QuakeCon - New Info

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QuakeCon - New Info

Post by soda popinski »

Sounds like there is going to be a new stream of info coming out of here.

Here is the first bit, it contains slight spoilers - http://www.gameinformer.com/games/the_e ... kecon.aspx




PLEASE post any other stories that come out of this event here. I am going to be out of town starting tomorrow and would love it if there was lots of info in one place that i can find when i get back.

Thanks


Game Informer 8/4 - http://www.gameinformer.com/games/the_e ... kecon.aspx

Eurogamer 8/4 - http://www.eurogamer.net/articles/2011- ... on-preview

IGN 8/4 - http://xbox360.ign.com/articles/118/1186214p1.html

Destructoid 8/4 - http://www.destructoid.com/first-ever-h ... 7990.phtml

Gamespot 8/5 - http://uk.gamespot.com/events/quakecon2 ... id=6327397

multiplayerit 8/5 - http://multiplayer.it/articoli/91640-th ... agoni.html
Spoiler:
Version tested: Xbox 360

Sooner or later you will find a short article on QuakeCon 2011, the id convention being held in Dallas at this time at the Hilton Anatole, a large hotel complex situated in the middle of a city that exists only for business and for oil. It feels a bit like walking on the moon, especially coming from Italy, because I do not know how many colleagues have ever attended and since we are the only ones invited to this event.

The id family has grown recently, however, when Bethesda bought Carmack's software house and this is how it came to be that we have the opportunity to play one of the most anticipated titles of 2011: The Elders Scrolls V: Skyrim.

The game contains one of the features most requested by fans of Oblivion, dragons, but there was no sign of these flying reptiles. We will meet them during the main quest, which was disabled in this pre-alpha version of the Xbox 360 (Skyrim will also be released on PC and PlayStation 3 on November 11), which we played from the character creation until the early quests, freely, along with ten other colleagues for a moment in time when [everyone was so focused that] you could hear a pin drop. Imagine a room, wrapped in silence, except for the words of Pete Hynes and Todd Howard, Game Director and Vice President respectively, of Bethesda, who turned in their chairs to help those who were playing. In search of dragons ... that were not there, though.

In the footsteps of Oblivion

One thing is clear, Skyrim is a game too complex to be dealt with in one hour of play. Too many things to do, too many unanswered questions [and not enough time] to be able to concentrate and actually do something productive, really.

Imagine a dozen stations, and at each there was a journalist who did something completely different. The writer has found himself manufacturing armor upon leaving the starting area, delivering a letter and exploring dungeons a bit .

There are those who became archers, who killed wolves and deer, and who traveled through at least a couple of urban settlements, shown on a 3D map with the names of the outposts, including using fast travel, but only after having first explored the area on foot.

To reach this myriad of end results, we all started from a save following shortly after the start of the game, which takes place in a dungeon, as usual, leaving the details of the story to our previous article which is rich with details.

Character creation has always been the pride of Bethesda, and this is no exception, thanks to new engine models, which allow much more rough and realistic faces marked by a thousand details. Tattoos, scars, hairstyles and appearances can be modeled with detail even higher than previously experienced. The races are the races of Oblivion, what has changed radically is the class selection, which no longer exists, as the evolution of the character is completely linked to the skills that you decide to develop, as you level up by playing.

Each of the skills, from wielding two-handed weapons, one-handed weapons, or casting spells to heal, has an indicator that tells you how many times it is used. Each of these contributes to the skill level and every time we reach a new character level, we are asked if we want to increase the magicka, stamina or the health of our alter egos.

Afterwards you can invest one point in any of the skills, to select a perk that permanently increases the abilities of the main character. Each skill is represented by a constellation, each of these branches arranged in a tree, marked by perks that can be activated by having the minimum requirements. Each of the perks on the tree has different levels of development, going to create an overall picture that sounds like a headache, but already at first glance it appears to provide a sufficient level of complexity with greater immediacy than the guilds and classes of Oblivion.

Good old TES

Who has not played Oblivion may not be familiar with the controls of The Elders Scrolls V: Skyrim , at least at first. Upon discovering how the different spells and equipment are handled in detail via the favorites menu, the basic commands remain the same. You jump with Y, with A you interact with objects, with B you activate the inventory / map, with X you draw your weapon or stow it away for exploration.

