› Foros › PlayStation 3 › Juegos
alfon1995 escribió:Si hay un juego que NO debe tener online, ese es The Elder Scrolls.
alfon1995 escribió:Si hay un juego que NO debe tener online, ese es The Elder Scrolls.
TitoT escribió:alfon1995 escribió:Si hay un juego que NO debe tener online, ese es The Elder Scrolls.
Discrepo, un Co op para este juego vendría de perlas...es mi opinión.
Cistrol escribió:TitoT escribió:alfon1995 escribió:Si hay un juego que NO debe tener online, ese es The Elder Scrolls.
Discrepo, un Co op para este juego vendría de perlas...es mi opinión.
Quizá un online co op , tipo demons souls donde puedes invocar a gente solo si te apetece, o que entren jugadores a asesinarte. Aunque esto ultimo es imposible en TES por su tipo de juego y de guardado
goldenaxeband escribió:
Los chicos de Bethesda Softworks continúan soltando poco a poco información de su esperadísimo The Elder Scrolls V: Skyrim en el magazín norteamericano GameInformer. En esta ocasión han hablado sobre el apartado gráfico que empleará, como ya adelantamos en su momento, un motor gráfico de creación propia llamado Creation Engine.
"Lo principal para nosotros era recrear muchos elementos en la distancia y que nos permitieran tener un nivel de detalle sofisticado, mucho más del que hemos tenido en el pasado", comenta Todd Howard, director creativo del juego. "Esto sirve para cómo se presentan las cosas y cómo se les va añadiendo detalle según nos acercamos a la cámara".
Los árboles y el follaje en general emplearán la técnica visual propia también, olvidándose del SpeedTree que tan buenos resultados ofreció en el pasado. Con su nueva herramienta el equipo de Bethesda puede crear el tipo de árbol que quiera y animarlo como gusten para que reflejen las condiciones climáticas o el viento, por ejemplo.
La cámara en tercera persona fue muy criticada en Oblivion, principalmente por las pobres animaciones que ofrecía en el protagonista y por la escasa sensación de perspectiva que traía consigo. "Hemos llevado a cabo un salto significativo en el modo en el que se juega en tercera persona", asegura Howard, sin dar más indicaciones de en qué consistirá esta solución.
goldenaxeband escribió:En Gameinformer han posteado un concept art de Skyrim y un video en el que se muestra el proceso de elaboración de otro. Están chulos.
http://www.gameinformer.com/b/features/ ... video.aspx
Dahk escribió:Esperemos que con el cambio de motor y todo eso también dejen atrás la época de los cuelgues y los bugs... que sobre todo en el Fallout 3 GOTY y en el New Vegas eran muy acentuados...
Btw, os recomiendo a todos los fans de Oblivion el Two Worlds II, me da bastante "pena" ver que con todos los fans que tiene Oblivion, Two Worlds II pase desapercibido... cuando probablemente os gustase a muchos. Mapeado enorme, cientos de submisiones... vamos, no tiene nada que envidiar a los juegos de Bethesda, incluso la historia me parece bastante superior (aunque no ofrezca tanta libertad como Fallout, por ejemplo).
Many aspects of The Elder Scrolls V: Skyrim will feel familiar to longtime fans. The exploration of a vast open world, first-person combat, and interacting systems of melee, magic, and stealth are all tent pole ideas within the franchise. However, Skyrim introduces something new into the gameplay mix: dragon shouts. This special new set of powers stand apart from the existing magic system, offering a broad range of powerful effects. The ability to attain these abilities is unique to your hero in the world, and the path to attaining them is a quest in itself within the larger tale that unfolds over the course of the game. Dragon shouts give the player the same overwhelming might that drives the resurgent dragon population, and the same source of power that launched the last line of emperors.
“It’s in the lore,” declares game director Todd Howard. “It was like the classic barbarian battle cry. I’m not sure if it showed up in a book in Daggerfall, but it’s definitely mentioned in this pocket guide to the empire that we did for Redguard. It was the idea that the Nords had these battle cries, and they would shout at their enemies.” As the team at Bethesda began to design The Elder Scrolls V, they latched onto this little piece of mythology, and the way it could tie back to the dragons – powerful creatures that had been absent from the world for thousands of years.
