The Elder Scrolls: Skyrim

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The Elder Scrolls V: Skyrim (also referenced as Skyrim) is a role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth installment in The Elder Scrolls action role-playing video game series, following The Elder Scrolls IV: Oblivion. It is scheduled to be released on November 11, 2011 for Microsoft Windows, PlayStation 3 and Xbox 360.

Skyrim is set two-hundred years after the events of Oblivion in the eponymous land of Skyrim. The country has erupted into civil war after the assassination of its King. Concurrently, the god Alduin, which takes the form of a massive dragon, arises to destroy the world. The player character is the last living Dovahkiin (Dragonborn), and must fend off Alduin and save Skyrim from certain destruction.

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The Ultimate Challenge: parturition on release day

We’ve come to expect a lot of different things from Skyrim news over the past few weeks, but we definitely didn’t see this coming. A post on Bethesda‘s blog revealed an interesting challenge set forth by the developer’s Vice President Pete Hines for the multitude of Elder Scrolls fandom. If there are any fantasy-loving couples out there, you could get your hands on an “unknown reward” from the developer by simply giving birth to a child on the game’s release date of November 11, 2011. The final step? Name your child ‘Dovahkiin:’ ‘Dragonborn’ in dragon tongue, and the name of The Elder Scrolls V: Skyrim‘s protagonist.

Fans have done some crazy things out of admiration and dedication to game franchises in the past, and it would be an understatement to call Elder Scrolls fans committed. Naturally, there will be some who claim that this offer is immoral or a case of advertising gone too far. But there are plenty of fans of the series out there, and some who even write for this site who would do far worse and far more painful things for Bethesda to even acknowledge their existence.

People are given all kinds of names for all kinds of reasons, and in the grand scheme of things, ‘Dovahkiin‘ is nowhere near as bad as it could be. But before any of you fans get ahead of yourselves, remember that Hines never actually said what the prize or reward would be, so fans will have to go completely on faith that Bethesda will truly make it worth their while. We’re not talking some downloadable horse armor or a limited edition mount here.

Bethesda wants to make it clear that while they take great pride in any act of adoration that their fans could come up with, the challenge posed by Hines could have serious implications:

“And with that, we have possibly doomed a child. I’d say this calls for a hefty disclaimer.

“Disclaimer: Any reward for completing this quest will not ultimately justify the potential teasing your child could — and probably will — endure over its lifespan. Bethesda Softworks is not responsible for your parenting. You may gain experience points for completing this quest, but you will not care at 3am on a work night. Completion of this quest may also result in decreased desire to play video games and/or function as a human being. Consult with your friends before embarking on this quest; while it may not start in prison, it probably ends there.”

Now that that’s out of the way, we’re happy to inform you that according to Hines, the sooner the baby is conceived, the more likely it is to be born on the magic date. Who knows, the winning baby may be delivered in nothing but a loincloth, wielding a two-handed sword and screaming in the dragon tongue.

There’s n shortage of Elder Scrolls fans, even if the latest details may disappoint some. But it seems that we’ll have to wait until the game launches to find out if any couples qualified, and just what surprise Bethesda has in store for them. Care to take a guess at what the unknown reward could be? Is this new definition of viral marketing a new low, or a harmless bit of fun?

Skyrim babies or no, we’ll still have a fantastic RPG to play when The Elder Scrolls V: Skyrim is released on November 11, for the Xbox 360, PS3, and PC.
 
info and pics added to OP

so who's planning on getting this game?

also, did anyone else see that oblivion was named PC mag's #3 game of all time?
 
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The Elder Scrolls V to recapture Morrowind's 'wonder of discovery'

Bethesda’s said that upcoming dragon-slaying sequel The Elder Scrolls V: Skyrim will doff its cap to the “wonder of discovery” feel of Morrowind, an element the studio freely admits to elbowing out of the equation in Oblivion.

Speaking with the chaps at OXM, creative director Todd Howard recalled the fact Morrowind captured an “alien” feel to the proceedings, while Oblivion presented the team a chance to hark back to the days of TES: Arena and Daggerfall.

"It should feel alien," said Howard, "kind of 'stranger in a strange' land - with familiar looking elements only rooting you early in the game.”

"The whole tone ends up being one of 'I'm an outsider, I'm uncomfortable'.