The trigger buttons still handle the task of launching attacks, one for each player's hand and left hand side is the left trigger, until you have run out of stamina.

The similarities however, stop at the layout of the buttons, since the answer to the demands of the player is completely changed.

Just hitting your bare hands, with the new engine offers a physicality and a gravity unknown before, they actually feel like blows, and this makes it difficult to walk around beating your fists in empty air.

Even the new animations, especially those of the protagonist that can finally be controlled with a third-person view without being ashamed to show what really happens on the screen.

The surrounding world seems less obsessed with having to tie a physical reaction to any interaction, but the detail and quality are from a different planet compared to Oblivion. The pop-up problems, vertical sync and even management of polygons all appear to be completely resolved, leaving room for a glance obscured by trees, flowers, trees, rocks and houses far on the horizon.

At the E3 presentation, we feared, among other things, such grace had been bestowed on a world with an almost lunar quality, too devoid of NPCs or enemies, but this test has dispelled this doubt, since the animal encounters and NPCs were frequent, giving the idea of a truly populated world, even unexpected encounters and animated in a much more credible way.

First Steps

Apart from the desire to recover from back to playing with a new episode of The Elder Scrolls, enjoy the view and the new "physicality" of our hero (which Bethesda should send a screenshot in the coming weeks), there was just enough time to interact with some NPCs and explore a little the world of Skyrim.

One of the first events that struck us was the active quest indicator, in the compass at the top center of the screen, guiding us even to the doors of houses where you need to enter, thus making it much easier to move into cities in search of the NPC [related to the quest].

Load times appeared a little long, populated by polygonal models, however, interactive, and always different, at least in this first test, dragons, statues and figures of the main quest and all well made.

The ease and immediacy with which the the mode of progression in the game seems to have changed were also evident in some aspects of quests. As we helped a person to receive a letter in this brief quest, we could ask him to follow us, and he became an intelligent and careful fellow companion adventurer.

In short, among other things, we were able to craft some armor and weapons at the blacksmith's forge and carve skins to make our own clothes, under the watchful eye of a master blacksmith met after a few minutes in a village.

As the darkness fell, we appreciated the new lighting and thick fog that enveloped the earth, and this took us into the bowels of a mine not far from where we started playing.

There was the usual attack of robbers and rats of different kinds and sizes, with a pleasant sense of dejavu. In short, it seems that Bethesda in preparing The Elders Scrolls V: Skyrim has certainly given the strengths of Oblivion, creating an obvious point of continuity, but also sought to solve the cumbersome aspects that could have kept away many players.

Obviously it takes a lot longer to understand the balance of this new nature and the direction taken, in particular in assessing the behavior of the NPC and the merits of the new skill structure, but the first good news is that at this stage of pre-alpha, The Elders Scrolls V: Skyrim seems much cleaner than it was Oblivion at launch and this is already a good starting point.

The fact that this happens within the context of aesthetics so lush and detailed, then, can only be expected to improve further by November 11th, the game's release date.

IGN 8/5 - http://www.gameinformer.com/games/the_e ... sions.aspx

G4 8/5 - http://www.g4tv.com/games/xbox-360/6471 ... z1UD8fGnef

Neowin 8/6 - http://www.neowin.net/news/quakecon-201 ... mpressions

Ausgamer 8/8 - http://www.ausgamers.com/features/read/3096375

Jeuxvideo 8/5 - http://www.jeuxvideo.fr/jeux/the-elder- ... kyrim.html
Spoiler:
First presented to a small audience, The Elder Scrolls: Skyrim was then invited to E3 in Los Angeles. In both places, it wasn’t a playable version and when Bethesda offered to let us try a pre-alpha of the RPG, we didn’t make them ask twice – although the test only ran an hour and only on Xbox 360. A pre-Alpha still has much work to be done, but we would still like to make note of some of the promising aspects.

