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| Beast of the East ![]() ![]() ![]() ![]() Join Date: 18 May 2010 Location: North Carolina
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| Just some info from Game Informer on the new Elder Scrolls game coming out this year. Menu System 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. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options. Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.” Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways. In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically. Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel. Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a "you are what you play" philosophy, Bethesda is preserving the player’s ties to star signs. Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character's overall level higher. Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world. “When you glance to the sky after you’ve played the game for a while, what you’re seeing in the sky is different than what somebody else is seeing based on the constellations,” Howard says. Combat System In game development, the visual improvements, non-player character AI tweaks, and new storytelling philosophies are all for naught if the base activity the player performs the most frequently is uninteresting or unrefined. In the case of an action role-playing game like The Elder Scrolls V: Skyrim, those activities are swinging swords, shooting arrows, or casting spells at the myriad bloodthirsty enemies rushing toward you in foreboding dungeons of Tamriel. Aware of the combat shortcomings and exploits players used in Oblivion, the developers at Bethesda Studios went back to the drawing board to forge a new direction for Skyrim. “We wanted to make it more tactile in your hands,” game director Todd Howard says. “I think if you look at our previous stuff I sometimes equate it to fighting with chopsticks – you sit there and swing them in front of yourself.” Bethesda’s solution is a new two-handed combat system that allows players to equip any weapon or spell to either one of their character’s free hands. This flexible platform opens up countless play styles – dual wielding, two-handed weapons, the classic sword and shield combo, ranged weapons, or even equipping two different spells. Switching between loadouts on the fly is made easier thanks to a new quick-select menu that allows you to “bookmark” all of your favorite spells, shouts, and weapons for easy access. Taking Up The Blade Repetition can be a game developer's worst enemy. As players move through the world slashing at enemies thousands of times, the gravity of the action dissipates to the point where it becomes as thoughtless an exercise as flipping a light switch. With Skyrim's combat system, Bethesda wants to restore the visceral nature of hand-to-hand combat. The first step? Changing the pace of the close quarters battles. In the early stages of development, Bethesda watched fighting videos to study how people react during melee battles. The team found that most encounters featured more jostling and staggering than was present in past Elder Scrolls titles. Using the Havok Behavior animation system, the team is more accurately mimicking the imbalance prevalent in melee combat by adding staggering affects and camera shake. Don't expect button-mashing marathons where the attacker with a bigger life pool wins the war of attrition. If you're not careful on defense you may get knocked around, losing your balance and leaving yourself exposed for a damaging blow that can turn the tide of the battle. Knowing when to block, when to strike, and when to stand your ground is key to prevailing in combat. “There's a brutality to [the combat] both in the flavor of the world, and one of you is going to die,” Howard explains. “I think you get very used the idea that enemies are all there for you to mow through, but it doesn't seem like someone's life is going to end. We're trying to get that across.” Nothing drives this brutality home more than the introduction of special kill animations. Depending on your weapon, the enemy, and the fight conditions, your hero may execute a devastating finishing move that extinguishes enemies with a stylistic flourish. “You end up doing it a lot in the game, and there has to be an energy and a joy to it,” Howard says. As with Oblivion, players have several options for melee combat. Your warrior can equip swords, shields, maces, axes, or two-handed weapons. Specializing in a particular weapon is the best way to go, as it gives you the opportunity to improve your attacking skills with special perks. For instance, the sword perk increases your chances of landing a critical strike, the axe perk punishes enemies with residual bleeding damage after each blow, and the mace perk ignores armor on your enemies to land more powerful strikes. A good offense must be accompanied by a good defense. To make defending a less passive activity, Bethesda has switched to a timing based blocking system that requires players to actively raise their shields to take the brunt of the attack. If you hold down the block button, your character will attempt to execute a bash move. If you catch a bandit off guard with the bash while he's attacking, it knocks him back and exposes him to a counter or power attack. Players can block and bash with two-handed weapons as well, but it isn't as effective as the shield. Warriors who prefer the sword-and-shield approach can increase their defensive capabilities with shield perks that give them elemental protection from spells. Bethesda also smartly changed the pace at which characters backpedal, which removes the strike-and-flee tactic frequently employed in Oblivion. In Skyrim you can't bob and weave like a medieval Muhammad Ali as you could in Oblivion. Players can still dodge attacks from slower