Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook
Review

The Elder Scrolls V: Skyrim

Text: Gillen McAllister

The Elder Scrolls V: Skyrim is pound for pound, or more accurately penny for mile, the most attractive proposition this packed release period for the solo player.

Rage's Wastelands would fill one corner of the map, Arkham City, a single mountain range. Skyrim's forged in the same fire as Bethesda's previous efforts. Like Fallout, like Oblivion, it's a vast open world realistically etched and densely populated, and detailing its cultures and history would fill a Lonely Planet guide twice over. The wildlife and its hierarchy would need a David Attenborough TV special. Investigating the land's secrets and hidden tombs would need an archaeologist with the balls and fortitude of Indiana Jones.

Skyrim's a big place. When other games are running their ending credits, Elder Scrolls is just starting to show you some of its secrets. Its that type of time sink. But it deserves that escalating hour count: it's a rich environment. Everything, from epic quests to routine village life, interests.

Gameplay draws from fantasy convention. So to the story. Its a first-person adventure - though third-person perspective is included - your weapons swords, bows, magic. RPG elements draw from the vast levelling system for these as well as other widespread perks that cater for specialisation in the likes of thievery, bribery, conjuration, crafting. These XP-upgrades, letting you master any number of roles are a means to an end rather the end itself; it's your, not the developer's, decision as to how you see and interact with Skyrim.

The Elder Scrolls V: Skyrim

Narrative is fantasy stock: dragons, elves, hopes and dreams crushed under racism and oppression, but the developer crafts all with such vehement detail that from warrior-kings to lowly farmers, demons to insects, the wind-swept plains and ice-gripped mountains bustle with life.

The studio excels at making you believe that NPCs live, laugh, fight and die whether you're around to witness or not. Conversation options are surprisingly generous, and regional accents hint at the history of their lives. They're built from the same character creator as you are, so the only time you'll find incestuous parallels between them is when Bethesda wants you to.

Interaction with them can range from historical tit-bits of a particular region, pointers to areas of interest, request for help, threats or - more likely from bandits that roam the wilds, combat.

Fighting's primarily the trigger button alignment. You can map weapons or spells to your left and right hands, while a growing number of special powers can be selected with the shoulder button.
First-person close-quarters combat, always a difficult one to pull of in this perspective, is implemented beautifully.

Sub-menu instructions explain the pros and cons of shield-blocking and two-handed combat, but can't convey the invigorating battle-frenzy that results - awkward enthusiasm, tinged with fear (the opening hours, as you learn the timings and name yourself a fool for not saving your game earlier) into confident execution and beserker rage (instinct kicks in, and you wish there more worthy a foe to conquer).

Battles toss you against a wide-range of foes; axe-men, witches with long-range spells, wolves, dragons, undead warriors, and each requires different strategies to overcome. Spamming health potions in hope of wearing your opponent out won't get you far, and with the world wide open as it is for exploration, you can encounter enemies much too powerful to survive against.

The Elder Scrolls V: Skyrim

Some force you to draw weapon and fight, but you're as equally free to slaughter friendly villagers if you so choose. It's a continent of a hundred different stories and areas, each as entirely important or superfluous as the next; even those ear-marked as main quests by Achievement-based unlocks can be ignored wholeheartedly.

Aside from grotty wish-fulfilment better served under the counter at your local porn emporium, Skyrim delivers any desire one would have involving a rich and varied fantasy setting. Likely too that this fifth game in the franchise does a much better job of it than your imagination ever could.

After a brief introduction that sets up the main themes of game's central narrative spine - a rebellion, dragons' return, the suggestion your role in both can be much more, you're free to strike out where you will, develop as you see fit. Brief tutorials and waypoints mere suggestion that can be ignored if you so choose. In Skyrim there's no wrong path; a reasoning that one of its strengths.

Personally I couldn't give a fig about two suitors plying me to help them win their sweetheart's hand. It's beneath me. Don't like it either? Take a hike over yonder hill and you'll find a story, and quest, to your liking. A few hours in and waypoint mission markers will congregate on mass around towns and plains like smokers outside a pub in winter.

Some objectives are set in one area: the husband seeking your aid breaking his imprisoned wife out of a bandit camp, a simpleton needing closure on his sister's whereabouts. Some you're thrown into: a fugitive pleading with you not to rat him out to the pursuing warrior he's stolen from, a courier with a terse messages. Others have you marching from one end of the map to the other, others you encounter in ongoing fashion throughout your time here: scouts tracking down a wanted woman, a rebellion's hideouts in need of supplies.

You're given multiple choices in how to engage with each, and any can twist in surprising ways: the wife is revealed as the bandit leader, seeking self-worth away from a marriage of servitude, a search for the sister's remains has you stumbling not only upon an arch-mage's tomb, but an era-long mystery over a disgraced warrior who's removed from the annuals of history.

The Elder Scrolls V: SkyrimThe Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim
The Elder Scrolls V: SkyrimThe Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim

These are just a handful of the side-quests that propagate the lands. The story behind each rich and different from the others to mask completely the mechanics that lie behind them, and even retrieve quests, the classic fetch and find staple of adventure games, can turn on their head unexpectedly.

There'll be missions you love, others you hate, some you can't see the appeal: and the number of names, places and events are such they can become white noise after a while. The in-game journal is abridged to keep miscellaneous mission goals straightforward, but is too brief to allow for research after the fact. Case in point: we agreed to the murder a child's teacher when we thought we were delivering a sword to a blacksmith due to a mix-up in names. In that respect, the game does require you to meet it halfway; to engage in the belief of where you are and keep track of what you're doing.