An all new engine since Oblivion

In order to accelerate things, Bethesda removed the majority of character creation from this pre-version. We were still able to get a look at the tools available to personalize your characters’ face. You can really feel the progress since Oblivion, and Todd Howard should be proud. We were able to have fun with many combinations without coming up with unrealistic characters, and this is due to the accordance of the different options for faces. Those familiar with the Elder Scrolls won’t be surprised to find the same races from Oblivion (Argonians, Bretons, High-elves, Imperials, etc.)

This step finished, Todd Howard invited us to commence our adventure, all the while noting that the main quest is not active: the guys don’t want any spoilers whatsoever! Indeed, this first hands-on is a chance to speak to the feeling, to the ambiance and to the combat of Skyrim, not the storyline. The ambiance is what impresses the most at first glance. Graphically, the game isn’t a ‘revolution’ compared to Oblivion, but you can tell the developers have focused on the details, so that the player has more of a sense of progressing in a world that could continue to do so without him/her.

A living world, rich in opportunities

Thus, after having vagabonded about a bit, we found the path to Riverwood and it didn’t take long for to see the villagers going about their occupations. Here we could see a hunter discretely approaching a deer and there, two lumberjacks working some logs. This entrance to Riverwood is the first chance to enter into some dialogue, and since the main quest is off limits, we had to opt for some secondary conversations. Old Hilde imagines she saw a dragon, but her son Sven believes her to be crazy. This same Sven recounts his difficulties courting the beautiful Camilla, as another suitor with pointy ears is trying to ruin his plans.

At the tavern, we encounter several warriors searching for volunteers to join their clan and many little tasks (quests) await us! Many of them are brief, but even the most simple take several steps, at for example, the Sven/Camilla storyline – it’s possible to go directly to Camilla and give her the letter, or we can go visit the elfin suitor and see what he has to offer. After that, it’s up to us.

Following the pathway towards the first large city of Skyrim – Whiterun – we had occasion to cross several creatures, and it was very agreeable to see that not all wild animals are hostile! Of course, two wolves quickly put this theory to rest and it’s time for me to verify the competency of my character. Stuck at level 1, he can only wield a small, relatively modest axe, and his magical aptitude only allows a small fire spell. We quickly assign them to the two triggers, and it’s on to a combat much more dynamic than usual in the Elder Scrolls, where the weapons seem to have a real presence in your hand.

The basics are all in place

Likely because of the quality of the animations, we really have the impression of having an axe in hand, with all that this implies of inertia when determining the power of our swing. On the spell side, things are obviously much less subtle because the only limit to use is the amount of mana our hero has. In regards to the enemies, we had only seen up to then about ten, but it does seem of note that each creature has particular techniques that are unique to it – a wolf doesn’t have the same approach to combat as a giant spider, or as the horrible zombie-like Draugrs .

Directly linked to combat – but not only – is the evolution of our character, which is determined by two criteria: experience points (combats, quests…) and practice. The hero grows his competence in destruction magic, alchemy, or armor mastery by practicing; but his increase in level allows “perks” which can be attributed along a very rich perk tree. It is thus possible to specialize your character. You can acquire perks, and you can hoard them until your destruction magic is high enough to take dual casting (which needs no explanation in English!)

“The use of the journal for quests and of the map cannot be more simple”

If we had only seen the console interface (Bethesda speaks of a substantially different PC version), we wouldn’t have been disappointed by the work done on it. Other than the inventory, a little long for our taste, everything is very easy to use. A representation of the constellations allows us to see our skills, and the journal couldn’t be simpler. A map allows us to quickly find our way to Whiterun in order to inform Jarl Balgruuf that dragons have been seen in the area. He then invites us to explore the zone of Bleak Falls Barrow and the first dungeons.

In this zone, we discovered many creatures, tried many different combat techniques and were able to test the traps set in place by the developers. In terms of creatures, nothing much new of note, although it’s is worth noting that the animations – painstaking according to Bethesda – are impressive. In terms of combat techniques, cold steel, magic and distance weapons can be easily combined and everyone will find themselves ready to go, although the bow might need a little more practice than the others to be mastered.