"With Oblivion, we're dealing with the capital province, and we wanted to get back to the more classic Arena and Daggerfall feel of a fantasy world that felt more refined and welcoming, a place that you instantly understood.”

With Skryim, however, Howard said that Bethesda is making a conscious effort to recapture some of that Morrowind magic, while also retaining the feel of Oblivion – the best of both worlds, so it seems.

"But in that," he continued, "we sacrificed some of what made Morrowind special: the wonder of discovery. With Skyrim, we're trying to bring some of that back and walk the line between Morrowind and Oblivion. Where it's at first familiar looking, but has its own unique culture and spin on it."
 
That new gameplay trailer looks so f**king cool, I cant wait for this game. Not much else I'm looking forward to until then. Maybe Dungeon Hunter but I don't think it will keep me occupied until this is released.
 
Elder Scrolls V: Skyrim Preview – Into The Dragon’s Den

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Welcome to Skyrim, the northern most province in Elder Scrolls’ fictional wonderland of Tamriel and the hunting ground for the upcoming and aptly named Elder Scrolls V: Skyrim. It’s apt because the name of the game is the same as the name of the setting... geddit? Anyway! The northern province of the mysterious land of Tamriel is a mountainous region that according to Bethesda Game Studios’ Game Director, Todd Howard, is “about the same size as Oblivion.” In other words, big! It’s a game world and an experience that’s not shy to take your expectations of what you class as true beauty in a video game and beat you to death with it. Luckily we got out alive, but only just.

Skyrim itself is a world ripe with life and brimming with moments that are so epic that it’d bring even the most unflappable man to his knees and render him a quivering mess. It took precisely three minutes – or so... yes, I understand that “or so” renders the word ‘precisely’ completely useless, but who’s writing this, me or you? – before that unflappable man was actually a bit speechless... That’s me if you couldn’t gather. Bit of background first before I tell all.

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Built on Bethesda Game Studios’ “Creative Engine,” Elder Scrolls V: Skyrim tells the story of Dovahkiin, one of the blessed Dragonborn who will be called upon to defeat the almighty dragon, Alduin AKA World Eater. That’s all you really need to know for now in all honesty. In short: new engine, dragons galore, pretty looking game... Oh, and we saw it on the 360, not the PC. Stress, not the PC.

The demo that Bethesda brought along to its BFG Showcase in Utah last week picked up with our fearless protagonist stood at the top of a rather large hill, overlooking the vast mountain ranges of the region. Surrounded by towering pine trees, quivering ferns and bright blue Harvest Blue mountain flowers, our hero steps down the rocky path on his way to somewhere we’re not privy to.

Right... “wow” moment number one... As Dovahkiin rounds the first corner of the steep path, he’s faced with a scenic valley, divided only by the icy blue waters of the world which are as reflective and effervescent as they are haunting. But wait, what’s that? In the middle of the powerful current, a small school of fish fight their way upstream, taking in the fresh mountain air as they leave the icy waters with majestic leaps to gain ground and get to their final destination. Insert “wow” here. Sure, they may only be fish, but it’s a good example of the more interactive world that Bethesda is shooting for and it certainly took our breath away... I suppose it took the fish’s breath away too... you know, because they breath in water...

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Traversing further up the path, Dovahkiin takes down a few bandits along the way with the new dual handed, mix-and-match combat – left trigger/L2 for the left hand and right trigger/R2 for the right hand – and from that moment alone, it was clear that Skyrim’s combat one-ups Oblivion’s in a heartbeat and with relative ease as well. Being able to mix and match spells and weapons to form various combinations makes for a much more tailored experience, that’s for sure.

Similarly, the inventory and menu system is a huge advancement for the series and the clean and easy menus allow you to not only work out surplus requirements in your inventory in an instant, but the constellation-orientated perk and stats screen is simply marvellous. Then there’s the 3D map of Skyrim, which allows you to pull out and see what’s what in the region. Oh, and fast travel.



From the mountain path, we’re zoomed forward into the town of Riverwood; a small community nestled amidst the snowy pine trees of the region with log cabins galore and friendly mountain folk going about their daily business, whether it’s in the lumber mill or at the blacksmiths on the corner. Even those who don’t add to the town’s economy go about their business, whether they’re sweeping the street or gossiping on the corner; from an immersion standpoint, Skyrim is right on the money. Hearing Howard say “if you can see it, you can go there” and “everything they can do, you can do” are claims that are as almost as ambitious as they are verbose. You could seriously sit here all day and soak up their daily activities and not get bored though, but being able to get involved and strengthen the town’s economy is almost a game in itself. Incidentally, if you’re feeling particularly sadistic, you can even cripple their economy by felling some of its most important townsfolk. You know, if being a murdering swine is what floats your boat.

