The Elder Scrolls V: Skyrimis a 2011action role-playing gamedeveloped byBethesda Game Studiosand published byBethesda Softworks.It is the fifth main installment inThe Elder Scrollsseries, followingThe Elder Scrolls IV: Oblivion(2006), and was released worldwide forMicrosoft Windows,PlayStation 3,andXbox 360on November 11, 2011.
The Elder Scrolls V: Skyrim | |
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Developer(s) | Bethesda Game Studios[a] |
Publisher(s) | Bethesda Softworks |
Director(s) | Todd Howard |
Producer(s) |
|
Designer(s) |
|
Programmer(s) | Guy Carver |
Artist(s) | Matthew Carofano |
Writer(s) | Emil Pagliarulo |
Composer(s) | Jeremy Soule |
Series | The Elder Scrolls |
Engine | Creation Engine |
Platform(s) | |
Release | November 11, 2011
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Genre(s) | Action role-playing |
Mode(s) | Single-player |
The game is set 200 years after the events ofOblivionand takes place in Skyrim, the northernmost province ofTamriel,a continent on the planet Nirn. Its main story focuses on the player character, the Dragonborn, on their quest to defeat Alduin the World-Eater, a dragon prophesied to destroy the world. Throughout the game, the player completes quests and develops the character by improving skills. The game continues theopen worldtradition of its predecessors by allowing the player to travel to discovered locations in the game world at any time, and to ignore or postpone the main storyline indefinitely.
Skyrimwas developed using theCreation Engine,which was rebuilt specifically for the game. The team opted for a unique and more diverse open world thanOblivion's Imperial Province of Cyrodiil, which game director and executive producerTodd Howardconsidered less interesting by comparison.
Upon release, the game received critical acclaim, with praise for itscharacter advancement,world design, visuals, and the ability to dual-wield in combat. Criticism targeted the melee combat, dragon battles, and numerous technical issues present at launch. The game shipped over seven million units within the first week of its release and had sold over 20 million units by June 2013. It is considered one of thegreatest video games ever made.
Threedownloadable content(DLC) add-ons were released:Dawnguard,HearthfireandDragonborn,which were bundled along with the base game into theLegendary Edition,released in June 2013. A remastered version subtitledSpecial Edition,containing all three DLC add-ons along with a graphical upgrade, was released in October 2016; aportfor theNintendo Switchwas released in November 2017, alongside a separatevirtual reality-only version titledSkyrim VR.In addition, a compilation titledAnniversary Edition,consisting of the remastered version and additionalCreation Clubcontent, was released in 2021–22. A sequel,The Elder Scrolls VI,is currently in development.
Gameplay
editThe Elder Scrolls V: Skyrimis a fantasyaction role-playing game,playable from either afirstorthird-person perspective.The player mayfreely roamover the land of Skyrim, anopen worldenvironment based onScandinaviaconsisting of wilderness expanses, dungeons, caves, cities, towns, fortresses, and villages.[1]Players may navigate the game world more quickly by riding horses, paying for a ride from a city's stable, or utilizing a fast-travel system that allows them to move their character immediately to a previously discovered location.[2]
At the beginning of the game, players select their character's gender andrace,with 10 choices for the latter, including races of humans and fantasy races such aselvesandorcs.The player chooses the character's appearance; this is not necessarily permanent, however, as an in-game mechanic allows for changing the appearance later.[3]Characters have three primary attributes:healthis how much damage the character can take before dying,magickais depleted to cast spells, and stamina allows the character to perform heavy "power attacks" or sprint. A status bar for each attribute appears onscreen when the attribute falls below its maximum value. Attributes regenerate over time and can be refilled faster by drinking potions, casting regenerative spells, or through various enchantments.[4]Characters gainexperienceindirectly, via leveling upskills.The 18 skills are divided evenly among the three schools of combat, magic, and stealth. Each skill has its own experience bar, which increases when the character performs an action in-game related to the skill. For example, crafting a dagger increases the Smithing skill, and dealing damage with a bow increases the Archery skill. When a skill's experience bar fills, the skill levels up and the bar is reset. After enough skills level up, the character levels up, enabling the player to increase the maximum value of one of the three attributes and providing a perk point. Perk points can be spent immediately on a skill-specific perk or stored for later use.[5][6]
Non-player characters(NPCs) populate the world; the player may engage them in conversation (potentially leading to new quests or map locations), marry predetermined ones, or engage them in lethal or nonlethal combat. As in previous games in the series, killing certain individuals can make some quests or items unobtainable. Certain NPCs essential to the narrative cannot be killed by the player and will survive attacks of any magnitude. Committing a crime like murder or theft accrues the player a bounty if the crime is witnessed, leading to confrontations with guards. Depending on some factors, including how serious the crime was, the player can choose to go to jail, pay the guard off, persuade the witness to forget about it, declare that one is athaneof a certain hold (which leads the guard to pardon the player), 'pacify' the guard or silence witnesses through killing them.[7][8]