Lastly, the traps are undoubtedly a good way to see just how each dungeon is unique: in our example, the traps are too specific (like the axes which swing making us time our run through them) to be reused at will by the developers. In spite of the short nature of our hands-on experience, there remains much to be said about a game that will likely hold most of its promises. We could speak to the (hooking – maybe pathfinding? i.e. collisions with objects?), of the possibility of eating raw food or of cooking it instead to obtain more nutritious items. The fans of RPGs like The Witcher might not be convinced by Skyrim, and it is still too early to confirm anything, but this quick view “pounded in a nail already well in place” since the first presentation of the game!

Gametrailers 8/5 - http://www.gametrailers.com/users/IW-Br ... &id=561048

Kotaku 8/5 - http://kotaku.com/5828687/an-hour-with- ... ts-amazing

Gamespy 8/5 - http://pc.gamespy.com/pc/elder-scrolls-v/1186740p1.html

Gamesradar 8/8 - http://www.gamesradar.com/xbox360/the-e ... 4555695026

1up 8/6 - http://www.1up.com/previews/skyrim-feel ... -best-game

Gameplanet 8/9 - http://www.gameplanet.co.nz/xbox/games/ ... -V-Skyrim/
Last edited by soda popinski on Tue Aug 09, 2011 5:31 pm, edited 18 times in total.
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Re: QuakeCon - New Info

Post by soda popinski »

Eurogamer - http://www.eurogamer.net/articles/2011- ... on-preview

I'll try and edit all the links into the OP for ease of access, but i will be gone for a couple of days starting tomorrow so give me a little leeway in doing that please, just keep posting em here in the meantime
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Re: QuakeCon - New Info

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Finally
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Re: QuakeCon - New Info

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Re: QuakeCon - New Info

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Yeah we can read, its tough to find stuff in that and theres gonna be a lot coming out in the next few days.

HEres another one

http://xbox360.ign.com/articles/118/1186214p1.html


Last remaining skill?
I can improve this skill over time, along with pretty much everything else in Skyrim. Leveling unlocks a point to allocate to one of numerous skill trees, from lockpicking to schools of magic to light and heavy armor, bows, blacksmithing, block, pickpocketing and a lot more

Booty - Necros?
While some of the adventuring resulted in random combat, and some directed me through easy to follow labels on the world map and compass to quest goals, at other times I wound up discovering the bizarre and unexpected. Take for example the black door adorned with a skull I found near a frigid pond in a rocky recess. When I approached the subdued soundtrack of a tranquil forest was joined by a faint, menacing drum beat. The door spoke to me in an otherworldly whisper while shimmering faintly, and asked if I knew the music of life. I ran through the conversation tree to exhaust all options, answering drums, screaming, some kind of choir. The door promptly declared me to be unworthy and refused to open. I don't know what the correct course of action was, but knowing that oddities like this exist in Skyrim is just as exciting as the knowledge that I'll eventually be able to fight dragons.
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Re: QuakeCon - New Info

Post by BootySweat »

===============================================
More info from the IGN article:

Character Creation Options: "As expected, after selecting a race there's a spread of sliders that pop up onscreen to tweak the appearance. There are as basic as selecting nose height to as detailed as adding 'laugh lines', coloring cheeks and giving the Dark Elf one red eye and one grey."

Falkreath: "In the middle of the mountain range is a town called Falkreath filled with imposing buildings made more ominous as rain and fog move across the sky to soak the scene. There dour NPCs drag themselves through inns and complain of conflicts far beyond their power to alter, so naturally they ask for help."

Alchemy: "In a dusty corner of an inn is an alchemy apparatus where I can mash together reagents, flowers and plants plucked from fields, to form potions. All the combinations I try fail, so I steal a few things out of frustration and am promptly met by a guard that wants to escort me to jail.

Lockpicking: "instead of sleeping off my jail sentence, put two picks in the cell door lock. One pick moves along the top of the lock and at any point in an arc I can stop it and test the bottom pick. If the bottom pick turns the lock turns 90 degrees, the door opens. Or if I pick the wrong spot to test, the pick snaps."

