- No level cap
- Choose all perks with one character
- Technically speaking, Skyrim is an evolution within The Elder Scrolls, not a revolution
- Different properties for all weapons, take advantage of them by choosing the right perks
- Maces ignore a percentage of armor
- Axes have bleed damage over time
- Quickly revisit locations you have previously visited
- Game is as big as Oblivion
- 5 big cities
- Over 130 dungeons
- “Low-Fantasy” (game does not look as vibrant, vivid as Morrowind, more like Oblivion)
- The overarching narrative of the Dragons is less prominent than the Oblivion Gates were in Oblivion, which does not give you the feeling that you are doing ‘useless’ quests when you lay aside the Main Quest.
- Dragons aren’t rare
- Dungeons will be locked at their level once you have been there
- In a dungeon, it will remain lvl 5 when you entered it on lvl 5
- Dungeons don’t change difficulties throughout a game save after you’ve entered one
- Read in-game books in 3D
- 3D-preview in the Flash-based inventory for all items
- Twist, turn, rotate the items
- Will sometimes need to figure out puzzles by analyzing 3D previews
- Armor, weapons, small rings and herbs can be explored in great deal and viewed in 3D
- All items can be previewed in the inventory screen
- The Dark Brotherhood is back
- More traps and puzzles
- Around 20 hours for the main story
- Hundreds of additional hours for more quests
- Get stronger as you kill dragons
- A piece of a dragon’s soul will be transferred to yours
- Special animations for sneak kills with daggers
- Team is looking at how they can improve facial expressions and animations
- No Kinect support

“We are working at pop-up issues, and we want to make sure that the graphics of the PC, Xbox 360, and PS3 are alike. All three will look just as good, aside from the higher resolution and the anti-aliasing of the PC of course.”

“It is not yet possible to combine forms of magic. It is difficult. Frost magic makes an enemy move slower, and fire does damage over time, and the fire remains on the ground for additional damage. If we would allow the player to use fire magic in one hand, and frost magic in the other, it becomes much more complex. Maybe we will implement this though, but for the time being, ‘No’.” – Todd Howard

“Someone modded Oblivion by changing the physics of shooting an arrow. It made you shoot slower and you almost had to remain stationary to shoot, which increased the arrow’s impact. We liked this mod so much, that we implemented it in Skyrim by default.” – Todd Howard


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.

For the Full Article click

Before getting his feet wet in the game industry, now executive producer of Bethesda Game Studios Todd Howard came close to working for Circuit City instead. 

"I actually majored in finance, while trying to skip all my classes and write games in college," he says. "But actually, to make my parents proud, I went and did the college interview thing, and got called back to a second interview at the corporate headquarters of Circuit City.

 I'm like, 'I'm gonna get this corporate finance job at Circuit City -- it's gonna be awesome.' And they denied me, so I was like, 'F*** them -- this is terrible. I'm just gonna make games.'"


This is a screenshot from the PS3 version. (so expect the 360 version to be livelier and brighter.
Click to enlarge or email me me for the full (huge) pictures

The next Elder Scrolls game, Skyrim, will be making some big changes to the way the series handles things like combat and levelling-up.

Firstly, combat: according to a piece in the latest issue of Game Informer, you can now dual-wield weapons in the game. To many it will sound like a cheap take on a Halo/Modern Warfare staple, but where in those shooters it's a part-time indulgence, in Skyrim it forms the cornerstone of your approach to the game, as you can allocate which weapon or tool goes in which hand.

So, for example, you can put a sword in one hand and a dagger in the other. Or two daggers. Or a staff and a shield. Or a shield and a mace. For magic users, a different spell can be cast from each hand, or for a multiplying effect, the same spell can be thrown from both hands.

Another change to the way Skyrim plays compared to its predecessor, Oblivion, is in how you gain new powers and abilities. This game does entirely away with the concept of class creation, Bethesda's thinking being it's a bit naff asking people to predict how they're going to play a game when they haven't played it yet.

Replacing this, then, is an organic system of attribute growth based on use: the more you do something, the better you get at it. While this has long been a staple of RPG games, even dating back to the Quest for Glory series, but in Skyrim it's not just complementing a class structure, it's replacing it. So you won't be cast in stone as a mage if you use lots of magic, you'll just be some adventurer with a higher magic number in their stats.

You level up according to how you progress your most-used skills. "Raising one skill from 34 to 35 is going to level you faster than raising one from 11 to 12", Bethesda's Todd Howard tells Game Informer. If you stick to what you like/do best, you'll level up quickly. Conversely, if you want to take things slowly, you can raise all or most of your skills, as not focusing on one or two in particular will mean a slower rise through the levels.

One wildly unpopular aspect of Oblivion was the fact basic enemies levelled up alongside you, meaning even the most powerful warriors could sometimes be undone by sewer rats or angry crabs. In Skyrim, though, your opponent's levelling is more like that found in Fallout 3.

Continuing Bethesda's work with Fallout 3, each new level you gain in Skyrim will also give you a perk, which you can apply to give you added bonuses relative to how you want to play the game.