NPCs frequently offer the player side-quests; some have parameters adjusted based on nearby unexplored areas.[5][9]Some NPCs who are befriended or hired by the player may act as companions who will accompany the player and aid them in combat.[10]Some individuals have quests that the player needs to complete in order to gain their services as a companion. The player may choose to join factions, organized groups of NPCs—for example, the Dark Brotherhood, a band of assassins.[11]Each of the factions has an associated quest path to progress through.[12]
The player's effectiveness in combat relies on the use of weapons, armor, and enchantments (which may be bought, found from containers, raided from dead bodies, stolen and/or forged) and on the use of magic spells: similarly, spells may be bought, stolen and/or unlocked by finding spell tomes.[failed verification]Weapons, shields, and magic are assigned to each hand allowing fordual-wielding,and can be swapped out through a quick-access menu of favorite items.[13][failed verification]Some weapons and spells require both hands. Shields can be used to fend off enemy attacks and reduce incurred damage or offensively through bashing attacks. Blunt, bladed, and hacking weapons can be used in close combat and each have specific advantages and roles. Power attacks expend stamina to temporarily stun/stagger an enemy and deal increased damage. Spells have several functions, both in combat (e.g. damaging or confusing enemies, resurrecting dead bodies and conjuring other entities, restoring the player's health and/or stamina) and out (e.g. showing the way to an objective, illuminating a dark room or turning iron into silver).[14]Bowsare used for long-range combat and can be used to bash enemies in melee combat. The player can enter sneak mode to pickpocket or deliver powerful sneak attacks to unsuspecting enemies.[15]
When exploring the game world the player may encounter wildlife. Many creatures in the wilderness, such as wolves or bears, are immediately hostile towards the player, while other species are docile and will run away.[1]Skyrimis the first entry inThe Elder Scrollsto include dragons in the game's wilderness, although dragons are frequently referenced/mentioned in several of the other games.[16]Like other creatures, dragons are generated randomly in the world and will engage in combat with NPCs, creatures and the player. Some dragons may attack cities and towns when in their proximity.[17]The player character can absorb the souls of dragons in order to use powerful spells called "dragon shouts" or "Thu'um". Each shout contains three words in the language spoken by dragons, and the strength of the shout will vary depending on how many words have been spoken. Some words to shouts can be learned by visiting "word walls" in dungeons or around the wilderness, while other words can be taught by different characters. The words to each shout are unlocked for use by spending the absorbed souls of slain dragons.[18][19]A regeneration period limits the player's use of shouts in gameplay.[20]
Synopsis
editSetting
editSkyrimis set 200 years after the events ofThe Elder Scrolls IV: Oblivion,although it is not a direct sequel.[18]Skyrim is a cold and mountainous region in the north of the continent of Tamriel. It has traditionally been divided into nine administrative sections, called "holds", each governed by ajarlfrom a larger town. Of these settlements, Solitude, Windhelm, Markarth, Riften, and Whiterun are larger and more powerful. The landscape is littered with forts, camps, and ruins, some of which were built by the now-extinct race of the Dwemer, or Dwarves. The Nords, one of the human races, view Skyrim as their homeland, though members of other races populate Skyrim as well.
Skyrim is a province of the much larger Empire, which comprises most of Tamriel. The Empire has recently fought a war with the elvish Aldmeri Dominion, who believe that they areracially superiorto humans. While the conflict, known as the Great War, ended in a military stalemate after a hard-fought battle at the imperial capital, the greatly weakened Empire was forced to sign a humiliating peace treaty called the White-Gold Concordat.
While most of Tamriel worship a religious pantheon of eight deities, the Nords of Skyrim are accustomed to worshiping a ninth god, Talos, thedeifiedNord general who founded the Empire. The Dominion, led by the intolerant Thalmor sect, rejects this notion and its implication that a man became greater than any elf. They instituted a clause in the Concordat forbidding Talos worship in the Empire. Motivated in part by this condition, Ulfric Stormcloak, the jarl of Windhelm, leads a rebellion against imperial rule, with the holds divided roughly evenly between the two sides.
In the ancient past, dragons ruled over vast swaths of Tamriel. Their hegemony was overthrown when three human warriors threw the dragon ruler, Alduin, forward in time using an Elder Scroll, a powerful and mysterious artifact. WhenSkyrimbegins, the survival of the last dragon, the sage Paarthurnax, is a secret kept by an order of monks called the Greybeards. Within their monastery atop the Throat of the World, Skyrim's highest mountain, the Greybeards dedicate their lives to the Way of the Voice, a discipline for powerful draconic spells called "shouts". Rare warriors are "Dragonborn", having the ability to learn shouts intuitively by absorbing the souls of dead dragons. Ancient prophecy maintains that Alduin will return to consume the world, and a "Last Dragonborn" will defeat him.
Characters
editThe player character is Dragonborn and is typically referred to as such. The Dragonborn can be male or female, from one of ten races. Each of the ten races has, in addition to a bonus for certain skills, a power specific to their race – for example, Nords start with a bonus to several martial skills, and the ability to intimidate enemies for a short period. The player can recruit one NPC at a time as a follower, who can travel and fight alongside the Dragonborn; there are forty-five available followers in the base game, with thirteen more added in thedownloadableexpansions.
Outside of followers and Alduin (the primary antagonist) NPCs prominent to the plot ofSkyriminclude Balgruuf, Jarl of Whiterun, a town in the center of Skyrim; Arngeir, the leader of the Greybeards; Delphine and Esbern, two of the last members of the Blades, an order of warriors sworn to help the Dragonborn but nearly wiped out after the Great War; and Paarthurnax, the last surviving dragon and grandmaster of the Greybeards. Also notable are General Tullius and Ulfric, who command the Imperial Legion and Stormcloaks respectively. During the course of the game, the Dragonborn can join and assist either side to gain victory in the civil war. Other factions that the Dragonborn can elect to join include the Companions, a noble order of warriors; the College of Winterhold, an institution dedicated to the mystic arts and magic; the Thieves Guild, a league of burglars who have fallen on hard times; and the Dark Brotherhood, a fellowship of assassins.
Plot
editImperial soldiers have captured Ulfric Stormcloak and are preparing to execute him, along with the player who was caught up in the skirmish and mistakenly believed to be a rebel. Before the player can be executed, Alduin appears, attacking the imperial outpost and thus rescuing the player. The player escapes and warns Jarl Balgruuf of Whiterun of the dragon attack. When another dragon attacks and is slain, the dragon's soul flows into the player character, causing the nearby guards to call them "Dragonborn". The Greybeards summon the Dragonborn to the Throat of the World, where the Dragonborn begins training in the Way of the Voice.
Delphine intercepts the Dragonborn on a training quest and arranges for the Dragonborn to infiltrate the Thalmor Embassy in Solitude, on the (mistaken) suspicion that the Thalmor are responsible for the dragon attacks. There, they learn that Esbern, a Blades lore master obsessed with the prophecy of Alduin's return, is alive and hiding in Riften. The Dragonborn rescues Esbern from Thalmor agents. Esbern leads them to an ancient Blade temple and a massive engraving depicting Alduin's prior defeat. Esbern deciphers that the ancient Nords used a special shout to remove Alduin's ability to fly and render him vulnerable.
Arngeir does not know the shout, which is called Dragonrend and violates the Way of the Voice. Arngeir sends the Dragonborn to Paarthurnax at the summit of the Throat. Paarthurnax reveals that no one living knows Dragonrend, but theorizes that the Dragonborn could learn it by looking through time at the summit, the site of Alduin's banishment. To do this, the Dragonborn retrieves the Elder Scroll used in the banishment from a massive subterranean Dwemer city. The Dragonborn returns to the summit and learns Dragonrend. Alduin attacks. The Dragonborn uses Dragonrend, and together with Paarthurnax, overpowers Alduin, who flees.
The Dragonborn's allies hatch a plan to capture a dragon at Whiterun. The Dragonborn helps negotiate a truce in the civil war to prevent either side from capturing Whiterun during this delicate operation. The captured dragon, Odahviing, questions whether Alduin deserves lordship over dragons. He reveals that Alduin has gone to recover his strength in Sovngarde, the Nord afterlife, where he feeds on the souls of the dead. Since the portal to Sovngarde cannot be reached on foot, Odahviing bargains for his freedom in exchange for flying the Dragonborn there. Entering Sovngarde, the Dragonborn meets the three heroes who had defeated Alduin originally. With their help, the Dragonborn kills Alduin and returns to Skyrim.