Choosing Perks: " Leveling unlocks a point to allocate to one of numerous skill trees, from lockpicking to schools of magic to light and heavy armor, bows, blacksmithing, block, pickpocketing and a lot more. Points don't need to be used immediately, so it's possible to store them up across levels in case, at the outset, I haven't yet decided the type of character I want to be. There's certainly a lot of choice, as each skill tree features multiple nodes that trigger bonuses when activated, and most nodes can be upgraded multiple times for enhanced effects. I chose to upgrade my one-handed sword skill to do more damage, but it's clear that when Skyrim eventually ships on November 11 I'm going be spending a lot of time staring at this screen in agony as I decide which paths to follow and which to forsake. "


==========================

Destructoid Walkthrough of 60-minute Hands On Demo:

A Second Cave Near Starting Location: "I then made my way to a nearby cave. Near its opening, I was given my first opportunity to test out Skyrim’s combat. With a shield in my left-hand and a iron sword in my right, I went to battle with some [@#@] bandit. Like all [@#@] bandits, he had some dumb wolf with him. Or maybe he was attacking the wolf. Either way, I killed them both."

Combat: The hit-detection, sound and weight of melee combat feel great. As someone who never loved Oblivion due to its combat, this is somewhat of a revelation. You’ll still need to adapt to strong sword blows, but at least the timing is consistent. Even better, you now have critical deathblows that let you finish off an adversary with an intense thrust to the gut or slash across the throat...

Combining Weapons with Magic: After getting a handle on using my shield, I changed over to using a firespell with my left hand. It turns out that lighting people on fire and beating them with sharp things is a pretty good combination. If you really want to humiliate these cave-lovin’ freeloaders, though, you can carry a torch in your left-hand and set them ablaze with it.

Archery: My favorite weapon has to be the bow. The revamped physics and controls made me feel responsible for every arrow shot. The trajectory of the arrows is realistic and not randomly determined by stats, but the damage is. A stealth arrow to the head is something I don’t think I will grow tired of during the many hours I plan to spend with Skyrim.

Level Design: The cavern itself was rather impressive for being such a hum-drum locale. The elements of Skyrim’s new engine are displayed to great effect. The lighting generates a haunting atmosphere, and a waterfall coming down the multi-tiered levels of the cave presents a spectacle that interiors in Fallout 3 and Oblivion lacked.

Companions: NPCs will follow you based on their perception of you -- a mix of your karma, dialogue choices and quest favors all brought together through the new Radiant AI system.

Bards Confirmed: Additionally, there are new features such as...requesting a bard to play a song in a tavern. Now, if only you could get him to follow you into a bandit cave and abandon him.

Source: http://www.destructoid.com/first-ever-h ... 7990.phtml
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Re: QuakeCon - New Info

Post by soda popinski »

Can we expect 13 articles tonight? Seems like the first one posted was kinda rushed, just to be the first one, and now theyre getting more substantive as they come out.

Im liking what im hearing about the bows, I like those the best normally, and it sounds like theyve made them even better.

I wonder if the lock picking works like fallout, where you get a warning that you dont have it quite right before the pick breaks. Tought to tell from his description

Im really hoping for a character build video tomorrow.
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Re: QuakeCon - New Info

Post by BootySweat »

As for lockpicking, it's interesting that he used 2 picks, like a pick and a tension wrench - the mini-game seems more realistic.
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Re: QuakeCon - New Info

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It seems like the same game as in Fallout 3.
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Re: QuakeCon - New Info

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dkjestrup wrote:It seems like the same game as in Fallout 3.
I know remember in Fallout when you could be a lizard or a cat! And how you had all those swords and shields and fire magic! Or those amazing forests with lush fauna! I totally agree with you in fact I have a sneaking suspicion they have just changed the name and this is really just a repackaged Fallout 3!
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Re: QuakeCon - New Info

Post by BootySweat »

River wrote:
dkjestrup wrote:It seems like the same game as in Fallout 3.
I know remember in Fallout when you could be a lizard or a cat! And how you had all those swords and shields and fire magic! Or those amazing forests with lush fauna! I totally agree with you in fact I have a sneaking suspicion they have just changed the name and this is really just a repackaged Fallout 3!
I think he was just referring to the lockpick minigame LOL
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Re: QuakeCon - New Info

Post by River »

BootySweat wrote:
River wrote:
dkjestrup wrote:It seems like the same game as in Fallout 3.
I know remember in Fallout when you could be a lizard or a cat! And how you had all those swords and shields and fire magic! Or those amazing forests with lush fauna! I totally agree with you in fact I have a sneaking suspicion they have just changed the name and this is really just a repackaged Fallout 3!
I think he was just referring to the lockpick minigame LOL
Ooops! :oops: Apologies dkjestrup I may have jumped the gun a little!