enemies like frost trolls, but don’t expect to backpedal out of harms way against charging enemies. If you want to flee, you must turn your back to the enemy and hit the sprint button, leaving you exposed to an attack as you high tail it to safety. Conjuring Better Spell Casting Keeping in line with the philosophy of making the combat more tactile, Bethesda took inspiration for its spell casting from an unlikely source in Irrational Games' BioShock. Fighting his way through the city of Rapture, Howard was impressed with how Ken Levine's team visualized the power of the plasmids in your hands. They're adopting a similar approach for Skyrim. “Before when we had magic, it never felt to us like you were actually doing it,” Howard admits. “It was a separate button, it flew out of your fist, and you could have a shield in your hand or a two handed-weapon – you could do it with anything.” In Oblivion spells were cast with a face button, which allowed you to equip traditional weapons for melee combat and deftly cast spells between swings. By forcing players to equip a spell with one of their hands, players must make more of a commitment to learning the arcane arts. The ability to equip two different spells on your left and right hand raises the question – can you combine more than one spell? “We're not talking about that,” Howard says with a smile. “We're not sure. We'd like to; it'd be awesome.” Even if you can't combine spells, magicka students will have no shortage of options, with over 85 spells divided into five schools of magic – destruction, restoration, illusion, alteration, and conjuration. Longtime Elder Scrolls fans may notice that the school of mysticism is absent. That's an intentional move on Bethesda's part. “It always felt like the magical school of mysticism – isn't that redundant?” Howard says. The spells formerly housed under the domain of mysticism have been moved to other schools of magic. One of the more alluring changes to the spellcasting in Skyrim is how you can employ spells in different ways. For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower, place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it, or equip the spell with both hands to deliver high damage fireball attacks that drain your magicka reserves quickly. The shock and frost spells give players an equal amount of flexibility. The Havok Behavior technology gives the spells more visual flair than we've seen in past Elder Scrolls games as well. If you cast a frost spell, you'll see the effects on the enemy's skin. If you're wielding the flame spell like a flame thrower, the environment will catch fire for a short while and burn anything that comes into contact with it. More so than in Oblivion, Skyrim’s new magic system also gives players legitimate benefits to using one attacking spell over the other. Fire deals the highest amount of damage, lighting drains the enemy’s magicka, and frost drains stamina and slows down enemies physically. This gives players more incentive to use particular spells against specific enemies. Why shoot fireballs at a wizard when you can simultaneously drain his heath and magicka with a shock spell? “There’s a gaminess to it that we didn’t really have before,” Howard says. If you come face to face with another wizard, you’ll want to keep an attacking spell in one hand and improve your defense by equipping a ward spell in the other. Suddenly, magic duels become much more interesting, as you must attack at the opportune time, use the ward as a shield when your opponent is casting spells your way, and manage your magicka level by consuming potions. Dealing Damage From The Shadows Magicians and warriors aren’t the only play styles enjoying the benefit of combat enhancements. If you prefer to do your killing from afar with a bow and arrow or assassinating enemies from the shadows, Bethesda has some improvements in store for you as well. Ranged weapons could be effective in Oblivion once you improved your skill level, but you had to pierce enemies with several arrows to take them down. After playing an Oblivion mod that turned the bow and arrow into a formidable weapon capable of one-hit kills, Bethesda decided to adopt that approach. It now takes a lot longer to get off a shot, but the arrows are much more powerful than before. As in Oblivion, you can zoom to aim, and the longer you keep the bow drawn the more powerful your shot will be. Unlike Oblivion, the arrows now violently impact enemies with a satisfying thud. To keep players from coasting through the world plucking enemies from afar, Bethesda has significantly altered the arrow economy to make them a valuable but limited option. You won't be rolling into combat stacked with 50 Daedric arrows anymore. Though you don't have much defense when using the bow and arrow, if an enemy gets too close for comfort you can still execute a bash move, which knocks your foe off balance and gives you time to create distance between you and your target. Stealth basically works the same as it did in Oblivion, but Bethesda has slightly altered what happens once enemies detect your presence. Now when NPCs think they see or heard something, they go into an alert state. Characters with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows. This new system eliminates the sudden attacks that sometimes caught players off guard in Oblivion. Once you successfully sneak up behind an unsuspecting victim, you can unleash a deadly blow with the dagger, an almost useless weapon in previous Elder Scrolls games that is receiving a major boost in Skyrim. “Now when you sneak up behind guys, the dagger does something like 10x damage,” Howard says. “I don’t know if we’re going to keep that, but you feel like you should be killing the guy if you’ve gotten that close and you have a dagger.” Though the dagger is still considered a one-handed weapon skill, the perks