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The Elder Scrolls V: Skyrim Anniversary Edition Review

I’ve been wracking my brain trying to come up with some kind of clever, eye-catching way to begin my review of The Elder Scrolls V: Skyrim Anniversary Eiditon. I really have—but I don’t think that I can. It’s not necessarily because I don’t have confidence in myself as a writer/reviewer, but, rather, that almost everything that can be said about Skyrim has already been said. There really isn’t much new ground that I, as a reviewer, can break on this game—I can only really add bits and pieces here and there. Fortunately, however, it appears that Skyrim Anniversary Edition has taken exactly the same approach.

I’m sure that you’re well-aware, but The Elder Scrolls V: Skyrim Anniversary Edition isn’t a new game, nor is it even a re-release of a game; it’s a re-release of a re-release of a game—a final “cherry on top” for the game that’s risen more times than the dragons that its story revolves around have. Some people love that it’s been around for so long, while other people hate it—and I can see both sides of the argument. However, there’s a reason why it’s been around for so long; it was, and still is, a really, really good game—and it’s been made even better by all of the extra goodies thrown in this time around!

Finally Awake

Considering the fact that it takes a significant chunk of a wiki to explain the story of Skyrim in its entirety, I’m not even going to pretend that I have the capacity to explain everything in this review. Plus, like, the game’s 10 years old—chances are pretty good that you’ve already heard tales of the mighty Dragonborn and their epic journey which leads them across the land of Skyrim as they save its people from a scourge of dragons—creatures which were thought to have gone extinct long, long ago (or perhaps not to have even existed at all).

If you’re familiar with Skyrim‘s story and enjoy it, then I have some good news—nothing’s really changed. And, if you’ve never played Skyrim before and fancy yourself a purveyor of lore-heavy games with plenty of thought put into each and every concept, then I have good news for you as well—Skyrim is exactly that. Skyrim Anniversary Edition may not have added much to the game’s story, but what’s been there for a decade is still good enough that it warrants combing through—even if you’ve already been through most of it before.

Fresh Footsteps

Skyrim may already have enough content to keep players busy for hundreds upon hundreds of hours, but, if you’re like me, you might always find yourself wishing that there was even more that you could do in the game when everything’s been said and done. Fortunately, Skyrim Anniversary Edition gladly lends a helping hand on that front. Among all of the new pieces of content released within this version, nothing is quite as noticeable as the generous number of quests that have been added. While certain major quests like Saints and Seducers and Ghosts of the Tribunal stand out the most, they’re not the only thing that the Anniversary Edition has to offer.

There are a surprising number of small quests that you’ll ultimately find yourself walking into as you journey throughout Skyrim (I personally recommend heading to Riften and completing the Grey Cowl quest ASAP if you’re playing a thief), all of which help to give you even more bang for your buck. Admittedly, not all of these are new—a good number of these quests are a handful of years old, in fact—but I feel like the Creation Club came into existence so late that a lot of players entirely missed it, meaning that it can still provide a bevy of new and fun experiences for players to enjoy.

Fighting for Your Life

Thanks to the inclusion of plenty of content from the Creator’s Club, Skyrim Anniversary Edition has plenty of additional things for even the most seasoned of players to enjoy. However, when it comes to sheer difficulty, none of the new content can quite match up to what Survival Mode has going on. While technically not “new” in every sense, the inclusion of Survival Mode in the Anniversary Edition will nevertheless mark a first-time encounter for many players—and, boy, what an encounter it is.

Survival Mode is exactly what it sounds like—a continuous fight for your life. While vanilla Skyrim can pose plenty of challenges in and of itself, Survival Mode takes things to a new, and brutally difficult, level. On top of traditional things like HP and stamina, players masochistic enough to dive into Survival Mode will also have to contend with fearsome foes such as Mother Nature (get too cold and you die) and basic human biology (hunger and weariness lead to death) while in the midst of their journey of fame and fortune. On top of this, carry weight has been tampered with to lessen the player’s ability to become a superhuman pack mule (which literally everyone has been guilty of becoming at some point or another) and even takes away the ability to fast-travel—making the fight to stay alive even that much more of a struggle. It’s not easy, and, in all likelihood, not always fun. However, if you love Skyrim and want it to be as uniquely challenging as possible, Survival Mode is a great way of doing just that.