Development
editHaving completed work onOblivionin 2006,Bethesda Game Studiosbegan work onFallout 3.It was during this time that the team began planning the next entry inThe Elder Scrollsseries. From the outset, they had decided to set the new game in the land of Skyrim, incorporating dragons into the main theme of the game.[21]Full development began following the release ofFallout 3in 2008; the developers consideredSkyrimaspiritual successorto bothFallout 3and previousThe Elder Scrollsgames.[22]The game was developed by a team of roughly 100 people composed of new talent as well as of the series' veterans.[21][23]The production was supervised byTodd Howard,who has been the director of several titles released by Bethesda Softworks.[21]
Design
editThe team set the game in the province of Skyrim, designing it by hand. While similar in size toOblivion's game world of Cyrodiil, the mountainous topography of the world inflates the game space and makes it more difficult to traverse than Cyrodiil, which was relatively flat.[20]In designingSkyrim's world, the team opted for a different approach to what was taken withOblivion;art director Matt Carofano considered the "epic-realism" ofSkyrim's world design as a departure fromOblivion's generic representation of classic European fantasy lore.[3]Howard expressed the team's desire to re-encapsulate the "wonder of discovery" ofMorrowind's game world inSkyrim,as the return to the classic fantasy ofArenaandThe Elder Scrolls II: DaggerfallinOblivionmeant sacrificing a world with a unique culture.[24]As a way of creating diversity, the team divided the world into nine sectors, known as holds, and attempted to make each hold feel topographically unique from one another; in addition, the team wanted to reflect the socioeconomic background of the NPCs by making some locations elaborate and wealthy while others are poorer and lower-tech.[5]
The team sought to make each of the game's ten races feel unique; Howard considered the player's choice of race at the beginning of the game a more important decision than it had been in previousThe Elder Scrollsgames because the culture ofSkyrim's world contains more racism. However, he reiterated that the player's choice of race does not have major game-affecting consequences as it adds "flavor" to different NPCs' dispositions towards the player, and is not meant as a way of locking players out of particular quests.[25]Efforts to makeSkyrim's world feel hand-crafted extended to the team abandoning the use of generated landscapes as they had done inOblivion.While just one team member was charged with designing dungeons inOblivion,Skyrim's 150 dungeons were designed by a group of eight people.[26]Skyrimfeatures 244 quests, over 300 points of interest with a map marker and numerous unmarked locations.[27]
Engine
editSkyrimis powered by Bethesda's Creation Engine, forked from theFallout 3codebase specifically forSkyrim.[28][29]AfterFallout 3's release, the team devised numerous design objectives to meet forSkyrim,and according to Howard, the team "got all those done and kept going".[25]Had the team not been able to meet their design goals withseventh generation of video game consoles,they would have waited for thenext generationand releasedSkyrimthen,[30]but Howard felt that the technology of the time did not hold the team back at all.[25]The Creation Engine allows for numerous improvements in graphical fidelity over Bethesda's previous efforts. For example, thedraw distancerenders farther than in previousThe Elder Scrollsgames; 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.[24]Dynamic lighting allows shadows to be created by any structure or item in the game world, and the Creation Engine allowed for greater detail infloraproduction thanSpeedTreehad in previous Bethesda games.[18]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.[9]Because of the large presence of snow inSkyrim's game world, the technological upgrades were applied to weather effects and allow for dynamic snowfall upon the terrain, instead of snow that was rendered as a textural effect in previous games.[9]
The team usedHavok'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 inOblivion.[9][31]The toolset allows interactions between the player and NPCs to take place inreal time;inOblivion,when the player went to interact with an NPC, time would freeze and the camera would zoom in on the NPC's face. InSkyrim,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 toFallout 3in that they cannot be harmed by the player in any way,[18]since depictions of violence involving children in video games are controversial.[32]Skyrimuses theRadiant AIartificial intelligencesystem that was created forOblivion,and it has been updated to allow NPCs to "do what they want under extra parameters".[17]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.[33]
Audio
editThe team employedJeremy Souleto compose the music forSkyrim,who previously worked onMorrowindandOblivion.The game's main theme "Dragonborn"was recorded with a choir of over 30 people singing in the fictional dragon language.[34]Creative directorTodd Howardenvisioned the theme forSkyrimasThe Elder Scrollstheme 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.[35]Bethesda's concept artistAdam Adamowiczcreated the Draconic language, and also developed a 34-character runic alphabet for the game.[19]He expanded the lexicon of Draconic as needed;Bruce Nesmithexplained that words were introduced to the lexicon every time that the studio "wanted to say something".[17]
Bethesda released four audio CDs along with the game on November 11, 2011. Thesoundtrack toSkyrimis sold via Jeremy Soule's distributor DirectSong, and Soule autographed all physical copies ordered via DirectSong.[36]"Day One" pre-orders fromAmazon.dealso included a five-track promotionalSkyrimsoundtrack sampler.[37]A digital version of the soundtrack was released viaiTuneson January 31, 2013.[38]
The voice-overs in the game included more than 70 actors and over 60,000 lines of dialogue.[39]Casting director and production supervisorTimothy Cubbisonworked with Bethesda to evaluate auditions and oversee the recordings.[40]The full cast consisted of threeAcademy Awardnominees (Max von Sydow,Christopher Plummer,andJoan Allen) and several other high-profile actors (includingMichael Hogan,Vladimir Kulich,andLynda Carter).[39]
Marketing and release
edit2011 | Original release |
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2012 | |
2013 | Legendary Edition |
2014 | |
2015 | |
2016 | Special Edition |
2017 | Skyrim VR |
Switchversion | |
2018 | Very Special Edition |
2019 | |
2020 | |
2021 | Anniversary Edition |
Skyrimwas announced at theSpike Video Game Awardson December 11, 2010; 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.[41]It was the cover story for the February 2011 issue of theGame Informermagazine, wherein journalist Matt Miller wrote a fifteen-page article that revealed the first details about the game's story and gameplay.[18]Asked aboutdownloadable content(DLC) 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 forFallout 3,as he felt that releasing a larger number of low-content packages was "chaotic".[42]Via a press release, the team announced that the first two planned DLC packages would release on the Xbox 360 viaXbox Livea month ahead of PCs and the PlayStation 3.[43]
In October 2011, pictures of many pages of the manual of the game were leaked,[44][45]later followed by footage from the introduction, revealing some more details.[46]By November 1, 2011, a copy of theXbox 360version had been leaked and made available through the Internet, allowing those with a hacked Xbox 360 to playSkyrim10 days before its release.[47][48]In the Netherlands, the game was made available for purchase on November 7.[49]On November 10, stores in Australia began selling the game ahead of its November 11 release date.[50]
On January 11, 2014, Bethesda partnered with2K Gamesto bundleSkyrimwithBioShock Infiniteon the Xbox 360 and PlayStation 3. The bundle was released on February 11, 2014.[51]
Retail editions
editAt the 2011QuakeConconference, the team unveiledSkyrim'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 ofSkyrim.[52]
A "Premium Edition" package consisting of the base game along with physical extras was released inEuropein October 2012.
