Skyrim review

  • Bigger, prettier, deeper in nearly every way
  • Dual wielding adds so much
  • Surprisingly polished
  • Favorites system could have been better
  • No more spell creation
  • Still has a few annoying bugs

Five years. The length of an average console generation. The Elder Scrolls IV: Oblivion ushered in the current generation and let everyone know what the tech was capable of, and it also ate many gamers’ lives, where being eaten never felt so great. Five years of anticipation is, as they say, a lot to live up to. So The Elder Scrolls V: Skyrim comes marching along with its massive ad campaign, making sure everyone knows of its imminent release. Does Skyrim have the clout to back up its swagger?

Yes. Yes it does.

Note: We’ve been careful to make what we believe to be a spoiler-free review.

Update: Some PS3 users have experienced a serious problem where after roughly 25 hours of play time, the game loses performance until it becomes very choppy, and for some people it's unplayable. Since it doesn't affect all users, it doesn't change our score, but beware if you're planning on playing on PS3.

A warm (and cold) welcome

Stepping into Skyrim’s world is like wrapping yourself in a furry, Nordic cloak that smells like your childhood blanket. Yes, the Oblivion you remember fondly is back – everything that made the last Elder Scrolls so lovable has returned. Yet now it’s a bit wilder, a bit rougher, and a bit more dangerous, and boy is the game better for it. Whereas Cyrodiil, the province from Oblivion, was a fairly typical temperate climate with deciduous forests and gentle rolling hills, Skyrim is a bitter, cold northern region (remember those impassable mountains in the north of Cyrodiil? Skyrim is just beyond them). This doesn’t mean the game world is a monotonous frozen waste: the land is diverse, but it has a wonderful “tone” to it that is very much Viking Axe Clanking and Visible Frosty Breaths Huddled Around Crackling Fires. It’s forbidding, slightly bleak, and yet also incredibly cozy when you come in from the cold.

Perhaps never before has a game world so perfectly balanced a feeling of a completely inviting attitude with intimidating danger. Oblivion could scare you with its bears and trolls. Pfft. Skyrim has freaking giants that will kill you in one thwomp of their mighty clubs, and of course, here there be dragons. Every battle with a dragon is epic, from the first sound of a distant roar, to the glimpse of a soaring beast through the treeline, to the fantastic swoop and crash as the monster lands and unleashes its fiery breath. The art, animation and sound design for the dragons is stupendous across the board. At first the dragons look generic, but closer inspection reveals fantastic subtle details in their anatomy. Our favorite aspect, though, is the sound of their breath attacks, which isn’t just the whoosh of flames, but also has a secondary sound like a giant flute, providing musical character and power to these mighty beasts.

Oblivion was a beautiful game for its time, and Skyrim has only so many resources to work with (on consoles at least), but Bethesda has squeezed every drop of beauty it could out of simple attention to detail and imaginative art design. Note how cold winds visibly kick up off rocks, how salmon leap up small waterfalls, how the towns are built on majestic cliffs and have the coziest hearths you’ve ever seen. Make sure to go out on a clear night in the northern part of the land and just watch the sky. Skyrim will inspire awe at many turns, and when you think you’ve seen it all, it will surprise you yet again.

Dual wielding is more than just flashy style

It seems like an innocuous addition – whoop de do, we can have a weapon or spell in either hand. It changes a lot. Let’s say you go for dual wielding weapons. Nothing special, since you just slash faster, right? But wait: consider magic weapons. Now you could wield a paralyzing weapon in one hand and a magicka-draining one in the other. The combinations become endless. We focused on a mage-type character, so we barely ever used weapons at all. Instead, we dual-wielded spells. To give an idea of combat depth, we’ll break down a typical fight.

We start with Summon Ice Atronach in one hand, Ironflesh in another. While summoning our elemental tank, we reinforce our defenses. Next we swap to Wall of Ice in one hand and Lightning Bolt in the other. While spraying defensive damage-over-time ice all over the floor, we’re simultaneously damaging and destroying the magicka of our target with lightning. Once our ice field is properly laid down, we swap that hand to Lightning Bolt so that we have Bolt in both hands. Normally, firing the same spell with both hands results in two bolts, but since we purchased the Dual Casting perk, we get a different animation where both hands create a single, super-powerful bolt. Since we also spent a perk point on another dual-casting related perk, our dual-cast bolts additionally stagger the opponent. If we get in danger, we swap to dual-cast healing for super-mega recovery. Or we could refresh our defensive spells while also healing. Getting crazy enough for you?

