Secrets Of Games
Secrets, News, Tips, Guides, Cheats and MoreNew Community Content!
Posted on January 22, 2011Below is the latest list of community submitted entries to our databases. Morrowind ModsCliff Racer Armor by Joel Braddock (a.k.a. Mantodea) (Armor) …
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Skyrim’s Dragon Shouts
Posted on January 21, 2011
Many aspects of The Elder Scrolls V: Skyrim will feel familiar to longtime fans. The exploration of a vast open world, first-person combat, and interacting systems of melee, magic, and stealth are all tent pole ideas within the franchise. However, Skyrim introduces something new into the gameplay mix: dragon shouts. This special new set of powers stand apart from the existing magic system, offering a broad range of powerful effects. The ability to attain these abilities is unique to your hero in the world, and the path to attaining them is a quest in itself within the larger tale that unfolds over the course of the game. Dragon shouts give the player the same overwhelming might that drives the resurgent dragon population, and the same source of power that launched the last line of emperors.
“It’s in the lore,” declares game director Todd Howard. “It was like the classic barbarian battle cry. I’m not sure if it showed up in a book in Daggerfall, but it’s definitely mentioned in this pocket guide to the empire that we did for Redguard. It was the idea that the Nords had these battle cries, and they would shout at their enemies.” As the team at Bethesda began to design The Elder Scrolls V, they latched onto this little piece of mythology, and the way it could tie back to the dragons – powerful creatures that had been absent from the world for thousands of years.
Quickly, elements of the fiction began to fall into place around the dragon shouts, much of which was already firmly entrenched from previous games. The dragonborn are a unique group of mortals, gifted by the gods with the same power as the dragons. To be trained in the art of the dragon shouts, also called the Voice, dragonborn individuals travel to Skyrim in order to climb a great mountain called the Throat of the World. At its peak they reach High Hrothgar, where an ancient sect of powerful Voice users named the Greybeards train them in their art.
“In the lore, Tiber Septim was the first main emperor. He could shout. His way of the Voice was unmatched,” Howard explains. “He is the original guy who walks the seven thousand steps and talks to the Greybeards. And the idea is, at that time, that they were so powerful they had to have all the villages flee for miles. This little kid is walking up this snowy mountain, and all these people are packed up and they’re walking down and away. Because they know the kid is going up to talk to these guys, and when they talk there’s going to be avalanches.”

The ability to use the dragon language already exists in the fiction, called “Thu’um.” The concept roughly translates as “The Voice.”
Tiber Septim would use the dragon shouts to lead his troops into battle and unite Tamriel under one empire. Hundreds of years later, the Septim line has died out, and no other dragonborn have been seen for many years. That is, until the hero of Skyrim arrives on the scene. “There are other people in the world who can use the dragon shouts, but it’s very rare. It’s like arcane knowledge. It used to be done more in the past,” Howard explains. “The Greybeards know it. But your ability to absorb the dragon souls and do the shouts on the level that you can is beyond them.”
In the game, players will guide their hero to learn ever more powerful dragon shouts, and then use these arcane powers to supplement other combat and magic skills. Upon defeating a dragon, Skyrim’s hero absorbs the soul of the fallen creature, which fuels his ability to learn a new shout. Later, players can search out long lost walls covered in dragon script. Upon these walls, individual runes stand out to the hero because he or she is dragonborn. “There are these words of power, and if you learn how to say them right, they have a powerful effect,” Howard says.
Over time, players will build a vast arsenal of shouts: over 20 complete shouts in all, each with multiple words that must be gathered from different places around the world. “There are three words for each shout, and there are three levels to them. The amount of time you hold down the shout button is how many words come out,” Howard continues. “It becomes a bit of a collection mechanic – to collect all the words.”