Yet side-quests flavour the imagination. The central story hub, at least to begin, seems boringly stuffy in comparison. Condemned prisoner revealed as having power unknown to man, and wanders the land in search of enlightenment by way of a group of Gandalf-wannabes sickening in their servitude to the greater good. It seems the standard pomp that fills any named fantasy novel.

Cue the dragon fights however - the winged beasts randomly dropping from the skies as you trek across the landscape, and you feel fully merged in a Tolkien-style saga, requiring you to know your repertoire of attacks and the terrain - nearby holdings can be used as cover, villagers as distraction.

The Elder Scrolls V: Skyrim

And this is a fantasy epic of your own making. Where individualism in other titles is marked only in XP-orientated spending decisions, here every choice defines you, the freeform nature both craving and mystery that'll pull you back in for several hours at a time, eager to see what you can do and its fallout. Making you think, analyse, antagonise - feel - the weight of each perk chosen, attack initiated, road taken.

The illusion's not perfect. Open worlds such as this are prone to the odd glitch, and Skyrim is no different . We learn to overlook the odd issue, but it can shake the immersion somewhat when, say, a mammoth air-walks over the hut you're currently using as cover. Or a group of dragon-spotters slide Michael Jackson -style sideways off a mountain. Break into an NPC conversation to talk and occasionally the others will carry on regardless.

You pick-up a lot of stuff over the course of your adventure, some items that'll remain completely useless because you've decided against learning herbal remedies, or crafting your own enchanted weapons. Alongside upgrades, skills, scrolls, books...it can be daunting. Bethesda has done its best to make the experience as easy as possible; but no UCAS, application or life choice could ever be as complex, frightening, exciting and potentially rewarding as what you have at your fingertips.

Such juggling between all the diverse elements should be a nightmare. The studio streamlines the system smoothly, a four-direction selection menu with B keeps things as simple as possible, mimicking drop-down menus as you dig deeper into items, levelling up, magic or maps. A quick-assign sub-menu for your favourite armaments means you're never long away from the action.

The Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim
The Elder Scrolls V: SkyrimThe Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim

Visually Skyrim is a pock-marked beauty. The landscape is vibrant and loaded with detail. You'll soak in horizons, appreciate the finer carvings in dungeons, but grimace over the ruggedness of character models that's less realistic portrayal, more hardware deficiency. If that's the weakest element, then audio and score are the strongest, immersing you completely. Nature's voice in the creak of trees, bubbling brooks and freezing winds complemented by swells and dips of music that are the best we've ever heard.

The fifth Elder Scrolls is also terrifying. The kind of game that breaks reviewers out in a cold sweat at night, fearful of doing the game an injustice. Not that the title is poor, far from it, but even with playing the game over a week and a half now, we still feel like we've barely scratched the possibilities within. Flicking through review screenshots, idle conversation with others confirms that notion.

The Elder Scrolls V: Skyrim

Certainly the game's huge enough to outlast all the recent triple-A titles' campaigns combined. We started by saying this was the best solo experience on the market right now. That wasn't entirely accurate. Skyrim will be the title dissected the most between you and friends, findings detailed, secrets traded.

It's a game whose worth grows in the sharing, as you begin to conceive how much you haven't seen just yet, even as you exchange tips on alchemy, or commiserate on the bitter fruitlessness in spending all your savings to buy your first horse, only to have it taken down by wolves a few miles down the road. It's as real a world as gaming can get right now and you're going to be told things in the coming weeks and months that you never knew. It's game incredibly personal yet globally-shared. Good entertainment is gripping, great stories are compelling: Skyrim is both.

Play movie

Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Graphics:8
Gameplay:9
Sound:10
Lasting appeal:10
Our score:9/10
Plus:
Expansive, engrossing, detailed, dense: a RPG world that betters them all. Multiple paths, careers, lives to lead.Epic in scale.
Minus:
Occassional glitch, easy to get lost, non-fantasy fans mightn't stomach the premise. Could do with a touch more humour.
Game info
Good gameThe Elder Scrolls V: Skyrim
Your collection
Similar games

The 20 latest programs:
(Interviews, reportages, reviews)

Watch Dogs - Lead Game Designer Interview
2013-05-21

Gamereactor’s Matti Isotalo was in Paris to talk to Ubisoft Montreal’s Danny Belanger about the hugely anticipated open-world adventure, Watch Dogs.

Jacob Jones and the Bigfoot Mystery - Gameplay
2013-05-21

We filmed the first few minutes of gameplay of this cute Vita game.

GDC: Magicka: Wizard Wars - Interview
2013-05-21

John Hargelid and David Nisshagen from Paradox North, a new development team, talks about their first project - a PvP focused Magicka title called Mag..

Turbo Super Stunt Squad - Global Gamer's Day Interview
2013-05-21

We caught up with Dreamworks' Andrea Frechette and senior producer of the game Brian Etheridge to discuss Turbo Super Stunt Squad - the film and the v..

PAX: Edge of Space - Interview
2013-05-21

We caught up with Handyman Studios' Jack Crane to discuss the upcoming indie title Edge of Space. He talks about influences from various games includi..

GDC: Dreamfall Chapters - Interview Dag Scheve & Martin Bruusgaard
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +