User:Cyberslasher/sandbox

= this is basiccly everything in wikipedia IN ONE PLACE!! =

= how cool would it be if everything was in oneplace welL YOU DON'T NEED TO WAIT ANYLONGER THIS IS EVERYTHING IN WIKIPEDIA = also i copyrighted the word english and sand also every known word in history

evrything everything are very differint things so is differ and differint

= longest word in EVA = The longest word in any of the major English language dictionaries ispneumonoultramicroscopicsilicovolcanoconiosis, a word that refers to a lung disease contracted from the inhalation of very fine silica particles,[8] specifically from a volcano; medically, it is the same as silicosis. The word was deliberately coined to be the longest word in English, and has since been used in a close approximation of its originally intended meaning, lending at least some degree of validity to its claim.[4]

The Oxford English Dictionary contains pseudopseudohypoparathyroidism (30 letters).

Merriam-Webster's Collegiate Dictionary does not contain antidisestablishmentarianism, as the editors found no widespread, sustained usage of the word in its original meaning. The longest word in that dictionary iselectroencephalographically (27 letters).[9]

The longest non-technical word in major dictionaries is flocci­nauci­nihili­pili­fication at 29 letters. Consisting of a series of Latin words meaning "nothing" and defined as "the act of estimating something as worthless"; its usage has been recorded as far back as 1741.[10][11][12]

Ross Eckler has noted that most of the longest English words are not likely to occur in general text, meaning non-technical present-day text seen by casual readers, in which the author did not specifically intend to use an unusually long word. According to Eckler, the longest words likely to be encountered in general text aredeinstitutionalization and counterrevolutionaries, with 22 letters each.[13]

A computer study of over a million samples of normal English prose found that the longest word one is likely to encounter on an everyday basis is uncharacteristically, at 20 letters.[14]

The words Internationalization and localization are abbreviated "i18n" and "l10n", respectively, the embedded number representing the number of letters between the first and the last.

Coinages
In his play Assemblywomen (Ecclesiazousae), the ancient Greek comedic playwright Aristophanes created a word of 171 letters (183 in the transliteration below), which describes a dish by stringing together its ingredients:
 * Lopado­temakho­selakho­galeo­kranio­leipsano­drim­ypo­trimmato­silphio­karabo­melito­katakekhy­meno­kikhl­epi­kossypho­phatto­perister­alektryon­opto­kephallio­kigklo­peleio­lagōio­siraio­baphē­tragano­pterýgōn.

Henry Carey's farce Chrononhotonthologos (1743) holds the opening line: "Aldiborontiphoscophornio! Where left you Chrononhotonthologos?"

James Joyce made up nine 100-letter words plus one 101-letter word in his novel Finnegans Wake, the most famous of which is Bababadalgharaghtakamminarronnkonnbronntonnerronntuonnthunntrovarrhounawnskawntoohoohoordenenthurnuk. Appearing on the first page, it allegedly represents the symbolic thunderclap associated with the fall of Adam and Eve. As it appears nowhere else except in reference to this passage, it is generally not accepted as a real word.Sylvia Plath made mention of it in her semi-autobiographical novel The Bell Jar, when the protagonist was readingFinnegans Wake.

"Supercalifragilisticexpialidocious", the 34-letter title of a song from the movie Mary Poppins, does appear in several dictionaries, but only as a proper noun defined in reference to the song title. The attributed meaning is "a word that you say when you don't know what to say." The idea and invention of the word is credited to songwritersRobert and Richard Sherman.

Constructions
The English language permits the legitimate extension of existing words to serve new purposes by the addition of prefixes and suffixes. This is sometimes referred to as agglutinative construction. This process can create arbitrarily long words: for example, the prefixes pseudo (false, spurious) and anti (against, opposed to) can be added as many times as desired. A word like anti-aircraft (pertaining to the defense against aircraft) is easily extended to anti-anti-aircraft (pertaining to counteracting the defense against aircraft, a legitimate concept) and can from there be prefixed with an endless stream of "anti-"s, each time creating a new level of counteraction. More familiarly, the addition of numerous "great"s to a relative, e.g. great-great-great-grandfather, can produce words of arbitrary length.

