Skyrim italian coverage

Post » Fri Aug 13, 2010 2:26 pm

Thanks OP :)

Well, here it is, some new/old informations for you.

-Skyrim size is equal to Oblivion's Cyrodiil

-There are 5 major cities, 20 minor cities and 100+ dungeons (but we already know that)

-the creation engine is totally new, it's not based on the game bryo

-graphics look a lot better than the oblivion and fallout 3 one

While I'm glad to read this, I hope the actual content lives up to visuals.

-there are fishes that jump out of the water :P

Definitely sold on buying the game now. :P

-the hud appears only when you fight. you will see the three status bar and the compass (sigh)

-the UI is really user freindly but it's not intended to be mouse-used

<_<

-every weapon has a damage stat and a block stat

-it appears that there are no birthsigns

<_<

-there is a separate control system for the pc

Eager to see

-there is a "local map" for every zone of Skyrim

-there are 100+ subquests

-it will be possibile to play after the main quest

THANK GOD This bothered me and was the only annoyance I had with Fallout 3 (Until Broken Steel) and New Vegas.

-Steam, not gfwl. they're are disappointed with LIVE!

Don't mind Steam, wonder how those who don't like steam will feel about this.

-you can't create spells. WHAT THE HELL??

<_<

-there are houses which you can buy

-there are many puzzles in the dungeons

Interesting

-cities, dungeons etc will be added to the 3d map as soon as you encounter them

-water physics

-every town has an economic system

-minor cities contains 10+ buildings

-75% of the quests are dynamic. even the rewards and the quest giver are randomized

-snow is not a texture (I don't get it, why a magazine says that is a texture and the other one says the opposite?)

-bandits in the dungeons are alive and not puppet-like

-soulgems are also used to regain magicka

-"turn undead" spell confirmed

-you can set oil on fire

:celebration:

-there are birds

:celebration:

-there is NO multiplayer

:celebration:

-the npcs which give us the main quests are immortal

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Lauren Denman
 
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Post » Fri Aug 13, 2010 8:15 pm

Twenty minor cities? Nice! This game seems to be making the fullest of its overworld and I'm really looking forward to stumbling upon lively, populated settlements on my own.

Minor "cities" mean settlements with more than 10 buildings.Probably smaller than Seyda Neen in Morrowind. Or twice the size of the villages in Oblivion.
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Horror- Puppe
 
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Post » Fri Aug 13, 2010 8:27 am

Things I'm disappointed with:

- Skyrim size is equal to Oblivion's Cyrodiil

Was really hoping for 70-100 square kilometers than around 41 square kilometers. 41 is too small for me to feel like it's a big open world. At least it felt like that in Oblivion. Everything felt cramped up. And 41 square kilometers is not enough for huge majestic mountains and valleys. :(

- The hud appears only when you fight. you will see the three status bar and the compass (sigh)

This sounds really bad to me :(. I'd MUCH more prefer some immersive indicators for health, stamina, and such. You could hear your heart beat faster the lower your health is, along with a subtle blur.
And you could hear heavier panting sounds the lower your stamina is.
Not really sure why a compass would be necessary in HUD when you're in combat. That's more important when you explore...
I would prefer the compass to be built in the UI (in the map-menu there... or something).

- You can't create spells. WHAT THE HELL??

I ask the same thing!? I want to be able to customize my spells... :(

- The npcs which give us the main quests are immortal

Not a huge thumbs down. But a small one. :confused: I liked how you in Morrowind could kill Vivec, Divayth Fyr, etc... and then reload :P
Just to test your strength and see if you could kill them (and take their stuff!).

- Soulgems are also used to regain magicka

Unsure about this. It could be bad. Could be good. I assume you have other means of regaining magicka still, like just waiting in time... and potions, etc. But it could be a good idea, I guess...

- Steam, not gfwl. they're are disappointed with LIVE!

As long as people on PC can play Skyrim without Steam, I'm fine. Otherwise A BIG NO!

-----------------------------------------
I'm happy with everything else! Everything else sounds great! :)
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D IV
 
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Post » Fri Aug 13, 2010 10:17 pm

Minor cities mean settlements with more than 10 buildings.Like Seyda Neen.

Seyda Neen had more than 10 buildings? Are you sure? :huh:
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!beef
 
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Post » Fri Aug 13, 2010 1:17 pm

Setting oil on fire sounds interesting. Reminds me of Dark Messiah.
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Misty lt
 
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Post » Fri Aug 13, 2010 8:02 am

No spell creation and no birth signs?

no it appears there are no birth signs
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Quick Draw III
 
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Post » Fri Aug 13, 2010 8:06 am

-you can't create spells. WHAT THE HELL??


