Psst hey you elder scrolls1/5/2023 Some friendly locals in Riverwood, the first town I stumbled across in my cross-country trudge, encouraged me to join their fight against the Empire. The Empire (those guys again) see Skyrim as a territory within in its influence, while the residents are big fans of autonomy and would prefer to remain independent under the rule of their alleged true High King, Ulfric, whom the Empire regards as a devious terrorist in need of a good hanging. I suppose you'd consider Skyrim a kingdom, although that definition appears to be the issue around which the game's central narrative revolves. To my surprise, the map continued unfurling no matter how far I travelled, eventually revealing the nine wards of the land of Skyrim. The in-game map made it appear as though I'd emerged near the northern edge of Skyrim, so I figured I should keep trekking upward until I reached the end of the world. Once I reoriented myself, I decided to continue on in the direction I'd started. I was, quite literally, doing it wrong, and in the process I squandered 30 minutes of my three-hour demo being a lot less clever than I initially believed. Eventually, I realized that I had wandered into an area I shouldn't be seeing at this point in the game, unwittingly having bumbled my way through a minor design oversight that will likely be patched by the time Skyrim (of which this was a very early build) ships. I nevertheless made my way inside the fortress walls, where I began participating in some very confusing conversations and exploring some very inexplicable locations. I headed in that direction in the hopes that whoever lived within was either friendly or else scripted to kick off a quest line.Īs I drew near the structure, however, I realized it wasn't a hut at all but rather a vast fort surrounded on three sides by tall wooden posts whose ends had been filed to ominous points. However, my instinct to take the path of least resistance and make like a rolling stone was mitigated by the fact that a few hundred meters uphill, to the northwest, was what appeared to be a hut. Bare patches of rock jutted through the snowy ground cover, and the land sloped downward as it stretched toward the south. Like any good Boy Scout (or wilderness-adept High Elf warrior sorceress, as the case may be), I scrambled to the top of the nearest tall rock outcropping and tried to get a sense of the lay of the land. Aside from a handful of loot, some starter gear, and a fire spell, my avatar stepped out of her alcove and onto Skyrim's vast, snowy mountainsides with nothing to her name and no real pointers as to her objectives, destinations, or ambitions.Ĭlick the image above to check out all The Elder Scrolls V: Skyrim screens. My newly minted heroine entered the world in a small cave on the side of a snowy mountain - apparently a short distance into the story, perhaps the equivalent of beginning Oblivion's quest shortly after the jailbreak and assassination of Emperor Septimus. But the demo didn't actually kick off at the beginning of the game. The demo let me roll my own character, who I made into a hideous High Elf enchantress (I named her Lady GAAAAHHH GAAAAHHH) I was given an impressive wealth of facial feature options all the way down to laugh lines. My bumbling approach to the adventure was the furthest thing from a pursuit of the critical path. When I sat down to a few hours of hands-on time with The Elder Scrolls V: Skyrim last week, the publisher's representative hit me with a huge list of things I wasn't allowed to talk about - basically, story elements I might encounter if I took a critical-path approach to the demo and pursued the story's primary quest line with sufficient efficiency.
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