Morrowind mod Tamriel Rebuilt adds two more massive expansions

The Morrowind mod Tamriel Rebuilt is now on par with the Bethesda RPG’s original game and its two expansions

The Elder Scrolls Morrowind mod Tamriel Rebuilt was already an impressive undertaking, adding new regions, quests, and more to the classic Bethesda game, but its latest update is practically a new game in itself. Tamriel Rebuilt’s November 2022 update adds two substantial expansions to the RPG over 20 years after the game first released.

The first is Dominions of Dust, which adds a new region in the southwest that, despite being described as sparse, holds value for more than one nation. The houses of Hlaalu and Redoran are locked in conflict over the region, thanks in no small part to Hlaalu’s prosperous port city of Andothren located there.

The second expansion is Embers of Empire, which “overhauls” the western peninsula of Telvanni, including the settlements of Firewatch and Helnim, which the team describes as the lone imperial outposts in the region’s most hostile corner.

The Tamriel Rebuilt team said these two expansions include a combined land area that’s even larger than Morrowind’s official Bloodmoon expansion, with over 200 quests, new or improved, which they say puts the mod on par with the number of quests in the original Morrowind and its other official expansions. That’s a monumental amount of work.

If you want to check it out for yourself, you’ll need the expansion from the Tamriel Rebuilt site, along with a copy of Morrowind and its Bloodmoon and Tribunal expansions.

Written by Josh Broadwell on behalf of GLHF

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Cut centaurs and controversial butterflies: Stories from making Skyrim

From cut centaurs to creating the butterflies we all know and love, here are some stories from the development of Skyrim.

We recently published a lengthy interview with Skyrim lead level designer Joel Burgess on how Blackreach, one of the game’s most famous dungeons, could have never existed. The reason it did was thanks to a process called spotlighting, which allowed the devs to pay extra attention to aspects of the game that were promising but needed some extra love.

Naturally, there was also an opposite, unnamed process. If something wasn’t going to plan, and was exhausting too much cash and too many resources, there would come a time where a decision would need to be made about whether to continue spending time and money on it, or cut it. One of the most fascinating cuts from Skyrim saw the removal of a whole new species: centaurs. Bet you didn’t know how much effort went into scripting butterflies, either — but more on that latter.

“We knew we wanted to have giant mammoths, we knew we wanted giants, and we knew we wanted centaurs because those are all in the early sketches,” Burgess says. “But they didn’t get past the concept stage. In those early days, we didn’t know we were going to cut them. So we’re sitting trying to figure out, like, what is the connection between everything? We had talked as a group and worked on this idea that the mammoths should feel really special and sacrosanct. They should feel like a sacred creature that is iconic and symbolic of a land like Skyrim. 

“And then we had these giants. We liked this idea of the giants being gentle and peaceful — they were just extremely powerful, like a powerful dog that you antagonize at the park is going to hurt you when it bites you, but only because you went and poked him with a sharp stick.”

A giant in Skyrim

Giants and mammoths obviously made it into the final game, with elements from the original vision feeding into their relationship — we can clearly see the practice of animal husbandry and the inherent companionship shared between the two species. It’s also evidently designed to be a unique encounter type. As Burgess puts it, from a “capital V video game perspective,” giant camps are official points of interest and involve different kinds of combat, from the mammoths’ sweep attacks to giants doing area-of-effect damage with their clubs.

“And then we also had the centaurs,” Burgess says. “The centaurs didn’t have a lot of lore around them, they were something new that maybe had been mentioned in some old lore book. And we came around the idea of like, sometimes you have sacred animals. We had been thinking maybe the giants are vegetarians but not vegans. They eat the cheese but they don’t butcher the mammoths. Maybe they do the elephant burial ground thing from the real world. I think that idea shows up in the game — we have some mammoth burial grounds giants are protecting and tending to.

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“But then we explore the sacred animal through a different cultural lens of something like the sacred beast. And that’s where we thought the centaurs would be cool. The centaurs are this group that lives out in the wild and they hunt the mammoths. And then we can have this natural tension, where we can have centaurs be more nomadic, they sort of move around the landscape. When they come across a mammoth and start a mammoth hunt, that would naturally incense a giant — you get this nice triangle of centaurs, mammoths, and giants. And that just tended to be the way we thought about all of our creature encounters as much as we could. I mean, draugr show up in places where ancient Nords are buried and Falmer show up in places where you have the dark elf stuff going on with the Dwemer. It gave us the building blocks for players being able to exist in a place that has sensible cohesion and feels thought through.”