The levelling sounds like an interesting experiment, one I like the sounds of since I always hate choosing an "archetype" in a game before I know how I'm going to play it. The combat also sounds like a welcome piece of customisation for the series, but how well they actually work in the game, we'll just have to wait until we get some time with it!

[Game Informer Magazine]



Skyrim‘s level system works on a 1-50 scale. Though, level 50 isn’t the limit; when you reach level 50, you’ll gain experience much slower, making leveling a much more difficult process.

Each time a player levels, they’ll earn extra health. Additionally, they can also pick one of the following traits to boost: stamina, health, or magic.

There’s no class selection at the start of the game. Every skill a player earns will help contribute to their overall level. Every time a player levels, new perks (a la Fallout 3) are unlocked.

Level-scaling makes a return. Meaning: “The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.”


There are 18 skills for players to learn, which is three down from Oblivion and eleven down from Morrowind.

Skills will try and accommodate the player who wants to put their focus into a single profession, as well as allow room for players who prefer to do a little bit of everything.

The mysticism skill is gone. The enchanting skill is still present.


The game is set in the Nord region of Skyrim, 200 years after the events ofOblivion. The player, as one of the dragonborn, is called upon to stop the prophetic return of the dragons. The player’s mentor is one of the last blades.

The world includes five massive cities. Its dungeons — caves, underground areas, etcetera — will have more variation than past games.


Conversations do not zoom into the person’s face, anymore. They’re more realistic in Skyrim; the person you’re talking to will do things such as walk around, perform tasks whilst in conversation, glance at you every now and then, etc.

Faces are heavily improved. They don’t look like crap, anymore.


Combat is more dynamic and tactical; each hand is assigned a function (ex: magic in one hand, a weapon in the other). The team is putting a lot of care into the different feel of each weapon in the player’s hands. They’re also putting a heavy emphasis on improving combat in Skyrim.

Enemies include: zombies, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses, mammoth, saber-toothed cats, and other creatures.


Quests, like combat, also boast a more dynamic feel. You’ll be assigned quests depending on how you develop your character. For example: a frequent magic user may be approached by another mage and assign you a quest. Had you been a frequent melee fighter, the mage would not have approached you.

To better suit the player, quests will be modified depending on what you’ve done (see level scaling above, or the following example). An example: you must rescue a girl from a certain location. This location will be in an area you’ve yet to visit with enemies that are of or near your level in order to have the player visit a new location and be combatant with challenging enemies.

Also of note: in Oblivion, if you dropped an item, it would stay there forever. Depending on where you drop items in Skyrim, different events could happen. Another example: if you drop a dagger in a town, a young boy might pick it up and find you to return. Or in a different situation: a group of men could find it and fight over who gets to keep it.


The engine is completely new. Snow falls dynamically, trees and branches move independently according to the wind, and water flows beautifully.

There are dynamic shadows, as well.

Other Stuff

The third-person view has been improved. These improvements are clearly displayed in the screenshots the magazine provides (which we cannot publish).

There is an option to remove the heads-up-display (HUD) for players who want the entire screen to be taken advantage of.

Players can sprint if they feel like going fast. Or they could fast-travel, allowing them to transport to any previously visited location on the map.

Dragons can attack a town, meaning that towns may (we’re guessing) also be open to other creature attacks. You can also duel an NPC in town, western style, if you’d like.

Thanks, NeoGAF.

Skyrim is the coldest and one of the most inhospitable provinces of Tamriel covered by wide barren tundras, huge mountain chains and endless forests. It is the home of the Nords, a hardy and powerful people suited to the dangers and inclemencies of its wilderness and full of martial ambitions both towards bordering countries and among themselves.
Click to Enlarge Full Map of Tamriel
Start memorizing these locations now...
February GameInformer will have a major issue soon with Skyrim being its main focal point, but I want to share a little of what is known about Skyrim. 
The following images are from skyrim.co.uk a website dedicated to a mod that brought Skyrim to Morrowind for the PC. These modders created a world of Skyrim that is both beautiful and could possibly reflect what TESV: Skyrim looks like.

Province: Haafinheim

Province: The Reach

Notable Places
DawnstarA city in the north of Skyrim.
FalkreathA city in Southern Skyrim.
High HrothgarThe famed mountain known as Snow-Throat, where the Greybeards live and Shor created man.
Markarth SideA city in Western Skyrim.
RiftonA city in Southeastern Skyrim.
SolitudeOne of the most influential and wealthy counties in Skyrim, rival of Winterhold. It is located in Northwestern Skyrim.
WhiterunA city in Eastern Skyrim.
WindhelmA city in Northeastern Skyrim.
WinterholdA wealthy and influential county in Skyrim. It is heavily affected by Dunmer ways and ideas, being close to the border. It contains the Ysmir Collective, and the well known College of Winterhold. It is located in Northeastern Skyrim.
The first screenshots and details of Elder Scrolls V: Skyrim are about to arrive, via the latest issue of US retail mag Game Informer.

The mag promises "14 pages of screens and details straight from Bethesda," so you can expect an information overload to hit the internet any day now as the first copies land in public hands.