Next up: Creating the language behind the dragon shouts
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Dragon language feature
Posted on January 21, 2011Game Informer have posted a new feature on dragon language. Todd Howard explains the lore behind the dragon shouts, and there’s some nice artwork…
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Bethesda confirms mod support; not new
Posted on January 20, 2011Bethesda posted a message on their forums yesterday that has fully done its rounds over the internet. Matt Grandstaff explicitly confirmed the…
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Recycle Mysticism for Oblivion
Posted on January 20, 2011Below is the latest list of community submitted entries to our databases. Oblivion ModsRecycle Mysticism by Lukexsc (Spells) This mod recycles…
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Skyrim: The Time-Lapse Video
Posted on January 19, 2011
Concept art plays a key role in designing games, helping studios visualize and craft the world before it ever gets put into code. As development continues, the art team continues to refine the aesthetics of the world and its characters, providing images to inspire the team and the outside world alike.
Lots of concept art at Bethesda is created by hand from scratch, such as the piece pictured at the top of this article. Artists summon these images from their imaginations, and the scenes and situations they craft are used by the rest of the team as they shape the game.
In addition to this approach, Bethesda employs another method to craft art for the game by completing paint-overs of existing screens to create a new piece of art. In essence, it is concept art created in the opposite direction from normal — from a final in-game asset into a artistic visualization of the moment from the game. Bethesda was kind enough to give us a glimpse into this fascinating process, but our version is sped up so we can see the whole creation process in one brief video, complete with a new piece of music from Skyrim composed by Jeremy Soule.The concept artist creating the piece is Ray Lederer.
For more on The Elder Scrolls V: Skyrim, including extensive interviews with game director Todd Howard, details on the game’s new engine, and the ability to translate the back cover of this month’s Game Informer, visit our Skyrim hub, linked from the image below.
Enjoy the video!
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New Community Content!
Posted on January 19, 2011Below is the latest list of community submitted entries to our databases. Morrowind ModsBarbarian by Icehair (Quests) …
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The Technology Behind Skyrim
Posted on January 18, 2011The Technology Behind The Elder Scrolls V: Skyrim at Gameinformer is the first info available on…
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Skyrim info around the world
Posted on January 18, 2011Matt of Bethesda posted a list of game magazines that will publish Skyrim info in their upcoming issues. The US Game Informer had the rights to the…
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Two new mods for Oblivion
Posted on January 17, 2011Below is the latest list of community submitted entries to our databases. Oblivion ModsOminous Caves by Marek Zgubinski (Quests) This is a simple…
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Neo’s Rugs for Oblivion
Posted on January 16, 2011Below is the latest list of community submitted entries to our databases. Oblivion ModsNeo’s Rugs by Lord518(Neo) (Miscellaneous) this mod adds…
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The Sounds of Skyrim
Posted on January 15, 2011Game Informer have posted four videos on the sounds of Skyrim. Mark Lampert, audio director and sound designer for Bethesda, explains more about the…
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New Community Content!
Posted on January 14, 2011Below is the latest list of community submitted entries to our databases. Oblivion ModsSotha Sil Race by Helpfulperson (Races) I always loved the…
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New Community Content!
Posted on January 13, 2011Below is the latest list of community submitted entries to our databases. Morrowind ModsTravel Mode by etmorrowindb (Tweaks) This mod gives the…
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Companion Group for Oblivion
Posted on January 10, 2011Below is the latest list of community submitted entries to our databases. Oblivion ModsCompanion Group by Da Mayor of da City (Companions) A group of…
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Head of Scourge for Morrowind
Posted on January 09, 2011Below is the latest list of community submitted entries to our databases. Morrowind ModsHead of Scourge by ddfields (Miscellaneous) A little known and…
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New Community Content!
Posted on January 08, 2011Below is the latest list of community submitted entries to our databases. Morrowind ModsAscadian Isles Manor by bryman1970 (Houses) I’ve been…
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Developer quotes: level scaling in Skyrim
Posted on January 08, 2011Matt Grandstaff of Bethesda Softworks has posted a short post on level scaling over at their official forums. Many people were afraid Skyrim would use…
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Game Informer cover translated
Posted on January 07, 2011Game Informer unveiled their Skyrim cover and posted a feature on translating the cover. Auriana Valoria emailed us the (hopefully correct D)…
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New Community Content!
Posted on January 07, 2011Below is the latest list of community submitted entries to our databases. Morrowind ModsOrdinator Companion Faeryn Sethandas by Auriana_Valoria1…
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