As has become the trend, the latest issue of GameInformer, a US gaming print publication, has been swiftly dissected and the information contained within disseminated rapidly across the internet. That information is on The Elder Scrolls V: Skyrim.
GameInformer kicked things of by teasing with cryptic text, which it turns out is in the script of the Dragon language. The script is of the verses being sung in the Dragon language in the Skyrim announcement video (below).
Translating the text online is a bit of fun for those who are interested – for the rest, the translation is below:
Dragonborn, Dragonborn.
By his honour is sworn,
To keep evil forever at bay,
and the fiercest foes rout,
When they hear triumph’s shout.
Dragonborn for your blessing we pray.
And the scrolls have foretold,
Of black wings in the cold,
That when brothers wage war come unfurled.
Alduin bane of kings,
Ancient evil unbound,
With a hunger to swallow the world.

The Story
The above verses pretty much speak of the rise of the age dragons, as it has been prophesised in the previous Elder Scrolls games. The final sign foretold by the prophecies was the people of Tamriel turning against each other, an event which is transpiring as players join the game in the region of Skyrim. It is only barely covered in previous games, but the dragons were once banished from the lands. Alduin is the name of the godly leader of the dragons.
The game is set 200 years after the events of Oblivion. The Septim line has long since been dead – a bloodline with the unique ability to defend the land against the dragons. A Dragonborn hasn’t been around for quite some time – that is until the player conveniently appears in Skyrim. The player will be mentored by one of the last of the Blades – the warrior caste tasked with protecting Dragonborn.
Skyrim is the frosty northern land of Tamriel, a region inspired by Norse mythology. This Norse inpiration can clearly be seen in the art direction.
As players work through the game, dragons will make regular appearances. They may interfere in combat scenarios, or launch full scale attacks on cities.

Levelling
The levelling system has been revamped. There will be no class selection at the start of the game. As with Oblivion, merely performing an action levels up the related skill. Every skill levelled contributes to overall level. With each level gained, so players gain extra health and the ability to choose either more health, magicka or stamina.
As players level, they will get to choose perks – the system used in Fallout 3 immediately comes to mind.
Levelling is soft-capped at 50. Players can still progress from level 50, but it will be at a far slower pace.
Skills
The magic category of Mysticism has been removed. There are 18 skills, down from 21 in Oblivion, and 27 in Morrowind. The Enchanting skill is making a return.
Bethesda explains that this is to try and accommodate players who want to specialise in a certain professions, while leaving it feasible for others to play a jack-of-all-trades style.
Combat
Bethesda intends to make combat more dynamic and tactical. Players will be able set a function to each hand i.e. left hand for spells, right for a weapon. Unique finishing moves for each weapon and spell are also promised. The new ability to sprint opens up tactical implications, such as dashing to a position of tactical advantage. Sprinting will drain stamina. An improvement to the combat systems and animations will be most welcome, as Oblivion was renowned for its stiff animation and clunky combat mechanics.
Quests
Quests are geared towards being dynamic, based on how one builds their character. Individual actions will have an effect. For example, should one be a magic user, a quest-giving mage may appear, something that won’t happen to a melee character.
Killing NPCs will have an effect, for example, a murdered store owner’s sister may inherit the store, but she will of course resent the player for his actions and be reluctant to give a quest.
Items dropped in the world will no longer just lay there – someone may steal it, bring it back to the player, and open up a quest chain, or two NPCs may begin fighting over the item.
Difficulty scaling
The scaling system will be returning, but Bethesda promises improvements. Previously, enemies would level along with the player, creating what many considered to be a disjointed experience. According to a post by a senior community manager on the Bethesda forum the scaling system will be similar to that seen in Fallout 3.
There will be a system that scales quests according to how the player has progressed so far – Bethesda refers to this as “radiant storytelling.” For example, a rescue mission will send players to a nearby dungeon that hasn’t been explored. There is also mention of filling said dungeon with enemies appropriate to the player’s level.

Conversations
The rigid, zoomed-in, static conversational affairs of Oblivion are no more. NPCs will act naturally, continuing with tasks whilst holding down a conversation and occasionally make eye contact, all in an attempt to act realistically.
Visuals
The Gamebryo engine used in Oblivion and Fallout III has been ditched, and a new engine implemented. Character models and faces have been improved. The Gamebryo engine was notorious for its emotionless, shoddy facial animations.
There are 10 races to choose from, each with promised distinctive emotion animation and defining characteristics. Certain body features will be customisable. Children will be making an appearance in the game.
Dynamic shadows have been implemented. Trees and Branches move independently with the wind. Water flows. Dynamic snow fall will occur, instead of simple ground textures.
Confirmed creatures
Zombies, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses, elk, mammoth, sabre-toothed cats.
Other
Third person view has been improved, although what this means isn’t exactly clear at the moment. A dynamic camera is one theory. There will be an option for a hud-free first person view.
The will be five massive cities to explore, and more variation in caves and dungeons is promised. It is presumed that the game world will no longer be divided into closed city spaces and open wilderness spaces, as dragons can attack a city at any moment.
Players can smith their own weapons. There are also other professions, such as cooking, farming, mining, and woodcutting, although their effects on the game are yet to be revealed.
NPCs can be challenged to duels.
Sprinting has been added. You can’t run backwards as fast as you can forwards.
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