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Hadn't followed this game much (due to my disappointment with Oblivion), but I just spent most of the morning watching some of the longer play sequences out there. And it looks so good that now I'm tempted, for the first time in years, to pay full whack for one of these hyped-up new releases.
I like how dungeons no longer seem to be mindless autogenerated loot pinatas. I've cleared about 10 so far and every one of them has been more challenging, larger, and more unique and varied than Oblivion.

The inclusion of various traps also lift the dungeon-delving experience a lot. There are pressure plates on the floor that might do anything from showering you in a light rain of poison arrows to downright dropping the floor under you. There are pressure plates concealed by loot. I picked up a tempting but somewhat suspiciously placed gold bar - and saw the rectangular stone it had been placed on suddenly raise from the ground. I then had about 1 second to react and run away before being scorched by a flame jet. Awesome.

There are probably a few central themes to the dungeons in terms of texturing, but the layouts so far seem like they're not just made of the same building blocks over and over. Only central features like claw puzzle doors or the final chamber seems to repeat their design from dungeon to dungeon.

Also, they are way more challenging and have more interesting enemy compositions, and this is playing on normal. Necromancers, ice mages (hint: slow effects), and draugr are a lethal combination.
Post edited November 14, 2011 by stonebro
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stonebro: I like how dungeons no longer seem to be mindless autogenerated loot pinatas. I've cleared about 10 so far and every one of them has been more challenging, larger, and more unique and varied than Oblivion.

The inclusion of various traps also lift the dungeon-delving experience a lot. There are pressure plates on the floor that might do anything from showering you in a light rain of poison arrows to downright dropping the floor under you. There are pressure plates concealed by loot. I picked up a tempting but somewhat suspiciously placed gold bar - and saw the rectangular stone it had been placed on suddenly raise from the ground. I then had about 1 second to react and run away before being scorched by a flame jet. Awesome.

There are probably a few central themes to the dungeons in terms of texturing, but the layouts so far seem like they're not just made of the same building blocks over and over. Only central features like claw puzzle doors or the final chamber seems to repeat their design from dungeon to dungeon.

Also, they are way more challenging and have more interesting enemy compositions, and this is playing on normal. Necromancers, ice mages (hint: slow effects), and draugr are a lethal combination.
Yeah, i still remember my reaction when i first stepped on a pressure plate and and was promptly knocked clear across the room and down a flight of steps by a swinging wall of spikes...I've been looking on the floor ever since
Um, there were traps in Oblivion. Mostly in the towers beyond the gates, and very stupid looking ones at that.
I've been looking on the floor ever since
Also walls and ceiling. Getting to Thieves' Guild will teach you things...
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Roman5: If someone considers an AAA game below "perfect", he is simply trolling or can't have fun, sealed in his shell of hatred and contempt. There are some out there who keep saying AAA games nowadays are simplified and dumbed down for larger audience, but we know better- they're either filled with nostalgia or are too "hip" to accept that something as popular can be so good.
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Siannah: I freely admit, I'm a fanboy of Bethesdas TES work. Still I welcome each and every constructive criticism. And yes, there are several points where Skyrim is lacking, like the mentioned interface / UI or the difficult to navigate skilltree.

However, I can't take a guy serious, who not only fails to mention even 1 positive aspect in his review, but also spreads so obvious misinformation / claims, like "a lame RPG on rails".
More of it, especially the leveled enemies was time and time again one of the biggest complains in Oblivion. Now Skyrim is being bashed for being "walled off by difficulty with almost no dynamic progression" (which isn't true either). Someone please come up with a solution on how exactly Bethesda should be doing it the next time?

Don't like a game? Ok. Pointing out negative aspects? Ok. Not being constructive? Fail and in most cases, trolling.
you hit it on the nail there that is wjhat i tried to explain.
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stonebro: I like how dungeons no longer seem to be mindless autogenerated loot pinatas. I've cleared about 10 so far and every one of them has been more challenging, larger, and more unique and varied than Oblivion.

The inclusion of various traps also lift the dungeon-delving experience a lot. There are pressure plates on the floor that might do anything from showering you in a light rain of poison arrows to downright dropping the floor under you. There are pressure plates concealed by loot. I picked up a tempting but somewhat suspiciously placed gold bar - and saw the rectangular stone it had been placed on suddenly raise from the ground. I then had about 1 second to react and run away before being scorched by a flame jet. Awesome.

There are probably a few central themes to the dungeons in terms of texturing, but the layouts so far seem like they're not just made of the same building blocks over and over. Only central features like claw puzzle doors or the final chamber seems to repeat their design from dungeon to dungeon.

Also, they are way more challenging and have more interesting enemy compositions, and this is playing on normal. Necromancers, ice mages (hint: slow effects), and draugr are a lethal combination.
very true every dungeon has its suprises but i like that sometimes you have to make hard descisions what you gonna do i wanted to play a goody guy but ended up making a deal with a deadra wich ended up with a very nice weapon that does devistating damage and massive stamina drain on the enemy. Oh well already went the bad way by changing in a werewolf.
Post edited November 14, 2011 by hercufles
I really want to pick this up, especially after reading all the comments here, but I have cash issues this month (too many birthdays). I've been a active modder for this series since Morrowind, Anyone know if Skyrim includes the Construction Set yet? I read a few weeks ago that they were planning to release the construction set with the game but haven't heard anything since.