for the weapon are housed under the stealth banner. The Dragonborn Prophecy Fulfilled As the Dragonborn, players can wield the dangerous dragon shouts during battle as well. The shouts may have magical properties, like the ability to slow time or call a dragon to your aid, but they are different than magic in that every character can employ them regardless of their spell casting skills. If you want to learn more about this supplemental power, read our in-depth discussion here. Binding all of these improvement together into a cohesive system, Bethesda's reinvigorated Elder Scrolls combat looks to be taking a large step forward. Dragon Shouts Many aspects of The Elder Scrolls V: Skyrim will feel familiar to longtime fans. The exploration of a vast open world, first-person combat, and interacting systems of melee, magic, and stealth are all tent pole ideas within the franchise. However, Skyrim introduces something new into the gameplay mix: dragon shouts. This special new set of powers stand apart from the existing magic system, offering a broad range of powerful effects. The ability to attain these abilities is unique to your hero in the world, and the path to attaining them is a quest in itself within the larger tale that unfolds over the course of the game. Dragon shouts give the player the same overwhelming might that drives the resurgent dragon population, and the same source of power that launched the last line of emperors. “It’s in the lore,” declares game director Todd Howard. “It was like the classic barbarian battle cry. I’m not sure if it showed up in a book in Daggerfall, but it’s definitely mentioned in this pocket guide to the empire that we did for Redguard. It was the idea that the Nords had these battle cries, and they would shout at their enemies.” As the team at Bethesda began to design The Elder Scrolls V, they latched onto this little piece of mythology, and the way it could tie back to the dragons – powerful creatures that had been absent from the world for thousands of years. Quickly, elements of the fiction began to fall into place around the dragon shouts, much of which was already firmly entrenched from previous games. The dragonborn are a unique group of mortals, gifted by the gods with the same power as the dragons. To be trained in the art of the dragon shouts, also called the Voice, dragonborn individuals travel to Skyrim in order to climb a great mountain called the Throat of the World. At its peak they reach High Hrothgar, where an ancient sect of powerful Voice users named the Greybeards train them in their art. “In the lore, Tiber Septim was the first main emperor. He could shout. His way of the Voice was unmatched,” Howard explains. “He is the original guy who walks the seven thousand steps and talks to the Greybeards. And the idea is, at that time, that they were so powerful they had to have all the villages flee for miles. This little kid is walking up this snowy mountain, and all these people are packed up and they’re walking down and away. Because they know the kid is going up to talk to these guys, and when they talk there’s going to be avalanches.” The ability to use the dragon language already exists in the fiction, called “Thu’um.” The concept roughly translates as “The Voice.” Tiber Septim would use the dragon shouts to lead his troops into battle and unite Tamriel under one empire. Hundreds of years later, the Septim line has died out, and no other dragonborn have been seen for many years. That is, until the hero of Skyrim arrives on the scene. “There are other people in the world who can use the dragon shouts, but it’s very rare. It’s like arcane knowledge. It used to be done more in the past,” Howard explains. “The Greybeards know it. But your ability to absorb the dragon souls and do the shouts on the level that you can is beyond them.” In the game, players will guide their hero to learn ever more powerful dragon shouts, and then use these arcane powers to supplement other combat and magic skills. Upon defeating a dragon, Skyrim’s hero absorbs the soul of the fallen creature, which fuels his ability to learn a new shout. Later, players can search out long lost walls covered in dragon script. Upon these walls, individual runes stand out to the hero because he or she is dragonborn. “There are these words of power, and if you learn how to say them right, they have a powerful effect,” Howard says. Over time, players will build a vast arsenal of shouts: over 20 complete shouts in all, each with multiple words that must be gathered from different places around the world. “There are three words for each shout, and there are three levels to them. The amount of time you hold down the shout button is how many words come out,” Howard continues. “It becomes a bit of a collection mechanic – to collect all the words.” Bethesda games have always had a strong internal consistency. Dragonborn and the shouts they employ stand at the center of the Skyrim game experience, so there needed to be a rich background to make the system feel authentic. The answer lay in the creation of a language – the ancient tongue spoken and written by the dragons. The mammoth task of tackling such a project fell largely on senior designer Emil Pagliarulo. “The first thing I worked on when I came to Bethesda was the Bloodmoon expansion to Morrowind,” Pagliarulo tells us. “And back then, I started really entrenching myself in all this Viking culture stuff. One of the things I listened to back then that I was able to find again recently was a reading of Beowulf in Old English. That was always my inspiration. What would an epic sound like? So I knew what I wanted it to sound like.” But where to start? In the case of Skyrim, Pagliarulo had a distinct goal in mind. He knew there would be these scattered walls across Skyrim from which the dragonborn would learn the shouts. Here was a chance to create