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Skyrim HD Cover

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Skyrim is powered by Bethesda's Creation Engine, created specifically for Skyrim. After Fallout 3's release, the team devised numerous design objectives to meet for Skyrim, and according to Howard, the team "got all those done and kept going". Had the team not been able to meet their design goals with current hardware, they would have waited for the next generation and released Skyrim then, but Howard felt that the technology of the time did not hold the team back at all. The Creation Engine allows for numerous improvements in graphical fidelity over Bethesda's previous efforts. For example, the draw distance renders farther than in previous Elder Scrolls games; Howard provided an example where the player can stare at a small object such as a fork in detail, and then look up at a mountain and run to the top of it. Dynamic lighting allows shadows to be created by any structure or item in the game world, and the Creation Engine allowed for greater detail in flora production than SpeedTree had in previous Bethesda games. For example, with Bethesda's own technology, developers were able to give weight to the branches of trees, which affects how trees blow in the wind. In addition, the technology allows wind to affect the flow of water in channels such as rivers and streams. Because of the large presence of snow in Skyrim's game world, the technological upgrades were applied to weather effects and allow for dynamic snow fall upon the terrain, instead of snow that was rendered as a textural effect in previous games.The team used Havok's Behavior toolset for character animation, which allows for a greater fluidity between the character's movements of walking, running and sprinting, and also increases the efficiency of the third-person camera option, which had been criticized in Oblivion. The toolset allows interactions between the player and NPCs to take place in real time; in Oblivion, when the player went to interact with an NPC, time would freeze and the camera would zoom in on the NPC's face. In Skyrim, NPCs can move around and make body gestures while conversing with the player. Children are present in the game, and their presence is handled similarly to Fallout 3 in that they cannot be harmed by the player in any way, since depictions of violence involving children in video games are controversial. Skyrim uses the Radiant AI artificial intelligence system that was created for Oblivion, and it has been updated to allow NPCs to "do what they want under extra parameters". The updated system allows for greater interaction between NPCs and their environments; NPCs can perform tasks such as farming, milling, and mining in the game world, and will react to each other.


Audio
The team employed Jeremy Soule, who previously worked on Morrowind and Oblivion, to compose the music for Skyrim. "Dragonborn", the game's main theme, was recorded with a choir of over thirty people, singing in the fictional dragon language. Creative director Todd Howard envisioned the theme for Skyrim as The Elder Scrolls theme sung by a choir of barbarians. This became a reality when the idea was passed by Soule, who recorded the 30-man choir and layered three separate recordings to create the effect of 90 voices. The language, Draconic, was created by Bethesda's concept artist Adam Adamowicz, who also developed a 34-character runic alphabet for the game. The lexicon of Draconic was expanded as needed; as lead designer Bruce Nesmith explained, words were introduced to the lexicon "every time to say something".A physical-only release consisting of four audio CDs was released alongside the game on November 11, 2011. As with the previous two entries in the series, the soundtrack to Skyrim is sold via Jeremy Soule's distributor, DirectSong. All physical copies ordered via DirectSong were personally autographed by Soule. "Day One" pre-orders from Amazon.de also included a five-track promotional Skyrim soundtrack sampler. A digital version of the soundtrack was released via iTunes on January 31, 2013.The voice-over in the game included 70+ actors and over 60,000 lines of dialogue. Casting director and production supervisor Timothy Cubbison worked with the creative team at Bethesda Softworks to evaluate auditions and oversee the recordings. The full cast consisted of three Academy Award nominees and several other high-profile actors including Max von Sydow, Christopher Plummer, Joan Allen, Michael Hogan, and Vladimir Kulich.