Quickly, elements of the fiction began to fall into place around the dragon shouts, much of which was already firmly entrenched from previous games. The dragonborn are a unique group of mortals, gifted by the gods with the same power as the dragons. To be trained in the art of the dragon shouts, also called the Voice, dragonborn individuals travel to Skyrim in order to climb a great mountain called the Throat of the World. At its peak they reach High Hrothgar, where an ancient sect of powerful Voice users named the Greybeards train them in their art.
“In the lore, Tiber Septim was the first main emperor. He could shout. His way of the Voice was unmatched,” Howard explains. “He is the original guy who walks the seven thousand steps and talks to the Greybeards. And the idea is, at that time, that they were so powerful they had to have all the villages flee for miles. This little kid is walking up this snowy mountain, and all these people are packed up and they’re walking down and away. Because they know the kid is going up to talk to these guys, and when they talk there’s going to be avalanches.”
The ability to use the dragon language already exists in the fiction, called “Thu’um.” The concept roughly translates as “The Voice.”
Tiber Septim would use the dragon shouts to lead his troops into battle and unite Tamriel under one empire. Hundreds of years later, the Septim line has died out, and no other dragonborn have been seen for many years. That is, until the hero of Skyrim arrives on the scene. “There are other people in the world who can use the dragon shouts, but it’s very rare. It’s like arcane knowledge. It used to be done more in the past,” Howard explains. “The Greybeards know it. But your ability to absorb the dragon souls and do the shouts on the level that you can is beyond them.”
In the game, players will guide their hero to learn ever more powerful dragon shouts, and then use these arcane powers to supplement other combat and magic skills. Upon defeating a dragon, Skyrim’s hero absorbs the soul of the fallen creature, which fuels his ability to learn a new shout. Later, players can search out long lost walls covered in dragon script. Upon these walls, individual runes stand out to the hero because he or she is dragonborn. “There are these words of power, and if you learn how to say them right, they have a powerful effect,” Howard says.
Over time, players will build a vast arsenal of shouts: over 20 complete shouts in all, each with multiple words that must be gathered from different places around the world. “There are three words for each shout, and there are three levels to them. The amount of time you hold down the shout button is how many words come out,” Howard continues. “It becomes a bit of a collection mechanic – to collect all the words.”
Bethesda games have always had a strong internal consistency. Dragonborn and the shouts they employ stand at the center of the Skyrim game experience, so there needed to be a rich background to make the system feel authentic. The answer lay in the creation of a language – the ancient tongue spoken and written by the dragons. The mammoth task of tackling such a project fell largely on senior designer Emil Pagliarulo.
“The first thing I worked on when I came to Bethesda was the Bloodmoon expansion to Morrowind,” Pagliarulo tells us. “And back then, I started really entrenching myself in all this Viking culture stuff. One of the things I listened to back then that I was able to find again recently was a reading of Beowulf in Old English. That was always my inspiration. What would an epic sound like? So I knew what I wanted it to sound like.”
But where to start? In the case of Skyrim, Pagliarulo had a distinct goal in mind. He knew there would be these scattered walls across Skyrim from which the dragonborn would learn the shouts. Here was a chance to create a whole new branch of mythology and legend for the world of Tamriel, writ large upon the ancient ruins of the land for players to discover. The team also wanted to have the language work into other elements of the game, including as a song that could be integrated into the main Elder Scrolls musical theme – the music that gamers would eventually hear in Skyrim’s teaser trailer.
“It had to rhyme in English and the dragon language. It had to tell this epic story,” Pagliarulo explains about the challenge of creating the stanzas that would populate the Skyrim theme. “But I also knew we wanted to use it for the game. It was sort of interesting, because we knew we wanted to have this language as a game device, because we have these gameplay mechanics built around it. So, you’re not developing it as an actual language. It’s much more word based or hieroglyphic based.”