+ Gamespot coverage here
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Re: QuakeCon - New Info

Post by dkjestrup »

Yeah I meant in regards to lockpicking. Should've been more specific.

Obviously I don't want fallout, I want the elder scrolls.
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Re: QuakeCon - New Info

Post by dkjestrup »

The gamespot preview says that for Alchemy, all the four effects are unknown, and you can find them out by trial and error, or by eating them. By eating them, their effects are recorded for future use.

Seems much more realistic, and much more involving. Sounds great, and surprisingly, something slightly more hardcore than the system in Oblivion.
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Re: QuakeCon - New Info

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Another article - enjoy

http://uk.gamespot.com/events/quakecon2 ... pid=615805

Some Highlights:

Face Paint: " Between the reptilian Argonians, cat-like Khajiit, pointy Dark Elves, and many more, we decided to play an Orc with a striking coat of yellow face paint. The striking yellow face paint was one of the many face paint options available via the face paint slider."

Character Creation: " As you would expect, there were dozens of these sliders to choose from in creating our devilishly handsome (or perhaps hideous) character. Everything from skin tone to jaw width to eye depth to facial hair could be tweaked to our liking. And if we switched to another race in the character creation screen the game saved our customizations so that we don't have to redo them when we returned to that race."

Traveling/Camping Merchant: "We decided to test this out on the unsuspecting merchant we spied camping along the bank of a nearby river. At first he was more than happy to have a customer at his little shop, and gladly bought the wolf pelt we'd collected earlier. However, his mood quickly soured after we cracked him upside the head with our hand axe."

Gardening/Farming: "Flush with victory, we equipped the new weapon and took practice swings at nearby trees until we happened across our next victim: an elderly woman who was outside gardening."

Alchemy System: "In her basement there was an alchemy station where potions could be brewed. All we needed to do was combine two to three alchemical items (pilfered from upstairs) that shared a special property. Each item had four special property slots, all labeled "unknown," and the only way to find out what they were was through trail and error at the station, or by eating the item. Either method consumed the item(s). Our first potion failed, but the second succeeded since two of the items shared the "resist frost" property. This information was then recorded in the item's description for future reference."

Barbarian: The First Perk in Two-Handed Tree, Multiple Ranks: "At level two we first had to choose between improving our magicka, health, or stamina attributes. Next we got to pick a perk from one of the many skill constellations. From the two-handed skill set we chose to improve the first skill, barbarian, which granted our character 20 percent more damage per rank when using a two-handed weapon. "
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Re: QuakeCon - New Info

Post by MARS »

soda popinski wrote:
Booty - Necros?
While some of the adventuring resulted in random combat, and some directed me through easy to follow labels on the world map and compass to quest goals, at other times I wound up discovering the bizarre and unexpected. Take for example the black door adorned with a skull I found near a frigid pond in a rocky recess. When I approached the subdued soundtrack of a tranquil forest was joined by a faint, menacing drum beat. The door spoke to me in an otherworldly whisper while shimmering faintly, and asked if I knew the music of life. I ran through the conversation tree to exhaust all options, answering drums, screaming, some kind of choir. The door promptly declared me to be unworthy and refused to open. I don't know what the correct course of action was, but knowing that oddities like this exist in Skyrim is just as exciting as the knowledge that I'll eventually be able to fight dragons.
This sounds very much like the Dark Brotherhood.
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Re: QuakeCon - New Info

Post by Argonanza »

I bet it's an entrance to a Volkihar vampire lair. Note how it's next to a frozen lake.
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Re: QuakeCon - New Info

Post by BootySweat »

New Italian Article - Review of 60-minute demo: http://multiplayer.it/articoli/91640-th ... agoni.html

there is some new info there

WE CAN CRAFT CLOTHING! :celebration:

Loading screens look cool

hand to hand attacks have a much improved gravity and physicality

random NPCs that you persuade to join you are interesting companions

pop-up issues, vsync, polygon management, etc., fixed (I guess this is more relevant for Xbox version)


Here is my rough English translation:
Spoiler:
Version tested: Xbox 360

Sooner or later you will find a short article on QuakeCon 2011, the id convention being held in Dallas at this time at the Hilton Anatole, a large hotel complex situated in the middle of a city that exists only for business and for oil. It feels a bit like walking on the moon, especially coming from Italy, because I do not know how many colleagues have ever attended and since we are the only ones invited to this event.