"Antidisestablishmentarianism" is the longest common example of a word formed by agglutinative construction, as follows (the numbers succeeding the word refer to the number of letters in the word):
 * establish (9)
 * to set up, put in place, or institute (originally from the Latin stare, to stand)


 * dis-establish (12)
 * to end the established status of a body, in particular a church, given such status by law, such as the Church of England


 * disestablish-ment (16)
 * the separation of church and state (specifically in this context it is the political movement of the 1860s in Britain)


 * anti-disestablishment (20)
 * opposition to disestablishment


 * antidisestablishment-ary (23)
 * of or pertaining to opposition to disestablishment


 * antidisestablishmentari-an (25)
 * an opponent of disestablishment


 * antidisestablishmentarian-ism (28)
 * the movement or ideology that opposes disestablishment

Technical terms
Parastratiosphecomyia sphecomyioides

A number of scientific naming schemes can be used to generate arbitrarily long words.

The IUPAC nomenclature for organic chemical compounds is open-ended, giving rise to the 189,819-letter chemical name Methionylthreonylthreonyl...isoleucine for the protein also known as titin, which is involved in striated muscle formation. In nature, DNA molecules can be much bigger than protein molecules and therefore potentially be referred to with much longer chemical names. For example, the wheat chromosome 3B contains almost 1 billion base pairs,[15] so the sequence of one of its strands, if written out in full likeAdenilyladenilylguanilylcystidylthymidyl..., would be about 8 billion letters long. The longest published word, Acetylseryltyrosylseryliso...serine, referring to the coat protein of a certain strain of tobacco mosaic virus, was 1,185-letters long, and appeared in the American Chemical Society's Chemical Abstracts Service in 1964 and 1966.[16] In 1965, the Chemical Abstracts Service overhauled its naming system and started discouraging excessively long names.

John Horton Conway and Landon Curt Noll developed an open-ended system for naming powers of 10, in which one sexmilliaquingentsexagintillion, coming from the Latin name for 6560, is the name for 103(6560+1) = 1019683. Under the long number scale, it would be 106(6560) = 1039360.

Gammaracanthuskytodermogammarus loricatobaicalensis is sometimes cited as the longest binomial name—it is a kind of amphipod. However, this name, proposed by B. Dybowski, was invalidated by the International Code of Zoological Nomenclature.

Parastratiosphecomyia stratiosphecomyioides is the longest accepted binomial name. It's a species of soldier fly[17]

Aequeosalinocalcalinoceraceoaluminosocupreovitriolic, at 52 letters, describing the spa waters at Bath, England, is attributed to Dr. Edward Strother (1675–1737).[18] The word is composed of the following elements:
 * Aequeo: equal (Latin, aequo[19])
 * Salino: containing salt (Latin, salinus)
 * Calcalino: calcium (Latin, calx)
 * Ceraceo: waxy (Latin, cera)
 * Aluminoso: alumina (Latin)
 * Cupreo: from "copper"
 * Vitriolic: resembling vitriol

Place names
The sign atTaumatawhakatangihangakoauauotamateapokaiwhenuakitanatahu

Main article: List of long place names

There is some debate as to whether a place name is a legitimate word.

The longest officially recognized place name in an English-speaking country isTaumatawhakatangihangakoauauotamateapokaiwhenuakitanatahu (85 letters), which is a hill in New Zealand. The name is in the Māori language.

In Canada, the longest place name is Dysart, Dudley, Harcourt, Guilford, Harburn, Bruton, Havelock, Eyre and Clyde, a township in Ontario, at 61 letters or 68 non-space characters.[20]

The station sign atLlanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogochin North Wales

The 58-letter nameLlanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch is the name of a town on Anglesey, an island of Wales. In terms of the traditional Welsh alphabet, the name is only 51 letters long, as certain digraphs inWelsh are considered as single letters, for instance ll, ng and ch. It is generally agreed, however, that this invented name, adopted in the mid-19th century, was contrived solely to be the longest name of any town in Britain. The official name of the place is Llanfairpwllgwyngyll, commonly abbreviated to Llanfairpwll or Llanfair PG.

