Official Playstation Magazine II

Post » Sun Aug 01, 2010 12:24 pm

Last thread got filled so here's a new one (I think that's what you guys do here right? It's only like my second thread so idk lol)

Original Thread: http://www.gamesas.com/index.php?/topic/1167518-official-playstation-magazine/

I've also made some polls on the 'hot topics' from the last thread.

Info:

-'Magnetism' in your attacks draws them more towards enemies rather than allies so as there is no 'friendly fire' in bigger battles.
-Taverns will play a large role in getting information, gossip and rumours from a town as it's naturally where most people go after working and you can listen to peoples conversation and learn more about the town and/or skyrim itseld - it's a lot more natural.
-Quest givers won't be so specific, an example given is say in Oblivion a QG would say you'd be paid 200 gold for doing something, they've tried to make it more natural so the QG would say something more along the lines if 'I'd happily pay if you could do this for me'. (Maybe your payment is dependant on how well you pull off the task?)
-There will be some enchanted weapons which don't tell you what they do - so you'll know it's magical in some way but you won't know how exactly, you'd have to find out yourself - (this would most likely apply to the things you find in dungeons, ie people wouldn't know about it so the PC wouldn't either untill it's used)
-People will be more vague or specific when talking to you or giving you quests depending on how much they like you.
-If you are using a two handed weapon then you use Left Trigger to block and Right trigger to attack, however if you have a one handed weapon in one hand and a spell in the other, you won't be able to block - left trigger will then be a spell and right will be attack - it is done to make you play more stratigically - be more offensive, defensive, magic based etc.
-They mention some new spells such as one which acts as a shield against magic
-They talk about dungeons; one in specific which they go to on a quest *Minor spoilers ahead* called 'Bleak Falls Barrow' - it is inhabited mainly by the Draugr (the undead guys in the screenshots we've seen), a 'ghostly dragon priest' who bursts out of a sarcophagus to attack and startle the player and the 'boss' of the dungeon - a giant 'Frostbite Spider'. They said that they were proceeding through the dungeon when it dropped down from the ceiling where it was hiding, it was said to be terrifying.
-A rune that you can throw down and it fires out shards of ice, similar to the flamethrower one we've heard about.
-They describe a finishing move they perform on a bandit - they 'plunge the sword into his chest' and the bandit can be heard gurgling his blood as he dies.
-Outside of quests you can perform; Woodcutting, Cooking, Mining and metalwork
-They mention some of the 18 skills although I don't know if they're being specific or general (ie they could be grouping a few skills into one, and these are probably not the names of them): Combat, Magic, Stealth, Conversationalist.
-They mention a Dragon Shout that acts as a sort of 'Bullet Time'.
-Riverwood is described as 'A smattering of timber buildings, including a sawmill'
-They get the quest to go to Bleak Falls Barrow from a shopkeeper called Lucan who has had his antique golden dragon claw stolen and wants you to retrieve it.
-Radiant Story is in part inspired by the random encounters in Fallout 3.
-The game apparently looks amazing in motion, with great environment effects such as the wind making the water swirl and make waves.
-Some Dragon Shouts are found in dungeons.
-It is possible to raise all skills to 100 but not possible to get all perks.
-The King of Skyrim is dead, which has sparked the Civil War.
-Dragon Encounters aren't scripted and they will 'Merrily ravage towns without warning'/
-NPC's are said to be improved, having proper jobs and routines now and some will even take out a vendetta on you and will come to find you if you killed a loved one or relative for example.
-"Every big settlement is unique. The city of Markarth Side, for example, is set into dramatic stone cliffs, with buildings teetering on the end of sheer drops"
-Haarfingar is said to be home to the largest trading port in Skyrim.
-They mention breaking and entering to find out more about people, but I'm not sure as to what extent - "Because of the open world set up you can even progress by snooping around - following people, looking out for strange behaviour and even some light breaking and entering".

There is one screen that I haven't seen before, It's a dragon standing on top of a large mountain (not the one looking out at mountains, thats in here aswell) - the dragon is seen from the front very clearly and I must say looks very badass. The animations seem to be pretty good from the shots aswell, as the dragons feet are positioned correctly depending on where he is standing in the 3 shots they appear in.

There is also some concept art of what appears to be Dwemer Ruins? possibly, I'm not entirely sure. It looks cool though

Anyway, thats most of what I can remember from the main article and interview, I haven't delved too much into the surrounding screens captions or the massive annotated map of tamriel, but if there's anything else I find I'll add it in.

Enjoy.


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meg knight
 
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Post » Sun Aug 01, 2010 9:23 am

Thanks for that - I must have missed the first thread :) I'm tempted to buy the mag now just for the screenshots.
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Rude_Bitch_420
 
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Post » Sun Aug 01, 2010 11:49 am

I read a post from The Nexus Forums that said the "not knowing enchantments on items" was a misinterpretation.

Istred says: "If it is from Official PS Mag, someone has misinterpreted a line which was meant to say that the questgivers won't describe the enchanted items they give us as a reward - to allow it to be appropriate to our level. If the source is different, could You say what it is?"
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Rhiannon Jones
 
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Post » Sun Aug 01, 2010 2:59 pm

I read a post from The Nexus Forums that said the "not knowing enchantments on items" was a misinterpretation.

Istred says: "If it is from Official PS Mag, someone has misinterpreted a line which was meant to say that the questgivers won't describe the enchanted items they give us as a reward - to allow it to be appropriate to our level. If the source is different, could You say what it is?"


Here's the exact quote:
"OPM: If all these different elements of a mission are created on the fly, does that mean the loot and gear you'll find is random, decided according your character, or specific to a given quest?"

Todd Howard: Loot balance is similar to how we handled it in Fallout 3, which is similar to the creatures. But the benefit with the Elder Scrolls is that we have a lot more loot. The other thing is, if somebody likes you enough, sometimes they'll explain something exactly, and sometimes they'll be vague because of the radiant nature.

Bruce Nesmith: We'll give you this magic sword, but we won't tell you what its magic is, because we want to make sure it's appropriate to your level and feels good to get it as a reward. [the rest is then about money and payment]"



Also, just to reply to a post on the last thread;
My only gripe is this, they prefer to be called PTOM. (P-Tom) Playstation the official magazine. Not, OPSM.


Maybe you're thinking of the US one, this is from the UK mag, I've been reading for some time (since they were OPSM2 for the PS2) and they've always referred to themself as OPSM or OPM :)
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Camden Unglesbee
 
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Post » Sun Aug 01, 2010 5:52 am

I need to buy the magazine, but from what I've seen the only thing I dislike is no blocking as a Spellsword. Seriously? It's my favourite playstyle but now it just sounds like an annoyance factor. Parrying with a blade is sensible. It means the huge leap that Oblivion took mixing magic with combat is destroyed, and I don't understand why. Not being able to hold a shield and sword, and cast magic I understand, but no blocking AT ALL? Bang goes my build! Looks like it'll be the Ranger that gets the first run.
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Francesca
 
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Post » Sun Aug 01, 2010 1:08 pm

Based on that quote, I can see how the person on the Nexus is probably right. The context of that quote is during the giving of a quest. Meaning, they are just going to tell you you will get a magic sword. However, once they give it to you, you should be able to see the stats on it. They just won't tell you them upfront since they won't know your level at the time you complete the quest. They'd rather give you a sword to match your level, at that time.
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Sweets Sweets
 
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Post » Sun Aug 01, 2010 7:06 am

Based on that quote, I can see how the person on the Nexus is probably right. The context of that quote is during the giving of a quest. Meaning, they are just going to tell you you will get a magic sword. However, once they give it to you, you should be able to see the stats on it. They just won't tell you them upfront since they won't know your level at the time you complete the quest. They'd rather give you a sword to match your level, at that time.

Makes the most sense.
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anna ley
 
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Post » Sun Aug 01, 2010 4:23 pm

I hope dear god the block thing was pure misunderstanding, or I might as well skip rolling a spellsword in launch.
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Louise
 
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Post » Sun Aug 01, 2010 11:19 am

I read a post from The Nexus Forums that said the "not knowing enchantments on items" was a misinterpretation.

Istred says: "If it is from Official PS Mag, someone has misinterpreted a line which was meant to say that the questgivers won't describe the enchanted items they give us as a reward - to allow it to be appropriate to our level. If the source is different, could You say what it is?"

This sounds more realistic, not be able to see enchantments would be totally break from elder scrolls tradition and some work to implement, how find out that it does would be more.

As I guess it, the levelled lists of items like chillrend is gone, instead you get a item from a levelled list of items. I hope the list is fitting so a mage give you a fortify magic or magic skill item and a warrior a enchanted weapon. If you manage to empty the list for your level you get a random fitting item. Worst case we only get random items from radiant story quests.
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Stacyia
 
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Post » Sun Aug 01, 2010 3:53 am

Magnetism make me indifferent at PC I believe it can be switched off or removed by plugin, but its will be awesome if NPC will be better in aiming with this feature.
Taverns will play a large role in getting information, thats sounds awesome.
Quest givers won't be so specific sounds good, and I believe reward will have some list and can be different to mages warriors and thief or have other predefinitions and requirements
There will be some enchanted weapons which don't tell you what they do just like in Daggerfall thats awesome.
People will be more vague or specific when talking to you, sounds great
Won't be able to block - left trigger will then be a spell and right will be attack - it is done to make you play more stratigically - be more offensive, defensive, magic based etc.
Thats good make battles interesting and roleplay better
Overall thats awesome news.
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Alkira rose Nankivell
 
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Post » Sun Aug 01, 2010 2:28 pm

I really hope we can turn stuff like "blood gurgling" off.
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Cody Banks
 
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Post » Sun Aug 01, 2010 4:57 am

Markarth sounds just awesome. And woodcutting, metalwork etc., realistic conversations in taverns and all... this is good news! Except for the part about not being able to block with one-handed weapons :o

Magnetism is good, I hated when I accidentally hit people in Oblivion and my friend would start to hate me all of a sudden. I just hope it trns on gradually, so if you're holding the crosshairs aimed at something/someone, it'll slowly auto-lock a little bit. And I hope we can toggle it on/off in the options, even though that's not the Bethesda philosophy :P
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Laura Mclean
 
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Post » Sun Aug 01, 2010 12:20 pm

I really hope we can turn stuff like "blood gurgling" off.


