Skyrim Trailer and New Screenshots
It’s almost here.
With the king of all RPGs, Elder Scrolls, releasing its latest installment, Skyrim, what does Bethesda Studios have in store for us? Not more of the same that’s for sure. Not only is the landscaping design absolutely breathtaking, but the new designing engine makes all of the environment traversable. Gone are the massive cities and towering castles, replaced now by ruins and rugged terrain. Saber-toothed tigers, woolly mammoths and elk roam freely through the same wilderness as giants, frost trolls and snake-like wraiths, all of which you will engage in quite possibly the best open-world game to be released in the next few years. Another new feature, though not new to Bethesda gaming fans, is their in-game character leveling system. Fans and players of the Fallout series will be familiar with the way the skill point and perk system works, placing skill points in attributes that you feel are important to your character’s survival, which to me is a great idea and an improvement from the Oblivion style that had you play for a little while in the beginning and then gave you that important question, “What class would you want to be?” That just asked, “What skills are important to you?” and limited you to that class alone for the rest of the game. Now, it’s not what gear you’re carrying that shapes your character, it’s how you fight your opponents.
Another new nugget they have added is the way your character interacts with other NPCs. Exploring villages and towns has always been important in the Elder Scrolls world, and Bethesda was well aware of this crucial fact. For us Oblivion and Fallout aficionados, the zoomed-in conversation style is out the door and in to take its place is a convo option pop-up; as you approach an NPC the option to talk will pop up. As they prattle on about how hard their life is or what they want you to do, the AI will go about its routine, whether it be chopping wood, sweeping or whatever. Also, secondary conversations that you would overhear as you say, roam a crowded bar, listening in on someone talking about losing an item or loved one somewhere, this will automatically go into your log for later exploration because all of us RPG fans love little side quests. As you’re roaming towns your character can also do mundane Fable-style tasks like woodcutting, mining or even cooking just for fun. One more improvement with NPC interaction that Bethesda has added is the way items affect AI interactions. For example, say you’re roaming a street and you decide to discard an ax because it is weighing you down. The item drops on the road and a number of things can happen: either two townspeople will fight over it, one will lay claim to it as his/her own, someone will pick it up and chase after you and ask you if you dropped it, or it will simply lay there and you will see it still there the next time you visit the town, giving this game a realer than real feel.
Ok, so in this preview I’ve given you just a taste of the major improvements Bethesda has implemented on what in my opinion is a flawless, open-world RPG and I can only say that once you get your hands on this title on November 11, 2011, you will see first hand what else they had up their proverbial sleeve to make us all $60 poorer. I have already payed for it in full and I suggest you true RPGers out there pre-order it as well. You won’t be disappointed.