Skyrim centaurs

So what happened? Somewhat ironically, Bethesda pumped a huge amount of time and effort into Skyrim’s “upscale” creatures. Previously, stuff like Liberty Prime in Fallout 3 had been very scripted, although this time around the studio was focusing on figuring out how to seamlessly integrate dragons, giants, and mammoths into the world so that they just existed of their own accord. Dragons should be able to land; mammoths should be able to roam the plains; and a giant should know that it can’t fit through the same door as a little person, which Burgess notes was not necessarily true of Oblivion or Fallout 3.

While all of this was going on, the team was also working on implementing horses into the game. There are a lot of technicalities when it comes to making a video game model move, from pivot points to character controllers, and movement in general has become more sophisticated and seamless in the years since Skyrim came out. At the time, however, Skyrim hadn’t fully made the leap to more modern mobility systems, which was most obvious in its quadrupeds. 

While the team eventually managed to work something out with wolves, whose heads would turn ahead of their bodies, they never quite figured out horses in time for release — this is perhaps best seen in the infamous Skyrim horse glitch. At this point, Bethesda had a choice to make: continue burning time and money on fixing the horses; cut the horses; or just stop emphasising the horses. The studio chose the third option.

A horse in Skyrim

“If we had cut horses, there wouldn’t be horses, right?” Burgess explains. “In all the Skyrim memes about the horse on the mountain, you can sort of see the problem there, where the horse is moving on a central point and its body isn’t conforming. So we left the horses in, you can mount horses and ride them around. But we decided to stop trying to solve some of the problems. And importantly, we decided to cut some of the work that depended on the horses — crucially, mounted combat, which would come back later in DLC, and the centaurs. 

“Because the centaurs are going to be an entire encounter type based around like… being a centaur, right? It’s not just a horse, it’s even more complicated than a horse because now you have a horse that can stop and turn and shoot an arrow while it’s running at you. If you want a centaur to feel right, that’s how it has to go. The decision was made before anything had gone into the centaur. I don’t think we ever modelled it, I think they’re just concept art pieces. And so yeah, it was cut. And what that left us with was the mammoth and giant ecology, that relationship — it just meant we lost that third element to it.

“Like Blackreach, it’s one of those things where if you make the decision at the right moment, it’s a clean break. Nobody plays Skyrim and goes like, ‘Something’s missing, I think it’s a centaur’. You don’t know we had these plans. I’ve always been a bit sad because I was really excited about what we could do with the centaurs, exploring their culture and all that. But at the end of the day it was a good cut. If we’d kept banging our heads against the wall and built a bunch of centaur art, what are we gonna do – rebrand it? Centaurs are dead?”

Decisions like this were commonplace due to how tight a schedule Skyrim was operating on. It was the same team of approximately 100 people who worked on Fallout 3, which shipped just three years prior to it, and the same team who would also go on to work on Fallout 4, which came out four years later. Both of these factors — the relatively low number of devs, at least by modern triple-A standards, and the quick turnaround time — made Bethesda extremely good at choosing what to prioritise and what to leave behind.

The mournful giant in Skyrim

“It was more important that Skyrim had this number of dungeons or this number of weapon tiers for upgrades than it was that somebody spent an extra ten weeks making sure that horses took a crap and the crap became cold depending on where they took the crap,” Burgess says. “Not that Skyrim doesn’t have a bunch of those details, but we were pretty pragmatic about knowing when the details were really mattering to the end product and when they were just us kind of entertaining ourselves.”

As mentioned earlier, this resulted in the removal of centaurs, as well as a whole new skill based on spellcrafting. Because of these cuts though, the team were able to add more scripted story sequences like the flashbacks we see in the main quests, improve the Dragon Priest storyline, and design multiple different variants of dragons as opposed to just one standard type. In a way, choosing to put less into Skyrim’s horses directly influenced how well the dragons turned out. Probably for the best in a game about dragons.