Remastered version
editOn June 4, 2016, Bethesda announcedThe Elder Scrolls V: Skyrim – Special Edition,a remaster for thePlayStation 4,Xbox OneandMicrosoft Windows.[53]It was released on October 28, 2016.[53]Windows players who owned the original game and all of its downloadable content onSteamwere offered theSpecial Editionfor free.[53]The remastered version contains an upgraded game engine as well as numerous graphical enhancements, along with mod support on consoles. ADRM-free version of theSpecial Editionwas released on theGOG.complatform on September 29, 2022.[54]
Other versions
editIn October 2016, the reveal trailer forNintendo Switchfeatured gameplay ofSkyrimon 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 confirmed that the game will come out on the Nintendo Switch, making it the first Bethesda title to be released on a Nintendo platform for a Nintendo home console sinceHome Alonefor theNESin 1991.[55]During Bethesda'sE3 2017showcase, it was revealed that the Nintendo Switch version will supportAmiiboand theJoy-Conmotion controls.[56]
AtE3 2017,Bethesda announced aPlayStation VRversion ofSkyrimfor release in November 2017.[57]A standalone VR port of the game was released for Windows on April 2, 2018, supporting theHTC Vive,Oculus Rift,andWindows Mixed Realityheadsets.[58]
A parody ofSkyrim's numerous ports and re-releases, titledSkyrim: Very Special Editionwas released by Bethesda at theirE3 2018press conference forAmazon Alexa,stating it would be also released for theEtch A Sketch,MotorolapagersandSamsungsmart refrigerators.[59]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 portedSkyrimto all possible platforms following its E3 2017 announcements.[60]
Compilations
editA compilation package calledThe Elder Scrolls V: Skyrim – Legendary Editionwas released on June 4, 2013. It contains the version 1.9 patch and the three expansions, along with the main game.[61]
As part of Skyrim's 10th anniversary celebration, another compilation titledThe Elder Scrolls V: Skyrim – Anniversary Editionwas released in November 2021 forMicrosoft Windows,PlayStation 4,PlayStation 5,Xbox OneandXbox Series X/S.It includes all the content fromSpecial Edition,over 500 Creation Club elements, and introduces the ability to fish and player-owned aquariums.[62][63]Anniversary Editionwas released for the Nintendo Switch on September 29, 2022.[64]ADRM-free version of theAnniversary Editionwas released on theGOG.complatform on September 29, 2022.[54]In addition, a DLC pack for theSpecial Editionthat included the content added in theAnniversary Editionbecame available on GOG.[65]
Related games
editWhileSkyrimwas being ported to next-generation systems,Zen Studiosdeveloped avirtualpinballadaptation of the game as part of theBethesda Pinballcollection, which became available as part ofZen Pinball 2,Pinball FX 2[66]andPinball FX 3,[67]as well as a separatefree-to-playapp foriOSandAndroidmobile devices.[68]ASkyrimthemed expansion for thedigital collectible card gameThe Elder Scrolls: Legends,titledHeroes of Skyrim,was released on June 29, 2017.[69]
Additional content
editOfficial expansions
editDawnguardwas the first downloadable add-on forSkyrim,revolving around a battle between the Dawnguard and Clan Volkihar. The Dawnguard are a band of vampire hunters who rely on the use ofcrossbowweapons in their pursuit against Clan Volkihar, a family ofvampires.Early inDawnguard's quest line, players must choose which of the two factions to join forces with.Dawnguardadds 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 awerewolf.It adds two new areas to explore outside of the mainland of Skyrim: the Soul Cairn (a plane of the realm of Oblivion) and the Forgotten Vale (a secluded glacial valley).Dawnguardreleased on theXbox 360in English-speaking territories on June 26, 2012, and in European countries in mid-July 2012.[70]It was released for Windows on August 2, 2012, via thedigital distributionplatformSteam.[71]Performance issues on the PlayStation 3 hamperedDawnguard'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.[72]
HearthfirewasSkyrim'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 adopt up to two children and have them live in the home, along with the player's spouse.[73]Hearthfirewas released for the Xbox 360 on September 4, 2012, and for Windows on October 4, 2012.[74]It was later released for PlayStation 3 on February 19, 2013, in North America, and February 20, 2013, in Europe.[75][76]
Dragonbornis the third and final add-on forSkyrim.It revolves around the player character's efforts to defeat Miraak, the first Dragonborn to become corrupted and seek to control the world. The add-on takes place on Solstheim, an island northeast of Skyrim, belonging to the province of Morrowind, which is presented as an additional open world. It adds content to the game and allows players to ride on the backs of dragons, along with other shouts that can be learned from Solstheim.Dragonbornwas released for the Xbox 360 on December 4, 2012,[77]for Windows on February 5, 2013, and for PlayStation 3 on February 12, 2013.[78][79]
