...since we've seen some new info about this game? The last thing i can remember was the special edition podcast on game informer.
Perhaps we could make a list with all the information released about the game so far. Is there a way we can post screenshots, audiotracks and videos about the game?
The last info we got (though you may have missed it) was:
http://www.youtube.com/watch?v=S6Xn0GbweAE
Stills:http://yourimg.in/j/6nev4y.jpg http://yourimg.in/j/usvz7h.jpg http://yourimg.in/j/kl247s.jpg http://yourimg.in/j/30qtu6.jpg http://yourimg.in/j/x82z7e.jpg http://yourimg.in/j/bmn944.jpg http://yourimg.in/j/r8r9d1.jpg http://yourimg.in/j/96twsl.jpg http://yourimg.in/j/8sax1k.jpg http://yourimg.in/j/423jwn.jpg
OXM UK Skyrim Interview TranscriptSo tell me about the area of Skyrim and how it compares to Cyrodiil in Oblivion. 00:30
In terms of size, first of all it's about the same size. It's different in that it's very mountainous, so the way we use the geography is a lot different. So it creates a different scale even though it's roughly the same size. But it is the northern most province in Tamriel and it's very rugged. One of the reasons we really wanted to do Skyrim was it has this kind of rugged, ancient, despite it being fantasy, this lower tech feel to it, it's more brutal. Coming off of Oblivion which feels more King Aurthur almost like Renaissance Fair and this is more Conan. The landscape lends itself to lots of different types of areas. Not just all snowy mountain peaks, more Scandinavian rather, these tundras, pine forests, fall forests, volcanic tundra and this area called the Reach which is really craggy and then to the northern part of Skyrim we have these ice glaciers. So even though it is all in one province we're trying to mix up the types of landscapes your going to see much more than we did in Oblivion.This area is mainly inhabited by the Nords who featured in Oblivion and the other Elder Scrolls games. Tell me what they're all about. 02:04
So they're kinda the first humans in Tamriel. They are like the landscape, a rugged people. So most of the people in Skyrim are Nords but just like in our previous games where you see that there is a dominant race for that province, whether it's Morrowind Dark Elves, all of the races are there in some fashion.So in terms of the combat, you overhauled the melee combat system. Tell me what you've changed. 02:34
The main parts of it are that you can put what ever you want in your hands, whether that's magik or weapons and melee. So it all, the magik and the melee do kind of go together now. In basic melee you can put a shield in your left hand and sword in your right and then the triggers or the mouse works that. We try to make it very tactile where as if you hold this one(motions with left hand) then press this one (motions with right hand) it's going to do this move. You can actually bash with the shield by pulling it up and the pressing the right trigger. You can do power moves by holding them down. We do kind of look at the direction your moving as well, a little bit. It's very easy to play but the end you feel a lot more in control of your character.Your using the Radiant Story system to add more nuances to the quests is that right? 03:23
We have this new piece of tech called Radiant Story, like the Radiant AI, kind of uses the same paradigm in terms of taking a quest or any activity and saying "well, we want this to be a specific activity or we're going to let the game choose". So it's a really, really powerful tool that honestly we're still figuring out how to use. There are some really nice ways that we can use it where you go to town and you run into a character and the Radiant Story system can say "i have a quest template that would fit this character and your character, I'm going to give you a quest right now". It's tiny one, the bigger story based ones, the factions, the main quest, we're still writing by hand but we're using Radiant Story. The Radiant Story system even to make those quests, even when all the roles in the things are very, very specific, it's how we make quests now.One of things you've solved is the old crash zooming to characters faces when they start talking to you... 04:27
Solved as in we took it out. Yeah, solved!Tell me what's there instead. 04:37
We wanted to treat dialog not as another mode. Before we would always treat it as, this is a mode your in, talking to somebody but we want it to be sort of just smooth in the same way fighting a guy isn't just another mode it's just something the buttons are doing at the time. Now the game doesn't stop, it's all real time, you press a button on a guy and like a trim thing comes up like the topics you can ask comes out on the edge of the screen and you can select them with the thing. You can press the button and just continue on. It's almost like displaying the menu then closing the menu. What we've actually found is a guy will be giving you a quest, and traditionally you click on 'em and you'll be listening to the quest and you'd jam the button to like listen to it all and get the quest and now you just hit "b" to close it. He just keeps talking and you just walk away like "yeah i got it" and you just wander off. You can just kinda back up and talk to someone else, he's still, he might stop, if you get far enough away he just says "yeah I get it" but you can reengage him right away without ever breaking the flow of that. It even allows us to... sometimes we can have conversations with multiple people. We just kind of viewed it as not a whole other mode just like a trim thing like how do you repsond to somebody as opposed to entering a mode where there is a back and forth.Video and stills courtesy of 360RPGplayer, Transcript courtesy of yours truly.