Teach a Dragonborn to Fish…

Another major addition to Skyrim Anniversary Edition (and one that’s much less lethal than Survival Mode) is… wait for it… the ability to fish! Now, I know that this might not sound like all that much to some of you, but it’s honestly really cool. …At least I think so. All across Skyrim, players will now be able to find buckets of bait which, upon interaction, will allow them to begin fishing (so long as they have a fishing rod). Fishing itself is easy—wait for a bite, and then mash a button to reel your fish in. It’s simple, relaxing, and fun.

But that’s not all that the fishing mechanic has in store for players! While aimlessly wandering around and catching fish is all well and good, Skyrim Anniversary Edition goes the extra mile to include a bundle of fishing-exclusive quests that will have players casting their line out in a number of different locales in order to reel in specialty catches. Much like the fishing mechanic itself, it’s not anything particularly in-depth, but its simplicity and enjoyability are high enough that it had me wondering why they didn’t just include it in the base game.

A Happy Anniversary, Indeed

Much like a real anniversary, The Elder Scrolls V: Skyrim Anniversary Edition is less about embarking on something new and more about happily re-living some wonderful, past moments. It was a great game then, and, even 10 years later, it’s still a great game—made even better by the bundle of Creation Club DLCs thrown into the mix. Skyrim‘s been around for a long time, now, and, whether you like it or not, the Anniversary Edition shows that Skyrim has still got the ability to stick around for at least a little while longer (I’m sure we’ll get TESVI eventually, though!).

Final Verdict: 4.5/5

Available on: PlayStation 5 (Reviewed), Xbox Series X|S, PlayStation 4, Xbox One, PC; Publisher: Bethesda Game Studios; Developer: Bethesda Softworks; Players: 1; Released: November 11, 2021; ESRB: M for Mature; MSRP: $49.99

Full disclosure: A review copy was provided by the publisher.

New Horizon Forbidden West Details Released, Speaks About Creating An Authentic In-game World

Horizon Forbidden West is still a few months out, so for now we must get by on any new details we can find – thankfully Guerilla have released a new blog post detailing the work that went into creating an authentic in-game world. You can check out the original post here or read below for more details:

The team at Guerrilla tell all about creating a world filled with adventure, culture, and opportunity.

The Forbidden West is vast and deadly, filled with ancient ruins, awe-inspiring machines, and hidden threats. Surrounded by danger, its human inhabitants need places to train, rest, and improve their gear. The game’s settlements form these sanctuaries, and they are just as vital to Aloy as they are to the tribes that live in them.

The living world in these settlements is a complex character of its own. Every detail establishes credibility, creating an authentic environment through visual storytelling. For example, the Nora live in relative solitude in the isolated valley of the Sacred Land, making it difficult for them to communicate with the outside world. As a result, they are less technologically advanced than other tribes, and more wary of outsiders. Their settlements are made of wood and rope, featuring minimal furnishings other than what is needed for daily life. Food and resources are obtained through hunting and gathering, so there’ll be pelts, baskets, or sheaths full of arrows lying around. All the objects and people within such a settlement feel like they belong, and more so: like they’ve always been there.

World building with intention

With hours and hours of exploration in the Forbidden West, how do you create a lush and thriving world filled with activities, but without overwhelming people, or detracting from the overarching story? Espen Sogn, Lead Living World Designer at Guerrilla, explains how his team is central to this very question.

“When you walk through the Forbidden West, everything should feel like it belongs there. The Living World team at Guerrilla works on aspects of the game that make the world feel authentic and alive:  the tribes, the settlements, and the people within them. There’s an intention behind everything we place within the world.”

Clarity on those intentions comes from collaboration with the narrative team. “At the start of a project, we put a lot of thought into every tribe we’re going to encounter,” says Annie Kitain, Senior Writer at Guerrilla. “What their conflicts are, how they fit into the story, and how they interact with the world around them. Take the Tenakth, for instance. Many of their beliefs are influenced by the ancient ruins of the Forbidden West, and unlike other tribes, they’re comprised of three distinct clans. Their shared history, convictions, disputes – all of that is important to developing the characters that Aloy will meet on her journey.”

“Our main challenge is translating this narrative framework  into visuals that are integral to the world itself,” says Espen. “For example, the Tenakth are known to be competitive and combat-focused, but so are other tribes. So how do we distinguish them, and how do we communicate that visually?”

‘It then becomes all about the details, the animations, and the behaviors. Within their settlements, you’ll see the Tenakth working out, readying themselves for battle. They’re often younger because they need to be capable warriors. Their base is an ancient ruin, from which they’ve picked up certain Old World gestures that they may not fully understand – like using a military salute to say hello.’