Almost immediately, the challenges of creating a new language began to appear. How do you handle past, present, and future tense? Do verbs conjugate? What is the alphabet like? All of these were issues that needed to be addressed if the language was going to be useable in the game. “We started off making specific rules for the way words would work together,” Pagliarulo says. “So the way you would do ‘king’ would be the word for ‘son’ and the word for ‘leader,’ except you take off this one letter. And then we realized that it had started to collapse under its own weight. The more rules we wanted to keep track of, and the more complex it became, we knew the more complicated it would be for the designers to use, and the more mistakes we would make. So we really tried to keep it much more simple.”
The language concept that emerged abandoned tense, conjugation, and even upper and lower case letters, preferring that the context imply those ideas. For instance, in the translation of Game Informer’s back cover, the word “fundein” translates to “unfurled,” but it could mean either unfurl or unfurled, depending on where the word is used. Similarly, the word “prodah” could mean either foretell or foretold.
“Once we established the baseline, and the designers started using it, I was glad we kept it simple,” Pagliarulo says. “Because, boy, can it get out from under you. You’ll be like, ‘I need a word for “thunder,” I’ll do this.’ And you’ll realize you already have a word for that, and it was spelled differently. Then you have to go back through and fix all those instances. It’s a remarkable lesson in why the word ‘dear’ [or ‘deer’] means so many things in English.”
Not everything had to be such a tremendous challenge. Because Bethesda was designing the dragon language from scratch, they could shape the way it sounded to the vibe they wanted to express in the game. “You can choose the words for a concept that sound the best. The ones that feel more epic. The ones that roll together well,” Pagliarulo declares. “Like the word ‘dovahkiin.’ ‘Dova’ means dragon. ‘Kiin’ means child. So we did a lot of that. We played with the words. How did it all flow together?”
The sound of the dragon language when you hear it spoken or sung has a vaguely Germanic or Scandinavian sound to it. It’s a harsh but oddly beautiful sound that feels right at home in the rugged landscape of Skyrim. And you’ll hear it in plenty of places. Not only do the dragons and the Greybeards recall this long-dead language, but many other creatures in the world do as well. Included among them are the undead draugr, ancient Nord warriors who will call out in dragon language from their skeletal frames, threatening to pull you down to join them.
[img][/img]
Beyond crafting the spoken language of the dragons, Pagliarulo and the rest of the developers at Bethesda needed one final important element to make their new language shine: a written alphabet.
“The idea was, how would the dragons write or scratch this language in the stone or on the ground? Everything is done with the three talons. You’ll always see combinations of one to three scratches, and sometimes the dot, which is like the dewclaw,” Todd Howard explains. With that concept in mind, someone had to make the idea into a reality: concept artist Adam Adamowicz. “One of our concept artists [Adamowicz] had the task of making a font. Make unique symbols for these letters that sound like this, using this scheme. He was literally like, ‘What?’ I think he sat there and stared at his monitor for an hour. And we came back, and he’d say, ‘I still don’t…say it again?’” Howard laughs.
Working together with Adamowicz, a final runic alphabet emerged. “It doesn’t coincide directly with the alphabet we use in English. There are 34 unique characters within the language,” Pagliarulo says. Some Roman alphabet letters don’t exist, like the letter "c". In other instances, a single runic character represents multiple Roman letters, including many double vowels like “aa” or “ei.” For ease of use in implementing the language into the game, the final font was designed to work in word processors like Microsoft Word. Many of the number keys on a traditional keyboard are co-opted within the font to include the additional dragon characters.
Take a look at the individual runes in the written dragon language. Can you see how each character could be written by a creature with three front talons and a dewclaw? Even the shape of the letters echoes claw marks.
After months of work, the dragon language began to take shape and be implemented into the game. Even now, the designers at Bethesda continue to add new words to support the in-game existence of the dragonborn and dragon shouts. An entire internal wiki at Bethesda contains an evolving vocabulary list of words and phrases used in the game – any new uses of the dragon language have to be checked back against this list for consistency.
In the game, the final result of all the hard work is exhilarating, and even more so when you know how deep the rabbit hole goes. Every ancient wall you encounter carries an ancient legend. Every creature that cries out in dragon is saying an actual translatable thing to you. And perhaps most importantly, every dragon shout you acquire carries real meaning behind it. One power used in the game acts like a sort of invisible push of staggering power. Spoken in the game, your hero will intone the three words for the full shout: “Fus, Ro, Dah!” Translated into English, “Fus” means force, “Ro” means balance, and “Dah” means push.
After collecting more than 60 individual words that form up into over 20 complete shouts, Skyrim’s hero will be a force to be reckoned with, especially considering that these dragon-based abilities will be layered on top of his normal leveled-up abilities in combat, traditional magic, and stealth. He’ll be able to slow down time around him with one shout, or use a special whispered dragon shout to stealthily move close to an enemy in a mere instant. And while they’re cagey about the details, Bethesda says that one shout will let a player summon an actual dragon, calling him by name to fight.
The new dragon shout system, and the language that supports it prove one thing without a doubt. Bethesda is crafting one of the most intricate video game worlds ever made. Layered on top of over 15 years of previous Elder Scrolls games, the land of Tamriel has a depth of fiction you’d be hard-pressed to find anywhere else but in the most elaborate and well-loved fantasy novels. Many players may dive into the world of Skyrim this coming November and perceive the magic of the dragons and their shouts as a mere afterthought. You know better.
goldenaxeband escribió:Vale, básicamente:
Han introducido en Skyrim un nuevo elemento dentro del sistema de "magias", los "Dragon Shouts", vamos a llamarlos "Gritos del Dragón". Estos se obtienen a base de quests y aparentemente tienen un papel importante en la historia. Cada uno de ellos tendrá diferentes poderes así que podemos considerarlos como una especie de hechizos.
Los Dragonborn (el héroe de Skyrim es uno de ellos) son un grupo de mortales dotados por los dioses con el poder de los dragones. Para ser entrenados en el arte de los gritos del dragón (también llamados "la voz", los dragonborn deben viajar a Skyrim, ascender hasta la gran montaña conocida como la garganta del mundo. En la cima, una antigua secta poderosos usuarios de la voz (los barbas grises) les entrenan en dicho arte.
Antaño era más habitual que la gente emplease la voz pero desde hace mucho tiempo nadie (a parte de los barbas grises) ha disfrutado de ese poder.
Al acabar con la vida de los dragones obtendremos sus almas que podrán ser intercambiadas en los muros de Skyrim poder diferentes y poderosas voces.
Hay un total de 20 voces en el mundo de Skyrim, cada una de ellas se compone de 3 palabras que habrá que reunir y cada una de las voces tendrá 3 niveles. Al apretar el botón comenzaremos el cántico, cuanto más tiempo lo apretemos recitaremos más palabras y el efecto será más poderoso.
Entre los poderes de la voz están los siguientes: ralentizar el tiempo, aproximarnos a un enemigo en un instante o invocar a un dragón para que nos ayude en combate.
D4L3R escribió:Esperar un año mas para la version goty .Yo tampoco estoy a favor ,pues estos juegos suelen ser muy largos y completos por si solos .
Por ejemplo, una de mis aficiones en los juegos de Bethesda y que ademas lleva mucho tiempo , es el coleccionismo de objetos , que suelo ademas exponer en una de mis casas .No suelo exponerlos todos ya que hay miles de ellos , pero expongo cosas pequeñas, como las dagas del oblivion o las pistolas del fallout.
Y esta es una de las carateristicas que mas me gustan de estos juegos , el poder tirar objetos al suelo para manipularlas despues a mi antojo.Espero que no eliminen esta accion por cambiar de engine en Skyrim , o perdere muchas horas de entretenimiento.
Para muestra ...... un boton.
Los chicos de Bethesda Softworks continúan desgranando la información de The Elder Scrolls V: Skyrim en la revista norteamericana GameInformer, centrándose en esta última filtración de datos en el combate.
Podremos crear nuestras propias preconfiguraciones de armas a las que podremos acceder rápidamente desde un menú rápido, lo que nos permitirá cambiar con velocidad entre éstas. Por otra parte dentro de este arsenal habrá espadas, escudos, mazas, hachas, armas duales, etcétera...
En el sentido de la magia habrá 85 hechizos divididos en las cinco escuelas de magia a las que tendremos acceso -destrucción, restauración, ilusión, alteración y conjuros-. La antigua escuela del misticismo desaparece para dar paso a estas disciplinas.
