New video and mod

Posted on February 15, 2011

Below is the latest list of community submitted entries to our databases. Oblivion Mods – Camping by Maskar (Spells) This mod adds a camping spell to the …

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New Community Content!

Posted on February 15, 2011

Below is the latest list of community submitted entries to our databases. Morrowind Mods Moon’s Dawn, City of the Nords by Lord Dagobert (Towns) …

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New artwork and mods for Oblivion and Morrowind

Posted on February 14, 2011

Below is the latest list of community submitted entries to our databases. ArtworkMQ1 Alessandra’s Arrest by Auriana_Valoria1 (Oblivion Fanart) …

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Three new mods

Posted on February 10, 2011

Below is the latest list of community submitted entries to our databases. Morrowind ModsVurt’s Grazelands Trees II by vurt (Models and Textures) …

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Three mods Skyrim already needs

Posted on February 08, 2011

It might be a bit too negative, but I found it interesting nonetheless independent gaming journalist Jerod Jarvis’ piece on three mods Skyrim…

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Kodachi Swords for Oblivion

Posted on February 07, 2011

Below is the latest list of community submitted entries to our databases. Oblivion ModsKodachi Swords by LHammonds (Weapons) [b]Name[/b] Kodachi…
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Skyrim excitement

Posted on February 05, 2011

Via Kotaku Harry Partridge posted a great YouTube video about the typical reaction of Elder Scrolls fans after Skyrim was announced. It’s funny…

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New Community Content!

Posted on February 05, 2011

Below is the latest list of community submitted entries to our databases. Morrowind ModsMorrowind Overhaul Sounds &ampamp Graphics by KINGPIX…

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HopesFire Replacer Morrowind Edition

Posted on February 03, 2011

Below is the latest list of community submitted entries to our databases. Morrowind ModsHopesFire Replacer Morrowind Edition by Chainy (Weapons) This…

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Hopesfire Torch for Morrowind

Posted on February 02, 2011

Below is the latest list of community submitted entries to our databases. Morrowind ModsHopesfire Torch by Revan (Weapons) Adds a Trueflamelike script…

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KISS mod sorter

Posted on February 02, 2011

Below is the latest list of community submitted entries to our databases. Oblivion ModsSummitistManor ChestofGold by Silgius (Cheats) This mod adds a…

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New Community Content!

Posted on January 31, 2011

Below is the latest list of community submitted entries to our databases. Oblivion ModsSummitistManor ChestofGold by Silgius (Cheats) This mod adds a…

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Oblivion ModsIncreased constant effect by Ofrolvi (Cheats) Increases the…

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Inside Skyrim’s Menu System Overhaul

Posted on January 30, 2011

In a game as large as the open world RPG The Elder Scrolls V: Skyrim, comprehensive menus are a necessary evil. Though they may not be pretty, players need a way to easily manage items, review skills, and map out directions to their next dungeon crawls. The menus in Oblivion functioned, but they were essentially a cumbersome medieval equivalent to Excel documents. For the sequel, Bethesda is striving for a friendlier user interface.

Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit.

”You know in iTunes when you look at all your music you get to flip through it and look at the covers and it becomes tangible?” game director Todd Howard asks. “One of our goals was ‘What if Apple made a fantasy game? How would this look?’ It’s very good at getting through lots of data quickly, which is always a struggle with our stuff.”

Like in Oblivion, pressing the B or circle button opens up the menu system. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options.

Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat
attributes, each possession is a tangible three dimensional item with its own unique
qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”

Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways.

In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.

Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel.

Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a “you are what you play” philosophy, Bethesda is preserving the player’s ties to star signs.

Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character’s overall level higher.

Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world.

“When you glance to the sky after you’ve played the game for a while, what you’re seeing in the sky is different than what somebody else is seeing based on the constellations,” Howard says.

To read more about all of the great details we extracted from Bethesda during our cover trip, visit the Skyrim hub by clicking below.


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Game Informer on Skyrim menu system

Posted on January 30, 2011

The latest Game Informer feature focuses on the Skyrim menu system. It’s not good news if you’re not a fan of Apple products: Over the last…

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New Community Content!

Posted on January 30, 2011

Below is the latest list of community submitted entries to our databases. Morrowind ModsWolli’s Mushrooms H4x0r’d by Crawldragon (Alchemical)…

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Starter Pack and Swords Of FrinG for Oblivion

Posted on January 29, 2011

Below is the latest list of community submitted entries to our databases. Oblivion ModsStarter Pack by Fring (Cheats) Adds a starter chest in IC…

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Skyrim: Building Better Combat

Posted on January 25, 2011

In game development, the visual improvements, non-player character AI
tweaks, and new storytelling philosophies are all for naught if the
base activity the player performs the most frequently is uninteresting
or unrefined. In the case of an action role-playing game like The Elder
Scrolls V: Skyrim, those activities are swinging swords, shooting
arrows, or casting spells at the myriad bloodthirsty enemies rushing
toward you in foreboding dungeons of Tamriel. Aware of the combat
shortcomings and exploits players used in Oblivion, the developers at
Bethesda Studios went back to the drawing board to forge a new direction
for Skyrim.