‘Ultimately, our goal is to make sure NPCs feel connected to where they live, and we work closely with other internal teams, such as Narrative, Quest, and Environment, to make sure that every location feels authentic.”

“The Living World team does a fantastic job, and it’s so great to see it all come together,” says Annie. “Each tribe starts as a bunch of ideas, then is translated into these amazing settlements. Like the Utaru, who were imagined as an agrarian society that’s deeply connected to the land around them. Once the tribe is in-game and the Living World team has done their magic, you’re walking around the Utaru’s fields, interacting with them, and you think, ‘whoa, they nailed it.’ Now this tribe feels real.”

Authenticity through behavior

With a world as vast as the Forbidden West, it was important for the team to maintain the level of authenticity that was achieved in Horizon Zero Dawn. “Every non-combat NPC in Horizon Forbidden West is part of a crowd system,” says Espen. “Within that system, you can create rules such as reactions, walking paths, and other animations. We then also have the attitude system, which determines a personality. This means we can create unique people who behave like individuals within the world.’

‘We are constantly adding layers of authenticity within the world through animations and behaviors. When members of a tribe are in their settlement, their safe spaces, they can act like themselves. The Oseram are a social and historically patriarchal tribe, so their animations are more about shoulder punches and high fives. The Utaru, on the other hand, are laid back, so they will often sit down together and be a bit more touchy-feely. As the player moves around, these are potential subconscious hints that will help you visualize where in the world you are.’

‘All of this happens within the game’s narrative framework. You should be able to identify from a distance which tribe you’re looking at. The way that different tribes hold or transport water: the strong Tenakth will carry it on their shoulders; the peaceful Utaru will hug it closely; and the crafty Oseram will carry it with their hands.”

Heading to Chainscrape

One of the first places Aloy will visit as she travels west is Chainscrape, an Oseram outpost settlement on the border. It offers abundant natural resources and opportunities for adventure and risk. Its tenants have come here for many reasons: to flee problems back home in the Claim, to make a few quick shards, to embrace a dream, or for the thrill of exploration. It’s a busy hub, featuring a town bar where Aloy can meet some interesting new characters.

Espen continues: “With so much activity, so many visual cues, Chainscrape was a place where we could demonstrate many new systems and animations that make the world and its people feel much more alive. In Horizon Zero Dawn, there were a lot of assets and things in the background. In Horizon Forbidden West, they’re not just textures: they’ve been elevated into actual objects that are being used by people in-game.’

‘Where you previously saw a person standing in front of a forge, they will now actively engage with what’s around them: moving materials, leaning on walls, drinking from cups, talking to friends, and just living their daily lives. They move and exist with purpose.”

Settlements of the Forbidden West

Of course, the world isn’t just visually detailed – it’s a constant threat. Aloy relies on settlements and NPCs to sustain and equip her. Progression, skills, upgrades, health, and tools are all part of a larger  ecosystem that structures the huge and intricate open world of the Forbidden West.

“When designing the core features that form the progression systems of a game, these features always have to be built in dialog with the rest of the game’s design!” says Steven Lumpkin, Senior Designer at Guerrilla. “Beyond the narrative of Horizon, it’s imperative that all our systems work together in harmony to give our players a fantastic experience from the first time they pick up their controller.’

‘Balancing progression is a leading focus for us,  making sure that every player is readily able to acquire a set of gear that feels great to them in combat, while remaining powerful enough to tackle all of the challenges over the course of the game. We’ve built an ecosystem that rewards the player for engaging deeply with the whole world of Horizon Forbidden West, while remaining friendly for those who want to stay focused on the core narrative.”

At the heart of that are the settlements in Horizon Forbidden West: bustling hubs where you can find weapons, outfits, and all the upgrades you need to continue your journey. “We wanted the towns and villages across the Forbidden West to feel lived in, vibrant, and useful,’ continues Steven. ‘In each settlement across the world, you’ll find opportunities for adventure. They are filled with merchants and vendors: Stitchers, who can sell Aloy powerful (and beautiful!) new outfits in exchange for shards and machine parts; Hunters, who offer an array of tactical new weaponry; Herbalists, who sell potent potions that Aloy is definitely strong enough to handle; and Cooks, who prepare invigorating meals that Aloy can carry with her for a boost.”