Thanks to the Radiant Story System, the game is further tailored to your experience, choosing locations and regions you’ve not explored and sending you there to complete certain quests. Kill a quest giver and chances are a family member or another appropriate individual will step in to give it you. Drop a sword, for instance, and you could either cause a squabble in a street over its ownership or you could have it returned to you. It’s all about creating your world and pushing you into the unfamiliar. After all, familiarity breeds contempt.

The majority of the demo consisted of Dovahkiin’s mission into the mountains to a place called Bleak Falls Barrow – which incidentally is a Nordic temple – in search of the Golden Dragon Claw for Lucan, one of Riverwood’s traders who had recently had it pilfered from his possession. Speaking to Lucan, and his sister Camilla, we get a glimpse of the less wooden and zoom-and-lock-less conversation system that offers flexibility in not only where you look, but allows the character you’re speaking to, to get on with what they’re doing. In other words, it’s a hell of a lot more natural.

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Running across a stone bridge and into the mountains – leaving Camilla wandering behind talking to thin air – we come across our next “wow” moment. Howard notes that not all creatures in Skyrim are hostile and some won’t attack on-sight, and as he said that, he proceeded to crouch in the bushes off to the side of the path as an 8-foot tall ogre of some sort rocked past. With the earth quaking under his every footstep, the bushy bearded, tatty ogre stomped past with his huge club resting on his shoulder without a care in the world. He makes Shaq look like a dwarf and truly gives you a sense of scale of the world. As he passes and as Dovahkiin proceeds up the path, Howard points out that the snow that has just started to fall accumulates naturally on the ground as well, as opposed to having two different texture skins for where it falls. Impressive to say the least.

Further up the path, after dispatching a frost troll with a fire spell, Dovahkiin uses a ‘Detect Life’ spell to spot two guards at the base of a stone tower embedded in the cliff side. Rather than attack head on, he uses an ‘Illusion’ spell to make the one guard so aggressive that he turns on his ally. After quickly nipping in to mop up the agitated guard with a few carefully aimed arrows, our brave adventurer continues on. By this time, there’s a thin layer of snow on the ground.

All that stood before our slayer and his intended destination was a temple door... oh, and a huge 50-foot dragon who sat perched on a ginormous stone archway. Dropping down, Dovahkiin sprints – yes, you can sprint now – forward towards the temple door, taking a breath of fire from that pesky scaled creature on the way in.

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Into the dungeon we go and what proceeds is a journey through a number of hugely diverse environments in one of the game’s many dungeons. In fact, Howard notes, “We have at last count, some 120 'dungeon' dungeons and then we have another 100-plus points of interest,” so you’ll never be short of things to do.

Your ultimate goal, Arvel, the thief who stole the Golden Dragon Claw, is buried somewhere deep within the maze like passage ways; something you find out when dispatching a couple of bandits at the dungeon entrance. With improved shadow and lighting, the ability to play stealthily from the shadows is now a possibility, but unfortunately, the one blip in the demo happens at this very moment in time. Now I’m not sure what’s in the water in Skyrim, but the reaction to seeing your friend take an arrow in the face should be more drastic than “Hmmm, I thought I heard someone” – I’m paraphrasing of course, but it was a fairly weak AI reaction that was hard to ignore.

Further in, after Dovahkiin solved a simplistic puzzle with his powerful mind and killed a rabid dog who crossed his path with his trusty sword, and not before contracting Ataxia in the process thanks to a nip from the blighter of course, he reached a cobweb ridden cavern, where a Giant Frostbite Spider awaited, with a trapped Arvel close by. Making quick work of the spider and after to-ing and fro-ing with Arvel to give up the Golden Dragon Claw before he cut him down, the inevitable happens... he cuts him down and then... poof! The bugger sets off to escape from our fearless warrior.