Shout at the d… ragon

You probably know by now that Skyrim features a new system where you slay dragons, absorb their souls, and then use those souls to unlock Shouts in the dragon language. We don’t want to give any of the mystery away, so we won’t go into details. Just know that the Shouts are friggen’ awesome and you’ll be shouting the crap out of your enemies and greedily hunting down dragons and the Word Walls that unlock pieces of Shouts. Know that some important Shouts are unlocked during the main story quest, so you might not want to ignore the story (more reasons on that below).

The new favorites system

We’re still not sure how we feel about the new system for managing all your items and spells, as it has advantages and disadvantages over Oblivion’s. Oblivion had the favorites wheel, which limited what you could have quick access to. Skyrim simply has a favorites list, which you can add anything you want to. It seems super handy at first, but depending on what you want to do, it becomes unwieldy. Since we played a mage, we purchased a lot of spells. Eventually our favorites list became so long that it was no longer convenient. We ended up balancing usage of quick slots (of which you have only two on consoles; PC users get ten), favorites, and then actually going into the main spell list to juggle all the spells we wanted to cast. It’s not intuitive, but if you get used to it you can be pretty fast – but no matter what, you’ll be plunging through multiple layers of menus or scrolling through long lists a lot if you want to make use of every tool at your disposal.

We imagine if your focus is on melee combat the system won’t grow out of control, since you’ll just swap between a few spells and items. However we should note that the quickslot system is one of the strangest, most unintuitive systems we’ve ever encountered. You can assign one thing to Left on the d-pad and one thing to Right (again, PC players get to use all the number keys, making things much easier). We figured that pressing left would equip that thing in our left hand, and then pressing left again would swap back to whatever we were originally holding. Instead, it equips the item to both hands. It’s hard to explain, but prepare to be baffled when you first start playing with quickslots. This system could have been much better, but it works well enough after you get used to it.

On the next page we'll look at some non-combat systems...

For the carebears

Skyrim’s crafting system is robust to say the least. You can’t create spells anymore (for reasons we outline below), but you can still perform alchemy and enchant items, and now you can create and improve items with Smithing, which is divided amongst tasks at forges, smelting furnaces, workbenches, grindstones, and tanning racks. Like the idea of having the baddest-ass set of weapons and armor in the land? You can spend insane hours seeking out rare ores, mining them, and then working them into the exact items you want. You can even cook food now, although it doesn’t have its own skill path and is a simple supplemental way of giving you healing options.

If you enjoy the role-playing aspect of RPGs, the diverse cast of characters to interact with, gain as followers, and follow intrigue plots with is downright staggering. With even better writing and voice acting this time around (with voices provided by no less than Christopher Plummer, Max Von Sydow, and Joan Allen), meeting and talking to people is like its own game.

Addressing Oblivion’s irritations

A little over a year ago we posted an article proposing what we wanted to see from the fifth Elder Scrolls game, so we thought it would be interesting to see whether Bethesda was thinking along the same lines. Let’s break it down:

We asked for an intuitive skill system. Skyrim responded beautifully. The system is extremely simple on the surface, but super deep with options. Each time you level up, you simply choose to increase Magicka, Health, or Stamina, and then you have one perk point to spend. Perk slots are unlocked based on how high of a skill you have in a given area – for example, in order to spend a point on a perk that makes casting Novice level Destruction spells cost half as much Magicka, you need to have built up Destruction to 20 or whatever. That’s really it. However, there are so many perk slots available, the possibilities are staggering. It’s totally freeform, easy to understand, and exciting when you see the crazy stuff available at the higher perk slots. Also, if you can’t decide what to purchase, you can save your perk points for later.

