Tuesday November 22, 2011
Volume CXXXII Issue 11
Peter Tan
Level 25 Thief
I am playing the PC version of the game, so your experience with graphics and controls might differ if you are a console gamer. The blackness slowly fades away as I am awoken to the sight of three other men sitting on a cart. Our hands are bound, and we are obviously prisoners. The thief opposite me is crying out that he is not a rebel, and he does not want to die. I look down at my feet and go along for the ride.
After a rebel is beheaded, my head is the next to be placed on the executioner’s block, but an ominous rumble is heard in the distance. As the executioner raises his ax, a huge dragon appears behind him and makes the ground shake. I seize the opportunity to run, and with the help of an Imperial Legion Soldier, I follow him into the keep to seek shelter from the dragon. Having spent the last five years playing and modding The Elder Scrolls IV: Oblivion, to say that I have been anticipating this game is an understatement. I have also played both The Elder Scrolls III: Morrowind, and The Elder Scrolls II: Daggerfall, and this is without a doubt the most polished release of an Elder Scrolls game Bethesda has given us. Having had Fallout 3, and Fallout New Vegas in these last years to learn from, and having had success with their console versions, Skyrim has an interface that while console friendly, is also PC friendly, unlike that of Oblivion’s. The whole setup is sleek and minimalistic, perhaps reflecting the trend the entire digital world is moving toward today. Everything is easily navigated via the keyboard with helpful tooltips at the bottom of the screen for hotkeys. While this is most definitely a console feature, I liked being able to do everything with my keyboard. Without a doubt, this is the most beautiful game on the market right now. On maximum settings, the quality of detail is almost photorealistic, and objects in the world blend together so well you might forget that this is just a video game. Perhaps my only criticism is that with such vibrant graphics, the hyperrealism could cause eyestrain, especially with a game like this, where you will spend hours a session. The improved graphics truly shine in
the new inventory system where the only statistics now are the damage/armor rating, the weight and the value of an item. About three-quarters of the screen is now occupied by a full 3D model of the item, which you are free to spin around and admire. The Legion Soldier, Hadvar, is a Nord by birth, and he cuts my binds, urging me to look around the barracks we are in for armor and weapons. I find some Legion Light Armor, and a sword. These will have to make do for now. Suiting up, I follow him deeper into the keep, hopefully finding a way out that will avoid the dragon above. As we venture deeper, we encounter some Stormcloak rebels, people from the same faction that I was about to be executed with moments before. Seeing Hadvar and I clad in Legion armor, they instantly attack, and I am forced to draw my sword to defend myself.
True dual wielding is finally seen with Skyrim featuring a staggering amount of possible combinations. You could have any combination of two one-handed weapons, a spell in one hand and a sword in the other, a shield in your left hand and a fireball in your right hand, or both hands wielding fireballs for a truly explosive result. The slow-motion deathblow scenes were definitely lessons taken from Bethesda’s experience with Fallout 3. When an enemy is close to dying, your last swing becomes a flourish, and the one I like the most so far is a quick shield bash to the head exposing your opponent’s neck before plunging a sword in with a visceral piercing of meat sound effect. Escaping the keep, Hadvar and I make our way to Riverwood to seek out his Uncle Alvor, a smith, who might be able to help us.
Parrying the rebel’s warhammer, he is momentarily stunned as I circle around him and execute a quick swipe to his chest. Blood splashes all over, before Hadvar, already finished with his opponent, stabs my enemy from behind in a deathblow. The combat system and interface in Skyrim is totally revamped with the three main bars of Health, Magicka, and Fatigue hiding when not in use. It is evident that many of the new combat changes were derived from the mod Deadly Reflex for Oblivion. Features like timed blocking, shield bashes and flourishing deathblows were all introduced by the dedicated modding community to Oblivion as early as 2007. The fact Skyrim contains all these features show Bethesda’s commitment to the community and their willingness to learn. The new magic system is definitely inspired by Bioshock’s Plasmid system. Whereas magic once used to be a spamming of fireballs, the same flame spell now can be shot as a fireball, shot as a stream of fire, or laid down as a trap. Rather than specific spells like in the past, you now have a type of spell and can manipulate it to your desires.
Alvor gives us some supplies and asks if I would like to learn some smithing. I take some leather straps, and a few iron ingots to the forge. In a matter of minutes, I craft a simple iron dagger that Alvor lets me keep. Crafting was introduced to Oblivion with Martigen’s Monster Mod, and Skyrim takes the idea of crafting to a whole new level. Practically any weapon or armor can be created provided you have the right materials and the required skill. Combined with the enchanting skill, you have the ability to forge some powerful items. After spending some time at the forge, making armor and a sword, my smithing skill increases and triggers a level up. Selecting the level up button takes my view skywards as I observe the constellations in the sky, each representing a different skill. The smithing skill is just a small part of the massive revamp of the entire skill system. Attributes like strength and agility no longer exists and only the core statistics of Health, Magicka and Fatigue remain. You now have the ability to select perks in skills each time you level up, rather than have a generic perk given to you when a skill hits a number. This allows you to customize your play style exactly to what you desire. You could
end up with a lightning shooting, axewielding thief in the shadows. The gameplay and interface overall has changed a lot, and most of it is for the better. I find that the removal of certain features like item durability takes away from the immersive-ness, but I am confident there will be a mod for it in the coming weeks. The new interface makes navigation easy as the hotkeys in the various menus make navigation a breeze. The combat system makes every battle feel like life or death as each swing you make might leave you unable to defend.
Crafting and enchanting will provide hours of distraction as you travel the landscape combing for materials, and the each of the three main paths of Warrior, Mage, and Thief have their own crafting skill of smithing, enchanting and alchemy respectively. As with all Elder Scrolls games, there are Daedric Shrines that provide quests, you can become a vampire and new with Skyrim is the ability to become a werewolf as well. The biggest addition to the game is the Dragon Shout power. Being a Dragonborn, you have the innate ability to use your voice to do things. In practice, the powers function quite like Jedi powers like a force push or force sprint. I have only discovered a few powers already, but they greatly add to the dynamics of the game. At the end of the day, this is a huge game that looks to take at least a hundred hours to see everything, and is not for the faint hearted. This is a game for the dedicated RPG player, and if you loved Fallout 3 or Oblivion, you should already be playing this game. For those looking to try the genre, this is not a bad place to start, as it is a lot more polished than previous games in the series. If you are a fan of shooters or strategy games, I suggest you give this game a miss because the appeal of this is exploring the world and discovering new things, characteristics not shared with other games.
The Elder Scrolls V: Skyrim
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