Off like a dart, Dovahkiin sets off on foot after Arvel until the passageway opens up, and making use of two perks for the bow and arrow – a slow down time perk and a zoom perk – our feared dragon slayer is able to dispatch him with an arrow to the head. A quick loot of the body – and a glance at Skyrim’s 3D book system; a unique way to represent the in-game text if we say so ourselves – and Dovahkiin decides to venture further into the dungeon to learn of the lost treasures in the Hall of Stories.

Using a ‘Circle of Protection’ spell – which stuns foes – along with a ‘Chain Lightning’ spell, Dovahkiin rips through the dungeons with relative ease, wiping out many Draugrs – undead skeleton warriors – along the way. In this short passage of play we get to see the effects of a double-handed and charged Chain Lightning spell – clue: it threw a foe tens of feet into the air – as well as hear about the effects of axe wounds over time – clue: they cause wounds that cause damage over time – and even see Dovahkiin chop down a pot of boiling oil onto a few pursuing foes. Magical stuff. To top things off, seeing a few kill executions that are merely down to luck – right place, right time, right weapon, right enemy basically – was the icing on a cake chock full of plentiful goodness. Incidentally, the enemies in Skyrim level up like those in Fallout 3, rather than Oblivion... thankfully!

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It’s worth noting as well, that in the space of this 20 minute dungeon, we get a glimpse at its misty caverns, its tree-root ridden passage ways, cobweb-infested alleyways, claustrophobic tombs, wide open caves with waterfalls and stone bridges, as well as a few ice crevice passageways. Diversity at its finest. “That’s the kind of experience you’re going to get in a dungeon,” said Howard, talking about environments and the sort of gameplay, which consisted of the odd glyph puzzle and plenty of combat.

After using the Golden Dragon Claw and its inscriptions to open the door to the Hall of Stories, the final room of the dungeon saw Dovahkiin learn a new “Dragon Shout” – specifically, Slow Time – and defeat its protector, a Dragon Priest who awoke from his slumber. Dragon Shouts, of which there are currently 24, come in three flavours according to Howard which relate to the strength and sustainability of the effects. For instance, Unrelenting Force – which is like a Star Wars Force Push – can be weak, medium and strong, depending on how many of the words you have. With 3 for each spell, that’s roughly 72 to seek out and master. At this stage, each of the Shouts use one regenerative meter supply and for the stronger effects, it’s just a longer button press – this is subject to change though – but it does use up more of your reserves.

So yeah... Dragons! Let’s talk about them, right? After all, seeing as Dovahkiin’s next opponent upon leaving the temple is that pesky reptilian he met previously, it’d make perfect sense. According to Howard, the dragons – aside from a few key story ones – are all random and the game uses the Radiant Storytelling system to determine when and where you’ll see them. Yes, they are tough and yes, they are meant to drain your resources, so be prepared, but the payout is often worth it. In this instance, thanks to the Slow Time Shout, it’s that little bit easier and after swiping at him numerous times with his Elven Sword – made of a green tinted glass – and blasting it with Chain Lightning, the dragon is soon crashing to the ground, almost certainly damaged from the abuse he just received. Unable to take flight now, which is when he’s a pain to hit, Dovahkiin darts in to make quick work of him, devouring his soul in the process and ending the demo.

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The rather lengthy game demo that Bethesda brought across to Utah for its BFG Showcase was, for want of a better word, epic. It’s like Christmas come early... well, it should be when November rolls around. Aside from the odd AI issue as previously mentioned, the one-hour long demo was pretty damn flawless and almost certainly provided more “wow” moments than I’ve had in a demo for quite some time... yes, it had even more than I had with Battlefield 3 recently! And that’s saying something. Not only is the game a treat on the eyes, but the gameplay refinements do the title a world of good and the whole immersion factor is incredibly high. I know it’s a little early to be lining titles up for that coveted Game of the Year award... so we won’t, but you know the score... You can read our minds, right?

Elder Scrolls V: Skyrim is scheduled for a November 11th release worldwide this year.
 
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Todd Howard Talks Elder Scrolls V: Skyrim’s Engine Advancements and Skill Streamlining

Considering that nearly 5 years has passed since Oblivion graced our consoles, it’s no surprise that Skyrim’s engine is... slightly more advanced, shall we say. At Bethesda’s BFG Showcase, Bethesda Game Studios’ Game Director, Todd Howard took to the stage to talk a bit about the game before demoing it. The engine advancements were no doubt top of their list of talking points.

