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The story The Elder Scrolls from the beginning of time = D

Work on the series began in 1992, when employees of Bethesda SoftWorks, previously specialized mainly in sports games, decided to change the genre of their future Arena game, making it a role -playing game instead of fighting. Under the influence of Ultima Underworld and Dungeons & Dragons, the company has developed a large -scale, open but ultimately secondary role -playing game with the first -person view The Elder Scrolls: Arena, which was published in 1994 for DOS. Thus began the story of a series, which was based on the principle of „Be who you want and do what you want“.

The next game from The Elder Scrolls series – The Elder Scrolls II: Daggerfall – was released in 1996. Against the background of Arena, which had a very moderate success, Daggerfall was a more ambitious project. Daggerfall made an attempt to create a living three -dimensional world the size of two Great Britain and build a role system based on the development of skills, and not accumulating experience points. However, the ambitiousness of Daggerfall served his poor service: the game hastily released was full of errors (“bugs”) and had excessively high system requirements at that time, which deserved the unofficial name “Buggerfall” – from the words Bug and Fall. According to one of the commentators, despite the fact that Daggerfall was a great commercial success, „the game is still based on bad code“.

After the release of Daggerfall Bethesda until 1998, she did not develop continuation, instead releasing the game The Elder Scrolls Legends: Battlespire in 1997

and The Elder Scrolls Adventures: https://flagman-casino.co.uk Redguard – in 1998.

Both games had an incomparably smaller scale: Battlespire was a trip to the dungeons, and Redguard was a game in the Action-ADVENTURE genre with a third-person view and a linear plot. Games were sold poorly, and Bethesda was on the verge of bankruptcy. Only thanks to the investment followed after the absorption of the studio by Zenimax Media in 1999, Bethesda returned to life.

To work on The Elder Scrolls III: Morrowind Bethesda tripled the number of employees and again made a bet on high system requirements. Morrowind returned to the traditional non-linear and vast game world and turned on landscapes and artifacts, manually worked out, and the game world was still less than in predecessor games. Morrowind was released for Xbox and PC in 2002 and was successful both among critics and among the playing public: by mid -2005, 4 million copies of the game were sold. Soon, at the end of 2002 – mid 2003, two additions were released: The Elder Scrolls III: Tribunal and The Elder Scrolls III: Bloodmoon.

Immediately after the Morrowind release, in the same 2002, work began on The Elder Scrolls IV: Oblivion.

The game works on the Gamebryo engine, which is an improved version of Netimmerse, used in the previous game of the series. The strengths of Oblivion were supposed to be a tightly twisted plot, an improved artificial intelligence based on the own development of Bethesda – Radiant AI, improved physics based on the HAVOK engine, and impressive graphics. The game was released for PC and Xbox 360 in early 2006, for PlayStation 3-in early 2007. At the end of 2006 – early 2007, Bethesda released two additions for Oblivion: The Elder Scrolls IV: Knights of the Nine and The Elder Scrolls IV: SHIVERING ISLES.
At the end of October 2008, shortly after the release of Fallout 3, Paul Oton (English. Paul Oghton), which is responsible for the publishing activities of Bethesda, in an interview with Gamesindustry.BIZ indicated that the next game is not earlier than 2010 to expect the next game of the series.

Zenimax Media, owner of Bethesda SoftWorks, registered Skyrim in 2006 in 2006.

April 27, 2009 Bethesda SoftWorks announced the release of two novels on the universe of The Elder Scrolls Authority Greg Kiz. The first novel, The Infernal City: An Elder Scrolls Novel (Rus. Hell City) was released on November 24, 2009.
December 11, 2010 at Spike TV Video Games Awards, The Elder Scrolls V was announced and the first teaser trailer was shown. The game received the Skyrim subtitle and the release date was announced – November 11, 2011. Earlier there were assumptions that TES V: Skyrim will be based on a strongly modified Gamebryo engine, on which the previous part of the game worked, TES IV: Oblivion. Bethesda refuted these guesses, saying that the game is based on a new engine developed specifically for it.Nevertheless, this new engine is practically identical (very close in animation and all parameters) of the version of Gamebryo, which is used in Fallout 3 and Fallout: New Vegas, which was noticed by gamers and criticized. Bethesda itself does not hide that the source of this “new” engine is a radical processing of Gamebryo software code based on the Fallout 3 and Fallout NV experience.
On November 11, 2011, the fifth of The Elder Scrolls, The Elder Scrolls V: Skyrim was released. The first official DLC High Resolution Texture Pack appeared on Steam February 7, 2012. And on February 8, its editor Creation Kit was released for Skyrim. On June 26, 2012, the Elder Scrolls V: Dawnguard for Xbox 360 was released. PC and PS3 versions were released a month later. And at the end of June, Bethesda registered Hearthfire trademark. Which subsequently appeared on Steam on October 4, 2012 and added the following functions mainly related to their own home, buying land, adoption of children and building their own estate from scratch. On February 5, 2013, the third and second plot DLC Dragonborn was released, on February 7, at 20:00 Moscow time, a fan translation was released, and the official translation itself was released on April 5.

Tentatively on March 31, 2014, an event that has long been expected by all lovers of the series of ancient scrolls will occur – the output of The Elder Scrolls Online. We wait, we hope and believe that the wonderful series of games TES will continue. = D

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