After everything was wrapped and Skyrim had launched to enormous critical acclaim, the idea of DLC — which had been pioneered in Oblivion, expanded on in Fallout 3, and widely adopted by the industry at large — was floated. Obviously we’re aware of Dragonborn’s Solstheim and Dawnguard’s Castle Volkihar now, but it wasn’t just a case of ‘let’s build a big island off the coast of Skyrim and add some quests’. 

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“The need for Solstheim and for the expansions to add new areas — this was something we actually kind of tried to avoid,” Burgess explains. “We built such a big game, why do we have to build more big game to add value? Player expectations come into that. We could try and do stuff — we had a way more complex Civil War system we had thought about bringing back with fully simulated battles happening. That was scaled way back. 

“But when it comes to actual worldbuilding, one of the most instructive things I ever did was I went back to Morrowind. I played a bunch of Morrowind to meditate and ruminate on things. And like a lot of people, I installed a bunch of mods and was running far better hardware than whenever I first played Morrowind before I worked at Bethesda. Once you install level of detail so you can see distant mountains and stuff, and change the fog of the world, Morrowind doesn’t work anymore. The distance from Balmora to Vivec feels massive, like I’m travelling to the Ash Mountain. Once you add LOD and you take away the fog — oh there’s Vivec’s house, there’s the mountain. The density of that world doesn’t work anymore because the vibe doesn’t work.”

Raven Rock in Solstheim, off the coast of Skyrim

This is when the team realised that, despite initially being against the idea of building yet another massive part of the map, Solstheim was necessary to preserve the atmosphere of Skyrim. “I would argue — and I think I did at the time — you can’t really just add a dozen new forts to that map,” Burgess says. “I mean, you could, there are spaces where you could. But the world and the vibe would slowly and irrevocably change the more you added stuff, and then you’d start having to get cute about having holes, or towers, or magic portals or whatever. 

“You could add a thing here and there if you need a new dungeon for DLC, or a new point of interest or camp. But if you’re going to try and add a Solstheim level of content onto the existing map, you’re going to be touching a bunch of stuff, having to retest a bunch of stuff, and you’ll be changing a pretty carefully tuned feeling of exploration.”

It’s easy to see the words “carefully tuned” and think, “Yeah, I suppose Skyrim is pretty detailed.” You’ve got massive spectacles of architecture like Dragonsreach and the Blue Palace, incredible feats of nature like the Throat of the World, and hidden havens like the sublime Ancestor Glade. Those are just the big set pieces, though — when it comes to being “carefully tuned,” to focus on those alone is to do Skyrim a disservice.

“Something I tend to admire about certain games is the confidence in quiet moments,” Burgess explains. “A lot of teams or individuals I’ve talked game design with have a hard time in the heat of thinking about E3 or making a 32nd trailer or whatever. The focus tends to be on the spectacle, and the biggest, most obvious, most exciting thing in the game. 

“Sometimes you end up feeling that when you play the final game, and you’re not watching the 15-minute demo in a theatre at E3, you’re playing it after dinner, five hours in at your house, it’s like, ‘Oh, this game is set-piece spectacle surrounded by filler’. The critters – butterflies, fish, fireflies, and so on – and a lot of the small details are about filling in those middle spaces meaningfully and letting the game have the quiet moments and the confidence for that.”

A pair of Monarch butterflies in Skyrim

These “critters,” despite being much smaller in scale than most of the things people discuss when they reminisce on Skyrim, actually have one of the most fascinating stories about the entire game behind them. They were planned — sort of — but not in a way that was remotely close to how they ended up shipping. Originally, they were supposed to be made with a particle system that would allow animated butterflies to move around in little swarms. Instead, their addition became a huge point of tension in the studio. 

“There was a confluence of things that ended up producing the critter system as it was,” Burgess says. “There was an inherent dissatisfaction with the most superficial way of doing it. For a game where I can pick up an individual strawberry, and that strawberry has statistics and I can put it into a potion and apply it to a sword as a poison, having butterflies that were just fake particles flying around didn’t feel cohesive with the style of the game.” 

