Tuesday 23 August 2011

Elder Scrolls 6 5 first view gameplay screenshots







Monday 22 August 2011

The Elder Scrolls V na VI

The physical Elder Scrolls play a very limited role in the storyline of the series, serving only as framing plot device (i.e., "[the events in this game] were foretold in the Elder Scrolls..."). The Elder Scrolls themselves are rarely referred to in game or even in the in-game literature. The Elder Scrolls IV: Oblivion marked the first actual appearance of the scrolls as a MacGuffin in a quest-line.
In the game series, a sect of monks devote their lives to the reading and interpreting the Elder Scrolls.[13] Advanced members who read the scrolls wear blindfolds at all times when they are not divining the scrolls' content. Retired Moth Priests are completely blind, and continue to wear blindfolds for ceremonial purposes. However, cosmically-important individuals, or individuals that are the subject of prophecy, have been able to see writing on the Elder Scrolls without the associated rituals. A book entitled "Lost Histories of Tamriel" provides further insight on the Elder Scrolls, stating that when any event has actually occurred, it sets itself unchangeably into the scrolls, and no action, magical or otherwise, can alter this.
In The Elder Scrolls IV: Oblivion, the Elder Scrolls themselves are the object of the final Thieves Guild chain-quest, in which the player must steal an Elder Scroll. The scroll itself appears as an incomprehensible chart containing glyphs.


Skyrim retains the traditional open-world gameplay found in the Elder Scrolls series. The player is free to roam the land of Skyrim at will, either on-foot or on horseback. Within Skyrim lie five major cities and numerous smaller towns, and expanses of wilderness and mountain ranges. Each city or town has its own economy, which the player can either stimulate by completing jobs such as farming and mining, or harm by sabotaging industrial buildings.The player can train in eighteen different skills, and the player character is leveled up by raising skills. The class system traditional in role-playing games, which had been present in Oblivion, is removed to allow the player's play-style to develop naturally. Perks are skill-specific abilities, organized in a system of branching groups called "skill trees." The player can choose from one of 280 perks each time their character is leveled, or store them for later use. Upon leveling fifty times, the player character can continue to level, but at a significantly reduced rate. The on-screen heads-up display only appears when the player's health, stamina, or magicka are being depleted. Items and equipment layouts can be saved to a quick-access menu, and the pause-screen inventory menu is presented in a compass-style overlay; while in the inventory, the player can rotate and zoom in on acquired items.
Weapons can be created by the player at a forge, and are assigned to each hand individually, allowing for dual-wielding.[8] At the cost of stamina, the player can sprint and jump. Shields can be used with a bashing attack, and timing is required for blocking with a shield. Blunt, bladed, hacking and stabbing weapons each have specific advantages and roles; as an example, the player is granted the ability to perform finishing moves. There are over eighty-five spell types, which can be used in ranged and close combat forms. Spell types have specific qualities; a frost spell slows and drains stamina, while a fire spell causes prolonged damage through burning, and may also ignite the environment. Players can equip one spell per hand and will be able to charge up spells before casting for greater power.When practicing archery, arrows take longer to draw back than in previous Elder Scrolls games, but do greater damage. Because of this, arrows are expensive and considered rarities. A player equipped with a bow can use it defensively in close combat, in a charging counterattack. The player can sneak, and non-player characters (NPCs) become alerted if the player's movements are detected.
Skyrim makes use of the Radiant AI artifical intelligence system created for Oblivion, which has been updated to allow NPCs to "do what they want under extra parameters". The updated system allows for greater interaction between NPCs and their environments; NPCs can perform tasks such as farming, milling and mining in the game world. NPCs can interact with the player character through conversation, and can request favors and training for the player, or challenge the player character to a duel. Events such as dueling are randomly-generated encounters, taking influence from Bethesda's previous game Fallout 3. Skyrim introduces the Radiant Story system, which governs quests and how they function. Side-quests are dynamically altered based on the player's actions, and are tailored to the player's abilities and progress within the game. As an example, the player might be sent off to a dungeon that has not been previously explored, and face enemies that are defeated most effectively with the player's preferred combat style.