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Review: The Elder Scrolls V: Skyrim

Jim Sterling, Reviews Editor
7:01 AM on 11.10.2011
Review: The Elder Scrolls V: Skyrim  photo


Preparing for a new Elder Scrolls game is like preparing to die. One must ensure they get all their worldly affairs in order, speak with the people who mean everything to them, and have a final meal. After all, once that disc goes in, the user may as well have departed from our mortal world. 

The Elder Scrolls V: Skyrim is a game that will murder you, for the time it steals from your life could rightfully be considered criminal. It is a game that will literally never end while simultaneously bringing you closer to your own end. 

This is all before the dragons show up.

The Elder Scrolls V: Skyrim (PlayStation 3, Xbox 360 [reviewed], PC)
Developer: Bethesda Softworks
Publisher: Bethesda Game Studios
Released: November 11, 2011
MSRP: $59.99

The mountains of Skyrim are beautiful to behold, truly breathtaking in scale and bursting at the seams with things to see and do. Not all is well in the shadow of the snow-capped rocks, however. It has been two centuries since the Oblivion Crisis changed Tamriel forever, but the resulting peace couldn't last for eternity. Cyrodiil's expansive Empire has laid claim to Skyrim and abolished the traditional customs of its people, the Nords. An inauspicious threat of civil war hangs over the people as rebellious Stormcloaks plot to drive Imperial forces from the region and gain popular favor amongst the local Nordic Jarls. Though common folk strive to keep to themselves, events have taken their toll on every citizen.

Inevitably, it is the player's destiny to become deeply embroiled in these events, as well as many more. Yet again, The Elder Scrolls casts its adventurers into the role of a mysterious prisoner, this time due for the chopping block. However, a stay of execution is granted by the sudden appearance of apocalyptic dragons -- once thought to be creatures of mere legend. The first of these scaly monstrosities is but one of an army, as the mythical creatures reawaken all over Skyrim, and the player -- soon to realize his destiny as a dragon-slaying Dovahkiin (Dragonborn) -- must confront the beasts and save the world. 

The Elder Scrolls V: Skyrim can take a handful of hours to beat. That is, if you consider wrapping up the official story quest as "beating" an Elder Scrolls game. Nobody should, however, for the main plot is but a mere morsel of what Skyrim has to offer, to the point where it isn't even the most sprawling and epic quest on the menu. To focus only on the main narrative would be to ignore the deliciously macabre Dark Brotherhood resurrection, the various twisted meetings with capricious Daedric Princes, or the vengeful tale of The Companions and their grim secret. 

Bethesda's games have always felt like online encyclopedia browsing, where one opens a page, finds more interesting ones within, and ends up with twenty unread articles open before long. In Skyrim, this approach is taken to extremes, with opportunities for adventure found in every city, cave, farm and forest hideout. Thanks to the "Radiant" storytelling system, these adventures can be procedurally generated as well. While there are fully scripted quests boasting their own characters and narrative threads, there is an infinite amount of miscellaneous objectives that can appear at any point. These range from simple tasks (such as collecting a bounty note in a tavern and slaying the target) to more intricate missions (like pulling off a successful burglary for the Thieves Guild). The game is also smart enough to place objective locations in unexplored areas of the gargantuan map, improvising in order to encourage further exploration. 

At the time of writing, I have put over fifty hours into the game, and my journal menu still lists more than forty unfinished jobs. These are just the tasks I've found, and I doubt I've scratched the surface as I am willing to bet there are many finely layered quests that I still have not stumbled across. 

Of course, all this content would be meaningless if the game itself were no fun, but Skyrim is perhaps the most encouraging, rewarding and downright indulging Western role-playing game I have ever played. That sounds hyperbolic, and perhaps it is, but it's something I truly feel in my bones. With Skyrim, Bethesda has taken everything successful from previous Elder Scrolls games and mixed it with the best elements of recent Fallout installments, all while leaving behind the chaff. The result is a game as deep and flexible as Oblivion but as accessible and intuitive as Fallout 3. More importantly, it's better than both. 

