Posts Tagged ‘Bethesda’

Elder Scrolls: What The Next Game Needs To Fix

With Skyrim’s Special Edition managing to feel not that special, it’s put me to thinking about what it is I want from the next Elder Scrolls game. What are the features I would love to see in The Elder Scrolls VI: Hammerfell? What are the series’ tropes that could use a tweak? I’ve expounded on this below. Read the rest of this entry »

How To Get Old Skyrim Saves Working In The Skyrim Special Edition

It has been an odyssey. My most recent Skyrim save is three years old. I cannot in good conscience pretend to recall what my motivations were the last time I played it – what quests I cared about, what guild or weapon or house I was pursuing. But, for reasons that are part bloody-mindedness and part wincing at the prospect of having to redo so much armour crafting from the start, I have been absolutely determined to get my old saves and characters working in last week’s The Elder Scrolls V: Skyrim Special Edition [official site].

It has been a long and tiresome job, but I have achieved it. Here’s how you can do it too.
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Skyrim Special Edition Is An Underwhelming Upgrade On PC – But!

Though consolefolk are revelling in a spike from fuzzy 720p to crisp-textured 1080, on PC The Elder Scrolls V: Skyrim Special Edition [official site] is about as transformational as wiping the toilet seat (well, depending on who exactly used it before you did). Play it today and you’ll be lucky to feel there’s been any meaningful change. If anything, you might find that it’s a step down from your modded original Skyrim with the Bethesda high-res texture pack, and a dark return to the infuriating official interface to boot. A brand new, truly 2016 Skyrim this is not – but it might yet be.
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The RPG Scrollbars: The Elder Scrolls – One Tamriel

I make no secret of not having liked The Elder Scrolls Online [official site]. Believe me, I wanted to dig it, but nothing this side of Planescape Torment Kart could have felt more not like the game it was meant to be without being part of some fever dream. That said, I do admire the fact that the creators have spent their time since launch trying to fix it. The process hasn’t always been subtle. People hate the tutorial islands? Kill the tutorial islands! People won’t pay a subscription fee? Kill the subscription!

The other week saw by far the biggest change to the game – indeed, one of the biggest to any MMO I can think of since Square took Final Fantasy XIV back off the shelves to rebuild it and make it good. It’s called ‘One Tamriel’, and it finally opens the world up to be the kind of free-roaming RPG The Elder Scrolls is known for being. Can it make it the game I wanted? Unlikely. But hey, this is TEScO. Every little helps!

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The Beautiful Cruelty Of Dishonored 2

Dishonored 2‘s fourth mission is supposedly about infiltrating the home of Kirin Jindosh, a sadistic inventor who must be bumped off or “neutralised” before he unleashes an army of automatons upon the world. But what you’re really doing in the Clockwork Mansion is invading a brain. Having already seen excerpts from a developer playthrough, I had a sense that the building’s rearrangeable mechanical layouts might reflect the character of its architect, much as Bioshock and Portal’s labyrinths do GlaDOS and Andrew Ryan. I was unprepared, however, for how extravagantly Jindosh’s neuroses infest the place, or for how cruel it feels to slip through the cracks in his amazing creation – past the velvet drapes, beneath the lacquered facades and into the whirring schematics of his subconsciousness.

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Hone Your Skills With Creative Kills: Dishonored 2

Have a whale of a time with…no. These creative kills are whale-y good. Oh no no no.

I understand the appeal of playing a game like Dishonored 2 [official site] without killing a single person, I really do, but Arkane are sorely tempting my no harm, nn foul-festering-bloodfly-feeding-frenzy policy. A new video shows both Emily and Corvo using their supernatural skills to create deftly calculated carnage. There are doppelgangers, body-swaps, blink-kicks that send people flying through the air like footballs, and combinations of time manipulation, razor traps and vertical violence that make a stab to the back seem so simple as to be uncouth.

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Older Scrolls: Daggerfall Is Twenty Years Old Today

Today marks the twentieth anniversary of the release of one of the greatest roleplaying games ever made. Set in a world so vast that you could combine almost every open world game released since and cram them all into one of its regions, and allowing the freedom to buy real estate within that world, it remains one of the grandest games of its type.

It is The Elder Scrolls II: Daggerfall [official site] and I have loved it for two decades.

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