Skyrim French coverage summary

Post » Mon Feb 07, 2011 3:59 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'm sure the NPC in question will utter something like "bye" as you walk out of range. Obviously the PC will (hopefully!) remain silent as always.
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Janeth Valenzuela Castelo
 
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Post » Mon Feb 07, 2011 10:37 am

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

They only had (at most) a unique "Hello" greeting and a unique take on the city.

Other than that, though, they could only tell you basic stuff about the town or a random rumor.

I'm going to guess it's somewhere between FO3 and Oblivion. Generic, non-named NPCs are placed around to make the town feel more alive, but people who actually have houses and such are "important".
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Chloe Mayo
 
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Post » Mon Feb 07, 2011 2:05 pm

It said you can only cut a conversation short by walking away. That's unnatural sorry. If I don't want to hear what you are saying I'm not ALWAYS going to just walk away.

And this has me really confused..."-For consoles : the "block" action is performed by pressing both trigger buttons at the same time."

So I have to press two buttons to block now? What? If I have a sword only why do I have to press two buttons? It doesn't make sense for a shield/sword combo either because one of the triggers is going to swing the sword?
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Rebecca Dosch
 
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Post » Mon Feb 07, 2011 5:33 am

This is all great info, just like the Italian coverage! :thumbsup:
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Brιonα Renae
 
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Post » Mon Feb 07, 2011 5:47 pm

It said you can only cut a conversation short by walking away. That's unnatural sorry. If I don't want to hear what you are saying I'm not ALWAYS going to just walk away.

And this has me really confused..."-For consoles : the "block" action is performed by pressing both trigger buttons at the same time."

So I have to press two buttons to block now? What? If I have a sword only why do I have to press two buttons? It doesn't make sense for a shield/sword combo either because one of the triggers is going to swing the sword?

This two buttons thing seems like it would be difficult to do and, even though it wasn't mentioned here, the new replacement for the hotkey system sounds inconvenient, too, in my opinion. I hope we can reassign actions to different buttons.
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Mark Churchman
 
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Post » Mon Feb 07, 2011 8:37 am

Any news pics in this article?
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Bloomer
 
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Post » Mon Feb 07, 2011 10:53 am

In Oblivion, there were quests where you could get related information from any town or faction member that pertained to that town or faction. Like if you were given a quest to find someone in a particular city, you could go to the city and ask about that person, and they could tell you where specifically to look, or at least ackknowledge him. With this unimportant-NPCs-only-have-rumors setup, does that mean only specific NPCs could tell me about that person in the city? That doesn't seem very nice or logical.


Yep. And I'm not entirely sure what would be so difficult about this... Expensive and slightly tedious, sure, to do all the writing and hiring voice actors. But it's not difficult to at least keep tabs on who lives in which towns/cities, what their occupations are, and just give the unimportant NPCs some dialogue options for other NPCs living in their town.

So what will happen with quests where we need to find a specific NPC? Are we always given specific directions by the quest-giver - "You can find X in the Fighters Guild HQ in Solitude"? Or, will we just walk around the town going door to door until we find the right NPC? Or, will we have to find someone in that town who has information on the NPC we need to find?

I agree with Korusus' point that this is perhaps a necessary way to go given the massive amounts of dialogue that will need to be written, along with the voiceacting. But I would have hoped for a little more padding on the NPCs, because it would have been useful for quests.

Anyway, we'll see how this works. The rest of the info sounds not bad to really promising.
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Joey Avelar
 
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Post » Mon Feb 07, 2011 3:45 pm

This two buttons thing seems like it would be difficult to do and, even though it wasn't mentioned here, the new replacement for the hotkey system sounds inconvenient, too, in my opinion. I hope we can reassign actions to different buttons.

Yea so if we accidentally hold the trigger too long its going to block instead of swing? Why is block two buttons instead of one?
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Taylor Thompson
 
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Post » Mon Feb 07, 2011 5:58 am

Yea so if we accidentally hold the trigger too long its going to block instead of swing? Why is block two buttons instead of one?

I'm guessing they must have really run out of ways to make the game playable using a game controller. With dual-wielding, I could see that as being a problem, I guess, but until we know everything we are able to do and how they plan to get it all working, I guess there's no known reason, but I would think with spells not being controlled by a separate button from attacking, anymore, that blocking with a single button should be easily possible.
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R.I.p MOmmy
 
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Post » Mon Feb 07, 2011 6:03 am

It said you can only cut a conversation short by walking away. That's unnatural sorry. If I don't want to hear what you are saying I'm not ALWAYS going to just walk away.