We asked for monsters that scale properly, or don’t scale at all. Oblivion’s weird scaling of monster power meant that as you leveled up, monsters could actually out level you, filling the game with random difficulty road blocks. Skyrim has invisibly solved this problem. The monster scaling is so sublime it’s likely you’ll never notice it – for us the game was always challenging throughout, yet never impossible. If we were smart and used every strength of our character’s specialties, we did fine. If we played lazily, we died horribly. We’ve heard that Skyrim’s dungeons level up as you do – until you enter them, and once you enter one, its level is fixed, so if it’s too tough for you, you can leave, level up, and come back later powerful enough to tackle it. We’ll say, though, that no dungeon was ever too tough on our first pass, yet never disappointingly easy.

We asked for balanced player tools. Oblivion provided tools that became useless (like bows) or became overpowered (like spell crafting). Skyrim has done an admirable job tackling these problems, even if it didn’t solve them completely. Making your own spells is out (sorry spellcrafters, but those super spells were stupidly overpowered), but there are more regular spells available. Bows are better simply because the game provides more enemies that attack from range instead of rushing you and negating the bows’ usefulness – and if you don’t invest in spells, you’ll want bows to deal with flying dragons. We also have yet to encounter the way-too-good vampiric weapons that removed the need for tactics in melee. Summoned creatures are still a bit too good, but overall the balance is vastly improved (taking into account that power players may yet discover the overpowered stuff).

We asked for more than five NPCs. Oblivion had a cast of about 15 (so we exaggerated). Skyrim has 70. Also we don’t recall seeing obvious copy-and-paste NPC faces everywhere.

We asked for better-looking women. Hmmm. We guess they look a bit better? They’re not quite the horror-beasts from Oblivion, but we had a difficult time making our female character into anything other than a geriatric recovering bulimic. We guess the excuse could be that the cold north is not kind to youthful flesh.

We asked for better (or no) encumbrance. Erm, we had a problem with the encumbrance in Skyrim for a good portion of the game, but it’s because we were being stupid. Granted, the game doesn’t do a good job of informing you that you can have a follower NPC carry stuff for you (essentially doubling your encumbrance), but perhaps we should have figured it out. Regardless, you’ll learn to hate dragon bones, because damn those things are heavy and yet valuable, so get ready to drop crap all around every dragon corpse you encounter.

We asked for pallet-swapping of armor. Not important, but we wanted to customize our character’s look. We didn’t see anything of the sort in Skyrim, but then we didn’t skill up the Smithing path where you create your own weapons and armor.

We asked for a better map. Functionally, there’s basically no improvement. You still have to memorize which cities the guilds and your houses are in, and everything just has an icon with a name on it. The map is in pretty 3D now, so thanks, we guess.

We asked for a smaller world (or more level designers). Ah, now we’re getting to the good stuff. Bethesda knew that Oblivion’s copy-paste dungeons got boring, but they did the better solution – instead of making fewer total dungeons, they made just as big of a world… and somehow made every dungeon we encountered unique. We don’t know for sure the game has no copy-paste dungeon design, but we never saw it. Hell, we wandered into random dungeons and encountered puzzles and designed boss encounters. This improvement is the single best thing Bethesda did with Skryim, because that huge world you see truly is huge - you can wander and discover and find delight and wonder at every turn. Bravo, Bethesda, we salute your dedication (and feel sorry for your level designers, who must have busted their asses).

Finally, we asked for a bit less crashing. Believe it or not… they did it. The game did crash on us, but it was exactly five times over perhaps 50 hours of play (on Xbox 360). Compared to Oblivion’s crashing it’s a vast, vast improvement. Oblivion was guaranteed to crash in any three-hour play session, whereas Skyrim ran crash-free during eight-hour marathons. Note that there’s a day one patch that’s supposed to address stability, but then the game froze on us not one hour after installing the patch, so yeah. Also, on PC the game pretty much did what Oblivion did: crash every few hours. Such is the life of a PC gamer, though, and not every PC will have this problem.

On the next page, the verdict!

A proper epic quest

A lot of people we’ve talked to loved Oblivion but found its actual main story thread boring. They’d play a bit of it and then go back to sidequests and random messing around. Many seemed to not even bother to finish the story and yet play for hundreds of hours. As we said before, we’ll spoil nothing here. Just know that Skyrim’s story is leaps and bounds over Oblivion’s and very much worth playing through. It’s not long – clocking perhaps ten hours for an average player, but the game overall is absolutely gigantic, and we predict it has the ability to provide considerably more hours of entertainment than Oblivion.

