Never has a mans mouth shouted out truer words.canadamus_prime said:If I see ONE cliff racer Bethesda, someone over there is gonna be in for a world of hurt.
Protip, use another one just before you land and discard the other. Then you can survive quite easily ^^Radoh said:Heh, that was the scroll of Icarian Flight that you got from a dead man, the enchantment doesn't last long enough so your ability to survive the fall is gone before you hit the ground. Pretty genius on the Dev Team's part though wouldn't you say?Byere said:It was at a time when I was younger and probably didn't understand the game fully. Not to mention the copy I have is the "Gold Edition" that doesn't come with any manuals. I was probably doing it wrong but that experience put me off the game. I played it a bit but couldn't figure things like quests and such out (and for some reason I got a Jump spell and jumped half way across the landmass, only to go splat when I got to the floor...)
By weird, I think it means different to the norm. While vikings are not so weird to the world, they are not soooo common in RPG games as a main theme, and Im sure Bethesda will go beyond that. More interesting creatures will be around, like Draugr, Horkers, Mammoths, Grahl and Rieklings, as opposed to zombies, boars, minotaur, and goblins. Plus dwarven ruins will be features again, and those are fun.Eleima said:That "maybe Japan" comment might've been a little insensitive, I think.
Back on topic...
Not sure how "weird" Skyrim can be, really, since its concept is pretty much based on Nordic countries in Medieval Times (think vikings). And least that's what my knowledge of TES lore has led me to believe. Not sure it can be *as* weird as Morrowind, and we're not really asking for it to be that weird, I guess... Bethesda, if you're reading this, just *be* Skyrim, don't try to be like Morrowind, that's a pitfall which must be avoided.
(For clarification purposes, I loved Morrowind to bits, but I'm not convinced that you can take a recipe that applied to Morrowind and hope it'll work for Skyrim as well, the provinces are just too different)
That's why Morrowind was so brillant aesthetically the Dunmer culture blended some Oriental and Middle Eastern designs with crazy unique stuff like living in Mushrooms and bug carapaces. It contrast so much with the Imperials who combined a late Roman empire vibe with some medieval achitecture.AgentNein said:Why are almost all fantasy settings in a place that's vaguely European? If they really wanna give us an original setting how neat would it be to base the concept designs on say, Africa, African settings, African art styles? That'd be kinda neat methinks. Obviously I know that the Elder Scrolls games have already more or less established at least a baseline style to the world, but I'd love a fantasy world with something different.
You left out the ban hammer :3kane.malakos said:Instead of riding horses, people travel in the hollowed-out carapaces of 20-foot tall insects. There are entire villages which are made of giant mushrooms. People wear armor made from chitin. There are enormous steampunk ruins left by the dwarves, who all disappeared. There are wizard towers which can only be reached by levitation. There's a few more, but those are the really awesome ones.Merkavar said:so can someone giv me an example of the bizare ness in morrowind? never played it
in the xbox version i vaguely remember being told to turn around about a kilometer past the city that kind of stuck out into the water a littleHungry Donner said:I think "wrong" is too harsh a term, I don't think they ever viewed Vvardenfell's exotic setting as wrong they just wanted to do something more traditional with TES IV. Many people didn't like TES III's exotic setting and this influenced the creation of the Bloodmoon expansion which was closer to traditional fantasy. (TES IV generated the opposite complaint and we got Shivering Isles.)RandV80 said:Well this is exactly what they need to do. With Oblivion they took what the felt was 'wrong' in Morrowind and really over compensated on it, leaving a lot of Morrowind fans unhappy. They need to take a few steps back and make everyone happy, much like they did with Fallout 3.
I would agree that many of the changes they made went too far in the other direction - it sounds like Skyrim will be combining a lot of lessons learned from TES III and IV (and FO3) which should strike an excellent balance.
Really? I thought ocean regions were continuously generated as you swam out.mrdude2010 said:to be fair, morrowind had some invisible walls too, but these were usually out in the middle of the ocean where no one went anyway