Before our budding hero can embark on his or her quest, one must first work out if it's a he or a she. The in-depth character creator from Oblivion is back, offering a wealth of options to spawn warriors as handsome or ugly as desired. Every race has been given a significant visual overhaul, with Orcs looking tougher, Elves gaining harsher features, and humans receiving far more believable, subtle faces. Tamriel's exotic races -- the Khajiit and Argonians -- have benefited the most from Skyrim's fresh visuals, earning richly detailed animalistic features that cause them to look less like vaguely re-skinned humans. Each race possesses a predetermined aptitude for certain talents alongside unique special abilities (Argonians once again breathe underwater while Imperials can access the calming "Voice of the Emperor" power), but every race will be able to make use of whatever skills the player ends up choosing. 

Skyrim gives starting players all the tools they need to test every type of hero they could potentially become. Armed with rudimentary stealth, weaponry and alchemy skills, as well as a few weak spells, one's fresh-faced avatar serves as a fertile testing ground that can be specialized in many directions to suit the needs of every individual. As with previous Elder Scrolls games, there is no traditional experience system. Instead, skills gain levels with repeated use, and contribute toward a rank meter that determines the player's overall level. This creates a natural progression in which characters evolve based entirely on how one wants to enjoy the game. If a player tends to sneak around a lot, the character will become increasingly stealthy. If the player likes to swing two-handed axes around, the character becomes more proficient at wielding heavy melee equipment. The only stats you'll have to worry about are Health, Magicka and Stamina, one of which can be upgraded with each successful level gain. 

Every time a level is earned, a skill point is also awarded. Skill points are invested into various perks arranged on individual skill trees. There are trees for each school of magic, as well as light armor, heavy armor, sneaking, lock-picking, alchemy and other familiar Elder Scrolls abilities. As players become more experienced in various skills, new paths on the tree will unlock, allowing points to be sunk into ever more useful abilities. For example, the Speechcraft skill tree has perks that make it easier to intimidate people in conversations, or cause items to be sold at cheaper prices in stores. Heavy Armor has perks that grant additional defense bonuses if the character is wearing a matching set of armor pieces, while spell perks can reduce Magicka costs or even dual-cast incantations to make them stronger. Although these perks aren't quite as obvious and game-changing as those found in Fallout, they are nonetheless crucial in creating a powerful Dovahkiin. 

The natural way in which characters are built ensures a huge variety of potential warriors. My own character is a battlemage who specializes in Conjuration and Destruction magic, backing up his spellcasting with a measure of sword-wielding experience. Sword in one hand, magic spell readied in the other, I'm able to summon a daemon from the Oblivion plane and send it to charge ahead while I throw fireballs and soften up the target. Once the enemy is weak enough, I can charge in and finish it off with the sword -- which can often be accompanied by a brutal execution animation. What's great about my character is how I was able to incrementally tweak it to maximize strengths and limit weaknesses. For example, my hero was a bit of a glass cannon at first: able to dish out punishment but prone to getting slaughtered if enemies could close in. I therefore spent some time focusing on Heavy Armor, using just enough skill points to give me a defensive edge. Now I have a character that feels like a battle tank. He's slow and and has very poor stamina (you can't have everything), but he will soak up plenty of damage while devastating all but the hardiest of foes. 

This is just one potential build of many. I could have had a lightning-quick scout, or a character with Illusion magic that renders him invisible and causes enemies to furiously attack one another. The possibilities aren't endless, but they may as well be. Furthermore, dedicated players who reach the pinnacle of their talents will enjoy power equal to a demigod. By the time the character is sufficiently leveled, there's no reason not to feel on top of the world and downright almighty. That isn't to say the game becomes a complete cakewalk -- tougher enemies will rise to the challenge -- but players aren't punished for leveling up, as often felt like the case in Oblivion

Another change from Oblivion is the in-game menu. The menu screen features crossroad-style navigation that points to skill trees, available magic, items and the map. Simply moving in the right direction fluidly opens up the corresponding menu, allowing for easy and swift access. Unlike the clutter seen in previous Elder Scrolls interfaces, these screens are clear and clean, sacrificing pompous stylishness for pure functionality. The item menu is particularly cool, with each item fully viewable in 3D within the screen -- you can even zoom in and rotate anything in the inventory, which comes in handy for a few quests. 