Is it better than…

Oblivion? Yes. We think we’ve made it clear why. It’s prettier, it’s deeper, the story is better, the dragons and shouts are stupidly fun and exciting, it’s better balanced, it has dual-wielding, need we go on? Fine: the skill system is more intuitive and somehow deeper, the dungeon variety is mind-blowing, and you can have a zombie walrus following you around and fighting for you.

Dead Island? Yes. Wait a minute, what’s this doing here? A survival horror zombie game? Are we crazy? Think about it: Dead Island is first-person, melee-combat centric, loot-focused, long as hell, has tons of side missions and areas to explore, lets you build weapons, has skill trees, and is full of bugs! Har har. Actually, Skyrim is significantly more polished than Oblivion, and naturally more so than Dead Island. Okay, so maybe it’s not fair to compare them, but not because of genre – it’s because of the gap in quality and imagination. Dead Island has co-op though. Yeah.

Dark Souls? Yes. We all know Dark Souls is amazing. We’re not going to compare difficulty because it’s not relevant here. The main difference is the reward over time. Dark Souls is incredibly rewarding, but it also features a lot of repetition and grinding. It seems long and huge because it takes time to make progress in it, while Skyrim is just plain long and huge. Skyrim just has more to show you, and it can’t be bothered to put barriers between you and those things because then no one would see everything the game has to offer, ever. And you will want to do everything in Skyrim. We love Dark Souls, but Skyrim gets the edge here – not by much, mind you.

For those who skipped straight to the end

Skyrim is sprawling, generous, gorgeous and ambitious. It does what few games can: thoroughly follow through on its ambitions. It could be possible to play only this game for the next year and still not discover all of its mysteries.

More Info

Release date: Nov 11 2011 - Xbox 360, PC, PS3 (US)
Available Platforms: Xbox 360, PC, PS3
Genre: Role Playing
Published by: Bethesda
Franchise: The Elder Scrolls
ESRB Rating:
Mature: Blood and Gore, Intense Violence, Sexual Themes, Use of Alcohol
PEGI Rating:


  • poweref - March 12, 2012 2:15 p.m.

    Skyrim Leveling Guide. All Main and Side quests. Skill and character guide:
  • xboxfanboy360 - December 25, 2011 9:23 a.m.

    hey sorry this is the last place i can think of looking okay can someone tell me why i cant run is it a bug or something
  • Dadyo238 - May 23, 2012 10:53 a.m.

    You need to drop some stuff from your inventory. If you carry too much stuff with you at once, it will be too "heavy" for your character,hence no more running.
  • GhostbustTyler - November 18, 2011 9:06 p.m.

    I really disagree with the statement "The monster scaling is so sublime it’s likely you’ll never notice it". I've been playing for a about a week and I'm at level 24. I have the best possible weapons and armor I can have so far, yet I've encountered three bandit camps where the leader have the exact same armor as me, and even lesser weapons, yet they kill me no matter what in 2-3 hits. It's absolutely impossible to kill them and they just started randomly appearing in the game. I mean, I've killed a bunch of dragons, a few frost trolls, and a Dragon Priest, but these guys have pretty much ruined exploring for me at least until I finish the main quest.
  • GhostbustTyler - November 18, 2011 9:07 p.m.

  • Jordo141 - November 17, 2011 1:53 p.m.

    I still think Oblivion is better though... I preferred the main quest and Skyrim is just a total pain to navigate... The exploration aspect is a bit ruined because of that.
  • TheMasterJeef - November 15, 2011 5:02 a.m.

    Apologies for the lack of spacing, seems it removed all the paragraphs I put in >_<
  • TheMasterJeef - November 15, 2011 5:01 a.m.