El sistema de sigilo ha sido remodelado, aunque basado en los mismas pilares que Oblivion. Nuestros enemigos en esta ocasión se pondrán en estado de alerta cuando crean haber oído o visto algo, momento en el que tendremos poco tiempo para escondernos. No obstante si nos situamos en el punto justo con determinada cercanía a, por ejemplo, la espalda de éstos, podremos acabar con ellos desde atrás con una rápida ejecución.
goldenaxeband escribió:Lo más importante del artículo de la Game Informer sobre el combate lo ha resumido 3djuegos:Los chicos de Bethesda Softworks continúan desgranando la información de The Elder Scrolls V: Skyrim en la revista norteamericana GameInformer, centrándose en esta última filtración de datos en el combate.
Podremos crear nuestras propias preconfiguraciones de armas a las que podremos acceder rápidamente desde un menú rápido, lo que nos permitirá cambiar con velocidad entre éstas. Por otra parte dentro de este arsenal habrá espadas, escudos, mazas, hachas, armas duales, etcétera...
En el sentido de la magia habrá 85 hechizos divididos en las cinco escuelas de magia a las que tendremos acceso -destrucción, restauración, ilusión, alteración y conjuros-. La antigua escuela del misticismo desaparece para dar paso a estas disciplinas.
El sistema de sigilo ha sido remodelado, aunque basado en los mismas pilares que Oblivion. Nuestros enemigos en esta ocasión se pondrán en estado de alerta cuando crean haber oído o visto algo, momento en el que tendremos poco tiempo para escondernos. No obstante si nos situamos en el punto justo con determinada cercanía a, por ejemplo, la espalda de éstos, podremos acabar con ellos desde atrás con una rápida ejecución.
Fuente: 3djuegos
A Dutch magazine has provided another info dump on The Elder Scrolls V: Skyrim, touching on graphical upgrades, the size of the game world, and the ever-fascinating dragons.
The Skyrim feature, which originally appeared in Dutch Power Unlimited and includes an interview with producer Todd Howard, was translated and compiled in a post on Neogaf.
Graphics
Howard told the magazine that Bethesda had specific goals in mind for updating the series’ graphics in Skyrim.
“We primarily look at how we can improve facial expressions and animations, graphics-wise,” he said.
“We are working at pop-up issues, and we want to make sure that the graphics of the PC, Xbox 360, and PS3 are alike. All three will look just as good, aside from the higher resolution and the anti-aliasing of the PC of course.”
But the inventory menu has also enjoyed a bit of a polish, with flash-based previews allowing you to rotate and examine every single item in the game from weapons and armour to accessories and ingredients. Occasionally, this feature will be the basis for puzzle-solving.
The series’ famous collection of books and texts makes a return as readable 3D models, rather than the flat text walls of earlier games.
World, Story, and Mechanics
The “low fantasy” world of Skyrim is “approximately” the size of Oblivion’s, is equipped with fast travel for previously visited locations, and contains five major cities and 130 dungeons, each featuring a greater variety of traps and puzzles.
Although there is no level cap, each of these dungeons will lock at the level of your first visit, putting an end to limitless easy grinding. In any case, as perks are restricted, no one character can obtain them all.
The main story jots up at around twenty hours of gameplay, while side quests can provide hundreds of hours. To reduce the feeling of guilt and distraction when side-questing, the game’s overall plot will be less prominent than Oblivion.
Nevertheless, dragons are not rare – and every dragon you take out will make your character more powerful, adding a piece of its soul to your own and unlocking further dragonborn abilities.
Miscellaneous
Todd Howard has confirmed that the Xbox 360 version of the game will not support Kinect, and that the fan-favourite Dark Brotherhood makes a return.
Contrary to statements made in Game Informer, Howard denied the possibility of combined magical effects.
Bethesda’s Pete Hines has commented that future Bethesda titles will take advantage of the advances of Skyrim’s Creaton engine.
Thanks, TheDutchSlayer.
Pinta muy bien. Han mejorado un mogollón las caras. Los posters que tiene en la pared son fantasticos.
Ahora falta un pequeño video ingame para ver como se mueve todo este nuevo mundo.
Art director Matt Carafano has called Bethesda’s approach to Skyrim’s landscape as “epic reality”, highlighting the new title’s visual departure from previous Elder Scrolls titles.
“With Skyrim we’ve come up with something we call internally ‘epic reality’,” Carafano said in a video posted on Game Informer.
“What that means to us is dramatic views wherever you go. With every landscape or region of the game we try to make it look amazing and unique. … Definitely the landscape is something we’re pushing, to get you that sense of epic reality.”
Carafan also commented on the franchises successive thematic makeovers. “With each game, we try to really reinvent the series, and really take it a huge step forward in just the visuals, graphics everything about the game,” he said.
“A lot of that is a direct reaction to the previous game. Oblivion was more kind of standard European fantasy, and with Skyrim, we wanted to do something more. That same feel wouldn’t fit for this game. We wanted to do something that [if] you were living in Skyrim, it is different. It is the home of the Nords. Everything is based off them.”
In a game as large as the open world RPG The Elder Scrolls V: Skyrim, comprehensive menus are a necessary evil. Though they may not be pretty, players need a way to easily manage items, review skills, and map out directions to their next dungeon crawls. The menus in Oblivion functioned, but they were essentially a cumbersome medieval equivalent to Excel documents. For the sequel, Bethesda is striving for a friendlier user interface.
Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit.
”You know in iTunes when you look at all your music you get to flip through it and look at the covers and it becomes tangible?” game director Todd Howard asks. “One of our goals was 'What if Apple made a fantasy game? How would this look?' It's very good at getting through lots of data quickly, which is always a struggle with our stuff.”
Like in Oblivion, pressing the B or circle button opens up the menu system. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options.
Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”
Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways.
In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.
Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel.
Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a "you are what you play" philosophy, Bethesda is preserving the player’s ties to star signs.
Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character's overall level higher.
Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world.
“When you glance to the sky after you’ve played the game for a while, what you’re seeing in the sky is different than what somebody else is seeing based on the constellations,” Howard says.
To read more about all of the great details we extracted from Bethesda during our cover trip, visit the Skyrim hub by clicking below.
En un juego tan grande como el mundo abierto RPG The Elder Scrolls V: Skyrim, menús global son un mal necesario. A pesar de que no puede ser bonita, los jugadores necesitan una forma de gestionar fácilmente los elementos, habilidades de revisión, y un mapa de direcciones de su mazmorra siguiente se arrastra. Los menús en Oblivion funcionaba, pero eran básicamente un equivalente medieval engorroso para documentos de Excel. Para la secuela, Bethesda está luchando por una interfaz de usuario más amigable.
En lugar de perfeccionar el sistema de menús pre-existente de Oblivion o Fallout 3, Bethesda decidió lanzar en el montón de chatarra y desarrollar una nueva interfaz optimizada. En busca de inspiración, el equipo volvía a Apple, y por buenas razones. En la última década la compañía ha revolucionado cómo los consumidores interactúan con el software y el hardware más que cualquier otro equipo técnico.
"Ustedes saben que en iTunes cuando se mira a toda su música llegue a voltear a través de él y ver las portadas y se hace tangible?" Juego director Todd Howard pide. "Uno de nuestros objetivos era" ¿Qué pasaría si Apple hizo un juego de fantasía? ¿Cómo ve esto? ' Es muy bueno en conseguir a través de gran cantidad de datos rápidamente, lo que es siempre una lucha con nuestras cosas. "
Al igual que en Oblivion, al pulsar el botón B o círculo se abre el sistema de menús. En lugar de devolver a la última página que ha visitado al igual que en Oblivion, Bethesda ahora se presenta con una interfaz sencilla brújula que ofrece cuatro opciones.