The longest place name in the United States (45 letters) isChargoggagoggmanchauggagoggchaubunagungamaugg, a lake inWebster, Massachusetts. It means "Fishing Place at the Boundaries – Neutral Meeting Grounds" and is sometimes facetiously translated as "you fish your side of the water, I fish my side of the water, nobody fishes the middle". The lake is also known as Lake Webster.[21] The longest hyphenated names in the U.S. are Winchester-on-the-Severn, a town in Maryland, and Washington-on-the-Brazos, a notable place in Texas history.

The longest official geographical name in Australia is Mamungkukumpurangkuntjunya Hill.[22] It has 26 letters and is a Pitjantjatjara word meaning "where the Devil urinates".[23]

In Ireland, the longest English placename at 22 letters is Muckanaghederdauhaulia (from the Irish language,Muiceanach Idir Dhá Sháile, meaning "pig-marsh between two saltwater inlets") in County Galway. If this is disallowed for being derived from Irish, or not a town, the longest at 19 letters is Newtownmountkennedy in County Wicklow.

See also: List of short place names

Personal names
Guinness World Records formerly contained a category for longest personal name used. Long birth names are often coined in protest of naming laws or for other personal reasons.
 * From about 1975 to 1985, the recordholder was Adolph Blaine Charles David Earl Frederick Gerald Hubert Irvin John Kenneth Lloyd Martin Nero Oliver Paul Quincy Randolph Sherman Thomas Uncas Victor William Xerxes Yancy Zeus Wolfe­schlegelstein­hausenberger­dorffvoraltern­waren­gewissenhaft­schaferswessen­schafewaren­wohlgepflege­und­sorgfaltigkeit­beschutzen­von­angreifen­durch­ihrraubgierigfeinde­welche­voraltern­zwolftausend­jahres­vorandieerscheinen­wander­ersteer­dem­enschderraumschiff­gebrauchlicht­als­sein­ursprung­von­kraftgestart­sein­lange­fahrt­hinzwischen­sternartigraum­auf­der­suchenach­diestern­welche­gehabt­bewohnbar­planeten­kreise­drehen­sich­und­wohin­der­neurasse­von­verstandigmen­schlichkeit­konnte­fortplanzen­und­sicher­freuen­anlebens­langlich­freude­und­ruhe­mit­nicht­ein­furcht­vor­angreifen­von­anderer­intelligent­geschopfs­von­hinzwischen­sternartigraum, Senior (746 letters), also known as Wolfe+585, Senior.
 * After 1985 Guinness briefly awarded the record to a newborn girl with a longer name. The category was removed shortly afterward.
 * The naming law in Sweden was challenged by parents Lasse Diding and Elisabeth Hallin, who proposed the given name "Brfxxccxxmnpcccclllmmnprxvclmnckssqlbb11116" for their child (pronounced [ˈalbɪn], 43 characters), which was rejected by a district court in Halmstad, southern Sweden.

Words with certain characteristics of notable length
Main article: List of the longest English words with one syllable
 * Schmaltzed and strengthed (10 letters) appear to be the longest monosyllabic words recorded in The Oxford English Dictionary, while scraunched and scroonched appear to be the longest monosyllabic words recorded in Webster's Third New International Dictionary; but squirrelled (11 letters) is the longest if pronounced as one syllable only (as permitted in The Shorter Oxford English Dictionary and Merriam-Webster Online Dictionary at squirrel, and in Longman Pronunciation Dictionary). Schtroumpfed (12 letters) was coined byUmberto Eco, while broughammed (11 letters) was coined by William Harmon after broughamed (10 letters) was coined by George Bernard Shaw.
 * Strengths is the longest word in the English language containing only one vowel.
 * Euouae, a medieval musical term, is the longest English word consisting only of vowels, and the word with the most consecutive vowels. However, the "word" itself is simply a mnemonic consisting of the vowels to be sung in the phrase "seculorum Amen" at the end of the lesser doxology. (Although u was often used interchangeably with v, and the variant "Evovae" is occasionally used, the v in these cases would still be a vowel.)
 * The longest words with no repeated letters are dermatoglyphics, misconjugatedly and uncopyrightables.[24]
 * The longest word whose letters are in alphabetical order is the eight-letter Aegilops, a grass genus. However, this is arguably both Latin and a proper noun. There are several six-letter English words with their letters in alphabetical order, including abhors, almost, begins, biopsy, chimps and chintz.[25]
 * The longest words recorded in OED with each vowel only once, and in order, are abstemiously, affectiously, and tragediously (OED). Fracedinously and gravedinously (constructed from adjectives in OED) have thirteen letters; Gadspreciously, constructed from Gadsprecious (in OED), has fourteen letters. Facetiously is among the few other words directly attested in OED with single occurrences of all five vowels and the semivowel y.
 * The longest single palindromic word in English is rotavator, another name for a rotary tiller for breaking and aerating soil.