In April 2013, Bethesda announced via their blog that they were "moving on" fromSkyrimand preparing to work on other projects. They added that they would only be releasing "minor updates" for the game.[80]
Creation Club
editThrough Creation Club, 74 small downloadable content packs, termed "Creations", were released for theSpecial Editionbetween 2017 and 2021. All 74 Creations were compiled as part of theAnniversary Editionin 2021.[81]The 74 Creations were also separately packaged together on Steam and GOG.com asThe Elder Scrolls V: Skyrim Anniversary Upgrade,which was sold as a single DLC pack for theSpecial Editionin 2021.[65]TheAnniversary Editionwas not available as a standalone title on GOG.com until 2022.[82]
Community content
editA wide variety of official and fan-createdmods,short for modifications, are available forSkyrim,which are generally made using the packaged Creation Kit. These mods are distributed freely on file-sharing sites such asNexus Mods,and are aggregated via the Steam Workshop's controlled content distribution mechanism. The mods may include features such as better game stability, improvements and tweaks of gameplay features, significantly enhanced visuals, overhauled weather systems, new characters and locations, user interface updates, and more.[83][84]
The firstSkyrimmodification wasThe Fall of the Space Core, Vol. 1,created by Bethesda in collaboration withValve.It causes a fictional device known as the Space Core from Valve's video gamePortal 2to fall from the sky and land where the player can recover it. The Space Core acts as a non-player character voiced byNolan Northwhich follows the player around the world of Skyrim and dispenses space-related comments.[85][86]
Enderal: The Shards of Orderis a total conversion mod ofSkyrimdeveloped bySureAIas a sequel toNehrim: At Fate's Edgewhich was developed forOblivion.[87]It was released in July 2016,[88]initially in German only. An English version was released August 16, 2016.[89]A 2015 mod entitledThe Forgotten Citywas later adapted into a full standalone game and released on PC and consoles in 2021.[90]
SeveralSkyrimmodders were ultimately hired by Bethesda, or other games studios to work on future projects.[91]A notable early example was Alexander J. Velicky, who created theFalskaarmod as a job application for Bethesda. The mod ultimately added a large new landmass with new quests, 25 hours of gameplay, and 29 voice actors for the 54 new NPCs. Velicky was hired byBungiein late 2013.[92][93][94]Emmi Junkkari aka "Elianora", a Finnish mod developer who created a "Breezehome" replacement mod for theSpecial Edition,was hired in 2023 to work onStarfieldas a level artist.[95]
Reception
editAggregator | Score |
---|---|
Metacritic | PC: 94/100[96] PS3: 92/100[97] X360: 96/100[98] PC (Special Edition): 74/100[99] PS4: 81/100[100] XONE: 82/100[101] NS: 84/100[102] |
Publication | Score |
---|---|
1Up.com | A−[103] |
Famitsu | 40/40[104] |
Game Informer | 9.5/10[18] |
GameSpot | 9/10[105] |
GameTrailers | 9.3/10[106] |
IGN | 9.5/10[107] |
PlayStation Official Magazine – UK | 7/10[108] |
PC Gamer(UK) | 94%[109] |
X-Play | [110] |
Wired | 10/10[111] |
Critical reception
editSkyrimreceived critical acclaim upon release. The removal of thecharacter classsystem, present in previousThe Elder Scrollsentries, was generally well received by reviewers. Billy Shibley ofMachinima's Inside Gaming and Charles Onyett ofIGNpraised its removal because it allowed players to experiment with different skills without having to make decisions about a class early in the game.[107][112]John Bedford ofEurogamerstated 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.[113]Steve Butts ofThe Escapistconsidered the addition of perks to the character advancement system "a great method to make your character feel even more unique and personal".[114]Kevin VanOrd ofGameSpotpraised 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".[105]Theuser interfacewas also praised by reviewers for its accessibility;[105][107][115]Bedford complimented its "elegant design" which succeededOblivion's comparatively complex interface.[113]
The art style of the game world drew acclaim from many reviewers, who welcomed the departure fromOblivion's Cyrodiil.Jason SchreierofWireddescribed 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.[111]The Staff atEdgemagazine described Cyrodiil as a "patchwork of varying terrains", praising the more consistent design of Skyrim.[116]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".[112]Bedford noted that the improved graphical fidelity overOblivionallowed the game world to feel more lifelike, praising the "misty mountain setting, complete with swirling fog and high-altitude snowstorms".[113]An editor forPC PowerPlaypraised the diversity of the dungeon design.[117]Andrew Reiner ofGame Informercited criticisms thatOblivionfaced for repetitive dungeons, noting that "the composition of each dungeon is largely unique and individualized" inSkyrim.He also favored the design choice to have a quick route out of a dungeon leading from its last room, eliminating a problem he identifiedOblivionas having, where the player would clear a dungeon and then have to go all the way back to the beginning to exit it.[115]Many reviewers praised the large number of things to do in the world outside of the main story.[105][113][115]Tom Francis ofPC Gamernoted 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, [or] a haunted fort".[109]