The id family has grown recently, however, when Bethesda bought Carmack's software house and this is how it came to be that we have the opportunity to play one of the most anticipated titles of 2011: The Elders Scrolls V: Skyrim.

The game contains one of the features most requested by fans of Oblivion, dragons, but there was no sign of these flying reptiles. We will meet them during the main quest, which was disabled in this pre-alpha version of the Xbox 360 (Skyrim will also be released on PC and PlayStation 3 on November 11), which we played from the character creation until the early quests, freely, along with ten other colleagues for a moment in time when [everyone was so focused that] you could hear a pin drop. Imagine a room, wrapped in silence, except for the words of Pete Hynes and Todd Howard, Game Director and Vice President respectively, of Bethesda, who turned in their chairs to help those who were playing. In search of dragons ... that were not there, though.

In the footsteps of Oblivion

One thing is clear, Skyrim is a game too complex to be dealt with in one hour of play. Too many things to do, too many unanswered questions [and not enough time] to be able to concentrate and actually do something productive, really.

Imagine a dozen stations, and at each there was a journalist who did something completely different. The writer has found himself manufacturing armor upon leaving the starting area, delivering a letter and exploring dungeons a bit .

There are those who became archers, who killed wolves and deer, and who traveled through at least a couple of urban settlements, shown on a 3D map with the names of the outposts, including using fast travel, but only after having first explored the area on foot.

To reach this myriad of end results, we all started from a save following shortly after the start of the game, which takes place in a dungeon, as usual, leaving the details of the story to our previous article which is rich with details.

Character creation has always been the pride of Bethesda, and this is no exception, thanks to new engine models, which allow much more rough and realistic faces marked by a thousand details. Tattoos, scars, hairstyles and appearances can be modeled with detail even higher than previously experienced. The races are the races of Oblivion, what has changed radically is the class selection, which no longer exists, as the evolution of the character is completely linked to the skills that you decide to develop, as you level up by playing.

Each of the skills, from wielding two-handed weapons, one-handed weapons, or casting spells to heal, has an indicator that tells you how many times it is used. Each of these contributes to the skill level and every time we reach a new character level, we are asked if we want to increase the magicka, stamina or the health of our alter egos.

Afterwards you can invest one point in any of the skills, to select a perk that permanently increases the abilities of the main character. Each skill is represented by a constellation, each of these branches arranged in a tree, marked by perks that can be activated by having the minimum requirements. Each of the perks on the tree has different levels of development, going to create an overall picture that sounds like a headache, but already at first glance it appears to provide a sufficient level of complexity with greater immediacy than the guilds and classes of Oblivion.

Good old TES

Who has not played Oblivion may not be familiar with the controls of The Elders Scrolls V: Skyrim , at least at first. Upon discovering how the different spells and equipment are handled in detail via the favorites menu, the basic commands remain the same. You jump with Y, with A you interact with objects, with B you activate the inventory / map, with X you draw your weapon or stow it away for exploration.

The trigger buttons still handle the task of launching attacks, one for each player's hand and left hand side is the left trigger, until you have run out of stamina.

The similarities however, stop at the layout of the buttons, since the answer to the demands of the player is completely changed.

Just hitting your bare hands, with the new engine offers a physicality and a gravity unknown before, they actually feel like blows, and this makes it difficult to walk around beating your fists in empty air.

Even the new animations, especially those of the protagonist that can finally be controlled with a third-person view without being ashamed to show what really happens on the screen.

The surrounding world seems less obsessed with having to tie a physical reaction to any interaction, but the detail and quality are from a different planet compared to Oblivion. The pop-up problems, vertical sync and even management of polygons all appear to be completely resolved, leaving room for a glance obscured by trees, flowers, trees, rocks and houses far on the horizon.