Typed words

 * The longest words typable with only the left hand using conventional hand placement on a QWERTYkeyboard are tesseradecades, aftercataracts,[26] and the more common but sometimes hyphenatedsweaterdresses.[25] Using the right hand alone, the longest word that can be typed is johnny-jump-up, or, excluding hyphens, monimolimnion[27] and phyllophyllin.
 * The longest English word typable using only the top row of letters has 11 letters: rupturewort. Similar words with 10 letters include: pepperwort, perpetuity, proprietor, requietory, repertoire, tripertite, pourriture andtypewriter. The word teetertotter (used in North American English) is longer at 12 letters, although it is usually spelled with a hyphen.
 * The longest using only the middle row is shakalshas (10 letters). Nine-letter words include flagfalls, galahadsand alfalfas.
 * Since the bottom row contains no vowels, no standard words can be formed. Exceptions might include Zzz, seen in some dictionaries to denote sleep, or  m' , the clitic form of my.[28]
 * The longest words typable by alternating left and right hands are antiskepticism and leucocytozoansrespectively.[25]
 * On a Dvorak keyboard, the longest "left-handed" words are epopoeia, jipijapa, peekapoo, and quiaquia.[29]Other such long words are papaya, Kikuyu, opaque, and upkeep.[30] Kikuyu is typed entirely with the index finger, and so the longest one-fingered word on the Dvorak keyboard. There are no vowels on the right-hand side, and so the longest "right-handed" word is crwth.

Humour
Smiles, according to an old riddle, may be considered the longest word in English, as there is a mile between the first and last letter. A retort asserts that beleaguered is longer still, since it contains a league. The riddle and both jocular answers date from the 19th century.[31][32]

In the old time radio retrospective, Golden Radio, comedian Jack Benny jokes that "the longest word in the English language is the one that follows, 'Now, here's a word from our sponsor.'"

Contents
[hide]
 * 1 History
 * 1.1 Acquisition of UGO, sale to Ziff Davis
 * 1.2 Subsidiaries and spin-offs
 * 2 Reviews
 * 2.1 Scoring systems
 * 2.1.1 Original scale
 * 2.1.2 20-point scale
 * 2.1.3 100-point scale
 * 2.2 Perfect scores
 * 2.3 Near-perfect scores
 * 3 Other sections
 * 4 Regional websites
 * 5 IGN Pro League
 * 6 April Fools pranks
 * 7 See also
 * 8 References
 * 9 External links

History[edit source | editbeta]
IGN Entertainment's former headquarters in Brisbane, California

Created in September 1996 as the Imagine Games Network, IGN was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com (later renamed ign64.com), PSXPower, Saturnworld, Next-Generation.com and Ultra Game Players Online. Additionally, Imagine contracted with several well established independent websites such as PSX Nation.com, Vidgames.com, Sega-Saturn.com and Nintendojo.com which gave its launch a significant user base to build on. In 1998, the network consolidated the individual sites as systemchannels under the IGN brand. Next-Generation and Ultra Game Players Online were not part of this consolidation; U.G.P.O. dissolved with the cancellation of the magazine, and Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. Then-parent company Snowball.com held an IPO in 2000, which subsequently failed with the burst of the dot-com bubble.

In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN is ranked among the top 200 most-visited websites according to Alexa.[3] In September 2005, IGN was acquired by Rupert Murdoch's multi-media business empire, News Corporation, for$650 million.[4] IGN celebrated its 10th anniversary on January 12, 2008.[5] IGN was headquartered in the Marina Point Parkway office park in Brisbane, California, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount.[6]

Acquisition of UGO, sale to Ziff Davis[edit source | editbeta]
In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of 1UP.com) from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket).[7]

On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, who was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had previously been owned by Ziff Davis.[8][9] Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, and UGO in order to focus on its flagship brands, IGN.com and AskMen.[10]

Subsidiaries and spin-offs[edit source | editbeta]
The role-playing video game interest website Vault Network was acquired by IGN in 1999.[11] GameStats, a review aggregation website, was founded by IGN in 2002. GameStats includes a "GPM" (Game Popularity Meter) rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game.[citation needed] However, the site is no longer being updated. The Xbox interest site, TeamXbox, and the PC game website VE3D were acquired in 2003.[12][13] IGN Entertainment merged with GameSpy Industries in 2005.[14] The merger also brought the game download site FilePlanet into the IGN group; as of 2011 both FilePlanet and the GameSpy website still operate as video game-related web sites. IGN Entertainment acquired the online male lifestyle magazine AskMen.com in 2005.[15] In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster.[16]

Original scale[edit source | editbeta]
A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, which is assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, graphics, sound, gameplay and lasting appeal." Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category.[17]

20-point scale[edit source | editbeta]
On August 3, 2010, IGN announced that the site would be changing to a new scoring scale. Instead of a 100-point scale, where games are scored in increments of 0.1, all future reviews will use a 20-point scale where games are scored in increments of 0.5. Under both systems, the maximum possible score a game can receive is 10.0. The scoring change is not retroactive: all scores on reviews written before the change will remain the same. This change also does not affect the scoring system for reader reviews.

100-point scale[edit source | editbeta]
On September 13, 2012, IGN revealed that as part of their new review format all future reviews would now follow a 100-point scale again, but this time without using decimals, meaning a score of 79 or 85 would be used instead of 7.9 or 8.5. Unlike the previous conversion to the 20-point scale, this latest scoring system change will be retroactive and all previous IGN review scores will be updated to follow the new system. However, despite the announcement, the article included a short addition, post release. It stated that after much discussion, they have decided to retain the decimal point in all upcoming scores.[18]

Perfect scores[edit source | editbeta]
IGN rarely gives a game a score of 10. Since the 1990s, IGN has awarded 10s to the following games:
 * 1) The Legend of Zelda: Ocarina of Time (Nintendo 64, 1998)[19]
 * 2) Pokémon Red and Blue (Game Boy, 1999)[20][21]
 * 3) Checkered Flag (Atari Lynx, 1999)[22]
 * 4) Joust (Atari Lynx, 1999)[23]
 * 5) Shanghai (Atari Lynx, 1999)[24]
 * 6) Super Mario Bros. Deluxe (Game Boy Color, 1999)[25]
 * 7) The Legend of Zelda: Link's Awakening DX (Game Boy Color, 1999)[26]
 * 8) Soulcalibur (Dreamcast, 1999)[27]
 * 9) Mario Golf (Game Boy Color, 1999)[28]
 * 10) Pokémon Yellow (Game Boy, 1999)[29]
 * 11) Sonic the Hedgehog Pocket Adventure (NeoGeo Pocket Color, 1999)[30]
 * 12) SNK vs. Capcom: The Match of the Millennium (Neo Geo Pocket Color, 2000)[31]
 * 13) Magical Tetris Challenge (Game Boy Color, 2000)[32]
 * 14) Metal Gear Solid (Game Boy Color, 2000)[33]
 * 15) Pokémon Gold and Silver (Game Boy Color, 2000)[34][35]
 * 16) The Legend of Zelda: Oracle of Seasons and Oracle of Ages (Game Boy Color, 2001)[36][37]
 * 17) Dragon Warrior III (Game Boy Color, 2001)[38]
 * 18) Tornado Mania! (Mobile phone, 2006)[39]
 * 19) Grand Theft Auto IV (PlayStation 3 and Xbox 360, 2008)[40]
 * 20) Metal Gear Solid 4: Guns of the Patriots (PlayStation 3, 2008)[41]
 * 21) Super Mario Galaxy 2 (Wii, 2010)[42]
 * 22) Red Dead Redemption: Undead Nightmare (PlayStation 3 and Xbox 360, 2010)[43]
 * 23) Pac-Man Championship Edition DX (PlayStation 3 and Xbox 360, 2010)[44]
 * 24) Chrono Trigger (Wii Virtual Console, 2011)[45]
 * 25) Uncharted 3: Drake's Deception (PlayStation 3, 2011)[46]
 * 26) The Legend of Zelda: Skyward Sword (Wii, 2011)[47]
 * 27) Infinity Blade II (iOS, 2011)[48]
 * 28) The Last of Us (PlayStation 3, 2013)[49]
 * 29) Grand Theft Auto V (PlayStation 3 and Xbox 360, 2013)[50]

