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Skyrim - Editorial @ Think-Entertainment

by Couchpotato, 2014-01-11 06:14:12

Think-Entertainment has a new article that takes a look at the design philosophy of The Elder Scrolls V: Skyrim.

The opening sequences of The Elder Scrolls V: Skyrim aren’t exactly Imperial propaganda material. The player has been kidnapped alongside members of the Stormcloaks, a revolutionary faction, and an Empire bigwig decides that the best policy is “execute now, ask questions later,” despite the player being conspicuously absent from her naughty list.

Although the Imperial with a mediaeval clipboard sympathises, the player is soon face-to-blade with a rather large axe; but before said axe is introduced to the player’s neck, the person wielding it is distracted by an altogether unfriendly dragon, who has turned up to rain fire on the Empire’s parade. Still, the player escapes the chopping block; it seems that even clouds hiding dragons behind them have silver linings.

My point here is that the beginning of the game actively influences the player in favour of the Stormcloaks. We naturally feel hard done by, given that the Empire has ordered our execution for no apparent reason, and it goes somewhat beyond General Tullius’ birthday present getting mysteriously lost in the post. Even if the player decides that sticking with the Imperial soldiers would increase the chances of surviving the dragon attack, we find a rather unpleasant torture chamber (and an even more unpleasant torturer) whilst looking for the back door keys to escape the town.

Information about

Skyrim

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released


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