For the Narrative team, it was also important that the merchants fit into the context of their respective tribes. “A Hunter from the Oseram tribe might act more like a blacksmith, forging weapons for hunters to use in the wilds,” says Annie. “Whereas a Tenakth Hunter functions more like a quartermaster, ensuring that their clan’s warriors are armed for battle.”

“You’ll see this reflected in the individual characters, as well. There’s an Oseram Cook you meet in one of the early settlements who has a buoyant personality and puts a lot of emphasis into how food tastes. Later, you meet a stern Tenakth Cook who mainly focuses on how a well-fed warrior is better prepared for a battle. These differences make them feel like they’re a part of a unique culture.”

Customize to survive

“Weapons and outfits are even more potent and stylish than before,” says Steven. “Weapons now have extra perks to make them even more specialized – you can read more on that in one of our previous blogs. Also, Aloy can now carry up to six weapons at the same time, along with her trusty spear.’

‘Outfits do not only provide resistance to the many damage types Aloy will face in the Forbidden West, but also stack bonuses on top of Aloy’s skills on the Skill Tree. With the right outfit boosting the right skills, the sky’s the limit. Plus, you can swap weapons and outfits on the fly, so you can change your approach at any time.’

‘The narrative of Horizon and the vibrant cultures that inhabit its world were a huge source of inspiration for Aloy’s outfits. Clothing reflects a unique style, as well as the materials a tribe has access to and knows how to use. Hunters from the Nora tend to favor ranged combat and stealthy hunting. Carja excel at the use of traps and tripwires. The boisterous Oseram love fighting up close and personal with a hammer. The Tenakth and Utaru have their own preferences as well — and the outfits Aloy can acquire from each culture tend to reflect and support these unique approaches to combat.”

In the Horizon Forbidden West gameplay trailer, we mentioned a new feature called Workbenches, which can be found all over the world. Steven explains: “Aloy can forge the machine parts she’s harvested into her weapons and outfits, upgrading them to be even stronger. As you travel the Forbidden West, take note of machines that have visible horns, claws, tusks, or tails. While early upgrades may just need a bit of braided wire or sturdy hardplate, if you want extra mod slots, the strongest perks, or the biggest resistances… you’ll want to make sure you shoot off the Tremortusk’s parts before you take it down.”

Whether from downed machines, animals Aloy has hunted in her travels, plants she’s harvested, or even rare crystalline growths called Greenshine that can be discovered around the world — every resource she comes across will be valuable in some capacity.

“More advanced upgrades will require resources from specific machines, and Aloy’s Focus can help her scan the machine, identify key resources, and tag them for easy tracking,’ Steven says. ‘If you’re ever short on supply, merchants will happily take valuables to sell off your hands. And if you need even more, external machine parts can be harvested and sold for a fair price. A consummate crafter, Aloy can use animal skins and bones to sew new Pouch and Quiver upgrades, letting her carry more ammunition or resources with her in the field. All of these systems reward Aloy for exploring the world even as she travels deeper into the Forbidden West.”

An authentic, vibrant world…

It’s not easy to create an immersive open world, filled with adventure, culture, and opportunity, and sustained by detailed and well balanced systems of progression and commerce. It took a true team effort from start to finish.

“When you’re out in the Forbidden West, our hope is that the story is reflected in every detail of the world,” says Annie. “And we strive to make that happen through collaboration with the many talented teams at Guerrilla. Aloy’s journey will take her through some really gorgeous settlements, allowing her to meet many interesting characters, trade for cool new gear, and prepare herself for the challenges ahead.”

“We’re very proud of what we have achieved together,” says Espen. “We hope the player will encounter a world that feels more alive and more real than ever. We have put so much detail into the daily lives of our people: from groups of people gossiping on a street corner to rowdy customers in the bar who burst into spontaneous song. From children playing tag outside to play fighting with the town guard. We hope players will take a moment to watch what is going on around them and come away with their own favorite moments.”

Steven adds: “To work with so many teams to make sure that everything sings just right all together has been such a highlight. Our goal was to make sure that Aloy feels embodied in and engaged with the world around her, whether she’s relaxing in our settlements or hunting in the wilds. We’re proud of the results: from outfits and the boosts they give to player skills, to Workbench upgrading and hunting for machine parts — there are so many cool new systems that draw you into the world, and we hope you will love the game from start to finish.” For more information on Horizon Forbidden West, please visit here.

Stay tuned to Gaming Trend for more info on Horizon Forbidden West and for all your gaming, tech, and entertainment news!

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