Near-perfect scores[edit source | editbeta]
Additionally, this is a list of games that have gotten a near-perfect score of 9.9 on IGN:
 * 1) The Legend of Zelda: Majora's Mask (Nintendo 64, 2000)
 * 2) Tony Hawk's Pro Skater 2 (Dreamcast, 2000)
 * 3) Conker's Bad Fur Day (Nintendo 64, 2001)
 * 4) Advance Wars (Game Boy Advance, 2001)
 * 5) Grand Theft Auto: San Andreas (PlayStation 2, 2004)
 * 6) Jade Empire (Xbox, 2005)

Other sections[edit source | editbeta]
In 2000, Snowball.com purchased an E-federation called the Internet Wrestling Organization (IWO).[51] Since Snowball owned both IWO and IGN, IWO would go on to become IGN's first official E-Fed, even doing a column on the website. The IGN For Men section officially closed down on October 2, 2001 and is no longer updated. IGN has sites such as IGN Stars and AskMen.com that fulfill much of the function of the old IGN For Men site. IGN Wrestling met its end in early 2002, when many of the staff departed. Interviews with professional wrestlingpersonalities and coverage of wrestling games has been folded into IGN Sports, currently headed by Jon Robinson. IGN Sci-Fi: Largely dead since 2002, this section of the site included movie news, comic book reviews, anime coverage and other associated items. It has since been discontinued. The site, SciFI.ign.com, now redirects to the recently created SciFiBrain.ign.com, which covers some of the content of the old Sci-Fi site.

In 2002, IGN launched a dedicated videogame FAQs site specifically designed to host user-submitted guides.[52] This was launched following the cancellation of affiliation with GameFAQs.[53] In 2004, IGN launchedGameStats, which serves as a more unbiased rating network, as it takes in scores from every corporately owned game rating site and averages them all into one score to give a general idea of the quality of a game. IGN also launched Direct2Drive.com in 2004. Its primary focus is selling digital downloads of full PC and Mac video games, as well as anime, comics and game guides. In 2005, IGN launched its comics site, which is devoted to not just the staple Marvel and DC titles, but also manga, graphic novels, statues and toys.

In 2006, IGN launched its television site. It provides interviews with various television celebrities, in addition to a TV schedule, TV trivia and TV news. Akin to IGN FilmForce, IGN's TV section has a variety of exclusive clips from upcoming television shows.

On May 30, 2006, IGN Dreamcast was restarted; however, none of the Dreamcast updates were posted on the main IGN webpage.

In 2007, IGN launched its anime site. It provided features on anime and manga, including trailers and free episodes. It also included reviews of manga and anime from other sections of IGN, such as IGN Comics and IGN DVD. The anime channel was dropped after IGN redesigned the site. In 2008, the IGN Retro channel was launched to mark IGN's 10th anniversary.[54] To coincide with the release of Super Smash Bros. Brawl, IGN created the Super Smash Bros. World site. On the site, people can submit their user created stages from the game and download ones made by other people. IGN subsequently launched a similar website called GTA 'Hood on April 29, 2008, for Grand Theft Auto IV.