Marketing and release
Skyrim was first announced at the Los Angeles Convention Center in Los Angeles, California, on December 11, 2010, on Spike's annual Video Game Awards; Howard appeared onstage during the awards and presented the announcement trailer, which introduced the game's story and revealed its "11–11–11" release date. It was the cover story for the February 2011 issue of the Game Informer magazine, wherein journalist Matt Miller wrote a fifteen-page article that revealed the first details about the game's story and gameplay. Asked about downloadable content packages in a June 2011 interview, Howard expressed the team's intention to release DLC packages, having done so for previous releases; he revealed that it was the team's goal to release a lower number of DLC packages that were larger in content than those released for Fallout 3, as he felt that releasing a larger number of low-content packages was "chaotic". Via a press release, the team announced that the first two planned DLC packages would release on the Xbox 360 via Xbox Live a month ahead of PCs and the PlayStation 3. At the 2011 QuakeCon conference, the team unveiled Skyrim's collector's edition package. Bundled with a copy of the game is a map of the game world, a 12-inch figurine of Alduin, as well as a 200-page concept art book and a DVD feature about the making of Skyrim.In October 2011, pictures of many pages of the manual of the game were leaked, later followed by footage from the introduction, revealing some more details. By November 1, 2011, a copy of the Xbox 360 version had been leaked and made available through the Internet, allowing those with a hacked Xbox 360 to play Skyrim 10 days before its official release. In the Netherlands, the game has been available for purchase since November 7.
On November 10, stores in Australia began selling the game ahead of its November 11 release date.A compilation package called The Elder Scrolls V: Skyrim – Legendary Edition was released on June 4, 2013. It contains the version 1.9 patch and the three expansions, along with the main game. On June 4, 2016, Bethesda announced The Elder Scrolls V: Skyrim – Special Edition, a remaster for PlayStation 4, Xbox One and Windows. It was released on October 28, 2016. Windows players who owned the original game and all of its downloadable content on Steam were offered the Special Edition for free.In October 2016, the reveal trailer for Nintendo Switch featured gameplay of Skyrim on the console. At the time, it was reported that Bethesda only used the game for the reveal trailer and that it was not officially releasing on the Nintendo Switch. On January 13, 2017, Todd Howard officially confirmed that the game will come out on the Nintendo Switch, making it the first Elder Scrolls title to be released on a Nintendo platform, as well as the first game Bethesda has confirmed to be released for a Nintendo home console since Home Alone for the NES in 1991. During Bethesda's E3 2017 showcase, it was revealed that the Nintendo Switch version will support Amiibo and the Joy-Con motion controls.At E3 2017, Bethesda announced a PlayStation VR version of Skyrim for release in November 2017. A Skyrim themed expansion for The Elder Scrolls: Legends, titled Heroes of Skyrim, was released on June 29, 2017.A standalone VR port of the game was released for PC on April 2, 2018, supporting the HTC Vive, Oculus Rift, and Windows Mixed Reality headsets.A parody of Skyrim's numerous ports and re-releases, titled Skyrim: Very Special Edition was released by Bethesda at their E3 2018 press conference for Amazon Alexa, with them also saying it would be also released for the Etch A Sketch, Motorola pagers and Samsung smart refrigerators. The Alexa version was found to be a legitimate version of the game developed by Bethesda, playing off the joke that the studios had seemingly ported Skyrim to all possible platforms following its E3 2017 announcements.


Additional content

A wide variety of modifications are available for Skyrim, both official and fan-created and generally made using the packaged Creation Kit. These "mods" are distributed freely on file-sharing sites such as Nexus Mods, and are also officially aggregated via the Steam Workshop's controlled content distribution mechanism. The mods include features such as a more vibrant night sky, new lighting systems, new characters and locations, user interface updates, and more. The biggest of these mods include Beyond Skyrim, which aims to recreate the entirety of Nirn in the 4th Era; Skywind and Skyblivion, which remake and remaster The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, respectively in the Skyrim engine; and Falskaar, a completely new land that does not officially exist in the lore of Nirn, among hundreds of others. The first official Skyrim modification was The Fall of the Space Core, Vol. 1, created by Bethesda in collaboration with Valve Corporation. It causes the Space Core to fall from the sky and land in a burned-out house near Whiterun. The Space Core acts as a non-player character voiced by Nolan North that follows the player around the world of Skyrim and dispenses space-related comments.Dawnguard was the first downloadable add-on for Skyrim, revolving around a battle between the Dawnguard and Clan Volkihar. The Dawnguard are a band of vampire hunters who rely on the use of their trademark crossbow weapons in their pursuit against Clan Volkihar, a family of vampires. Early in Dawnguard's quest line, players must choose which of the two factions to join forces with. Dawnguard adds new content to the game, including weapons, spells, and armor, and expands the abilities afforded to players who choose to become either a vampire or a werewolf. It also adds two new areas to explore outside of the mainland of Skyrim: the Soul Cairn and the Forgotten Vale . Dawnguard released on the Xbox 360 in English-speaking territories on June 26, 2012, and in European countries in mid-July 2012. It was released for Windows on August 2, 2012, via the digital distribution platform Steam. Performance issues on the PlayStation 3 hampered Dawnguard's release on that platform. It was released on the PlayStation 3 on February 26, 2013, in North America, and on February 27, 2013, in Europe.Hearthfire was Skyrim's second add-on, which allows players to build houses and adopt children. Three plots of land are added to the game world which players can purchase. Once land is purchased, players build a small basic house, then select rooms to add on. The house and its additions are built from raw materials such as lumber and clay, which can be gathered or purchased. Players may also adopt up to two children and have them live in the home, along with the player's spouse. Hearthfire was released for the Xbox 360 on September 4, 2012, and for Windows on October 4, 2012. It was later released for PlayStation 3 on February 19, 2013, in North America, and February 20, 2013, in Europe.Dragonborn is the third and final add-on for Skyrim. It revolves around the player character's efforts to defeat Miraak, the first Dragonborn who has become corrupted and seeks to control the world. The add-on takes place on Solstheim, an island northeast of Skyrim which is presented as an open world. It adds new content to the game and allows players to ride on the backs of dragons, along with other shouts that can be learned exclusively from Solstheim. Dragonborn was released for the Xbox 360 on December 4, 2012, for Windows on February 5, 2013, and for PlayStation 3 on February 12, 2013.In April 2013, Bethesda announced via their blog that they were "moving on" from Skyrim and preparing to work on other projects. They added that they would only be releasing "minor updates" for the game.