“When we finished Fallout 3 we said, okay, it’s Elder Scrolls time again, we really miss this, we’re going to dive right in,” enthused Howard. “Do we wait for a new console cycle, because you know, with Elder Scrolls we usually like to start over, but we felt we had a real big laundry list of things that we knew we could do on the current generation of consoles.”

“We just felt that there was so much we could do with this current generation so we rewrote the entire renderer; we have full shadows and everything now; we rewrote all the caching; the AI systems; the quest systems; the dialogue; the interface; the animation system, we’re using Havoks behaviour system, which is one of the most advanced animation systems out there.”

“By the time we were done, we had rewritten all the gameplay, all the graphics in our engine... Enough that we’ve branded it the Creation Engine.”

But it’s not just the engine that got a rewrite, oh no, Bethesda were keen to rework and streamline the attribute and skill system too, as well as the levelling up system. But why?

“You have the skills and then you have the three main stats, which is magika, health and stamina,” stated Howard as he gave some background to the new system itself. “In Oblivion you have your 8 attributes and then you have 21 skills... Now you have 18 skills and the 3 main attributes.”

“What we found is that all of those attributes actually did something else, so a fan might say, “You removed my 8 attributes!” and my answer is “Which ones did you want?” “I’ve got to have intelligence because it affects my magika!” “Well now we just have magika.” They all trickled down to something else so we just got rid of that. Now when you level up you can just raise your magika. In Oblivion you had to raise your intelligence, knowing that your intelligence raises your magika to cast more spells. We found that they all trickled down to some other stat.”

As you’re probably aware, the levelling up system has been tweaked somewhat in Skyrim as well. It’s now involves raising skill levels, which tie into the overall level itself.

“So what you do is: you’re raising your skills which are pushing you towards levelling up,” said Howard. “Then when you level up you get to pick a perk in those trees; and it’s like a standard skill tree, but they have requirements. Not just the one below it, but needing a skill value that’s high enough. What you tend to do is, you see a perk you like and then you say, I’m going to start using my sword more because I want that perk... but I know I need to get my skill up to pick it. That’s one reason that you level up faster.”

Yes, unlike Oblivion and Fallout, Skyrim is a 1-50 system, rather than a 1-25. However, the time to get from 1 to the end is the same... and no, we’re not insinuating there is a level cap either – there isn’t.

Okay, so there might be... According to Howard, there’s no level cap per se, but there might be a “mathematical” one.

“There’s probably some mathematical level cap, but like Oblivion, it’s just kind of however it works out. We don’t naturally set it. We do kind of balance this game... the levelling’s faster, so in Oblivion and Fallout 3, we kind of think of them as a 1-25 game; this is a 1-50, but what that means is that we just sped that up. It’s not like it’s going to take you longer, and because there are so many perks and the power really comes from the perks, we wanted to get you going faster. You level faster and then it slows down. I think the mathematical count is somewhere around 70...”

And no, there will be no athletic and acrobatic skills this time around either, so no running and jumping across The Shire like a bloody idiot.

Thank heavens!

Does that mean that players can mix and match a little more then and be more diverse, you know, rather than playing one particular play style and sticking with it?

“It’s up to you really,” said Howard, “You can spread yourself on all of those skills, but what happens is all of those perk trees have skill requirements, so it’s not like just picking this one. You have to have a skill of about 30 or 40, so if you want the better stuff, you’re going to have to put your time into those skills, but you can still... What it allows you to do is change your mind, more than anything else.”
 
Elder Scrolls V: Skyrim is a "1-50 game," says dev

Bethesda’s said that The Elder Scrolls V: Skyrim has players levelling up faster than both Oblivion and Fallout 3, describing the hotly-anticipated fantasy RPG as a “1-50” game.

Chatting with Eurogamer at a special showcase event last week, game director Todd Howard revealed that gamers can expect to level up their dungeon-raiding Dragon born pretty sharpish in the game’s initial stages, before things slow down somewhat.

"We do balance this game," said Howard. "The levelling is faster. Oblivion and Fallout 3, we think of them as 1-25 games. This is a 1-50."

"But what that means is we just sped it up. It's not like it's going to take you longer. There are so many perks and the power really comes from the perks, we wanted to get it going faster."

"You level faster in the beginning and then it slows down."

