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We have collected 10 reviews of the The Elder Scrolls V : Skyrim. Experts rate The Elder Scrolls V : Skyrim 9.5/10. Reviewsor.com helps you find reviews, best prices, user reviews of the The Elder Scrolls V : Skyrim and Xbox 360 games.
Because we at VideoGamer.com care about our audience, we'd like to offer anyone planning to play Elder Scrolls V: Skyrim a couple of pieces of advice. First off, if you have any long term commitments like say, a job or friends or a significant other, we suggest you ring them to make your excuses now - you don't want to get sacked or dumped over a video game, and letting your friends think you've died or been kidnapped due to lack of communication is just plain rude. Furthermore, it might be worth making sure that your gas and electricity bills have been paid, and that you have enough provisions to last you until spring. You're going to need time for Skyrim and lots of it.To say Skyrim is vast is to make a chronic understatement. The sheer scale and size of the game's environment alone is absolutely mind-boggling and it's all augmented by a staggering amount of variety. Every town, every dungeon, every temple and every location has been created with a loving care and a fastidious attention to detail, and all of them boast a personality and an atmosphere of their own.This level of range allows Skyrim to weave its first intoxicating spell of immersion. Players will soon stop seeing Skyrim as a game and become lost in its gargantuan landscape.
GamePro
11/2011
No longer available...
Wonder comes in many forms in Skyrim, and Bethesda shows us this wonder in many places and in many ways in one of their most enjoyable games yet. Wonder has always been at the heart of The Elder Scrolls. The wonder of discovering what sits on a mountain’s peak. The wonder of plunging into a cave hiding in the rock. The wonder of learning more about what’s now one of the oldest worlds in gaming. The Elder Scrolls V: Skyrim delivers on this wonder better than any game in the series. One of the knocks on Oblivion, the fourth game in the Elder Scrolls series, is that it lacks some of the wonder of Morrowind (the series' third game). Fans worried that this would continue in Skyrim -- not just in the game's design, but also in the "Radiant" system, which has NPCs point players toward interesting locations and quests (instead of, say, discovering these on your own), and the streamlined skill system. As I traveled across Skyrim, wanderlust once again grabbed me, repeatedly throwing me off my main quest course and leading me to poke around caves, fortresses, and ruins. Skyrim embodies wonder to me.
The Elder Scrolls has always had a dedicated following, but given the success of Oblivion and the expectations for its sequel, I assumed Bethesda would play it safe and deliver a slightly enhanced continuation of the franchise. Instead, I walked away feeling I had played the next evolution of the series. I wasn't so optimistic as the game opened. Skyrim's story begins with a political prisoner's beheading at a public execution. This sequence is worrisome, not because my character was the next in line to feel the axe, but due to the choppy narrative flow. The intensity that is supposed to accompany this scene is stripped away by robotic character animations, confusion over who is talking at any given point, and uncomfortable lulls in the pacing. Making this scene feel real requires just as much imagination as a Dungeons & Dragons session. Cinematic storytelling has never been Bethesda Game Studios' strong suit, and I find it surprising that the team decided to make it such a prominent component in Skyrim's introductory moments. This disappointing sequence concludes with an unexpected yet praise-worthy series of events. Before my character's head was permanently separated from his body, a dragon swooped in and burned as many of the poorly established characters as it could.
I was stacking books on a shelf in my house in Whiterun, one of Skyrim's major cities, when I noticed a weapon rack right beside it. I set a sacrificial dagger in one slot, an Orcish mace in the other. They were on display for nobody but me and my computer-controlled housecarl, Lydia, who sat at a table patiently waiting for me to ask her to go questing. The chest upstairs was reserved for excess weapons and armor, the bedside table for smithing ingots and ores, the one next to the Alchemy table for ingredients. I'd meticulously organized my owned virtual property not because I had to, but because tending to the minutia of domestic life is a comforting break from dealing with screaming frost trolls, dragons, a civil war, and job assignments that never seem to go as planned. It's even a sensible thing to do; a seemingly natural component of every day existence in Skyrim, one of the most fully-realized, easily enjoyable, and utterly engrossing role-playing games ever made. Part of what makes it so enjoyable has to do with how legacy Elder Scrolls clutter has been condensed and in some cases eliminated. In Skyrim, there's no more moon-hopping between hilltops with a maxed out Acrobatics skill. That's gone, so is Athletics.
For earnest pleasure, I shall apply a deft hand to this reflection of my journeys through the Old Kingdom of Skyrim, the rustic homeland of the Nords and, lest the Divines jest in their everlasting guile, the root of humanity itself. I do this not to flaunt my powers of the written word nor to etch a lasting mark upon the world as mortalkind are wont to do when the Halls of the Dead beckons our name, but to reify the wistful restlessness stirring beneath this corner of the world with the ostensibly savage literacy of its people. Compared to the majesty of its mountains, the vastness of its plains, the half-remembered truths of its legends, I am merely a man clawing at the barefaced inspiration that envelops Skyrim with the elegance of the winds and the wisdom of the ancients. Precariously after the accounts known throughout Tamriel as the Oblivion Crisis, Skyrim follows the thread of fate that pulls the Dovahkiin, or Dragonborn in the common tongue, to the town of Helgen along the outskirts of the land. Shackled for an unnamed crime and strewn through the muddy roads in a flimsy cart, the Dragonborn beholds the executions of two fellow prisoners before kneeling beneath the executioner's axe.
