Skyrim French coverage summary

Post » Sun Feb 06, 2011 5:16 pm

Great info, thanks!

The dunmer city sounds great.

Probably in the east, founded by refugees.

I like all of the info.


Yep, I'm delighted with that too!
I'm also curious about which House they're going to belong to... or it may be a parted town with small districts one for each House.
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kirsty joanne hines
 
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Post » Mon Feb 07, 2011 2:20 am

I told you guys! French is the superior romance language! Before the days of illegal immigration, all of my cabinets' assembly directions had their alternate instructions written in FRENCH! :P

I hope the number of important NPCs who have things to say to you are still somewhere around the amount Oblivion had, though.
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Brandi Norton
 
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Post » Mon Feb 07, 2011 5:38 am

You can actually set fire to a mill and burn it down and it will affect the town's economy?? Wow, that's pretty amazing if it's actually true.



If its true Im going to flip out when the game comes out. Now evil characters can do something that makes you feel like you effected a group.
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Michelle davies
 
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Post » Mon Feb 07, 2011 2:39 am

What does this mean? Is this saying that we won't be able to talk to ANY NPCs that aren't "important"? Not even to Oblivion's level?

On the other hand, they state clearly they are aware some Oblivion dialogue were bland, and they're working on that.

Totally worth the 7 euros. Stone the bloody CROWS.
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Hella Beast
 
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Post » Mon Feb 07, 2011 1:13 am

lol the Mind altering spells aren't anything new, Fury just seems like a renamed Frenzy, but as others said the npc's giving directions, ECONOMY OH YES, and most of the other info is Floor to face worthy.
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GRAEME
 
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Post » Mon Feb 07, 2011 12:48 am

*randomly starts brushing the ground*
I know what I'm going to to. NPC: brush brush brush brush Me: STAB STAB STAB STAB *ah! gets up slowly, calls guards* etc etc :D
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Crystal Clear
 
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Post » Sun Feb 06, 2011 4:30 pm

-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.


This one scares me a little. sunds a bit like Fallout 3's way of doing things. I want to be able to become friends with anyone, I do hope we can still have a conversation with anyone. I can see an overhaul mod of this comming pretty early, depending on the relationship/persuasion system's complexity and rewards.

I also hope they won't be named "Soltude citizen" and such and different everytime we come into town. One who has an active GI account may wish to add this to the question list, mine still doesn't allow me to post anything.
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Tinkerbells
 
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Post » Sun Feb 06, 2011 4:32 pm

I wonder if people would have to acually leave their town and buy things to bring back and sell if you destroy their main income source in town
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Prisca Lacour
 
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Post » Sun Feb 06, 2011 4:00 pm

*randomly starts brushing the ground*
I know what I'm going to to. NPC: brush brush brush brush Me: STAB STAB STAB STAB *ah! gets up slowly, calls guards* etc etc :D

I hope anyone who needs a brush for work does not kill anyone for a brush :o
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Emzy Baby!
 
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Post » Mon Feb 07, 2011 7:03 am

"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."

That's the best news right there.

Really, all information in this article seems very positive. The only thing I wasn't sure about at first is unimportant NPCs having no dialogue. But thinking about it, it never really added much to the overall experience. I just hope they won't have generic names like "Farmer" or "Settler". That would really bother me. And if they don't have those generic names, I wonder how you'll be able to tell whether an NPC has dialogue or not.
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mimi_lys
 
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Post » Sun Feb 06, 2011 7:33 pm

Add dynamic shadows to the list of good news.

don't we already know that?
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Laura Ellaby
 
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Post » Mon Feb 07, 2011 6:53 am

Thank you for the info! Yesterdays UI info was a downer. Lots of stuff to mull over in this one. One guy made Oblivion's dungeons? 8 for Skyrim? This news alone made my day. I love a good dungeon crawl. Dunmer city? Nice. I would love to see a Telvanni tower done with today's graphics (just one... pleeaase)? I like the sound of the finishing moves too: axe blade planted in the neck, dagger in the chest.
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Rachel Cafferty
 
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Post » Sun Feb 06, 2011 10:57 pm

I think it's Frenzy, not Fury. Still, it's the same.

Dunmer City and you can crash a village economy by destroying its mine and/or mill?
Interesting. I'll the crash the economy of those damn Dunmers.
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Gemma Flanagan
 
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Post » Mon Feb 07, 2011 4:30 am

I think it's Frenzy, not Fury. Still, it's the same.

The names of the spells stated in the article are in english and it clearly says "Fury" and not "Frenzy".
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Cartoon
 
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Post » Sun Feb 06, 2011 10:02 pm

Why are a lot of people worried about the non-important NPCs only answer the players with rumors and what the AI directs them to do.

Skyrim is a very populated province, with 5 huge towns and a lot of smaller ones and villages, and giving all of those NPCs unique dialogs and quests, with the limits resulted by the full voice acting trend, was virtually impossible.

