice spells for 50% less magicka
Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)
Spells work on higher level animals
Spells work on higher level people
All spellcasting (from ANY school) is done silently
Spells work on undead, daedra and automatons
Fear spells work on higher level enemies

 
Conjuration

Novice for 50% magicka etc (up to Master)
Dual casting overcharges –> greater spell effect
Bound weapons do more damage
Bound weapons cast Soul Trap on target
Bound weapons banish certain creatures (and I think summon creature in their place, not 100% on that though, dodgy recording)
Reanimate undead with 100 more health
Summon 2 Atronachs or reanimated zombies
Summon Atronachs at twice the distance
Summoned Atronachs twice as strong

 
Destruction

More damage for each school (fire, frost and shock) – ranked
Novice for 50% magicka etc.
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyse targets if health low
Fire damage chance to make low health enemies flee
Place runes 5x farther away

 
Restoration

Healing spells also restore stamina
Novice for 50% less magicka etc
Healing spells do 50% more healing
Recharging healing spells
More is recharged with each hit with healing spells (unclear)
Spells more effective against undead
Once a day chance to autocast 250HP restoration when health drops low
Magicka regenerates 25% faster

 
Alteration

Novice for 50% less etc
Alteration spells have greater duration (ranked)
Absorb 30% magicka that hits you

 
Enchanting

Enchants are 20% stronger (ranked)
Enchanted armour 25% stronger
“Soul gems provide extra magicka for recharging” – again, dodgy recording but that’s what I heard, even if it doesn’t make much sense
Death blows to creatures but not people trap souls for weapon recharge
Health, magicka and stamina enchants stronger
Extra effect on already-enchanted weapon can be applied
Shock, Frost and Fire enchants 25% stronger (individual perks for each element)

 
Heavy Armour

Increase armour rating 20% (5 ranks)
Unarmed attacks with heavy armour gauntlets – damage increased by gauntlets’ armour rating
Half fall damage if all in heavy armour
Heavy armour weighs nothing and doesn’t slow you at all
Additional 25% armour if in matching set
25% armour bonus if all in heavy armour (not necessarily matching)
50% less stagger if all in heavy armour
10% damage reflected back to enemy if all in heavy armour

 
2-handed weapons

2h weapons do 20% more damage (5 ranks)
Attacks with warhammers ignore 25% armour (ranked)
Attacks with battleaxes do extra bleeding damage (ranked)
Attacks with greatswords do extra critical damage (ranked)
Power attacks cost 25% less stamina
Standing power attacks do 25% bonus damage, chance to decapitate
Sprinting power attacks do double (critical) damage
Sideways power attacks hit all targets
Backwards power attacks have 25% chance of paralysis

 
Archery

Bows do 25% more damage
Zoom in
Zooming slows time
10% crit chance
Move faster with drawn bow
Recover twice as many arrows from dead bodies
50% chance of paralysing for few seconds (might be 15%, can’t really hear…)
Draw bow 30% faster

 
Sneak

20% harder to detect (ranked)
Sneak attacks do 6x damage with 1h weapons
Sneak attacks with bows do 3x damage
Sneak attacks with daggers do 15x damage (end perk on skill tree)
Noise from armour reduced 50%
No longer activate pressure plates
Sprinting while sneaking performs silent forward roll
Running does not affect detection chance
Crouching can make hostile enemies lose sight of you and search for a target

 
Racial Abilities

ORCS: Beserker
REDGUARDS: Adrenaline Rush
WOOD ELF: Resist poison, resisit disease, command animals
NORD: Battlecry
KHAJIIT: Night-eye, claw attacks
IMPERIAL: Voice of the Emperor, find more coins when looting
HIGH ELF: Regenerate Magicka more quickly
DARK ELF: Ancestor’s Wrath (surround self in fire), resist fire
BRETON: Dragonskin (absorb spells), resist shock
ARGONIANS: Histskin (regenerate health quickly), resist disease, breathe underwater

 
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)



Sometimes a trailer can make you want to jump right in and explore the world. This video of the Andoran mod for Oblivion, spotted by Redditor SolInvictus, is one of those trailers. The voiceover is in Russian, but you don't have to speak the language to see what the modders are going for. It's a darker, grittier take on Oblivion with new cities, factions and creatures. The remarkable new architecture and strange environments have a whiff of Morrowind about them, but the engine upgrades make it look more like Skyrim.

The Andoran mod site is down for now, so it's hard to get hold of precise details, but we'll provide a link and more info as soon as it's available. Viewed alongside yesterday's amazing GTA IV overhaul, it's been a good week so far for ambitious mods.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
The Elder Scrolls V Skyrim
Skyrim game director Todd Howard has been talking to Ausgamers about DLC plans for The Elder Scrolls V. Bethesda's last game, Fallout 3, had no less than five DLC packs, delivering a series of small adventures separate from the main quest. Howard says that while they have no specific plans in place for Skyrim yet, they want to do fewer but much bigger DLC packs with "an expansion pack feel."

"They’ve been really successful and we like making them," said Howard on expansion packs. "Right now I can say that we’d like to do less DLC but bigger ones -- you know, more substantial.

"The Fallout 3 pace that we did was very chaotic. We did a lot of them - we had two overlapping groups - and we don’t know what we’re going to make yet, but we’d like them to be closer to an expansion pack feel."

While the Fallout 3 DLC packs were too short to be deemed full expansions, they were much larger than Bethesda's earliest efforts with Oblivion, for which they released the now infamous horse armour. Hopefully Skyrim DLC will offer something closer to Oblivion's lengthy Shivering Isles expansion, which added new lands and 30 hours of additional questing.

For a good look at Skyrim, check out the tremendously exciting E3 footage, with Tom Francis' scene by scene breakdown, and read Graham's Skyrim impressions from the E3 show floor.
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim Thumbnail1
Bethesda have been discussing the length of Skyrim at E3.

Lead Producer on Skyrim, Craig Lafferty went into detail about how long the upcoming RPG will take for you to complete. Don't worry - it's a long, long time.

Talking to Tim Clark, reporting for CVG, he said: "We estimate the main quests take you about 30 hours or so. And the additional content - we haven't played it all yet - but I'd guess two to three hundred hours of gameplay there.

"That's one thing we haven't scaled back on. We keep going bigger crazier. More and more content and dungeons."

We've just gone hands-on with the Elder Scrolls. You can read our trailer analysis here, and grab yourself a nice wallpaper from the newest screenshots.
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