Skyrim French coverage summary

Post » Mon Feb 07, 2011 12:41 am

-if a weapon and a shield or two weapons are equiped, you cannot cast any spell (quite logical indeed)
-meteorological effects : clouds are gathering in real time around mountain peaks (sounds pretty cool), snow affects textures (so again pretty much confirmed that this isn't 3d accumulating snow but I'm fine with that anyway).
-Matthew Carofano (artistic director of Skyrim) : Dwemer ruins (we know that already) and a Dunmer city!!! (yeah you heard me : Dunmer :celebration: ) ;
-again from M. Carifano : "after Oblivion where every place looked alike, in Skyrim you'll find once agin the excentricity of Vvardenfell. Here every Nord Clan has its own colors, its own identity."
-Every city and town is bound to some particular resources meaning if you burn their mill or mine, you affect their economy and they'll be forced to buy flour or mineral somewhere else and when you'll want to buy these resources here again it will be more expensive. (good thing for evil characters :) and maybe desctructible environnement?)
-Todd Howard Interview :
-"a cause-consequence tree for each mission",
-each mission will be a bit different from the same mission played by another player who has done other quests. Also can be different depending on which mission you did before.
-If you meet a Giant on the road he might totally not attack you unless you attack him.
-it seems he says that when most NPCs give you a quest, they'll give you precise directions or accompany you to the road showing you which direction to take to go on on you quest.
-the player should be excited when discovering a new place, or overhearing rumors spoken by NPCs between them.
-the testers mark the most beautiful landscape, so they should have things like temples, stuff that will entice the player to go and check by himself.
-in Oblivion there was only 1 guy working on the dungeons, this time for Skyrim, 8 devs are working on them.

This is great stuff :tops:

-it seems that smithing can only be done in forges (you cannot repair your equipment everywhere like in morrowind or oblivion)
-dialogues : most "inimportant" NPC like simple villagers won't have any dialogue tree (instead they'll directly comment on rumors or on what they're doing) ; only important NPCs will actually exchange dialogue with you, you can cut short the dialogue only by walking away.
-archery : when aiming at something, you can hold your breath (consuming stamina) and the action is slowed.

This I'm not so sure about :unsure:
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Katie Louise Ingram
 
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Post » Mon Feb 07, 2011 12:24 am

Great translation, good show OP!!!

Crashing dragons!!! The first person to get a dragon wedged gets a cookie!
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Bereket Fekadu
 
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Post » Mon Feb 07, 2011 10:05 am

Great translation, good show OP!!!

Crashing dragons!!! The first person to get a dragon wedged gets a cookie!

Maybe an AI glitch will result in dragons crashing into mountains, instead. :P

"Hold up the barricade and prepare fire! Here it comes ..."
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Veronica Martinez
 
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Post » Mon Feb 07, 2011 12:21 pm

Maybe an AI glitch will result in dragons crashing into mountains, instead. :P

"Hold up the barracade and prepare fire! Here it comes ..."


LOL! I can http://www.youtube.com/watch?v=cBac9z4whxI&feature=related it now.
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alicia hillier
 
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Post » Mon Feb 07, 2011 3:10 pm

LOL! I can http://www.youtube.com/watch?v=cBac9z4whxI&feature=related it now.

:rofl:
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Tom
 
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Post » Mon Feb 07, 2011 1:15 am

A Dunmer city?!?! YES!! I wonder what great house is in control of group? I hope its in relation to the Infernal Cities events has well.
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Alexxxxxx
 
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Post » Mon Feb 07, 2011 11:49 am

A Dunmer city?!?! YES!! I wonder what great house is in control of group? I hope its in relation to the Infernal Cities events has well.

We had a Dunmer City in Oblivion that wasn't controlled by any great house (Cheydinhal). :shrug:
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Emily Jeffs
 
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Post » Mon Feb 07, 2011 1:03 pm

Ah bummer looks like the Blocking will be harder to do on the console. Ah it's a small price to pay though.

A Dunmer city is cool I just hope the Nords aren't too angry that the Elves are taking over part of their land.
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Kerri Lee
 
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Post » Mon Feb 07, 2011 12:40 pm

"Hold up the barricade and prepare fire! Here it comes ..."

"Great balls of fire! Men, ready your shield spells!"