Now we have a lot of filler NPCs and some important ones in the middle of them.

Sounds good.
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Georgia Fullalove
 
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Post » Sun Feb 06, 2011 7:44 pm

Circle of Protection? Sounds more awesome than the average Protect spell.
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bimsy
 
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Post » Mon Feb 07, 2011 5:26 am

Why are a lot of people worried about the non-important NPCs only answer the players with rumors and what the AI directs them to do.

Skyrim is a very populated province, with 5 huge towns and a lot of smaller ones and villages, and giving all of those NPCs unique dialogs and quests, with the limits resulted by the full voice acting trend, was virtually impossible.

Now we have a lot of filler NPCs and some important ones in the middle of them.

Sounds good.

In fact I think it makes perfect sense that these unimportant NPCs behave this way in Skyrim. In Oblivion you could only talk about rumors and do the persuasion stuff with them, and regarding the fact that in SKyrim there won't be any pause during dialogs, it seems obvious they didn't make a dialogue tree just to ask about rumors.
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BethanyRhain
 
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Post » Sun Feb 06, 2011 5:14 pm


-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.


fantastic! That's exactly the way I hoped it was :celebration:
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clelia vega
 
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Post » Mon Feb 07, 2011 12:17 am

Thank you very much for the time and trouble, and LostIn for the backup :)

Some nice information here. Apologies to Mr One Guy Dude Person on the Ob dungeons for any past derogatory remarks, you know they were always directed at your boss.
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Andres Lechuga
 
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Post » Mon Feb 07, 2011 9:23 am

Thank you very much for the time and trouble, and LostIn for the backup :)

Some nice information here. Apologies to Mr One Guy Dude Person on the Ob dungeons for any past derogatory remarks, you know they were always directed at your boss.

For only one person, he did a pretty good job, in my opinion.
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Lindsay Dunn
 
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Post » Sun Feb 06, 2011 7:02 pm

For only one person, he did a pretty good job, in my opinion.


I agree. Oblivion's dungeons were one of my favorite parts of the game.
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Nicole Mark
 
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Post » Mon Feb 07, 2011 6:40 am

- Add dynamic shadows to the op, I've seen people asking about them, and they're in. (*edit* Not sure if they have been confirmed before : if they have, that needs repeating, people keep asking for them in the Todd Interview thread.)

-new 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.

"80 spells, among which some are entirely new", like that "snow trap". Yeah, they don't try to pass off detect life as new.

-Concerning skills : Athletics doesn't exist anymore (to prevent the player boosting this only by jumping on stand)

Yeah, that's worded like that. I don't get it, that's Acrobatics you boost by jumping, so which do they mean ?

-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 :) )

Think that means destructible environments. By the way, there's no say of mine-burning. :P

-Dark Brotherhood is again mentionned to be in (the reason beeing that the devs had a lot of fun developping it in Oblivion)

"Missions of Dark Brotherhood might be in"

-"cause-consequence tree for each mission",

The way it's worded, it refers to this : "each mission will be a bit different from the same mission played by another player who has done other quests.". It's not really saying we get multiple-paths quests, the Raven Rock way, but we're getting there.

-rumors spoken by NPCs between them : they can speak vaguely about places of interest around the village and it's all up to yourself to find them if you're interested in.

Not seen that, about the link between rumours and places to find by yourself. However, 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. :celebrate:

Also :

- More on that favorite menu, and how it fits with dual wielding, I quote :

"Cliking on a key, the screen freeze and a list of weapons or 'favorite' spells is shown next to each hand".

And folks, Todd Howard in his interview, when he talks about mining and stuff, insist on the importance of activities apparently useless, but important for immersion. Between that and the assurance they take their aesthetical inspiration from the "eccentricity of Vvardenfell", that's stuff we needed to hear.

And yes, thanks a bunch, ca.tchoup. :hugs: Great work, to bring awesome news. :D
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Jade
 
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Post » Mon Feb 07, 2011 2:04 am

Thanks for the summary but this needs a bit of clarification

-Concerning skills : Athletics doesn't exist anymore (to prevent the player boosting this only by jumping on stand)


From the sound of it it seems you're referring to Acrobatics.
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Cayal
 
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Post » Sun Feb 06, 2011 9:23 pm

I agree. Oblivion's dungeons were one of my favorite parts of the game.

Here's the guy who made the dungeons in OB : http://www.youtube.com/watch?v=nWvbVhfWnK0&t=6m35s
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SWagg KId
 
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Post » Mon Feb 07, 2011 12:30 am

Thank-you very much for posting these juicy details. :)

This has gone a long way - at least I think it has - toward illuminating their design philosophy this time around in my opinion. It seems to be, "Seamless intuitive design facilitating easier access to a more granular, detail-rich, varied world."
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Shirley BEltran
 
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