Combat is dramatically improved. Magic spells are similar to the Plasmids found in BioShock, equipped to one of the Dovahkiin's hands and readied for use whenever weapons are drawn. Players can choose to have a sword in one hand with a spell in the other, or even have two spells at once. Some spells issue a constant spray of damage, while others are projectile-based; some have instant effects, and others take a moment to charge up. As with everything in Skyrim, flexibility is the essence of the experience, and players can tailor their combat to suit any preference. A large number of "Favorites" can also be mapped to a special menu that's brought up at the touch of a button, allowing heroes to change weapons and spells and use potions on the fly. 

For those not magically inclined, there's a huge variety of weapons with which to dispense death. One-handed and two-handed melee weapons are joined by bows and staves to create a healthy and versatile arsenal. Although combat retains the unwieldy hack-n'-slash flavor of prior games, things are slightly more refined, with blocking and counter-attacking given a greater focus. Fights feel so much more involved than they did in previous Elder Scrolls games, especially since every blow feels like it connects with a mighty impact. Those looking for intricate and graceful melee will be disappointed, but those who want brutal, manic, in-your-face engagements have come to the right game. 

What else is there to say? What about the crafting, smithing and enchanting? You can make your own weapons with materials found around the world, becoming an alchemist and create new potions, or imbue weapons with powerful sorcery. These systems are simple, yet require practice and dedication from those players looking to make their own gear. Even then, they don't have to if they don't want to, and can rely on shops when they get new stock. It's all up to you. 

As a Dragonborn, the hero will gain access to Thu'ums, or Shouts. These shouts are spoken in the language of dragons, and their words invoke powerful effects. As players discover Thu'ums written on walls around Skyrim, they absorb their power and gain new skills. These range from simple Shouts that blast out fire or ice to more unique skills, such as surging forward at super speed or summoning a lightning storm. Once learned, a Shout needs to be unlocked with a Dragon Soul, but to win a Dragon Soul, one needs to fight a dragon. 

Dragons are not merely scripted boss battles that have been set to occur at a few predetermined points. In Skyrim, these living legends can come at any time and launch an attack upon any location. These randomly generated creatures will start appearing in the world once a certain point in the main story has been reached, and their regular appearances dominate everything. The best time to meet a dragon is undoubtedly in a city, as guards will leave their posts to join in the fight and turn what is already a huge encounter into something truly epic.

The winged lizards swoop across the sky, raining down fire or frost on everything in their wake. They'll land on buildings, smash into the ground and provide truly memorable battles every time they show up. As a choral rendition of the Elder Scrolls theme strikes up and players struggle valiantly to bring their reptilian foe to the ground, only a heart of stone could fail to be roused. Once the dragon finally draws its last breath and begins to burn away, leaving behind only its huge skeleton, most players would be hard-pressed to not just stand there silently for a few moments, taking in everything that just happened. The surrounding NPCs will be doing the same thing, too, making these reflectively calm moments almost as engaging as the fights themselves. 

Skyrim can do epic, that's a given. It is, however, the little things that make The Elder Scrolls V what it is. The game is stuffed to its brim with tiny flourishes that seem so insignificant yet make the world of difference between a game that feels like a game, and a game that feels like it's alive. Swimming in a river to catch some fish, dropping an unwanted item on the floor and having an NPC "helpfully" return it to you, gaining a trusty follower who comments on your actions and surrounding locations -- these are the things that really place Skyrim a cut above the rest. Long after gamers have stopped recounting grand scrimmages against tribes of giants, talk will persist of that time an elf tried to sell a player some drugs outside of town, or the bandits that attempted to scare the hero away rather than blindly attack. To talk of such tiny details in a game where storm clouds can be summoned at will sounds silly, but without these minor touches, the overall ambitious scale would mean much less.

Providing the backbone for all this content is a brand-new iteration of the Gamebryo Engine, dubbed Creation. The difference this makes is huge, permeating every facet of the experience from graphics to glitches. Skyrim's huge open world looks inspiring: cities and caves appear to be unique, while character models are detailed and finally resemble human beings -- or their Orc/Elf/Khajiit/Argonian equivalent.