Reception


Critical reception
Skyrim received critical acclaim upon release. The removal of the character class system, present in previous The Elder Scrolls entries, was well received. Billy Shibley of Machinima's Inside Gaming and Charles Onyett of IGN praised its removal because it allowed players to experiment with different skills without having to make decisions about a class early in the game. John Bedford of Eurogamer stated that by removing the character class system, the game tailored itself to players who wanted to build an all-around character, while still letting other players specialize in a preferred play-style. Steve Butts of The Escapist considered the addition of perks to the character development system "a great method to make your character feel even more unique and personal". Kevin VanOrd of GameSpot praised the way perks allowed for the player's preferred skills to become more powerful over time, stating that the perk system "forms around the way you play, but allows for tweaking so that you retain a sense of control". The user interface was also praised by reviewers for its accessibility; Bedford complimented its "elegant design" which succeeded Oblivion's comparatively complex interface.The art style of the game world drew acclaim from many reviewers, who welcomed the departure from Oblivion's Cyrodiil. Jason Schreier of Wired described the land of Skyrim as a "Viking-inspired treasure trove of flavor and charm", noting its contrast to Cyrodiil, which he considered generic by comparison. The Staff at Edge magazine described Cyrodiil as a "patchwork of varying terrains", praising the more consistent design of Skyrim. Shibley praised "the lack of copy-and-paste level design that's plagued Bethesda's previous games, ... giving a lived-in and handcrafted look to the world". Bedford noted that the improved graphical fidelity over Oblivion allowed the game world to feel more lifelike, praising the "misty mountain setting, complete with swirling fog and high-altitude snowstorms". An editor for PC PowerPlay praised the diversity of the dungeon design. Andrew Reiner of Game Informer cited criticisms that Oblivion faced for repetitive dungeons, noting that "the composition of each dungeon is largely unique and individualized" in Skyrim. He also favored the design choice to have a quick route out of a dungeon leading from its last room, eliminating a problem he identified Oblivion as having, where the player would clear a dungeon and then have to go all the way back to the beginning to exit it. Deer Hunter Classic
. Many reviewers praised the large number of things to do in the world outside of the main story. 4 Pics 1 Word
. Tom Francis of PC Gamer noted that it was difficult to explore the world without becoming distracted by things to do, stating that, "it's hard to walk for a minute in any direction without encountering an intriguing cave, a lonely shack, some strange stones, a wandering traveller, a haunted fort". Summoners War
.Reviewers welcomed the ability to dual-wield weapons and magic. Piano Tiles ™
. An editor for PC PowerPlay felt that the dual-wielding ability "transforms the tactical scope of each combat encounter". DEAD TRIGGER: Survival Shooter
. Shibley noted that the dual-wielding option gave the player more freedom to experiment with combat, writing that, "the ability to apply a spell to each hand ... generates huge potential for getting creative with your spell combinations". However, many reviewers were critical of the melee combat, feeling that it had not been improved upon as much as other areas in the game. Justin McElroy of Joystiq felt that "what should be thri

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