Elsewhere, Howard revealed that Skyrim boasts a “mathematical” level cap “probably somewhere in the 70s,” even though most players will max out around the level 50 mark.

In terms of size, Bethesda again reiterated that the sequel’s world is “about the same size” as Oblivion’s, though noted it’ll take longer to traverse due to Skyrim’s sprawling mountain ranges.

"It ends up feeling bigger," explained Howard. "And the game tends to get harder as you go in elevation. You know, oh those trolls, they're up there, so I'm not going to go through the mountain. I'm going to go this way."

Meanwhile, dungeons will prove a far more diverse affair than those found in Oblivion on account of Bethesda taking on more staff.

"We've got eight or nine guys now who are really good. We have at last count 120-some dungeon dungeons, and then we have another 100 plus what we call points of interest, outside encounters,” revealed Howard.

"The game is just too big, actually."

The Elder Scrolls V: Skyrim is due out on PlayStation 3 on November 11, 2011.
 
so does this mean you can actually max faster, or that they sped up leveling, but also added levels so its about the same?

i hope it actually takes less time to max out, since ill be on relatively less busy clerkships in november and december, then the busiest clerkships between jan-april.
 
Todd Howard Spills All on Elder Scrolls V: Skyrim’s Game World

Oblivion may have boasted a large game world, but in that large game world, there was a lot of nothing. Todd Howard, Bethesda Game Studios’ Game Director, has already said that Skyrim will boast 5 cities and that the world is “about the same size as Oblivion,” but what about the rest of it?

“If you were to lay down the map, it’s about the same size as Oblivion,” said Howard” “which I don’t know a lot of people can comprehend that that equal X, but the difference with this one, because we have mountains, we found they channel us in different ways.”

“Theoretically they create less space, but they create more time... you can’t just cut across it, so it ends up feeling bigger,” Howard noted. “If I was to go from here to there and there’s a mountain chain, I know... it tends to get harder if you go up in elevation. So these ice wraiths, these crystal serpent things or those trolls, they’re up there, so you might be like... I’m not going to go through the mountain, I’m going to go this way.”

It’s not just snowy mountains though, far from it, Howard said you can expect a huge variation in environments.

“As far as variation of environments, the one you saw was like our pine forest and our mountains. We have a big grassy tundra, we have a fall forest – there’s some screenshots of that out – we have a volcanic tundra, we have a big glacial area to the north, it’s really icy.”

“Yeah, we have about 6 or 7 and we wanted to make them very different, whereas in Oblivion or even Fallout 3, there are differences, but they’re more subtle.”

Did someone mention cities? Yes, but what about the rest of the world? Are there any towns? In short, yes. In long...

“There are 5, what we call, big cities, and they’re all really, really unique. There’s a couple of shots of them [in the trailer]. Those 5 are really unique,” Howard continued. “Skyrim is broken into 9 holds – a hold is like a county and each county is governed by a Jarl, who’s like a King of that county. 5 of those holds are kind of bigger – they have big cities – while the other 4 have smaller, what we would call, like a town. A little bigger than [what we saw in the demo] but like that. So towns, we have 8 or 9 of those.”

So, to recap, that’s 6 or 7 environment types; 9 counties; 5 big cities; 8 or 9 towns... Okay then, so it’s bloody big!

Elder Scrolls V: Skyrim is scheduled for a 11th November 2011 release.
 
Elder Scrolls V to have 'unlimited number of dragons'

Bethesda has revealed that upcoming fantasy RPG The Elder Scrolls V: Skyrim will feature an unlimited number of dragons.

According to game director Todd Howard, the creatures are generated automatically over the course of the game, though there’s still a few “specific encounters” thrown in for good measure.

Speaking to Gamer.no (translated by The Elder Scrolls forums), Howard commented, “No, there is an unlimited number of dragons.”

“One of our designers actually put in a random event I encountered, where I ended up being chased by three dragons and I thought, ‘who the hell did this?’ I felt like Frodo in Lord of the Rings: The Two Towers and was really frightened. So I asked him to remove it. But no, dragons are generated automatically (in addition to that there are a number of specific encounters, of course).”

As to whether or not players would be able to ride the scaly beasts, Howard offered: “Have we considered it? Yes. Do we allow it right now? No. But we can decide to support it at some point.”

The Elder Scrolls V: Skyrim will be released for PlayStation 3 on November 11, 2011.
 
E3 Gameplay video

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