The Elder Scrolls V: Skyrim GameInformer Scans

Jay

Kept you waiting, huh?
Senior Member
Sep 1, 2010
2,574
Info so far:

On leveling:
Totally revamped, no more class selection at the start of the game, every skill you level contributes to your overall level. And each time you level you get extra health plus the ability to get either more health, magicka or stamina.
Each level also brings you perks. Cool abilities I guess like in Fallout 3.
Also, the leveling was moved from 1-25 or something like that to 1-50, but 50 is soft-capped, you just advance really slow after that.

On skills:
Mysticism is gone.
18 skills, down from 21 on Oblivion, and 27 on Morrowind.
Tries to accommodate players who want to specialize in a certain profession (like mage or thief), while at the same time giving room for players who like to do plenty of everything. They want to keep a special care so that this feels good, not prone to cheating and organic.
Enchanting is back, and also, Weapon Smithing is apparently introduced

On the story and lore:
200 years after Oblivion. Set in Skyrim, a region north of the imperial city, where the Nords live.
The dragons are returning, as it was prophetized. You are gonna be trying to stop the wicked dragon god. You are a dragonborn, a dragon hunter. Your mentor is one of the last blade, voiced by some old dude from Shutter Island and Minority Report.
Also, there is a civil war, since the king is dead.
Enemies include were-yeti's, giant spider, dragons and other cool creatures.

On combat:
They want to make it more dynamic and tactical. You have to assign each hand with a function I think, either magic, 2 weapons, a weapon and a shield, etc.
You can also waste stamina by sprinting, allowing you to get access to tactical positions.
Emphasis on really improving the combat this time around.
They are also putting care on how each weapon feel on your hand.

Other:
Third person view has been improved
5 massive cities, more variation in caves and underground stuff.
Conversations aren't done in a zoomed in static shot anymore. Start a conversation with some and they will act like someone would in real life, looking at you occasionally and walking around a bit and also continue doing a task if they were doing one while talking.
Also, there is an option for No HUD

On quests:
Quests are much more dynamic now.
The quests are now more determined by how you build your character, individual actions and overall much more dynamic. Examples provided: If you are more of a magic user, some other mage may approach you who may not have had if you were just a melee character. Or if you killed some dude who owned a store that was gonna give you a quest, his sister would inherit the store, but she may resent you before giving you the quest. Also, if you drop a weapon in the street instead of selling it, it may just disappear, some kid may get it and give it back to you, which would lead to a series of stuff, or some dudes may fight over who gets it.
Also, it said that the quests you are given would be modified by how you have played (I guess like scaling the quests). For example, the location of a rescue mission would be determined by which location you have visited (it will try to give you a dungeon you haven't been in) and I guess also giving you appropriate enemies to your level.
 

Logan

Administrator
Nov 10, 2003
13,235
safe to say that

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Jay

Kept you waiting, huh?
Senior Member
Sep 1, 2010
2,574
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* New engine is called the Creation Engine, and a major focus has been a huge draw distance. Images shown of NPC characters reveal characters that are no longer creepy and weird, but almost presentable.
* Swinging your weapon near characters, knocking stuff off tables, or stealing items will not just generate a stock reaction from NPCs. They will instead react to you with a hostility determined by your past interactions with them. So, somebody who likes you won't try to kill you because you stabbed their favorite plate.
* An example of a random mission is an assassination mission. In Skyrim, the game will use different assassination targets based on player location, what you've done and who you've met. Bethesda calls this "conditionalizing."
* Random encounters are similar to those in Red Dead Redemption. You might save a priest who will point you in the direction of a randomly generated dungeon, or find a MAMMOTH being attacked by a pack of wolves. Yes ... a MAMMOTH!
 
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