    Personally? Im bitterly disappointed. I would have LOVED to buy and play this game. But having enchanted weapons needing a 'battery change' drives me insane. To the extent I just can’t play this. I only lasted one weekend with Oblivion due to this. Why Bethesda couldn’t have implemented the system from Morrowind, where weapons charge over time, beggars belief. I can’t recall any fantasy literature when the hero has to worry about how many charges his mighty flaming blade has left!! Plus has Bethesda actually made straight stealth a viable play option? In Oblivion straight stealth (no magic, or two handed weapons) was nigh on impossible. Even critical stealth shots from my bow in Oblivion would just irritate bandits, who would then call all their friends over to bludgeon me to death. It seemed to me that you could only really play as warrior, mage or a hybrid of the two. If someone can confirm if this is playable as a straight ranger/thief/assassin type character (including selling stolen items to normal merchants) and that enchanted weapons aren’t a must have, i would love to pick this up. P.S. I am not trolling, or hating Skyrim. It looks a phenomenal game. However there are elements of gameplay that make this unplayable for me.
  • GamesRadarMatthewKeast - November 21, 2011 5:58 p.m.

    Straight stealth is totally viable, considering there's a perk that gives you a 15x bonus to stealth damage. Also, enchanted weapons are not at all necessary to the game. I doubt, though, that even if you want to use them it will be much of a problem because I found boatloads of soul gems throughout the game. I believe there's also a perk that automatically charges your weapon when you get a kill, but I might be wrong about that.
  • TheMasterJeef - November 23, 2011 3:59 p.m.

    Cheers for clarifying that Matthew. I may have been swayed into picking up Skyrim...
  • DLow - November 14, 2011 3:10 p.m.

    One piece of advise, dont use the stone that makes you do 50% more magic damage, but take 50% more magic damage (dont know the name). Ive been stuck on a necro/mage boss in a dungeon for an hour and he is man handling me with a barrage of cold and lighting spells that kills me in two or even one hit! Unfortunately the door locks behind you and the game saves, which eliminates running away or loading the last save!!So ive been trying different potion combos, shouts and spells. Still to no avail, but had to go to work. Just had to tell someone lol.
  • GamesRadarMatthewKeast - November 21, 2011 5:59 p.m.

    You should really be keeping multiple save files, like minimum of ten so you don't get stuck in places.
  • Gibsonsg527 - November 13, 2011 9:36 p.m.

    Great review and I completely agree on the score 10/10 IMO. Sure there are some technical issues but as a whole its more than just a game, its an experience.
  • rob619 - November 13, 2011 2:43 p.m.

    Is this game really like Dead Island, because I really liked that game?
  • mothbanquet - November 12, 2011 3:17 a.m.

    I've left a few comments on this thread, and for good reason. Yesterday, after getting home from work, I unwrapped and started playing this game. It is now the next day and I'm at work again but almost every waking moment over the past day and night was spent playing Skyrim. Of all those hours, I've only done a few quests. The reason for that is that this review can't do justice to just how much there is to do right from the very beginning. I was stuck in the first village for two hours, not doing fetch quests but going out into the surrounding woods to hunt, tan hides in leather, and then make fine quality armour from that leather to sell to the local blacksmith. Using a bow to pick off whoever I can before going in for Ezio Auditore-style dual dagger kills, this game has brought my character closer than ever to how I envision them. That's not to say it's easy - if you get complacent (especially when playing as a squishy rogue) then it will punish you but the finely balanced encounters make you feel like a badass while at the same time feeling very organic. And then there's the loot - far more and far more valuable than that found early on in Oblivion. Skyrim is drenched in detail, while maintaining an epic scope that nothing can really rival. The best part about all of this is I've only barely scratched the surface. In just a week I'd completed 80% of Arkham City. Something tells me this will last a lot, lot longer...
  • RonnyLive19881 - November 11, 2011 10:06 p.m.

    This is not better than Skyward Sword. That is all.
  • mothbanquet - November 12, 2011 1:21 a.m.

    I love Zelda games too but by their very nature none of them are, or could be, as epic or deep as this. I know it hurts but yes, this is better than Skyward Sword...
  • RonnyLive19881 - November 12, 2011 6:27 a.m.

    I'm 3 hours into to Skyrim(got to the first city, talked to the lady blacksmith and did what she said and got the little dagger and then turned it off) and I don't even find it better than Links Awakening. Feels a lot like Oblivion to me and that isn't a bad thing but it certainly doesn't make it better than Zelda. Elder Scrolls has nothing on the Zelda franchise.
  • RonnyLive19881 - November 12, 2011 6:28 a.m.

    Hmm may it was under three hours but it felt like three Lol
  • RonnyLive19881 - November 12, 2011 6:29 a.m.


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