Since Todd Howard took the stage at the Spike Video Game Awards in December to announce the fifth entry in Bethesda's acclaimed Elder Scrolls role-playing series, we've learned much and more about Skyrim. Through releases from Bethesda, interviews with the developers, demos, and even hands-on time, we've accumulated a veritable locked chest (expert in lock picking required) of information, and we've decided to crack it open and share our wealth of knowledge with you in one convenient place. So what's new in The Elder Scrolls V: Skryim? Find out for yourself below: The New Engine: Goodbye, Gamebryo, hello Creation Engine! For Skyrim, the folks at Bethesda finally built an all new proprietary gameplay and graphics engine, and it makes the characters in Oblivion look last gen -- with an emphasis on last. The engine can produce superior environments thanks to upgraded dynamic lighting and new foliage and precipitation tech, and the people and beasts in those environments will also move in a far more realistic manner thanks to the new Havok Behaviour technology being used for animations (third-person-view players rejoice!).
Skyrim is the most convincing fantasy world availableSkyrim is a familiar story for anyone who's kept a keen eye on every preview that's been wrought out of VideoGamer.com's editorial mines. For the past year we've been detailing advancements to the game, but the magic of a basic Internet connection has allowed most of you to experience some of the latest developments yourself: recall a few weeks ago when shaky-cam footage from the game's 40-minute presentation at Quakecon found its way online.Think back again to the Quakecon audience baying like a hundred broken seals because they saw a nice puddle or something on the screen. The game has become an echo chamber for fan enthusiasm, something even the jaded men of VG towers have been so moved by we think one day, just maybe, they may be able to love again.This is why seeing the game being presented in Cologne, in a room that felt so hilariously hostile toward all notions of hype, was an eye opener. For all the childhood giddiness that wells up whenever we see a dragon on a monitor, it's so easy to forget that somewhere between the infinite loop of references to mudcrabs in Oblivion, the clunky first-person interface of Morrowind, and the arthritic third-person character animation from years ago is a vague memory of Elder Scrolls' rougher edges.
For its latest bash at the lush world of Tamriel, Bethesda wants to show you a different side of the traditional role-playing land, and it's one influenced by - wait for it - Jurassic Park. This is according to executive director Todd Howard, who's talking to a room full of journalists and demonstrating an early build of Skyrim at a Bethesda event in Utah. It's the dragons, you see. The proud winged creatures are everywhere, roaming around the skies with their big dragon claws, teeth, and famous fiery breath. Bethesda wants each encounter with one of the creatures to evoke a similar feeling to when the T-Rex attacked in Spielberg's iconic movie. But while these dragons are flapping about the game's beautiful environments, you'll probably be shuffling around at the base of a mountain immersed in the game's impressive UI. The menu system is clean and organised, presented as a stylish minimal overlay rather than a clumsy screen. Information and inventory are quick to access and navigate, and you can set favourites to all your preferred items and spells. There's even a lavish 3D view of every item in the game, and you can zoom in and play around with everything - channelling the dormant spirit of Resident Evil, some puzzles in the game even require you to look at items in the 3D view to suss out answers.
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.
The Xbox 360 launched in November 2005 with a handful of titles, but it wasn't until The Elder Scrolls IV: Oblivion released in the following March that gamers truly understood the power of next-generation consoles. The vast and impressively detailed open world of Oblivion won over critics and gamers alike with cutting edge graphics, high dynamic range lighting, and the innovative Radiant AI technology that endowed non-player characters with decision-making abilities and daily routines. Taken in combination, these technologies created a fantasy setting that felt more alive and vibrant than any role-playing predecessor. In the five years since Bethesda last visited Tamriel, the studio honed its chops with the post-apocalyptic hit Fallout 3. Many of Fallout's technological refinements carry over to The Elder Scrolls V: Skyrim, but Bethesda Studios has also developed and contracted a suite of technological tools that allow the team to reach far beyond anything they've done before. Creation Engine Though Skyrim's Nordic setting is a more rugged environment than the Renaissance festival feel of Oblivion's Cyrodiil, the new setting isn't lacking in breathtaking views.
| Retailer | Information | Prices | |
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Video Games: Elder Scrolls V:Skyrim (XBOX 360) | $53.99 | See it |
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Elder Scrolls V: Skyrim | $56.1 | See it |
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Elder Scrolls V: Skyrim | $56.68 | See it |
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Bethesda Elder Scrolls V: Skyrim | $59.99 | See it |
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Elder Scrolls V: Skyrim - Xbox 360 | $59.99 | See it |
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Bethesda Softworks The Elder Scrolls V: Skyrim for Xbox 360 (11763) | $59.99 | See it |
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The Elder Scrolls V: Skyrim for Xbox 360 | $59.99 | See it |
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Elder Scrolls V: Skyrim Collector's Edition | $96 | See it |
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Elder Scrolls V: Skyrim Collector's Edition | $103.35 | See it |
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The Elder Scrolls V: Skyrim [Japan Import] | $103.99 | See it |
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Elder Scrolls V: Skyrim Collector's Edition | $149 | See it |
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