a whole new branch of mythology and legend for the world of Tamriel, writ large upon the ancient ruins of the land for players to discover. The team also wanted to have the language work into other elements of the game, including as a song that could be integrated into the main Elder Scrolls musical theme – the music that gamers would eventually hear in Skyrim’s teaser trailer. “It had to rhyme in English and the dragon language. It had to tell this epic story,” Pagliarulo explains about the challenge of creating the stanzas that would populate the Skyrim theme. “But I also knew we wanted to use it for the game. It was sort of interesting, because we knew we wanted to have this language as a game device, because we have these gameplay mechanics built around it. So, you’re not developing it as an actual language. It’s much more word based or hieroglyphic based.” Almost immediately, the challenges of creating a new language began to appear. How do you handle past, present, and future tense? Do verbs conjugate? What is the alphabet like? All of these were issues that needed to be addressed if the language was going to be useable in the game. “We started off making specific rules for the way words would work together,” Pagliarulo says. “So the way you would do ‘king’ would be the word for ‘son’ and the word for ‘leader,’ except you take off this one letter. And then we realized that it had started to collapse under its own weight. The more rules we wanted to keep track of, and the more complex it became, we knew the more complicated it would be for the designers to use, and the more mistakes we would make. So we really tried to keep it much more simple.” The language concept that emerged abandoned tense, conjugation, and even upper and lower case letters, preferring that the context imply those ideas. For instance, in the translation of Game Informer’s back cover, the word “fundein” translates to “unfurled,” but it could mean either unfurl or unfurled, depending on where the word is used. Similarly, the word “prodah” could mean either foretell or foretold. “Once we established the baseline, and the designers started using it, I was glad we kept it simple,” Pagliarulo says. “Because, boy, can it get out from under you. You’ll be like, ‘I need a word for “thunder,” I’ll do this.’ And you’ll realize you already have a word for that, and it was spelled differently. Then you have to go back through and fix all those instances. It’s a remarkable lesson in why the word ‘dear’ [or ‘deer’] means so many things in English.” Not everything had to be such a tremendous challenge. Because Bethesda was designing the dragon language from scratch, they could shape the way it sounded to the vibe they wanted to express in the game. “You can choose the words for a concept that sound the best. The ones that feel more epic. The ones that roll together well,” Pagliarulo declares. “Like the word ‘dovahkiin.’ ‘Dova’ means dragon. ‘Kiin’ means child. So we did a lot of that. We played with the words. How did it all flow together?” The sound of the dragon language when you hear it spoken or sung has a vaguely Germanic or Scandinavian sound to it. It’s a harsh but oddly beautiful sound that feels right at home in the rugged landscape of Skyrim. And you’ll hear it in plenty of places. Not only do the dragons and the Greybeards recall this long-dead language, but many other creatures in the world do as well. Included among them are the undead draugr, ancient Nord warriors who will call out in dragon language from their skeletal frames, threatening to pull you down to join them. Beyond crafting the spoken language of the dragons, Pagliarulo and the rest of the developers at Bethesda needed one final important element to make their new language shine: a written alphabet. “The idea was, how would the dragons write or scratch this language in the stone or on the ground? Everything is done with the three talons. You’ll always see combinations of one to three scratches, and sometimes the dot, which is like the dewclaw,” Todd Howard explains. With that concept in mind, someone had to make the idea into a reality: concept artist Adam Adamowicz. “One of our concept artists [Adamowicz] had the task of making a font. Make unique symbols for these letters that sound like this, using this scheme. He was literally like, ‘What?’ I think he sat there and stared at his monitor for an hour. And we came back, and he’d say, ‘I still don’t…say it again?’” Howard laughs. Working together with Adamowicz, a final runic alphabet emerged. “It doesn’t coincide directly with the alphabet we use in English. There are 34 unique characters within the language,” Pagliarulo says. Some Roman alphabet letters don’t exist, like the letter "c". In other instances, a single runic character represents multiple Roman letters, including many double vowels like “aa” or “ei.” For ease of use in implementing the language into the game, the final font was designed to work in word processors like Microsoft Word. Many of the number keys on a traditional keyboard are co-opted within the font to include the additional dragon characters. After months of work, the dragon language began to take shape and be implemented into the game. Even now, the designers at Bethesda continue to add new words to support the in-game existence of the dragonborn and dragon shouts. An entire internal wiki at Bethesda contains an evolving vocabulary list of words and phrases used in the game – any new uses of the dragon language have to be checked back against this list for consistency. In the game, the final result of all the hard work is exhilarating, and even more so when you know how deep the rabbit hole goes. Every ancient wall you encounter carries an ancient legend. Every creature that cries out in dragon is saying an actual translatable thing to you. And perhaps most importantly, every dragon