Sorry, maybe I wasn't very clear in my translation. I should have said "simply" instead... I'll update my original post to make it clearer.
From what I read in the article: you CAN walk away to cut the convesation short (and maybe in this case triggering an automatic goodbye... who knows) but I guess you also can end it by clicking goodbye yourself or something like that.
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Cayal
 
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Post » Mon Feb 07, 2011 3:29 pm

If we aren't frozen in place during dialogue I can see a lot of accidents. Say you press x(psr) to choose a dialogue option and accidentally you steal a shopkeepers item instead?
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Colton Idonthavealastna
 
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Post » Mon Feb 07, 2011 8:43 am

best post ever
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Ana
 
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Post » Mon Feb 07, 2011 6:36 pm

Is there any reference about speechcraft yet? About a mini-game or about Fallout 3 type?
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Evaa
 
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Post » Mon Feb 07, 2011 7:35 pm

I'm so bloody hyped, this and FF are the only games that can hype me so much.

Great news, some I don't like a lot, but most I do. Especially about dwemers and Dunmer city, I hope they'll bring some of the good old Morrowind feeling to it.
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RAww DInsaww
 
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Post » Mon Feb 07, 2011 11:10 am

Mind affecting spell ..... :cry: <-- tears of joy.

Fury FTW

YEAHHHH! Illusions going to be a ton of fun in skyrim!
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daniel royle
 
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Post » Mon Feb 07, 2011 5:50 pm

I LOVE YOU :wub: .
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Brandi Norton
 
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Post » Mon Feb 07, 2011 5:42 am

Heeeeee was never mine to keeeeeeep.

But anyway, Dunmer city! This makes up for blowing up Morrowind...partly.

Sounds like it's getting better and better...
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Monika Krzyzak
 
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Post » Mon Feb 07, 2011 3:56 pm

If we aren't frozen in place during dialogue I can see a lot of accidents. Say you press x(ps3) to choose a dialogue option and accidentally you steal a shopkeepers item instead?
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[Bounty][Ben]
 
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Post » Mon Feb 07, 2011 2:42 pm

First off: THANKS for giving this information.

Secondly, ALL info in there is great. I liked all of it!

I especially liked "- 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.". This allows us to fully get rid of those pesky and evil quest markers! If NPCs accompany me to the road or something like that, that's cool too! As long as they aren't companions through the whole quest... I prefer to travel alone. But to accompany you for directions, awesome Bethesda! :D

The only thing that I know of that I'm disappointed and sad about is fast travel. I really hope there is travel services included like in Morrowind. I prefer those a thousand times more...


Yes! Wow. Back to Morrowind style directions? Accompany to the road?!?! Very, very awesome.... only spears and travel network to go... make it happen Bethesda!
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Jade MacSpade
 
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Post » Mon Feb 07, 2011 9:46 am

Awesome! Weaponsmithing, ACTUAL DIRECTIONS (might e instead of the [censored] compass marker), and more devs working on dungeons. Reading this relieved me a lot, and I just hope they'll implement realitc transportation options as well, since it seems they've adressed the compass complaints. :D

If we aren't frozen in place during dialogue I can see a lot of accidents. Say you press x(psr) to choose a dialogue option and accidentally you steal a shopkeepers item instead?

I can imagine when in dialogue the controls are frozen. The only difference is you can walk/look around. Either that, or maybe there's a button to toggle dialogue controls on/off somehow.
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Arnold Wet
 
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Post » Mon Feb 07, 2011 5:18 pm

Any new pics in this article?
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Latino HeaT
 
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Post » Mon Feb 07, 2011 11:55 am

I am wondering, about the "percise information" when NPCs give you direction. Could some NPCs lie to you? Also while it didn't happen much in Morrowind, is Bethesda going to make sure that NPCs
don't give directions like my wife. "You want to turn left dear. NO! Not That Left. The OTHER Left! :banghead:
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Assumptah George
 
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Post » Mon Feb 07, 2011 9:37 am

I am wondering, about the "percise information" when NPCs give you direction. Could some NPCs lie to you?

One of the innumerable responses Daggerfall NPCs would give you when asked for directions began something along the lines of, "I believe it's east...no...north of here. You'll be wanting to go south of here."

Let's just hope Skyrim NPCs are more on the mark than these. :lol:
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Taylrea Teodor
 
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Post » Mon Feb 07, 2011 6:10 pm



Thanks to ca.tchoup and Lost in Space for translating and sharing all this amazing info with us. This is a lot more than we got from GI.

Everything sounds fantastic, and even a huge improvement over previous TES games.

Were there any new screenshots or concept art pics in the article? If so, can you describe them?

The information about the complex economies and cultures of the different towns sounds incredible.

And it's great to hear these details about the Snow Trap and Circle of Protection spells. This reinforces the comments from the Dutch magazine article about glyph/ward spells. It sounds like the devs are seriously giving the magic side of the game a much-needed complete overhaul.

EDIT: If anyone needs my help with translating some new Skyrim info in Japanese, French, Italian, Spanish or Portuguese, don't hesitate to ask.
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cosmo valerga
 
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Post » Mon Feb 07, 2011 8:26 pm

How come gi got the world exclusive and has no where near as much info and precise info as this?
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Rudi Carter
 
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