Bring on the RAAAGE!

http://www.youtube.com/watch?v=mABmZETHaRE

But seriously, I don't know if this is bad or not. Magic in the previous games were very much just damage with different animations. They have stated that frost magic makes your enemies slower and fire does durational damage, so as long as these 80 spells are more individual in their nature, things ought to be better.

But I will miss Cliff Racer killer spells (dispel over a huge area).
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Jon O
 
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Post » Fri Aug 13, 2010 11:21 pm

No Spellmaking?! AT ALL!? :glare:

Wheres ma pitchfork?!
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Cat
 
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Post » Fri Aug 13, 2010 10:02 pm

Seriously, the lack of spell creation just killed it for me. Game's still going to be amazing and I never made that many custom spells anyway, but seriously, why? Turning your fire attacks into multi-purpose projectile/flamethrower/trap spells doesn't add more complexity, it just sounds like you'll not need to rely on as many spells. Effectively, with the in-game spells having so many abilities, I'm afraid this may just become a glorified weapons system. I liked the French press coverage better!

Seyda Neen had more than 10 buildings? Are you sure? :huh:

More than ten buildings? Pfft. Sounds more like Balmora. :P
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A Boy called Marilyn
 
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Post » Fri Aug 13, 2010 2:05 pm

You know, the lack of Birthsigns does provoke a negative knee-jerk reaction even in me. But then, after some thought, I realize that if anything, this allows for even deeper roleplaying. Now instead of choosing a star sign that affected me before I was even born (which makes no sense when you think about it, imo,) we choose perks when we level up. Those perks do the same things (and more than) Birthsigns did. We can roleplay that we LEARNED this, or CHOSE to learn it, rather than being affected by something from before we even came into the world.

The lack of spell creation hurts. But provided they give us a large enough variety of spells, effectively it doesn't take anything away from us other than the process of having to make them. And it eliminates the list of redundant spells in our inventories. Now we just buy only the spells we want or need. Even better (imo) will be if leveling their related skill makes them stronger, rather than having to buy better and better versions of the spell. Now THAT would be awesome imo, and it would fit with their MO so far this time.

And we know enchantment exists, at least.
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Melissa De Thomasis
 
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Post » Fri Aug 13, 2010 5:42 pm

No spell creation.... ??U

I still can't decide if they're simplifying commonly unused(?) things to improve the general gaming experience, or if they're turning TES into a hunky Dark Messiah...
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Christina Trayler
 
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Post » Fri Aug 13, 2010 9:24 am

Disappointing. In Oblivion I was forced to make a "heal on touch" spell to heal companions as there was no such spell for sale. I hope it will be in Skyrim then.


Journeman Restoration:
Greater Convalescence
Restore Health 20pts for 2sec on Target
Avrus Adas, Isa Raman, Ohtesse, Orag gra-Bargol, Trevaia, Tumindil, Uravasa Othrelas

...

Very curious about the economic system. Would also like to know more on if there is some kind of reputation system going on. Would love to see factions as "cultures" where each gives you stuff to do that may conflict with others etc.

No spellmaker? Tried it once, briefly, and I haven't played mage since. The magic system badly needed an overhaul. I've played games where magic regenerated one point per day via sleeping, and that worked out too. I wouldn't be too worried about it.
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Rude Gurl
 
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Post » Fri Aug 13, 2010 7:26 am

Cant create spells?? WTF~!

Not even birthsign. Even LESS options now <.< Wow. Just wow...

Are they trying to make this an action adventure game?? What RPG elements are left?



Strange. I recall yesterdays Game Informer mentioning or at least hinting birth signs are around.

Seems some info from different magazines are conflicting against eachother.

And ****** read the first spoiler. Gah.
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James Shaw
 
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Post » Fri Aug 13, 2010 9:43 pm

No spell creation? Please, this has got to be wrong.
No birthsigns? Well we saw that one coming. Truth hurts even more now, though.

And just 100 subquests!? Even Oblivion had more than 200.


I have three thoughts

1) It's hard to tell what a non-English article that we are having summarized and not reading directly would call a "subquest"...do they mean the generated ones only? Do they mean all quests? Do they include guild quests? Do they include non-guild, non-main, non-generated, individual quests? Are all quests somewhat generated? Does that mean all quest loot is generated and scaled?

2) Kind of funny that so many people argued vehemently that birth signs would be in after the Game Informer UI article.

3) Now we're starting to see information that the Oblivion fans dislike...I will not relish this, no matter how much I really really want to.
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Andrea P
 
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Post » Fri Aug 13, 2010 8:28 pm

Journeman Restoration:
Greater Convalescence
Restore Health 20pts for 2sec on Target
Avrus Adas, Isa Raman, Ohtesse, Orag gra-Bargol, Trevaia, Tumindil, Uravasa Othrelas

...

Very curious about the economic system. Would also like to know more on if there is some kind of reputation system going on. Would love to see factions as "cultures" where each gives you stuff to do that may conflict with others etc.

No spellmaker? Tried it once, briefly, and I haven't played mage since. The magic system badly needed an overhaul. I've played games where magic regenerated one point per day via sleeping, and that worked out too. I wouldn't be too worried about it.

That's an "on target" spell, not an "on touch" spell...
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Sunny Under
 
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Post » Fri Aug 13, 2010 1:35 pm

If there are less side quests then in oblivion they better be LONG not quick little things but long flowing narratives each. I want my fetch quests to turn into epic adventures!
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GEo LIme
 
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Post » Fri Aug 13, 2010 7:17 pm

Setting oil on fire sounds interesting. Reminds me of Dark Messiah.

I always liked that games Magic system and how you could kick people and how you picked up bodies.

Im assuming that by Immortal NPC's they're going with the Oblivion style where they can only be knocked unconcious for a short amount of time?
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Bloomer
 
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Post » Fri Aug 13, 2010 2:11 pm

Im assuming that by Immortal NPC's they're going with the Oblivion style where they can only be knocked unconcious for a short amount of time?

I do hope so! Should be fun KOing Esbern and then dropping his corpse into a pool of burning oil, watching him continually get up and fall over. :lol:
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Steve Bates
 
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Post » Fri Aug 13, 2010 4:27 pm

Seyda Neen had more than 10 buildings? Are you sure? :huh:

*looks on map*
Yes.
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Harry Leon
 
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Post » Fri Aug 13, 2010 7:21 pm

To explain the "No Spell Creation" (If this turns out to be true)....



-From what I've gathered so far, all of the spells are set with their effects and damage/points. There is no "FIREBALL, effect: 10 Fire damage" anymore----it's just "FIREBALL", or maybe like 3 tiers of fireball. (I think the health system is greatly reduced so fewer hits of any weapon kill you--more realistic).


That said, it wouldnt make sense to create new spells with this new system, because you cannot combine effects, and chainging the damage or amount of a spell will not help you much for a lot of them. Also, as some people said, they dont want the player to make game-breaking spells.


I'm sad, because I liked to create fun custum-spells that did funny things or "broke the game"...it added to the longevity of the game itself. Maybe in expansions? Who knows.
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sara OMAR
 
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Post » Sat Aug 14, 2010 12:25 am

Well, here it is, some new/old informations for you.

-Spoiler on the game beginning
Spoiler
The executioner is going to chop off your head when esbern appears and saves you


-Skyrim size is equal to Oblivion's Cyrodiil
Eh.... I wished it was larger but I'm ok with it. The mountainous terrain should make the province feel larger (plus considering Skyrim in lore is smaller than Cyrodiil in size, we will technically see a bigger representation of Skyrim)

-There are 5 major cities, 20 minor cities and 100+ dungeons (but we already know that)
We already knew about the five cities and dungeon numbers, but it is awesome to confirm what the map of Skyrim heavily implied-multiple small cities. Great stuff.

-the creation engine is totally new, it's not based on the game bryo
That is good to hear, I am excited to see how this engine has made everything better

-graphics look a lot better than the oblivion and fallout 3 one
This is very good, I think the screens we have seen look great.

-there are fishes that jump out of the water :P
This should add great life to the world in general and especially to the water. The water always seemed strangely quiet in Morrowind and Oblivion.

-the hud appears only when you fight. you will see the three status bar and the compass (sigh)
Hmmmmm. Interesting, this makes sense. I don't really mind the compass appearing as I have no problem with it.

-the UI is really user freindly but it's not intended to be mouse-used
Eh, not surprised about the mouse thing. We already had the idea of it being user-friendly, so the user-friendly interface should be bearable until a PC UI mod comes out.

-every weapon has a damage stat and a block stat
Of course each weapon has a damage stat, but I am not sure if each weapon in Oblivion had a block stat. If not, then this should make blocking more logical.

-it appears that there are no birthsigns
Interesting..... Could we see a return of Daggerfall's system or something similar to it? Of course it will be a bit sad if there is nothing replacing it, but I can get over it.

-there is a separate control system for the pc
Not really surprised about this.

-there is a "local map" for every zone of Skyrim
Again, nothing too surprising. Hopefully it's more in the line of Morrowind in visual.

-there are 100+ subquests
100+? Sounds pretty vague.

-it will be possibile to play after the main quest
Good to hear, but I already expected this.

-Steam, not gfwl. they're are disappointed with LIVE!
Hmm.... Hopefully they do this right because Steam can be a hassle to deal with at times.

-you can't create spells. WHAT THE HELL??
Oh..... This is disappointing. I don't know why they would get rid of a big aspect, even if they did revamp the magic system.


-there are houses which you can buy
Not really surprised.

-there are many puzzles in the dungeons
We already figured this based on past videos, but it is good to hear this directly. This should make dungeons feel more interesting.

-cities, dungeons etc will be added to the 3d map as soon as you encounter them
Don't really care as it's expected.

-water physics
Good to see better and more natural water.

-every town has an economic system
This is very good. Towns should feel more like towns actually.

-minor cities contains 10+ buildings
Very good to see that we won't deal with Oblivion's "villages" that had two buildings.

-75% of the quests are dynamic. even the rewards and the quest giver are randomized
75% sounds a lot bigger number than I would have wanted. I liked Daggerfall's randomized stuff but it definitely got boring fairly quick. I will just have to wait and see when the game comes out.

-snow is not a texture (I don't get it, why a magazine says that is a texture and the other one says the opposite?)
I am not honestly sure what this means either.

-bandits in the dungeons are alive and not puppet-like
Good to hear that bandits won't just feel like soulless enemies. They are enemies, but they should feel like they are people.

-soulgems are also used to regain magicka
Interesting, maybe having a 100 minor soul gems won't be nearly useless this time around.

-"turn undead" spell confirmed
Intersting.... I wonder wha and howt if will affect NPC's.


-you can set oil on fire
This could once again be interesting. Does this mean we can destroy environments to a degree, as implied by the French magazine?

-there are birds
It is good to hear they are really focusing on making the world feel natural and alive with more animals.

-there is NO multiplayer
Good to hear a confirmation, though it was fairly obvious that there wasn't going to be any.


-the npcs which give us the main quests are immortal
I honestly don't care. I never found essential NPC's in Oblivion as annoying as some people hear find them (I only disliked it when NPC's who had no main quest significance had been marked as essential. I honestly would find it hilarious however if this quote literally means story wise, the NPC's are literally immortal and has nothing to do with essential NPCs..

that's all


There were a few thins that I don't really like or care for, such as no longer being able to create spells or these "dynamic" quest givers and loot. However, most of the information is good. I am still excited to play this game. One of the problems with all of these foreign magazines is it is hard to determine what they really mean with having to translate them, as information between the Dutch, French, and Italian magazines seem to contradict with each other.
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Rachel Briere
 
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Post » Fri Aug 13, 2010 8:17 am

I count 11 buildings in Seyda Neen, if you consider the Census and Excise Office with it's warehouse one building.
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ILy- Forver
 
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Post » Fri Aug 13, 2010 10:28 pm

I do hope so! Should be fun KOing Esbern and then dropping his corpse into a pool of burning oil, watching him continually get up and fall over. :lol:

:laugh:
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Harry-James Payne
 
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Post » Fri Aug 13, 2010 10:11 am

Looks like some good decisions and a few really terrible ones. Why remove spellmaking, a system that actually adds quite a bit to the game? I guess the idea is to replace it with the new "multiple ways to use each spell" thing, and that's not necessarily a bad trade-off, but those two ideas seem like they'd reinforce not each other, not be redundant.
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Wayne W
 
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Post » Fri Aug 13, 2010 10:59 pm

-there are 100+ subquests

-75% of the quests are dynamic. even the rewards and the quest giver are randomized

This is very jarring and raises an eyebrow (oh hell BOTH eyebrows). I hope hope hope these are independent quests not counting ones you get from factions and guilds.

-There are 5 major cities, 20 minor cities and 100+ dungeons (but we already know that)

-there are many puzzles in the dungeons

-bandits in the dungeons are alive and not puppet-like

You know I'm thinking the small number could out weight by large, puzzle detailed, living dungeons, it may not be a bad trade off. I hope the 6 dev team could pull this off.

-it appears that there are no birthsigns

-you can't create spells. WHAT THE HELL??

BUTT!
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LuBiE LoU
 
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