*edit* Never mind, looks like the answer is no. http://forums.bethsoft.com/index.php?/topic/1255750-information-on-creation-kit/ *edit*
Post edited November 14, 2011 by MikeMaximus
Played 15 hours of it now and for the most part really enjoing the game. Graphics are good although it still has the Lod problems of the past especially in huge open areas.

I laughed my head off when i got hit by a giant at level 5 and ended up a mile in the air. Need that giant for cricket.

In places i do feel things are dumbed down the interface at times annoys me and the fact there are fewer skills. I also miss medium armour from morrowind.

I do like the fact that the dungeons i have been in so far have not been the likes of copy and paste jobs Dragon Age 2 had but each felt unique and worth exploring and i have been impressed with some of the supprises and traps in them.

Cant wait to play a lot more of this and i certainly feel the urge to explore and do quests.
Steam windowed mode.

Does it work in skyrim

-windowed in the launch options didnt work
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aluinie: Played 15 hours of it now and for the most part really enjoing the game. Graphics are good although it still has the Lod problems of the past especially in huge open areas.

I laughed my head off when i got hit by a giant at level 5 and ended up a mile in the air. Need that giant for cricket.

In places i do feel things are dumbed down the interface at times annoys me and the fact there are fewer skills. I also miss medium armour from morrowind.

I do like the fact that the dungeons i have been in so far have not been the likes of copy and paste jobs Dragon Age 2 had but each felt unique and worth exploring and i have been impressed with some of the supprises and traps in them.

Cant wait to play a lot more of this and i certainly feel the urge to explore and do quests.
I don't miss medium armour at all. I thought it was a confusion addition, and plus, there was no good later level version of it, if I remember right. I think it was just like a bridge. If I could choose any skills to be back in, it would be acrobatics and athletics, but definitely not medium armour.
I have one question:

Is the leveling system similar to the one from Oblivion and Morrowind? Specifically, does it force the player to micromanage the level-up process if he wants to get the most out of his character?

The earlier Elder Scrolls games didn't retroactively award you hit points after raising your endurance score, for example. Also, and more annoyingly, it wasn't a good idea to level up as soon as possible, as you had to take care to raise a variety of different stats during each level. I've always thought that sucked.
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Jaime: Is the leveling system similar to the one from Oblivion and Morrowind?
Nope. Basically whatever skill gains you get, count towards the next level. Once you hit that point, you choose between +10 points for either Magicka, Health or Endurance and get +1 point for perks. That's it.

Yes that looks dumbed down to a hack'n slash Diablo 1 system. However, the perk-system makes that up with allowing rather good, deep and different charbuilds.
Personally I enjoyed the char-building in Morrowind and Oblivion more, though I also used mods to change them a bit. Skyrim has a different, more simpler approach, but the variety to build your char is there, probably even more then it was in Oblivion.
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Jaime: I have one question:

Is the leveling system similar to the one from Oblivion and Morrowind? Specifically, does it force the player to micromanage the level-up process if he wants to get the most out of his character?
Not really. You'll be picking from a few base choices on levelup and then you choose perks much like in fallouts. As long as you spray the perks into skills you'll be using, you'll be fine.

The earlier Elder Scrolls games didn't retroactively award you hit points after raising your endurance score, for example. Also, and more annoyingly, it wasn't a good idea to level up as soon as possible, as you had to take care to raise a variety of different stats during each level. I've always thought that sucked.
Well there's no endurance score anymore, or strength, or anything. You still get skills when sneaking or hitting and that moves you towards levelup, but how you got the points doesn't matter when leveling.

A much more forgiving system in that way. And you can still ruin a character by eg perking up your heavy armor skills & 2-handed weapons and then mostly going around in mage robes casting spells, or something.

I'd say this is an improvement, as you no longer need to know what you'll be doing before the game even starts. Now you make the choices along the way.
Thanks a lot, people. That's exactly what I wanted to know.
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Jarmo: I'd say this is an improvement, as you no longer need to know what you'll be doing before the game even starts. Now you make the choices along the way.
What about the stone idols that boost leveling of certain skill groups?

BTW, it's next to impossible to put perk points in an unused skill, since the perks have skill level requirements.
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Jaime: Thanks a lot, people. That's exactly what I wanted to know.
I really hated Oblivion's leveling system. In Morrowind it wasn't bad because the skills went up by themselves so slowly that you basically relied on training, and there was no limit to training. It basically made Morrowind about doing quests to get money so you could buy stats, which is interesting and worked relatively well. Oblivion though took the training out of it mostly and made you level so fast, doing almost nothing, that the core stats were almost impossible to level effectively. And that's before we even put scaling into it, my God.

Skyrim is an excellent change if you ask me. While you still level-up for doing things it no longer matters what you do to get there. The real character defining moments are when you pick perks and pick your health, magicka or stamina buff. Of course you will also level up the skills you use, which works fine, but if you decide to try pickpocketing for a while and level up from that you can still use that level to buff what you actually want.

It's a great system. It's the perfect example of simplifying something but adding depth at the same time, the holy grail of modern RPG developers.