The game's lavish sound design seals the deal and adds that final breath of life to the production. Voice acting is fairly varied as far as Bethesda games go, though certain ones are reused a lot. Still, the acting is commendable and the affected Scandinavian accents used by many of the local Nords is quite endearing. The music is absolutely sublime -- quiet and atmospheric when it needs to be, but stirringly evocative at just the right moment. 

As far as bugs go, some are bound to exist in a world so large, but I am yet to find anything game-breaking. The only persisting issue is with NPC allies, who can sometimes get lost and fail to return to their default locations. Some will get stuck attempting to perform an action, and if the player doesn't notice they're missing, they could be lost forever in the sprawling world. Other potential allies will still recognize the player as having someone with them, meaning lost comrades won't be replaced until a quest calls for a specific follower, automatically dismissing the lost one (though he/she will still remain lost). I've also had the game freeze once or twice, but one can never be sure if that's a fault of the game or the console trying to run it. Compared to previous games, however, bugs are essentially negligible, and while I'm sure the coming months will find plenty of problems, I can notice nothing so far that ruins what is an absolutely captivating experience. 

The Elder Scrolls V: Skyrim is every single reason to love a Western role-playing game, condensed into a single comprehensive experience with nothing lost in the conversion process. It is a game that will drown those who step into its absorbing, overwhelmingly detailed world, a game that will bury you and refuse to let go. Yet your submergence will be agreeable, your burial ecstatic, and the hands placed around your throat welcomed like those of a lover's. To play Skyrim is to enter into a relationship, one that provides feelings of empowerment, yet demands total submission. 

Submit you will, for The Elder Scrolls V is the new zenith of role-playing games and it commands you to look up.



THE VERDICT


10.0 /10
Flawless Victory: Games rated 10 aren't perfect, since nothing is, but they come as close as you could get in a given genre. The new must-have game in its sector, we're talking pure ecstasy. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


My new favorite game!

Also, cocks.
YYYAAAA
Woooooooooooooooooooooooo!!!!!!!!!!!
Sweet baby Jesus a ten from Sterling.


Why isn't today tommorrow??!!!
>10 out of 10

Holy crap, was genuinely not expecting this and am more happy that I expected to be.
Only a 10/10? Jim you are such a troll.
I hope it offers the same sprawling overworld feel as Morrowind with these sexy new visuals. Can't wait! Midnight baby!
But is it better than Kirby? jk
However, 0.1 point should be deducted if there are no squidbears in the game.
YES! I've been listening to the main theme on loop all month, so it's good to hear its THIS good! :D
Magnalon: You are not prepared. Sprawling is the word.
Today will be the longest day of my life.

Is it midnight yet?
Already preloaded via steam so I can start playing immediately at 12:01 est. Lamentably however, my girlfriend and I are going on vacation friday morning, so my play time for the next few days will be extremely limited :(
Oh Jesus Fucking Christ. I hate November. Why are there so many good games out this month!? This is one time where I'd wish for the PC version of a game to be delayed so I can have time and money to play Batman: AC, SR3, Skyrim, and AssCreed: Rev.
Fantastic review! If Skyrim is murder, then call me Dr. Kevorkian.
Fuck, why didn't they release it this Tuesday?
@xenoslave42

Sounds like someone doesn't have their priorities in order.

...I'm kidding.
Jim, great review.

Is there a good amount of varied weapons and armor to collect? Several equipment slots were removed since Oblivion, and I'm concerned that item scrounging may be limited. Did you change equipment at consistent intervals or did you use the same equipment for most of your time?
So happy to hear that Bethesda killed it!

C'mon Steam unlock key!
Well, snap. About 10 reviews of Skyrim came online in the last few minutes, and they were all as glowing as this one. Well played, Bethesda.
My body is ready.
ONLY 10 out of 10? Jim, you're such a troll.
Fanboy rimbjob.
Thanks Jim, Gonna start pre-loading.
Love that last paragraph, Jim. Well done.
Best review I've ever seen you write, Jim. When you're excited about something, you're absolutely a joy to read. No homo.
This is exactly how I feel about Dark Souls. I'll be playing that game on and off for months to platinum it.