*dragon crashes through army like bowling pins*
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Erika Ellsworth
 
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Post » Mon Feb 07, 2011 9:57 am

thanks, very encouraging info.

about the Acrobatics though, how will this work now if it is taken out? Will all character types have a basic level of jump only, that cannot be improved upon?
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Heather Dawson
 
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Post » Mon Feb 07, 2011 1:00 pm

We had a Dunmer City in Oblivion that wasn't controlled by any great house (Cheydinhal). :shrug:


Not a Dunmer city, just one influenced by the Dunmer culture of recent immigrants (supposedly, though not very well represented in-game... well let's be honest, not at all) with a Dunmer count.

When they say "Dunmer city", I'm hoping they mean literally a city of nothing but Dunmer.

Perhaps House Redoran.
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Pete Schmitzer
 
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Post » Mon Feb 07, 2011 4:31 am

wow..all this information is...just so great :)
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suniti
 
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Post » Mon Feb 07, 2011 9:00 am

Not a Dunmer city, just one influenced by the Dunmer culture of recent immigrants (supposedly, though not very well represented in-game... well let's be honest, not at all) with a Dunmer count.

When they say "Dunmer city", I'm hoping they mean literally a city of nothing but Dunmer.

Perhaps House Redoran.


Or rather one comprised of Dunmer architecture. I'd love to see Telvanni structures, personally.
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Samantha Wood
 
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Post » Mon Feb 07, 2011 9:19 am

Hi everbody,
Just bought the last Playstation Official Mag in France (although I'm a PC player), gonna try to give you all the new elements I could gather from it :

-dynamic shadows
-if a weapon and a shield or two weapons are equiped, you cannot cast any spell (quite logical indeed)
-it seems that smithing can only be done in forges (you cannot repair your equipment everywhere like in morrowind or oblivion)
-new screenshot (i think so) with the PC facing the camera in a cave, wearing an elven armor, a sword in his right hand, and a kind of torch or light staff in his left hand.
-incredible level of detail such as : blood vessels on skin, modelling, animations, clothings (not sure what "clothing" means here))
-meteorological effects : clouds are gathering in real time around mountain peaks (sounds pretty cool), snow affects textures (so again pretty much confirmed that this isn't 3d accumulating snow but I'm fine with that anyway).
-a major inspiration for snowy landscapes seems to be artists like Brom and Frazetta.
-Matthew Carofano (artistic director of Skyrim) : Dwemer ruins (we know that already) and a Dunmer city!!! (yeah you heard me : Dunmer :celebration: ) ;
-again from M. Carifano : "after Oblivion where every place looked alike, in Skyrim you'll find once agin the excentricity of Vvardenfell. Here every Nord Clan has its own colors, its own identity."
-For consoles : the "block" action is performed by pressing both trigger buttons at the same time. Each separatly correspond to the action of what you equipped in one hand or the other.
-80 spells among which some are entirely new (the journalist might have picked a rounded off number since I remember GI said 85 or so?)
-spells confirmed : Detect Life, Fury (force ennemies to fight between them), Circle of Protection (hurl ennemies outside a magic circle), Snow trap (triggers only when an ennemy walks on it), Lightnings, Fireballs.
-Concerning finishing moves we'll see stuffs like : Axe blade planted in the neck, dagger in the chest.
-Concerning skills : Athletics (they surely meant Acrobatics) doesn't exist anymore (to prevent the player boosting this only by jumping on stand)
-AI : NPCs have day and night activities like cooking and brushing the ground in front of their houses.
-dialogues : most "inimportant" NPC like simple villagers won't have any dialogue tree (instead they'll directly comment on rumors or on what they're doing) ; only important NPCs will actually exchange dialogue with you, you can cut short the dialogue only by walking away.
-Every city and town is bound to some particular resources meaning if you burn their mill or mine, you affect their economy and they'll be forced to buy flour or mineral somewhere else and when you'll want to buy these resources here again it will be more expensive. (good thing for evil characters :) and maybe desctructible environnement?)
-the Dragon Shout key on PS3 is R3 (don't ask me more since I'm a PC player)
-archery : when aiming at something, you can hold your breath (consuming stamina) and the action is slowed.
-Dark Brotherhood mentionned as might be in (the reason beeing that the devs had a lot of fun developping it in Oblivion)
-Dragons can be unpredictible in their behaviour, they will fly in the air, crawl on the land, they can crash when wounded.
-On the favorite menu: "Cliking on a key, the screen freeze and a list of weapons or 'favorite' spells is shown next to each hand".
-Todd Howard Interview :
-"a cause-consequence tree for each mission",
-each mission will be a bit different from the same mission played by another player who has done other quests. Also can be different depending on which mission you did before.
-If you meet a Giant on the road he might totally not attack you unless you attack him.
-it seems he says that when most NPCs give you a quest, they'll give you precise directions or accompany you to the road showing you which direction to take to go on on you quest.
-the player should be excited when discovering a new place, or overhearing rumors spoken by NPCs between them.
-the testers mark the most beautiful landscape, so they should have things like temples, stuff that will entice the player to go and check by himself.
-in Oblivion there was only 1 guy working on the dungeons, this time for Skyrim, 8 devs are working on them.
-120 dungeons (again might be another round off number, cause we already heard 130+)
-Speaking of jobs : woodcutting, weaponsmithing, sells stuffs you made to the forge or to the mill...
-he insists on the importance of activities they thought apparently useless before Skyrim, but they found that was surprinsingly important for immersion after implementing them into Skyrim.

Overall, the journalists seem pretty enthusiast and optimistic with the game and they can't wait to play it in November.
Personnaly I'm very excited with most news about Skyrim, except the fact we don't get much news on the UI for the PC version (I'm a bit scared if it's the same Apple thingy), and I hate the fact w'ell get Oblivion style fast-travel again (here also hoping they'll include travel services as well to please everybody). Anyway, I'm not here to start another war and on the other side I'm so releaved that the magic quest markers seem to be gone once and for all (at least according to what I read in the french mag).
Let's discuss the news now! :celebration:

PS: Sorry for synthax and grammatics, I'm not a native english speaker. :wink_smile:

Edit: Many thanks to LostInSpace for helping me updating with another translation feedback!


That is some great info we know some and thanks.
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Alexandra Ryan
 
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Post » Mon Feb 07, 2011 1:14 pm

Great information. Makes me even more excited for the game :D
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Mélida Brunet
 
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Post » Mon Feb 07, 2011 3:33 am

We had a Dunmer City in Oblivion that wasn't controlled by any great house (Cheydinhal). :shrug:

Fair enough I suppose, but I'm hoping there will be some good lore behind this city.
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Terry
 
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Post » Mon Feb 07, 2011 4:47 am

edit: Double post
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Amber Hubbard
 
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Post » Mon Feb 07, 2011 4:23 pm

One thing I find interesting is that in the Loveletter, there are references to a House Sul - which makes me think of the eponymous character from The Infernal City.
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Conor Byrne
 
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Post » Mon Feb 07, 2011 12:52 pm

So the conversation system is butchered?
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X(S.a.R.a.H)X
 
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Post » Mon Feb 07, 2011 10:21 am

Or rather one comprised of Dunmer architecture. I'd love to see Telvanni structures, personally.

Cheydinhal is comprised of Dunmer architecture. Vvardenfell is only part of Morrowind, not Morrowind itself, so the mainland may very well contain architectural styles that we haven't even seen, yet. I just don't understand why people equate Vvardenfell with the whole of Morrowind and native Dunmer culture.
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Chad Holloway
 
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Post » Mon Feb 07, 2011 4:40 pm

We can't talk to every npc anymore?
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michael flanigan
 
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Post » Mon Feb 07, 2011 2:37 pm

We can't talk to every npc anymore?


You can interact with them, but they will just give you a random rumor. Whats the difference between this and oblivion anyway? Characters with no purpose just give rumors anyway
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Dawn Porter
 
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Post » Mon Feb 07, 2011 12:01 pm

The only way to end conversation is by walking too far away? Ummm...what about saying goodbye or something? How unnatural is this going to be?
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Craig Martin
 
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Post » Mon Feb 07, 2011 8:19 am

The only way to end conversation is by walking too far away? Ummm...what about saying goodbye or something? How unnatural is this going to be?


I am sure you will be able to say goodbye. Maybe you can say goodbye but then keep conversing? Then you would have to walk away for the goodbye to take effect. :P
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ImmaTakeYour
 
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Post » Mon Feb 07, 2011 11:22 am

You can interact with them, but they will just give you a random rumor. Whats the difference between this and oblivion anyway? Characters with no purpose just give rumors anyway

Nearly all named NPCs in Oblivion had something unique to say... usually something pertaining to the city they live in. :shrug:
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Carys
 
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