Reviewers welcomed the ability to dual-wield weapons and magic.[107]An editor forPC PowerPlayfelt that the dual-wielding ability "transforms the tactical scope of each combat encounter".[117]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".[112]However, reviewers were critical of the melee combat, feeling that it had not been improved upon as much as other areas in the game.[105][112][113][116]Justin McElroyofJoystiqfelt that "what should be thrilling fights inSkyrimare often weighed down by the same clunky melee systemOblivionsuffered from ".[118]Onyett described the melee combat as "flat" and "floaty", and that "many times it feels like you're slicing air instead of a mythical creature's flesh".[107]Francis agreed with this sentiment, stating that, "too much of the time, you wave your weapon around and enemies barely react to the hits".[109]
The game received minor criticism in several other areas. The quality of the main quest divided some reviewers. While Reiner praised the main quest as "superbly penned" and "Bethesda's best effort to date",[115]Butts and Francis criticized the fact that the story was delivered primarily through conversations and quest journals, rather than through the player's own interactions.[109][114]While the dragon battles were well-received, some reviewers observed flaws in the AI for dragons. Onyett pointed out their "predictable attack patterns",[107]which Francis agreed with, claiming that "fighting them never changes much: you can just ignore them until they land, then shoot them from a distance when they do".[109]Reiner felt that, due to the repetitiveness of their attack patterns, the dragons were not challenging enough for low-level players.[115]Edgepointed out a curve in difficulty for players who favored archery and magic, as dragons were difficult to attack while airborne.[116]Many reviewers noted glitches while playingSkyrim,[105][107][111][116][119]some game-breaking.[109][112][115][118][120]Nick Cowen ofThe Guardianpointed out that the game's glitches were a trade-off for its ambitious scope, and that he had experienced glitches that forced him to reload earlier saves.[120]Edgebegan their review by criticizing the lack of polish, while still acknowledging many areas in the game that made up for it.[116]
Technical issues
editAt the launch ofSkyrim,many technical issues of varying severity were reported. Some examples include a texture down-scaling issue on the Xbox 360 version when the game was run from the hard drive;[121]crashes, slowdown and frame rate issues on the PlayStation 3 version when save files exceeded 6 MB,[122]commonly occurring due to extended gameplay times;[123]and various crashes and slowdowns on the Windows version. According toSkyrim's director Todd Howard, the notion that bugs were caused by "restrictive RAM"[124]is incorrect. Howard said, "It's literally the things you've done in what order and what's running."[125]
Since its release, several patches have been published to address technical issues and improve overall gameplay. Patch 1.2 was released on November 29, 2011, to fix some of the game's issues;[126]however, some players reported new bugs in the game following the patch, including more frequent game crashes.[127]Patch 1.3 was released on December 7, 2011, to improve stability, further address known issues, and fix some problems that were introduced in version 1.2.[128]Patch 1.4 was released on February 1, 2012, for the PC. Another list of issues and bugs were addressed in this patch, andSkyrimlauncher support for Skyrim Workshop (PC) was provided.[129]Patch 1.5 was released on March 20, 2012, for the PC. Numerous bugs were fixed, and new archery/spellcasting kill cams were included.[130]On April 12, 2012, Bethesda announced thatKinectsupport would be coming for the Xbox 360 version ofSkyrim,with over 200 voice commands.[131]Patch 1.6 was released on May 24, 2012, for the PC. This includes a new feature: mounted combat.[132]Patch 1.7 was released on July 30, 2012, for the PC,[133]and 1.8 was released on November 1, 2012, for the PC.[134]These two introduced only minor bugfixes. Patch 1.9 was released on March 18, 2013. In addition to providing various bug fixes, this patch also added new features, most prominently the new "Legendary" difficulty, and "Legendary" skills, which effectively remove the level cap.[135]
Anunofficial patchattempts to fix the remaining issues unattended by the official patches.[136][137]It lists hundreds[138]of gameplay, quest, and other bugs that it fixes in the game and its add-ons.[139]
Sales