Fortunately, Skyrim creative director Todd Howard was of the same opinion, and constantly pushed for verisimilitude to be paramount in designing the simulation. It wasn’t just that the butterflies needed to be an active reagent in the world — they needed to serve the sense of scale by being positioned opposite the likes of giants and dragons.

That wasn’t the point of contention, though. When it came time to start implementing critters into Skyrim, Bethesda was in the process of introducing a new scripting language called Papyrus. A lot of the devs who had been there for a while weren’t sold on it, so Burgess and his team saw critters as a golden opportunity for proving that Papyrus could accomplish powerful things that just weren’t possible using the old tech — fish would school, butterflies would be attracted to flowers, lightning bugs would glow in the dark, and so on. It was a controversial subject to broach in the studio, with some devs being anti-Papyrus purely due to the fact it was different. 

A frost dragon in Skyrim

“One of the things that happens when you’re making the first ambitious implementation of a new feature is it generates bugs — no pun intended,” Burgess says. “But the bugs created bugs. For example, when we were putting in the new scripting commands, we had safety features in the game that said like, ‘hey, this script is running a lot and it could be hurting your frame rate’ and it would pop a warning. Anybody who plays games has probably accidentally triggered a warning before.

“And so we would do work on the system and things would get checked in, and then the next day we might have a playtest and everybody on the team would get a popup that says, ‘The following script is running 50 instances and could be frilling your frame rate’ and the name of the script would be like, critter dot PSC slash butterfly. And so then pitchforks would come out like ‘why the **** are we putting butterflies in the game? ****ing Dragons and you got a butterfly.’” 

A good and recently famous example of the complexities imbued in these little creatures actually comes from Burgess’ friend, Nate “Purkey” Purkeypile, who posted about how a bee broke the Skyrim intro on Twitter. Bees weren’t technically critters in the conventional sense — Burgess had originally considered trying to make bees attack you if you had honey in your inventory, but it didn’t work out — but the point stands: Even the most ostensibly minor parts of Skyrim can serve major purposes.

“There were definitely people who were ideologically opposed to the critter system, which I thought was a really interesting litmus test of like, what’s more important to Skyrim — is it dragons or butterflies?” Burgess asks. “I mean, the fact that’s even a question that would be interesting to talk about over dinner with some friends says a lot about Skyrim. Probably the dragons, but you could at least talk about it over beers. Both of these things define the game in pretty equal measure, because I think if you took a game like Skyrim and you dropped getting married and picking flowers and all of those quieter, cosier elements, the entire game would feel a lot more hollow and cynical. I think from a very soft-touch point of view, these things are important. They’re worth the effort.”

They’re also indicative of an important design principle at Bethesda in general, which is that things should just work because they’re supposed to. That’s been the design ethos at the studio ever since its more obscure games like Daggerfall and even Morrowind. The people who went to work at Bethesda didn’t do it just because it was a job they saw advertised in the paper — they did it because they loved these games and wanted to help make more of them. That sentiment serves as a pretty nice bowtie for everything discussed in this piece, from the removal of centaurs to focus on other aspects of Skyrim to the push for butterflies to be tangible objects in the world.

“If you go and play the old Hitman games, it was like, here is a villa,” Burgess explains. “There are windows and air ducts and a basement entrance and this catering stuff. Here is just a toy box. And if I go into the toy box and I want to use a door this way, things just work the way they ought to work. Some of the best Dark Brotherhood quests are just ‘go kill that guy’. There’s no scripted, special way to do it. 

“There’s no dungeon, it’s one of those things where the harder you work to make it feel special the less special it feels. Because it’s like, the designer put a bunch of time into this sequence of events that felt very cool or cinematic and I felt like I had no personal input. I had no agency. And I’m just checking off the choreography. For me, and I think for a lot of Bethesda developers particularly of that time period, that sort of immersive sim mentality of things should just work, and respond the way the player would intuitively expect them to work, is why the idea of butterflies that just fly through players was wildly offensive. Instead, we have a game where players can have a discussion about ‘Oh, the best way to gather butterfly wings is to equip a spell with a big cone effect and then find a cloud of butterflies so you can quickly kill the butterflies and pick their wings up off the ground.’ I love that that stuff exists.”

Written by Cian Maher on behalf of GLHF.

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How Oblivion sparked a level design revolution that gave us Skyrim’s Blackreach

Blackreach is one of Skyrim’s most famous areas, but it never would have existed without a level design revolution that started with Oblivion.

It might seem ironic given its status as one of the world’s most ubiquitous games, but there’s quite a lot we don’t know about Skyrim. Up until now, we’ve never heard many details about what changed between Oblivion and Fallout 3 — and subsequently between Fallout 3 and Skyrim itself — for Bethesda’s fifth Elder Scrolls game to achieve the acclaim it did. Of all these details, one of the strangest things to learn is that Blackreach, one of Skyrim’s most famous locations, was never supposed to exist. There’s a story behind that.

This is according to former Bethesda lead level designer Joel Burgess, who joined the company in June 2005 and worked there through Fallout 4. While that’s an impressive tenure, it’s interesting to note that Burgess wasn’t always a level designer at Bethesda — at the time he joined the studio, that wasn’t even technically a job. Dungeon artists built locations using a small suite of basic assets, while quest designers wrote all the dialogue and implemented all the quest logic. The concept of ‘level design’ in the modern sense just wasn’t in Bethesda’s head yet. 

When Burgess arrived on the project, most of the game was already built. He came in on his first day, went through an hour of training, and received his first task via email — he had to make 20 dungeons for Oblivion in two weeks. This consisted of snapping together premade assets from test cells called ‘warehouses’ with 100 rooms you could copy, paste, and slightly change to quickly build different dungeons.

“When you do it that way, you can go pretty fast,” Burgess tells FTW. “You snap the rooms together, you put in a few enemy encounters, put in your pathfinding, hook it up to the world, and you’re done. So for the first period of time I was at Bethesda, that’s how I built dungeons. We were doing like 20 dungeons in two weeks — ten business days, two dungeons a day. That was possible, but we weren’t super satisfied.”

Skyrim's Blackreach in The Elder Scrolls Online

This dissatisfaction instigated a slow-burning yet major change in Bethesda’s design ethos. While understated and mostly hidden at first, Burgess and a co-worker started to think about what they could do differently in dungeon design. The turning point occurred shortly before Oblivion went gold — which, in the games industry, means to reach the final state a game is expected to be shipped in. With little time left on the clock, Burgess and his colleague started experimenting with an Ayleid ruin just across from Oblivion’s introductory sewer sequence: Vilverin.

“I didn’t use any of the preassembled rooms,” Burgess says. “I built the thing more or less from scratch, because I realised it wasn’t just that I recognised the walls and ceilings — I recognised crates and configuration.” 

While working on Vilverin, Burgess noticed that even minor things like adding a button puzzle to a room, giving a boss a unique name, and having a note in said boss’ pocket that refers to a friend he has in the city all contribute to how unique and memorable any given location can be. Obviously there wasn’t enough time to scrap entire dungeons, but after impressing leadership with this prototype, Burgess and his colleague were given a month to improve as many other dungeons as possible before shipping — in total, they did around 12. 

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“What we were doing was trying to shift the mindset from ‘dungeons are places where a quest designer puts the dagger you’re sent to get and the quest designer doesn’t really care,’” Burgess explains. Instead, each quest would feel more like a cohesive, crafted experience, where the aforementioned dagger is where it is for a reason as opposed to just being placed in a random chest. 

Believe it or not, this small experiment late in the day was somewhat of a watershed moment for Bethesda. While Oblivion shipped with Burgess’ 12 tailored dungeons and a bunch of others built using pieces from the “warehouses” mentioned above, the idea of creating unique dungeons had at least partially taken root. Bear in mind that the concept of ‘DLC’ was still in its youth — which is where all the Oblivion horse armour memes come from — and that the closest you could get to it at this time was to buy Master Chief plates for your Xbox 360 dashboard.

Vilverin from Oblivion

Hindsight tells us that the Mehrunes’ Razor expansion was about to revolutionize DLC to a point closer to what we know it as today, although there’s a story there, too. As it turns out, that expansion was designed by Burgess and his friend while they were bored. They built the biggest dungeon they could without adding any new programming or quest dialogue.

“We spent a while working on it,” Burgess says. “We showed it and said, ‘We made this when you guys weren’t looking’, and then that got put out as DLC. Mehrunes’ Razor was really just the two of us plus the QA team.”

Once Oblivion was fully wrapped and work on Fallout 3 officially began, people started to leave Bethesda. Burgess all of a sudden found himself gravitating towards a lead level designer role for the latter, having proved his point on Oblivion that this was an important part of developing a game — and so the level design department formed in earnest. The flipside of this was that the pressure was on: The guys who were making cool dungeons in the corner were now in leads meetings demanding resources and hiring people.

“We were still kind of seen as these rascally misfits who were rocking the boat and shaking up the status quo,” Burgess explains. “Fallout 3 was like, the most punk rock era of level design at Bethesda.

“We really had to buck this expectation of how things were done, and the best way to do it was just to do a really good job. We just tried to prove our merit the best that we could, and then with Skyrim it was much more established. At that point, I think we had kind of gotten our wings and were able to just go and do our thing with a lot more understanding.”

Blackreach in Skyrim

Fallout 3 played an essential role in cultivating this understanding. The thing about Oblivion is that most of the dungeons are holes in the ground, surrounded by forestry, cities, and other kinds of looming structures that lend themselves to vertical scale. Burgess used what he learned from Oblivion to draw up design docs for Fallout, but soon realised that the mentality didn’t quite translate. While Oblivion’s density is part of what made the world feel big, Fallout’s flat plains made it pretty easy to pick out the raider camp on the horizon. It just didn’t feel lonely enough. Burgess had to go back and redesign quite a bit of the Capital Wasteland with this new lesson in mind, moving dungeons around to create a wider spread between them and adding a lot more points of interest to the northwest region of the map in particular. 

“On Oblivion, we were just kind of led into the room to fend for ourselves,” Burgess says. “For Fallout, we were trying to prove ourselves to everybody. And on Skyrim, I think we had a really good synergy with the team. The environment artists, world artists, and quest designers all knew what level design brought to the table.”

Being able to synergise different design disciplines is what allowed the devs at Bethesda to fuse dungeons and quests together in Skyrim, which in turn contributes to why it has such a cohesive, holistic world. One particular dungeon Burgess points to is Karthspire Camp, the massive valley near Markarth that’s essentially a conventional dungeon, but outdoors. Another is Blackreach, which is perhaps Skyrim’s most widely lauded location across the board. 

Funnily enough, it wasn’t supposed to be in the game.

A Dwarven Centurion in Skyrim's Blackreach

“Part of the reason why that is, is not necessarily because we all sat and said like, ‘We’re smart, we’re gonna make this big thing that we’re not gonna tell anybody about’,” Burgess explains. “It happened because it wasn’t supposed to exist. Blackreach was to be very clear not my idea, not Purkey’s (Nate Purkenpile), the artist who helped start it with me. Blackreach was an older idea that predated Skyrim in The Elder Scrolls lore. I think it was Bruce Nesmith, who was a design director, who had the idea to have this big, underground cavernous space that was meant to be kind of a highway that connected the different Dwarven dungeons.”

Burgess attributes part of what has made Blackreach so enduring to the fact it was never included in any marketing materials, meaning that it was always going to be a surprise when someone arrived there for the first time. “You’re also not sent there by anything,” he adds. “There’s not a Mages Guild quest about Labyrinthian with ten minutes of dialogue about this ancient cave system — it feels like a really authentic discovery, both to you as the player holding the controller, but also to you as the player inhabiting the world.

“The scholars don’t know that Blackreach exists. They’ve read about it, but you’re the first person to actually set foot here in like, 2,000 years or something. That dovetails really nicely with the mystery of the Dwemer and the disappearance of the Dwemer race. I think that matters because for many players, the first time they step into Blackreach they’ve been through the pattern. They’ve played a dozen or three dozen Skyrim dungeons and they kind of know ‘Okay, I go in and I play the thing and there’s usually a boss encounter and a chest that has the best loot and then I go back into the world.’ If you play one of those dungeons that connect to Blackreach, the pattern gets flipped, where it’s like, ‘Okay, I’m gonna go through this door back out to the world, Blackreach must be a region.’ And then the door opens and you’re out of the dungeon and you’re like, ‘What the ****,’ right? You’re in this thing you didn’t expect.”

All of this makes sense — although again, Blackreach wasn’t technically planned for Skyrim. It might seem difficult to believe now, looking at its sprawling caverns lined with giant, iridescent mushrooms, but it’s true. To reiterate, it largely works because of the fact it wasn’t part of any marketing campaign, but it’s not as if it was just held back for the sake of it.

Another shot of Blackreach in Skyrim

Burgess points out that one of the most fascinating aspects of The Elder Scrolls’ dwarves is the mystery imbued in them — where did they go? By incorporating something like Blackreach into the lore, which was supposed to be a whole lot bigger — “basically a subway system that connected all of the Dwarven dungeons in the entire province of Skyrim” — Bethesda would be able to really lean into that same sense of mystery. It was still just an idea, though. 

“There was the idea that had come from somebody like Bruce or come from the lore,” Burgess says. “But it was too ambitious. The game was too big and so we didn’t do it. I always really, really liked the idea of Blackreach. And so there we are, probably a year and a half or so before the game launched, and Purkey and I decide we’re going to take a stab at putting in Blackreach — we know how we would build it, right? We think we can do it feasibly. And I think there’s still a little bit of that hair up our ass from the punk rock Fallout 3 era.”

Burgess explains that his friend, Purkey, is currently making a game by himself and is to this day the “fastest artist” he knows. For him, it’s all about embracing the challenge — if all the pieces are there, why not try to fit them together? If it doesn’t work, nobody ever needs to know. Plus, they already did the same thing with the Mehrunes Razor DLC in Oblivion.

“And so we did this sort of skunkworks project of sketching out Blackreach and sort of figured like, ****, it’s kind of working,” Burgess explains. “We had space to connect these various dungeons and brought the big stalks down into the cave and roughed it out. So we got to the point where like, okay, we’re gonna check this thing in and we’ll show it to some people and generate some excitement. There were definitely some people who weren’t thrilled about it because it wasn’t on the schedule, and it wasn’t really supposed to happen. 

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“I tried to do the grown-up thing at that point, trying to bridge that gap from like, ‘Oh, we’re just going to put stuff in the game.’ A lot of times what that results in is work that’s unpolished and work that makes your peers end up having to crunch, right? This is a common thing you’ll see in games. Like, ‘Oh, I’m a genius, I’m going to put in this pistol that shoots a better type of thing,’ whatever. The guy who put in that pistol he wasn’t supposed to feels like a genius because he put in the pistol, but now QA has to test it and a programmer has to fix bugs. So at that point we kind of formalised it and put it onto a schedule. Purkey and I basically had under the table done the first two passes of the thing that would end up taking three or four passes.”

Once Blackreach was officially added to the schedule and the rest of the team were brought on board, it started to be envisioned as a sort of ‘mini Skyrim’, which is why the scale ended up being so massive relative to other areas in the game. This also led to the integration of concepts like Crimson Nirnroot, a special plant that only grows here and plays a central role in a quest about a long-dead alchemist. 

Of all the things Blackreach is known for, however, perhaps the most famous element of this locale is one of its biggest and best secrets: a subterranean dragon.

The secret dragon in Skyrim's Blackreach

“I put that in in an afternoon,” Burgess says. “I knew how to spawn dragons. I was systems designer for the dragons, so I knew how the dragons worked. I was a reasonably competent scripter. A big part of it was just having the idea. I messed around with a dragon for an hour and I thought we could make a dragon work in the cave. So, how am I going to summon the dragon? Button? Lever? Lame. What if you Shout at a thing? I think I scripted this big like, “Bong!” and that was enough.”

Most of the magic made manifest in Blackreach was only possible because Burgess and the producers would generally keep about 20% of the schedule free to focus on a process called ‘spotlighting’, which involved paying extra attention to good ideas that could really benefit from it. If not for this, Blackreach wouldn’t have been doable without serious crunch.

Still, thanks to clever scheduling, a conviction born of revolutionising level design at Bethesda with Oblivion, and a lingering punk rock attitude fostered during Fallout 3, Burgess, Purkey, and the rest of their team somehow managed to make Blackreach work. Now, all these years later, it has clearly stood the test of time as a remarkable feat of creativity and passion

And to think it might never have existed!

Written by Cian Maher on behalf of GLHF.

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Speedrunner finishes Skyrim in 72 minutes, sets world record

Tamriel’s finest speedster.

An Elder Scrolls  speedrunner finished Skyrim  in only 1 hour and 12 Minutes.

As first spotted by TheGamer, this ridiculous feat was accomplished by Nucular — a well-known figure within the Elder Scrolls  speedrunning scene. What’s particularly interesting about this record is Nucular did not take advantage of any glitches in Skyrim, so no going out of bounds or duplicating items. Nucular held the glitchless Skyrim  speedrun world record before this too, yet managed to shave two minutes off completion their own completion time with this new run.

Watch Nucular’s trailblazing Skyrim  record-setting run for yourself below. I guarantee that you’ve never seen Bethesda’s seminal open-world RPG quite like this.

Somehow this is even more impressive than  Pokémon Shining Pearl  getting blitzed in less than an hour. Probably because of how massive Skyrim is. After all, it’s on our  best western RPGs list of all time for good reason.

Skyrim  recently celebrated its 10th anniversary with a  new version that nearly broke a bunch of existing mods. Updated ports are likely all we will get from the series for a while since  Elder Scrolls 6  is still a long way off. Better pick up an  Xbox Series X|S or gaming PC  if you want to play that one too.

Written by Kyle Campbell on behalf of GLHF.

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Bethesda explains why there’s still no sequel to ‘Skyrim’

Want Elder Scrolls 6? It’s still a long way off, unfortunately.

It’s been a decade since The Elder Scrolls: Skyrim came out and there’s still no sequel in sight. Though Todd Howard, director and executive producer at Bethesda, is finally opening up about what’s going on with Elder Scrolls 6, IGN  reported Tuesday

“Would you plan to have the kind of gap we’re having between Skyrim  and the follow-up? I can’t say that’s a good thing,” Howard said via IGN. “Do I wish I could wave a wand and the game we wanted to make just came out? Absolutely.”

Howard goes on to say there were several projects Bethesda Game Studios wanted to do before returning to the world of Tamriel. One of which being Fallout 76  and the other being the upcoming RPG Starfield

“We felt doing something like Starfield. We’d been wanting to do something else for a long time and play in a new universe, so if not now — I’m going back in time, we started right after Fallout 4, so 2015 — if not now, when? It felt like, if we didn’t do it then, the ‘when’ could be ‘never,” Howard said via IGN.

It seems like a pretty cut-and-dry answer: Bethesda wanted to work on something besides Elder Scrolls  for a bit. It’s understandable since RPGs with the scope of Skyrim  take several years to make. According to Howard, development on Starfield  began nearly six years ago, and we’ve still not even seen it! The story trailers are pretty sick, though. 

Bethesda isn’t ramping up development on Elder Scrolls 6  until after Starfield  comes out on Nov. 11, 2022. So if you factor in that it took seven years for the scifi RPG to release, then Elder Scrolls  probably won’t see a new entry for a long, long time.

Elder Scrolls 6  might still be a long way off, but hey, maybe the Skyrim: Anniversary Edition  will scratch that open-world RPG itch for now? Probably not. Make sure to back up your mods for that re-release, by the way. 

Written by Kyle Campbell on behalf of GLHF.

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9 great retro video games we’d love to see remastered

Our nostalgia-infused wishlist of retro games that deserve a makeover.

Look, new games are great and all; nobody’s saying they’re not. But the twin prongs of nostalgia and a young games industry giddy with possibilities are hard to resist. Ergo: Playing the cream of the ’90s or early 2000s is almost always brilliant.

Except, of course, when our modern hardware gets in the way. The cold, hard truth is that Half-Life doesn’t know what a GeForce RTX 2080 Ti is, and in all its futuristic imaginings, System Shock never dreamed of personal computers with 32GB of RAM.

So, folks, please welcome to the stage nine remasters we want to manifest into existence through sheer force of will.

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Old worlds made new with current engines, controls, lighting techniques, and resolutions. Together we can make them a reality. Well, us, a team of hundreds of talented devs and a few million dollars.