Al pulsar la derecha te lleva al inventario. La interfaz es un sistema de menú en cascada limpia que separa los elementos por tipo. Aquí los jugadores pueden navegar a través de las armas, armaduras y otros elementos que se reúnen durante sus desplazamientos. En lugar de relegar a los jugadores a mirar el nombre de un elemento y los atributos de estadísticas, cada posesión es un elemento tangible tres dimensiones con sus cualidades únicas. Miles de artículos son completamente rendido, y los jugadores pueden ampliar o rotar cada uno. Incluso, pueden obtener una vista de cerca de las flores y las raíces a elegir para la alquimia. "Se convierte en un receptor de momento interesante", dice Howard. "Usted puede ver y explorar cada cosa que recoger."
Presionando la izquierda de la brújula ofrece a los jugadores acceso a la lista completa de objetos mágicos, con desglose de cómo funcionan los hechizos. Como mencionamos en la construcción de la mejor lucha contra la historia, el mundo de Skyrim cuenta con más de 85 hechizos, muchos de los cuales se pueden utilizar en una variedad de maneras.
En Oblivion, los jugadores podían mapa de ocho artículos de su inventario en el D-pad para un fácil acceso. Teniendo en cuenta el nuevo enfoque de dos manos para combatir en Skyrim, Bethesda no quería limitar a los jugadores a ocho elementos. En su lugar, presionando hacia arriba en el D-pad se detiene la acción y se detiene en un menú de favoritos. Cualquier cosa, desde la biblioteca de hechizo o inventario tema puede ser "marcado" para el menú de favoritos con sólo pulsar un botón. ¿Cuántos artículos aparecen en el menú que corresponde a cada jugador. Bethesda no está poniendo un límite en el número de artículos favoritos, lo que en teoría podría lodo que con cada artículo que usted posee. Aunque usted puede elegir la forma en que muchos artículos aparecen, no se puede determinar el orden, objetos y hechizos se enumeran en orden alfabético.
Al pulsar en el menú de brújula tira de la perspectiva de la cámara hacia atrás para revelar un enorme mapa topográfico de Skyrim. Aquí los jugadores pueden ampliar en torno a explorar las cimas de las montañas, el valle de los arroyos, y la tundra nevada que pueblan las tierras del norte. Tirando de la cámara lo más lejos posible le da un gran respeto por el tamaño del mundo del juego. De los jugadores ver el mapa puede administrar iconos búsqueda, planificar su ruta de viaje, o viajar un acceso rápido.
Por último, al pulsar en el menú de brújula se vuelve la mirada hacia el cielo. En juegos anteriores, la astrología jugado un papel importante en la creación del personaje. Aunque Skyrim abandona la estructura de clases a favor de un "eres lo que jugar" la filosofía, Bethesda es la preservación de los lazos del jugador estrella de los signos.
Tres nebulosas importante dominar los cielos Skyrim - el ladrón, el guerrero, mago y el. Cada uno de estos representa uno de los tres conjuntos de habilidades maestro. Cada casas nebulosa seis constelaciones, cada una de ellas representa una habilidad. Al igual que en Oblivion, cada jugador comienza con la capacidad de utilizar las 18 habilidades - cualquier jugador puede utilizar un arma a dos manos, trate de alquimia, o lanzar un hechizo destrucción (siempre que encontrar o comprar uno). A medida que el uso de estas habilidades en Skyrim, se subir de nivel y contribuir a la conducción nivel general de su personaje más alto.
Cada vez los jugadores rango hasta su nivel general, se puede elegir una capacidad de beneficio suplementario de una de las 18 competencias. Por ejemplo, si usted lucha la mayoría de sus batallas con una maza, es posible que desee elegir el beneficio que le permite hacer caso omiso de la armadura al usar el arma. Al igual que en Fallout 3, varias de las ventajas tienen sus propios sistema de nivelación, así, que le permite elegir varias veces. Una vez que elija un beneficio, se enciende la estrella en la constelación correspondiente, por lo que es visible cuando se mira hacia el cielo, mientras que interactúan en el mundo.
"Cuando usted echa un vistazo al cielo después de haber jugado el juego por un tiempo, lo que estamos viendo en el cielo es diferente a lo que otra persona está viendo sobre la base de las constelaciones", dice Howard.
Para leer más acerca de todos los grandes detalles que extrae de Bethesda durante nuestro viaje cubierta, visite el centro Skyrim haciendo clic a continuación.