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Post by Steve Farrelly @ 10:26am 05/04/11 | 9 Comments
IGN posted an interview with Bethesda Game Studios' Todd Howard, asking him a bunch of interesting gameplay and technical questions for The Elder Scrolls V: Skyrim.

A lot of what he mentioned is pretty much common knowledge and he was certainly shy on too much information, but the abridged version of what he revealed is that at the moment the team are playing with dragons in the game and when its released encounters (beyond those scripted) could be anywhere between a dozen and "multiples beyond that", he goes on to say that it could, in fact, be "infinite" because they've been added to the world in much the same way animals are. Also, each time you kill one you'll absorb their soul.

In combat you're now able to thrust your shield to "stagger" enemies. You'll also have specific blows capable of doing this too, and the whole system has been completely reworked so that the "meaty gameplay is in the combat". Dual-wielding is also included along with the ability to cast different spells from different hands or even a combination of both. Howard explained that this was basically "an elegant solution to use the controller triggers, or mouse buttons, to act as your hands".

There's also a new magic system in "Dragon Shouts", which are combinations of ancient words you find on the walls of ruins or are taught. You'll need some of these to progress, while others are simply there to "provide you with more power or interesting things to do".

The game will also be roughly the same size as Oblivion, according to Howard, while their mod tools will use the same .nil file system as Oblivion, but everything else has been completely overhauled, from a technical level, like the inclusion of Havok's new animation system, Havok Behavior.

Finally, on the PC, the game will support DX11, but it won't take full advantage of its feature-set, but rather scale to ensure the same visual fidelity cross-platform... take that last bit of information as you will.



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Latest Comments
Nerfington
Posted 10:32am 05/4/11
Anybody know if they've mentioned whether cities will need to be walled off instances from the rest of the world yet?
Winston
Posted 10:37am 05/4/11
Last sentence is concerning.
Khel
Posted 10:48am 05/4/11
like the inclusion of Havok's new animation system, Havok Behavior.


Well that sounds promising, Havok Behaviour is essentially Havok's version of Euphoria, so we might actually see some good animation coming out of a Bethesda game for once!
Sile
Posted 10:48am 05/4/11
Console graphics on PC should be illegal.

/sigh
Steve Farrelly
Posted 10:54am 05/4/11
I would say it's still going to look the tits on PC with higher resolution etc, but they've probably worked with the Creation Engine so that no one system misses out on the same assets. We'll hopefully get a chance to chat to Bethesda ourselves shortly, so I'll grill them on this factoid
Choumou
Posted 09:16pm 05/4/11
'Finally, on the PC, the game will support DX11, but it won't take full advantage of its feature-set, but rather scale to ensure the same visual fidelity cross-platform... take that last bit of information as you will.'

WTF

It will get Directx11 BUT it wont be a full Directx11 game BUT they scaled it for cross-platform.

I have a really bad feeling about this.

Bethesda, please dont do a 'Crysis 2 situation' for PC gamers thnx.
Midda
Posted 09:23pm 05/4/11
Well that sounds promising, Havok Behaviour is essentially Havok's version of Euphoria, so we might actually see some good animation coming out of a Bethesda game for once!

Well, we might see some good ragdoll and dynamic reactions from characters. Doesn't mean the actual animations won't be horrible.

Bethesda, please dont do a 'Crysis 2 situation' for PC gamers thnx.

I bet if Crysis 2 was in DX11, but looked exactly the same as it does now, nobody would complain, because it still looks f*****g awesome. Go have a cry.
Nerfington
Posted 04:04am 06/4/11
Bethesda, please dont do a 'Crysis 2 situation' for PC gamers thnx.

Didn't they already do this with Oblivion? Laggy/momentum'ised mouse input, horrible UI.
orbitor
Posted 01:17pm 06/4/11
Why would they spend a bucket building in DX11 s*** that won't even be supported by a huge base of their customers? As long as it looks good, it looks good, and who gives a damn whether it's DX11 or what.
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