But I just cannot get into Bethesda RPGs. I don't know what it is. Oblivion just turned me off so hard, and Fallout 3 did the same, right around the time you exit the prison/vault and enter the open world, and find out how amazingly open and barren it really is. Those games feel like "make your own fun" experiences, in the same vein as Minecraft. The lack of direction is probably what I hate about them. Or maybe it was the combat that didn't have any semblance of finesse, just asking you to swing wildly at the center of the screen.

I really want to try Skyrim to see if I've been wrong all this time, but I doubt it. If you need your games to be as big as reality in order to immerse yourself in them, then that's what Bethesda RPGs are for. I'd rather have a happy marriage of tight gameplay, a story that carries you along and an awesome soundtrack. Also, I like games that end. Ten days til Zelda!
Quick question, and I may be ignorant for asking this: Are level scaling enemies back?
I was worried about the experience system. Glad to hear they fixed it.

I remember when Oblivion came out and everyone on my friends list was playing this. I wonder if this will do the same. Can't wait to get this game.
Auuugh wtf this game is shit how could you EVER score this piece of shit higher than 8? God damnit Jim you are awful! ....oh wait.....everyone likes this game right? Its not popular to hate on it? .....10! Fuck yah I love this game!!! Thank you Jim! You made me feel good for liking this game also!!
This review was more than just good. It was sexually satisfying.
Inb4 shitstorm
Your review is so positive it makes me wanna puke.

Just kidding :P
Less technical problems than dark souls then? Or doesnt technical problems affect the review/score?

Sent from my toilet.
Where my horse armor at?
Squidbear!!

I just can't wait for this.
My body is ready.
VGFreak:

As I say in the review, it's not quite so blatant as that. As you get stronger, tougher enemy types will show up, but they won't replace the older opponents. So, you'll get a healthy mixture of stuff to beat up on and stuff to get beaten up by. It's so much more enjoyable than Oblivion's system, which effectively punished players for getting better.
Already got it pre-loaded on my PC. Just waiting for tomorrow! I'm sure I'll tackle the story first as I did that with Oblivion. When I tried to beat Morrowind last, I got so side-tracked that 70 hours later, I lost what I was doing. I don't want that to happen again.
I never got into the complicated game that was Oblivion. But it seems like a sin to pass up on Skyrim.
YES!! You have only fuelled my raging boner for this game Jim!
VGFreak1225:

From what I can tell, no or they're really dialled back, at least in terms of "too powerful for my level". Ran into a giant who one hit killed me, so obviously he isn't level scaling...yet.

Honestly, with the way levelling works in this game, I doubt it's in there much if at all.

Oh yeah, I have the game. I'm Australian, y'see/
Fuckin' A! I can't wait for this to come tomorrow. This will consume my life!
My copy should be waiting at home!

Fucking a. I'm now even more excited! If that's even possible.

FUCKING SQUEEEEEE!!!!
I was hoping you'd review it terribly so I could cancel my pre-order.

Now I'm going to HAVE to play it and I'm going to HAVE to do less revision for mid-term exams than I otherwise would.

God damn it.
I legitimately want to play this game, this could be my very first Elder Scrolls game.
(Hey, where are all the idiots calling Jim a sheep for going along with the mainstream and giving it the same score as everyone else? Funny, that.)

Excellent review, Jim. I wasn't really interested in this before but the review was very convincing. I didn't like Oblivion and Fallout 3 is decent but this sounds damn good. Normally I don't really get along too well with such hugely open-world games (they're too overwhelming and I feel the need to resort to a guide to accomplish anything) but I might check this out.

The menu system is definitely a big selling point. I hated how cumbersome everything felt in Fallout and especially Oblivion. The stuff with the stars looks especially beautiful. Once I'm done with Arkham City, Uncharted 3 and Skyward Sword I'll probably pick this up.

Cheers for the review, Jim!
Please tell me the level scaling from oblivion is gone
It begins.




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