“We wanted to make it more tactile in your hands,” game director Todd
Howard says. “I think if you look at our previous stuff I sometimes
equate it to fighting with chopsticks – you sit there and swing them in
front of yourself.”

Bethesda’s solution is a new two-handed combat system that allows
players to equip any weapon or spell to either one of their character’s
free hands. This flexible platform opens up countless play styles – dual
wielding, two-handed weapons, the classic sword and shield combo,
ranged weapons, or even equipping two different spells. Switching
between loadouts on the fly is made easier thanks to a new
quick-select menu that allows you to “bookmark” all of your favorite
spells, shouts, and weapons for easy access.

Taking Up The Blade

Repetition can be a game developer’s worst enemy. As players move
through the world slashing at enemies thousands of times, the gravity of
the action dissipates to the point where it becomes as thoughtless an
exercise as flipping a light switch. With Skyrim’s combat system,
Bethesda wants to restore the visceral nature of hand-to-hand combat.
The first step? Changing the pace of the close quarters battles.

In the early stages of development, Bethesda watched fighting videos
to study how people react during melee battles. The team found that most
encounters featured more jostling and staggering than was present in
past Elder Scrolls titles. Using the Havok Behavior animation system,
the team is more accurately mimicking the imbalance prevalent in melee
combat by adding staggering affects and camera shake. Don’t expect
button-mashing marathons where the attacker with a bigger life pool wins
the war of attrition. If you’re not careful on defense you may get
knocked around, losing your balance and leaving yourself exposed for a
damaging blow that can turn the tide of the battle. Knowing when to
block, when to strike, and when to stand your ground is key to
prevailing in combat.

“There’s a brutality to [the combat] both in the flavor of the world,
and one of you is going to die,” Howard explains. “I think you get very
used the idea that enemies are all there for you to mow through, but it
doesn’t seem like someone’s life is going to end. We’re trying to get
that across.”

Nothing drives this brutality home more than the introduction of
special kill animations. Depending on your weapon, the enemy, and the
fight conditions, your hero may execute a devastating finishing move
that extinguishes enemies with a stylistic flourish. “You end up doing
it a lot in the game, and there has to be an energy and a joy to it,”
Howard says.

As with Oblivion, players have several options for melee combat. Your
warrior can equip swords, shields, maces, axes, or two-handed weapons.
Specializing in a particular weapon is the best way to go, as it gives
you the opportunity to improve your attacking skills with special perks.
For instance, the sword perk increases your chances of landing a
critical strike, the axe perk punishes enemies with residual bleeding
damage after each blow, and the mace perk ignores armor on your enemies
to land more powerful strikes.

A good offense must be accompanied by a good defense. To make
defending a less passive activity, Bethesda has switched to a timing
based blocking system that requires players to actively raise their
shields to take the brunt of the attack. If you hold down the block
button, your character will attempt to execute a bash move. If you catch
a bandit off guard with the bash while he’s attacking, it knocks him
back and exposes him to a counter or power attack. Players can block and
bash with two-handed weapons as well, but it isn’t as effective as the
shield. Warriors who prefer the sword-and-shield approach can increase
their defensive capabilities with shield perks that give them elemental
protection from spells.

Bethesda also smartly changed the pace at which characters backpedal,
which removes the strike-and-flee tactic frequently employed in
Oblivion. In Skyrim you can’t bob and weave like a medieval Muhammad Ali
as you could in Oblivion. Players can still dodge attacks from slower
enemies like frost trolls, but don’t expect to backpedal out of harms
way against charging enemies. If you want to flee, you must turn your
back to the enemy and hit the sprint button, leaving you exposed to an
attack as you high tail it to safety.


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New Community Content!

Posted on January 25, 2011

Below is the latest list of community submitted entries to our databases. Morrowind ModsBM Wolf Greaves Fix by aedroth (Alchemical) Bethesda’s…

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New artwork and mods

Posted on January 24, 2011

Below is the latest list of community submitted entries to our databases. ArtworkSpeak to Me by Kabren / Everdreamer (Oblivion Fanart) Morrowind…

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The Elder Scrolls V Desktop Wallpapers

Posted on January 22, 2011

We’ve been rolling out as much information as we can about Bethesda’s new role-playing game throughout this month, and our readers seem to be as excited as we are about the potential of this great-looking title.

As a little thank you for following our coverage throughout the month, we’ve put together a couple of desktop wallpapers. Feel free to download one or both of them (in the size of your choice) from the links below.

1600×1200

1680×1050

1920×1080

1600×1200

1680×1050

1920×1080

We also wanted to let you know that there’s more to come. We have some exciting new gameplay details and glimpses into the Bethesda studio coming next week. Check back in the coming days and you’ll find a dedicated article on the combat of Skyrim, including Bethesda’s exciting dual-hand approach to battles. We’ll have a video about the talented art team and the work they do at the studio. In addition, watch for a focused piece on Skyrim’s completely overhauled user interface and menu system, and how it differs from what you remember in Oblivion.

Need to catch up on the rest of what’s going on with Skyrim? Explore our game hub by clicking on the image below.

Thanks again to all our readers, and a special thank you to the folks over at Bethesda  for all their hard work on this project we’re all so excited about. Enjoy the wallpapers, and have a great weekend!


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