The Elder Scrolls V: Skyrim First Look Preview - Through the Fire and the Flames
Exploring temples, helping townspeople, and dueling dragons are all part of a typical day in Skyrim.
The Elder Scrolls series has come a long way since its humble beginnings on the PC back in the early '90s. Throughout the years, these games have gathered a loyal following enamored with their massive worlds and open-ended gameplay. At Bethesda Softworks BFG 2011 press event, located deep in the mountains of Utah, we got our first peek at what's to come for this venerable role-playing series. The hands-off demonstration, hosted by Bethesda Softworks' executive producer Todd Howard, took us through a short adventure centered on the theft of a golden dragon's claw. From combat to character customization, Skyrim is bringing a lot of tweaks and changes to the Elder Scrolls formula, so let's get right to it.
The demonstration opened on a woodland path that was dense with all of the graphical splendor and attention to detail we've come to expect from an Elder Scrolls game. Unlike in Oblivion, the developers have built the game's graphics engine, dubbed the Creation Engine, from scratch to give themselves more flexibility than they had with the previously used Gamebryo engine. The result was a scene packed with tiny details, from the veins on individual leaves of a fern to the rushing currents of water breaking over rocks. Once we had finished soaking in the scenery, our character--who was dressed in the same apparel as in the debut trailer--ventured through the woods until (like in any good role-playing game) a wild bandit appeared.
Howard took this opportunity to break down some of the changes the developers are making to the combat in Skyrim. In brief, you character's left and right arms are mapped to two separate buttons; in this case, the left and right triggers on the Xbox 360 controller because the demo was on an Xbox 360. Pressing the left trigger brought up our character's wooden shield to block an incoming attack, while pressing the right trigger swung our character's sword to attack. Compared to previous Elder Scrolls games, combat in Skyrim seemed much more involved. Our Nordic-looking hero was constantly sidestepping around his opponent to better position his shield against oncoming attacks or to find a way around the enemy's own defenses.
Once the first bandit was dispatched, a second appeared to avenge his friend's death. Against the new foe, our character swapped out his shield for a magical spell. Depending on how you wish to play, your character can be outfitted with different combinations of spells and weapons in each hand. The classic sword-and-shield combo is always an option, but you can also use a sword and staff if you want "to do the Gandalf thing." Or you can toss a fireball spell into the mix and become a magical warrior. Equipping the same spell in each hand allows you to perform a more potent version of that spell; however, your options in combat won't be as diverse.
Against the second bandit, our character used a ray of frost spell, which both slowed and damaged the target. In her weakened state, the bandit could do little to defend herself when our character swooped in for the kill with a stylish execution move, which involved a sword through the chest. With the fighting concluded, we took a moment to explore the upgraded menu system. Going to the menu screen pulls up four categories to choose from: skill, inventory, map, and magic. The inventory and magic screens display a list of the various spells and equipment you have collected. Individual spells may be saved for quick access later on, while different pieces of equipment may be compared to one another within a single screen (a feature the developers are still fine-tuning). The map screen pulls back the game's camera to reveal a full-3D view of the world and highlights major points of interest.
However, the most impressive section was the skill screen. Instead of just being a spreadsheet that comprises names and numbers, the skill screen displays your skills as star constellations in the sky above. As you level up, you can help fill in these constellations by purchasing perks (represented as stars) within your skills. On the topic of character advancement, Howard noted that the eight original character attributes from previous Elder Scrolls games have been condensed into three: magica, health, and stamina. He justified this by stating that the original eight all "trickled down" into each other and that this change allowed players more direct control over their characters.
With our business in the menus concluded, our character headed into the nearby village of Riverwood. We then took a brief tour of this small settlement as Howard explained how the new radiant story system works in Skyrim. Basically there are a number of skeleton quests that have been planned out in broad strokes, but have some of their characters or plot points left blank. The system then dynamically populates these blank areas with people or objects you've encountered during your journey. He also noted that the number of voice actors featured in the game has been greatly expanded, so that players won't run into the same handful of voices time and again. After speaking to a few locals, we learned that there had been a robbery at the local supply store. Speaking with the store's owner revealed that the only thing stolen was a golden dragon's claw.
Our character agreed to help the shopkeeper retrieve his trinket and set off in the footsteps of the thieves. Our journey took us up along a mountain pass where we learned that some creatures--such as a lumbering giant--aren't out to kill and won't attack on sight. Others--such as an angry frost troll--still wanted to rip our head from our shoulders but were easily dispatched with a blast of fire magic. Toward the top of the mountain, we discovered an ancient temple devoted to the worship of dragons. Just as our character passed under a large dragon statue, we thought we saw something move from the corner of our eye. Looking again, we saw that it wasn't a statue--it was an actual dragon.
Review Scores
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Game Info
- Release Date: Nov 11, 2011 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
Related Unions
The Elder Scrolls V: Skyrim
- Publisher(s): Bethesda Softworks
- Developer(s): Bethesda Game Studios
- Genre: Role-Playing
- Release:
- ESRB: M
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