At the E3 presentation, we feared, among other things, such grace had been bestowed on a world with an almost lunar quality, too devoid of NPCs or enemies, but this test has dispelled this doubt, since the animal encounters and NPCs were frequent, giving the idea of a truly populated world, even unexpected encounters and animated in a much more credible way.

First Steps

Apart from the desire to recover from back to playing with a new episode of The Elder Scrolls, enjoy the view and the new "physicality" of our hero (which Bethesda should send a screenshot in the coming weeks), there was just enough time to interact with some NPCs and explore a little the world of Skyrim.

One of the first events that struck us was the active quest indicator, in the compass at the top center of the screen, guiding us even to the doors of houses where you need to enter, thus making it much easier to move into cities in search of the NPC [related to the quest].

Load times appeared a little long, populated by polygonal models, however, interactive, and always different, at least in this first test, dragons, statues and figures of the main quest and all well made.

The ease and immediacy with which the the mode of progression in the game seems to have changed were also evident in some aspects of quests. As we helped a person to receive a letter in this brief quest, we could ask him to follow us, and he became an intelligent and careful fellow companion adventurer.

In short, among other things, we were able to craft some armor and weapons at the blacksmith's forge and carve skins to make our own clothes, under the watchful eye of a master blacksmith met after a few minutes in a village.

As the darkness fell, we appreciated the new lighting and thick fog that enveloped the earth, and this took us into the bowels of a mine not far from where we started playing.

There was the usual attack of robbers and rats of different kinds and sizes, with a pleasant sense of dejavu. In short, it seems that Bethesda in preparing The Elders Scrolls V: Skyrim has certainly given the strengths of Oblivion, creating an obvious point of continuity, but also sought to solve the cumbersome aspects that could have kept away many players.

Obviously it takes a lot longer to understand the balance of this new nature and the direction taken, in particular in assessing the behavior of the NPC and the merits of the new skill structure, but the first good news is that at this stage of pre-alpha, The Elders Scrolls V: Skyrim seems much cleaner than it was Oblivion at launch and this is already a good starting point.

The fact that this happens within the context of aesthetics so lush and detailed, then, can only be expected to improve further by November 11th, the game's release date.
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Re: QuakeCon - New Info

Post by soda popinski »

Well, so far we've been getting some good info, and the main presentation hasnt even happened yet. I'll be back on sunday to put all the links from here on out into the main post for a nice, easy to find source for all the info that comes out, so keep em coming!
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Re: QuakeCon - New Info

Post by Check-Nate »

edit: took off the link because skyrim wont be shown...... pm me if you still want it

-New info... DB confirmed for the 3000th time
-Collectors edition announced
Last edited by Check-Nate on Fri Aug 05, 2011 6:39 pm, edited 1 time in total.
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Re: QuakeCon - New Info

Post by MARS »

I know where I'm going to be. Thanks for the link, Nate :mrgreen:
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Re: QuakeCon - New Info

Post by Check-Nate »

Your welcome..
I'm pretty confident that this feed will show us. under the feed it said
You won't want to miss the stream, or G4TV.com's coverage of QuakeCon featuring hands on with The Elder Scrolls 5: Skyrim for the first time, as well as spending a ton of time with Rage, Prey 2 and Dishonored
and the schedule says skyrim's presentation is on at 1 PST (which is 4 EST)
hopefully its not the same demo that we have seen at E3
I think its going to show character creation along with gameplay
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Re: QuakeCon - New Info

Post by Argonanza »

WHAT IS THAT IN GMT? FOR THE LOVE OF GOD, TELL ME!
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Re: QuakeCon - New Info

Post by Check-Nate »

the presentation is 1 hour and 49 mins from now... soooo... i'm not sure what time it is near you now.. but just wait 1 hour and 49 mins

now people are saying that its happening now.. and it wont go live... i guess we have to wait and see
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Re: QuakeCon - New Info

Post by maroon »

the presentation was at 7pm BST and they wern't allowed to record it. i am disappoint :( well, RAGE might cover it better.

whats the likelyhood that we'll get to see it later on? i really wanted to see character creation :(
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