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> Delve into the combat of Skyrim
RagingMudcrab
post Jan 25 2011, 08:19 AM
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Game Informer scores more hits to their site with their latest article on The Elder Scrolls V: Skyrim. This time we are discussing combat.

Bethesda's gone back to the drawing board and crafted a new combat mechanic unlike what has previously been seen.

“We wanted to make it more tactile in your hands. 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.” -Todd Howard

To solve this predicament, Bethesda has changed the pace of combat into a more brutal and intense experience. Characters now react violently to blows and first-person camera tricks now commonplace in shooters will come to this WRPG. We've also got special kill animations, taking another page from their previous Fallout 3 work.

Blocking is also a bigger deal now. You need to time when you raise your shield and can do a bash move if you're precision is just right. Another big thing is specializing in a specific weapon. Each type of battle-item you use has it's own particular perks along with it to make the character's choices in fighting style more defined. And at the end, Todd wants to drive home the idea that backpedaling won't work as good as it usually does in games. You're slower while moving backwards, so you won't be able to run up, smash and retreat like you did in Oblivion. If you try that, the enemy is libel to charge at you and knock you down. If you want to run away, you'll have to actually turn-tail and sprint to safety.

And now for magic. Keeping in line with their new vision of tactile combat, Bethesda has employed an idea from a not all that unlikely source. It's no secret that the Bethesda and Irrational Games are buddies. Apparently Todd was so impressed with the idea of "Guns go in your character's right hand. Powers are on the left." that he decided to use it for that kind of flexibility and diversity in battle for his game. I kinda suspected there was something to do with BioShock in the announcement of assignable hands. As a fan of that series too, I'm excited to play The Elder Scrolls: BioShock style.

Mr. Howard is a bit sheepish to answer the question of whether or not you'll be able to combine to offensive spells, but even without that potentially amazing feature, mages will still be able to vary their combat-style with the over 85 spells divided into five schools of magic. When asked about why Mysticism was axed, Todd responded,
"It always felt like the magical school of mysticism – isn't that redundant?"
So it looks like the spells that previously occupied Mysticism will now be thrown into the other schools.

The way you employ your spells is new too. You can now hold down a fireball spell to make a flamethrower, put a fire rune in the ground to make a magical trap, or assign fireball to both hands and make a double down of flaming magic. Also, different types of spells will cause different things to happen to your enemies and environments. Fire hurts the most, lighting drains the enemy’s magicka and frost drains stamina and slows down enemies. This means you'll have to conditionalize your magic usage. Lastly, magic duels sound intense. The tactic you should use according to Bethesda is to have offensive spells on one hand, defensive on the other. When the opponent wizard casts fireball, you cast firenull. Then bring out a lightning spell and drain the enemy's magicka while damaging them, unless they cast grounding or something. You'll be relying a lot on potions.

And finally we've got new stuff on bow and stealth users. First, arrows can deal one-hit kills if your good enough and your aim is true, they're more limited (quiver max?) and valuable and zooming, draw-power and defensive bash moves will make an appearance.

Stealth is supposed to work more or less like Oblivion, but with additions. Enemies, upon hearing or seeing something strange will go into an alert mode. If you have a higher sneak skill, you'll be able to grab some shadows easier than others. And to cap it all off, daggers are now ultra deadly. An up-close stealth attack with a slender blade will cause 10X damage! It has it's own perks too, but those are under the "Stealth" banner and not "Blade" I guess.

That's all for now! Grab the next issue of The Great Gate Gazette whenever the next time Game Informer reveals some more news, which will probably be in like two days or something.

Source: You know where


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King Coin
post Jan 25 2011, 08:15 PM
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I really think that this is a great article. Strangely enough, a lot of the changes made were ideas I've thought of myself while talking to some buds about how we'd like the combat to be.


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Kiln
post Jan 25 2011, 08:30 PM
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Sprinting? Dual wielding? Perks? Sounds like Call of Duty.


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mALX
post Jan 25 2011, 11:24 PM
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QUOTE(Kiln @ Jan 25 2011, 02:30 PM) *

Sprinting? Dual wielding? Perks? Sounds like Call of Duty.



Or Fallout: New Vegas - hopefully without the guns!!!


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King Coin
post Jan 25 2011, 11:50 PM
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QUOTE(Kiln @ Jan 25 2011, 01:30 PM) *

Sprinting? Dual wielding? Perks? Sounds like Call of Duty.


If this was COD there would have been 5 games out since Oblivion.


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Kiln
post Jan 26 2011, 12:09 AM
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QUOTE(King Coin @ Jan 25 2011, 10:50 PM) *

QUOTE(Kiln @ Jan 25 2011, 01:30 PM) *

Sprinting? Dual wielding? Perks? Sounds like Call of Duty.


If this was COD there would have been 5 games out since Oblivion.

At least the creators of Call of Duty actually remember what their series is about.


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He who fights with monsters should be careful lest he thereby become a monster. And if thou gaze long into an abyss, the abyss will also gaze into thee. - Friedrich Nietzsche
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King Coin
post Jan 26 2011, 12:54 AM
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QUOTE(Kiln @ Jan 25 2011, 05:09 PM) *

QUOTE(King Coin @ Jan 25 2011, 10:50 PM) *

QUOTE(Kiln @ Jan 25 2011, 01:30 PM) *

Sprinting? Dual wielding? Perks? Sounds like Call of Duty.


If this was COD there would have been 5 games out since Oblivion.

At least the creators of Call of Duty actually remember what their series is about.



You are honestly unhappy about these changes??? blink.gif


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Kiln
post Jan 26 2011, 02:24 AM
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QUOTE(King Coin @ Jan 25 2011, 11:54 PM) *

You are honestly unhappy about these changes??? blink.gif

I like my RPGs with extra RP and less flashy combat and shiny graphics.


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RagingMudcrab
post Jan 26 2011, 04:21 AM
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I'll admit that at first I was nonplussed about these almost entirely superficial changes, but as I read the actual article I came to realize that it doesn't sound so bad. Let's be honest here, the combat in Oblivion needed an overhaul if it was to attempt to be a next-gen game. I'm all for classic RPGs and I'm a big fan of the old stuff, but I don't scoff at innovation and advancement. I welcome these changes, so long as they don't mean that the role-playing factor isn't diminished to make way for these additions. Admittedly, we don't have the full story yet, but as of right now it doesn't sound like these new features will hurt the classic role-playing. If anything, allowing more versatility and variability can only help role-playing. It's easy to be cynical when you think about that fact that popular first-person shooters like Call of Duty also carry these features but remember, more and more games are adopting RPG mechanics into their games. Soon, all games will have leveling and skills. Is it not possible that these games can give back to the RPGs they're learning from?


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Captain Hammer
post Jan 26 2011, 07:34 AM
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I admit to being a little upset, at first, about the changes to the combat system.

Specifically, I enjoyed being able to cast spells with both sword and shield readied in Oblivion, since it meant one thing: with the right gear, a Battlemage or Spellsword was a god amongst mortals, and all but unkillable.

Now, though, on thinking of it, I'm actually looking forward to this new system. It promises a level of realism and options unparalleled in previous games. I can't play Oblivion without the Supreme Magicka and Deadly Reflexes mods, which include some (shield bashing, critical hit chance, secondary spell effects, environmental 'zones' of elemental damage) of the bits mentioned in the article, but not all.

The more gritty approach, and basic research into the trade-offs of different weapons (the abilities of swords and maces, for instance, indicate a more realistic view of their roles in combat in real life) as well as economics of combat (cost of good arrows and availability, something that D. Foxy can comment on better than I) indicate a more immersive environment for Skyrim.

I'm not waiting with as much fear and apprehension this time around. But I am reserving my full support until after the game actually gets released. That said, initial indications for Skyrim look better than initial indications given around this time for Oblivion. I know not everybody will be happy with all the changes. It's impossible to satisfy everybody w/ vanilla Oblivion. But between these new options and the new version of the Construction Set, TES V: Skyrim should be a valuable investment on my part. You know, once they release the GOTY edition...


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