shout you acquire carries real meaning behind it. One power used in the game acts like a sort of invisible push of staggering power. Spoken in the game, your hero will intone the three words for the full shout: “Fus, Ro, Dah!” Translated into English, “Fus” means force, “Ro” means balance, and “Dah” means push. After collecting more than 60 individual words that form up into over 20 complete shouts, Skyrim’s hero will be a force to be reckoned with, especially considering that these dragon-based abilities will be layered on top of his normal leveled-up abilities in combat, traditional magic, and stealth. He’ll be able to slow down time around him with one shout, or use a special whispered dragon shout to stealthily move close to an enemy in a mere instant. And while they’re cagey about the details, Bethesda says that one shout will let a player summon an actual dragon, calling him by name to fight. The new dragon shout system, and the language that supports it prove one thing without a doubt. Bethesda is crafting one of the most intricate video game worlds ever made. Layered on top of over 15 years of previous Elder Scrolls games, the land of Tamriel has a depth of fiction you’d be hard-pressed to find anywhere else but in the most elaborate and well-loved fantasy novels. Many players may dive into the world of Skyrim this coming November and perceive the magic of the dragons and their shouts as a mere afterthought. You know better. This looks to be the best Elder Scrolls yet. It is set to be released 11-11-11. You can find this and more information about Skyrium at GameInformer Presents THE ELDER SCROLLS V: SKYRIM
__________________ It's not about changing the world. It's about doing our best to leave the world the way it is. It's about respecting the will of others, and believing in your own. Last edited by Big Boss; 21-03-2011 at 18:52.. |
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| Level 9000! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Wow that review got me even more excited for this game's release. I'm more excited about this game than any other releases this year. When I first picked up a copy of Oblivion I don't think that I even set my controller down for an entire month. Hopefully the combat system is as amazing as it sounds. Only downside to this game that I see so far is 11-11-11. God I hate waiting.
__________________ "As I raise my head towards the heavens to take one last look at the moon, the stars begin to fall." |
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| | #3 |
| Beast of the East ![]() ![]() ![]() ![]() Join Date: 18 May 2010 Location: North Carolina
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| Same here man. But hey there are plenty of excellent games coming out this year to fill in that waiting time. I especially can't wait for Gears of War 3, Metal Gear Rising, and Batman Arkham City. |
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| | #4 |
| Level 9000! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | I'm looking forward to all of those games as well. When does Gears Of War 3 come out anyway?
__________________ "As I raise my head towards the heavens to take one last look at the moon, the stars begin to fall." |
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| | #5 |
| Beast of the East ![]() ![]() ![]() ![]() Join Date: 18 May 2010 Location: North Carolina
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| Xbox.com has it listed as 9-20-11, but that could change it was scheduled for November earlier this year, but I'm guessing they didn't wanna compete with the likes of Elder Scrolls or Batman so they moved it to a month with no damn games coming out lol. |
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| | #6 |
| Level 9000! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Lol well not everyone is into single player games. Skyrim I could play by myself everyday for months though. Hopefully they add something new to the Gears Of War title this time around.
__________________ "As I raise my head towards the heavens to take one last look at the moon, the stars begin to fall." |
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| | #7 |
| League of Shadows ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Holy feck nice long review. I started speed reading. Nice game I believe it will be.
__________________ ![]() ////Deadpool's Youtube////DP's Facebook//\\1980 Arcade\\\\Hulu Movies and TV\\\\ Cloud: So what's gonna happen now? Kadaj: Mother's going to tell me. Cloud: I guess a remnant wouldn't really know. Kadaj: So what if I'm a puppet...? Kadaj: Once upon a time... Kadaj: ...you were too! |
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| | #8 |
| Level 9000! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heck yeah it will be!
__________________ "As I raise my head towards the heavens to take one last look at the moon, the stars begin to fall." |
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| | #9 |
| Evil Counselor ![]() ![]() ![]() ![]() ![]() | I don't know yet how the changes will effect the gameplay, but will buy the game anyway.
__________________ Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in their hall of stone, Nine for the Mortal Men doomed to die, One for the Dark Lord on his dark throne, Twenty rings to make Mr. T look cool, Upon them inscribed, "I pity the fool." |
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| | #10 |
| Administrator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: 13 Aug 2007
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| im looking forward to it, all the changes Ive seen seem good to me. |
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| The Elder Scrolls 4: Oblivion - Modification | Kyatto | General Gaming | 2 | 30-09-2009 21:35 |
| The Elder Scrolls 4: Oblivion | Kyatto | General Gaming | 0 | 14-09-2009 19:37 |