editWithin two days after the game's launch, 3.4 million physical units were sold. Of those sales, 59% were for the Xbox 360, 27% for the PS3, and 14% for the PC.[140]In the first week of release, Bethesda stated that 7 million units of the game had been shipped to retailers worldwide, and that total sales through the following Wednesday were expected to generate an estimated US$450 million.[141][142]By December 2011, this had risen to 10 million units shipped to retail and around US$620 million (~$829 million in 2023) generated.[143]In June 2013, Bethesda announced that over 20 million units of the game had been sold.[144]According to Todd Howard,Skyrimhad sold over 30 million units by November 2016.[145]By June 2023, he claimed the game had sold over 60 million units.[146]
During the first day of release,Steamshowed over 230,000 people playingSkyrimconcurrently.[147]Additionally,Valvestated that it was the fastest selling game to date on theirSteamplatform.[143]Steam's statistics page showed the client breaking a five million user record by having 5,012,468 users logged in on January 2, 2012. The total number of sold copies on the PC platform is difficult to confirm because Valve does not publicly publish digital sales.[148]Shortly after its release,Skyrimwas the most-played game on Steam by a huge margin, with double the number of players asTeam Fortress 2,the second-placed game.[149]In the United Kingdom,Skyrimwas the 9th best selling title of 2012.[150]Regarding sales on the PC, Todd Howard stated in an interview withRock, Paper, Shotgunthat, "Skyrimdid better than we've ever done on PC by a large, large number. And that's where the mods are. That feeds the game for a long time. "[151]
Awards
editPublication | Award |
---|---|
IGN,[152]GameSpot[153] GameSpotReaders' Choice[153] | PC Game of the Year |
Spike TV,[154]IGN,[155] IGNReaders' Choice,[155]X-Play,[156]GameSpot,[157]GameSpy[158] Interactive Achievement Awards[159] | RPG of the Year |
Spike TV,[154]X-Play,[156] Machinima.com,[160]GameSpot,[161] GameSpotReaders' Choice,[161] 1UP.comFavorite Game,[162]Game Revolution,[163]GameSpy[164] Joystiq,[165]Interactive Achievement Awards[159] | Overall Game of the Year |
Skyrimreceived awards from numerous gaming sites and publications.IGNandGameSpotnamedSkyrim"PC Game of the Year".[152][153]It also receivedGameSpot's"Readers' Choice" award.[153]The game received the "RPG of the Year" award fromSpike TV,[154]IGN,[155]X-Play,[156]GameSpot[157]GameSpy,[158]and theInteractive Achievement Awards.[159]It received "Overall Game of the Year" wins from Spike TV,[154]Giant Bomb,[166]X-Play,[156]Machinima.com,[160]GameSpot,[161]1UP.com,[162]Game Revolution,[163]GameSpy,[164]Joystiq,[165]and theInteractive Achievement Awards.[159]Along with winning the "Game of the Year"and"Role-Playing/Massively Multiplayer Game of the Year"awards, theAcademy of Interactive Arts & Sciencesalso honoredSkyrimwith outstanding achievement in "Game Direction","Gameplay Engineering",and"Story".It was voted No. 1 inGood Game's top 100 video games of all time[167]and No. 1 inPC Gamer's "The 100 Greatest PC Games of All Time".[168]InGiant Bomb's 2017 Game of the Year Awards, the game was a runner-up for "2017's Old Game of the Year".[169]
The VR version was nominated for "Best Virtual Reality Game" at theGamescom 2017Awards;[170]for the Coney Island Dreamland Award for Best Virtual Reality Game and the Tappan Zee Bridge Award for Best Remake (along with the Switch version) at the New York Game Awards 2018;[171]for "Excellence in Technical Achievement" and "VR Game of the Year" at the 2018SXSW Gaming Awards;[172][173]and for "Best VR/AR Game" at the 2018Game Developers Choice Awards.[174][175]At the 17th Annual National Academy of Video Game Trade Reviewers Awards, the VR version was nominated for "Control Design, VR", "Direction in Virtual Reality", and "Sound Mixing in Virtual Reality", while the Switch version was nominated for "Costume Design".[176][177]The VR version won the award for "Best VR Game" at the 2018Golden Joystick Awards.[178][179]
Legacy
editCritics often considerSkyrimamong thebest video games of all time.[180][181][182][183]Skyrimhas been credited by developers as a direct influence on later games, such asValheimandThe Legend of Zelda: Breath of the Wild.[184][185]The game has received credit for popularizing large-scale open worlds in fantasy role-playing games, influencing the settings of installations in game series includingThe WitcherandDragon Age.[186]
Skyrimspawned a number of noteworthyInternet memesthat circulated as image macros or video parodies and achieved viral popularity. These include the dragon shout "Fus Ro Dah",[187]and variations or adaptations of the phrase "I used to be an adventurer like you, then I took anarrow in the knee."[188]
During an interview in 2018, Todd Howard attributedBethesda's frequent re-releases of the game to the "millions" of people still playingSkyrim.[189][190]
Notes
edit- ^Iron Galaxyco-developed the Nintendo Switch and VR versions.
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