It's just a sound effect and the person who recorded it probably just gargled chocolate milk.
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Jaylene Brower
 
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Post » Sun Aug 01, 2010 3:16 pm

Markarth sounds just awesome.

You do realize, that that is the city we already have a picture of:

http://www.uesp.net/wiki/File:Markarth01.jpg
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BEl J
 
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Post » Sun Aug 01, 2010 5:29 pm

I was expecting magnetism to be hated.

It better not be noticeable. ESPECIALLY with arrows.
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Melung Chan
 
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Post » Sun Aug 01, 2010 2:03 pm

I really hope we can turn stuff like "blood gurgling" off.



It's not real life man. It's just a sound effect. I don't understand people that can't handle simple gore, honestly, they have said it's not like Fallout 3, get over it.
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jesse villaneda
 
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Post » Sun Aug 01, 2010 8:48 am

I thought that magazine was shut down a while back? Becasue I had a subscription to it for a long time and then a few years back they told me that they don't print it anymore and started sending me some other magazine instead?
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JD FROM HELL
 
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Post » Sun Aug 01, 2010 1:39 pm

The magnetism thing seems ok. To my mind it's just a tiny shift away from player skill toward character skill - although I'm sure it was done to compensate for less precise controls on console and/or variable framerates on lower range PCs. Spellswords being unable to block... ok, that's a bit weird. I can sort of see that it encourages a playstyle that uses spells for defence and weapons for attack - a faster and more active style. Going the other way I suppose we could equip a shield for defence and use spells for attack - a bit more of a tank role; tough and with ponderous but heavy attacks. Heh, always assuming spells are slower and stronger than blades :).

Gory and gruesome deaths. Hm. I voted 'too gruesome', but I'd have to see it before I know for sure. Shooters can have some deaths which sound gruesome if described, but are fairly non-descript in practice.
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Scared humanity
 
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Post » Sun Aug 01, 2010 3:33 pm

I was expecting magnetism to be hated.

It better not be noticeable. ESPECIALLY with arrows.

You're right, there shouldn't be any magnetism at all when it comes to ranged weapons. Maybe a good archery skill could let you aim more easily like andyw said - at least it'd make sense.

You do realize, that that is the city we already have a picture of:

http://www.uesp.net/wiki/File:Markarth01.jpg

Oh, I always thought that was just some ruins! I do remember now that they said in the GI article it was Markarth.
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jessica Villacis
 
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Post » Sun Aug 01, 2010 9:51 am

Except for the part about not being able to block with one-handed weapons :o

You can, just not with magic together.
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Matt Gammond
 
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Post » Sun Aug 01, 2010 4:54 pm

Wow.. this all sounds amazing! I don't think I've ever wanted a year to go by so fast.
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Invasion's
 
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Post » Sun Aug 01, 2010 3:19 pm

I don't really like the idea of levelled quest rewards...

Will this mean that in the late game, every farmer wanting his fields cleared will have a powerful enchanted sword he can spare?

Sounds like the world is revolving around the player too much again.

The rest of the news sounds good, as long as auto-aim is linked to skills... don't want to be a crack shot at level 1.
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Killah Bee
 
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Post » Sun Aug 01, 2010 8:44 am

If this block thing, it's absolutely terrible, I hate the idea of removing a simple function to promote anything, thats like removing the jump function for everybody other than thieves, terrible idea. Also the magnatism will is also terrible if it's on the PC, I want to hit where I am, and not helped by some kind of easy-hit function
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Ross
 
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Post » Sun Aug 01, 2010 9:11 am

I don't really like the idea of levelled quest rewards...

Will this mean that in the late game, every farmer wanting his fields cleared will have a powerful enchanted sword he can spare?

Sounds like the world is revolving around the player too much again.

The rest of the news sounds good, as long as auto-aim is linked to skills... don't want to be a crack shot at level 1.

It could very possibly be only leveled for random quests, which would make sense (they're supposed to give you something to do at ANY level). Static rewards, or at least leveled rewards with in limits (a sword may be between level 5-10. Doing the quest before or during those levels would net you a good sword, but afterward would give you an obviously weaker sword due to your higher level).
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Imy Davies
 
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Post » Sun Aug 01, 2010 3:36 am

It could very possibly be only leveled for random quests, which would make sense (they're supposed to give you something to do at ANY level). Static rewards, or at least leveled rewards with in limits (a sword may be between level 5-10. Doing the quest before or during those levels would net you a good sword, but afterward would give you an obviously weaker sword due to your higher level).


But leveled rewards for anything other than generated quests means either no unique items or levels uniques, both of which are really really bad
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Ann Church
 
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