Along with their popular website content, IGN also publishes many different podcasts on both their website and oniTunes. Some of their podcasts include "Podcast Beyond" which is their PlayStation podcast with hosts, Greg Miller, Colin Moriarty, and Andrew Goldfarb. Their Xbox oriented podcast is "Unlocked" with Ryan McCaffrey, Mitch Dyer, and Destin Legarie as the hosts. Nintendo Voice Chat is IGN's Nintendo podcast, hosted by Jose Otero, accompanied by Peer Schneider and Brian Altano. "Game Scoop!" is another popular podcast where they discuss news and topics surrounding the video game industry with host Daemon Hatfield and a panel of IGN employees.[55]

Regional websites[edit source | editbeta]
Since 2006, IGN Entertainment began launching regional versions of the website for various countries and pan-regions. Initially, IGN began opening new offices outside the United States in order to support those regional websites, but later IGN began franchising its brand as a more cost-effective means of globalization, wherein it licensed various media publishers in many countries to use the IGN brand and manage regional websites on their own. When visiting   from an IGN-supported region, the site automatically redirects visitors to their localized version using geolocation software, based on their countries' IP addresses. Each version of the site has a modified logo with their country's/region's respective flags near the IGN logo. However, it is still possible to access the original American website using a navigation bar on top or below (depending on regional website) the page's master template.

IGN opened its first offices in the UK and Australia in 2006, which both share the same information as the American site but with added content authored from editors within each respective region. Other licensed regional publishers work on their own servers, albeit can link to IGN's HQ database, where they can import and/or translate articles, and use videos uploaded on IGN's servers that use IGN's own hosted video player.

On May 16, 2012, in collaboration with the Emirati-based company t-break Media, IGN Middle East was announced for the MENA gaming community. The site replaces t-break Media's own ME Gamers website, which was formerly one of the largest Middle Eastern-based gaming media outlets that was originally launched in 2006. ME Gamers' entire staff converted their duties to IGN Middle East, importing and/or translating many of IGN's English articles, whilst writing up their own articles, especially for Middle Eastern-specific events. IGN Middle East is available in both English and Arabic languages.[56] Whilst the site was initially launched to cover only video games, t-break Media announced in September 2012 that they started posting movie-related articles under the IGN brand as IGN Movies Middle East, merging most of the duties from their own ME Movies website, which was originally established in 2009, under a similar manner to their video game content.[57] Unlike video games, however, most movie-related content will be in English only.

In September 2012 the Italian edition of IGN launched, managed by a local team, providing both original and translated contents.[58]

On October 9, 2012, in collaboration with the Spanish-based media company Marca, IGN Spain was announced. The site effectively replaces Marca's own Marca Player gaming news website. Marca Player's editors converted their duties to IGN Spain, translating many of IGN's English articles, whilst writing up their own Spanish articles as well, covering various topics including video games, movies, TV series and comics.[59] Marca also plans in the long run to eventually release another Spanish IGN website specifically for the pan-regional, Spanish-speaking gaming community in Latin America.[59]

On 2nd December 2013, IGN Africa was launched.[60]

On 17th December 2013, in collaboration with Times Internet, IGN India was launched. The Indian edition takes AAA game reviews from its US couterpart and focuses more on coverage of gaming news and events in the country, apart from writing about comics, movies, technology.[61]

IGN Pro League[edit source | editbeta]
In 2011, IGN launched the IGN Pro League, a professional e-sports circuit that ran tournaments for StarCraft II: Wings of Liberty, ShootMania Storm and League of Legends.[62] On March 6, 2013, only weeks prior to the event, IGN abruptly cancelled the finals of IPL 6—which were to be held in Las Vegas from March 28 through 31, and discontinued the league. IGN indicated that it was no longer in a position to commit to competing with the increased number of e-sports events that were now being held.[63][64] On April 8, 2013, Blizzard Entertainmentannounced that it had acquired the staff and assets of the IPL from IGN; its former staff will be re-assigned to work on e-sports productions and online content for Blizzard's own events.[65]

April Fools pranks[edit source | editbeta]
On April 1, 2008, IGN released a movie trailer for the hit video game series The Legend of Zelda that prompted many Zelda fans to believe that a live-action motion picture was on the way. Other movie websites reported that IGN was showing the world premiere of the Zelda trailer that day. The supposed release date of the film was April 1, 2009. The trailer had 3.5 million views that day. IGN released a statement the following day stating that the trailer was an elaborate April Fools joke. IGN was flooded with calls and e-mails about the joke but said it was done with good intentions, and to show Nintendo that a Zelda movie could be made and that fans would go see it.[66] In a behind-the-scenes documentary posted the following day, a camera operator stated that they could have cut together a small mini-series with all the footage shot. On April 1, 2010, IGN made a mock trailer for a possible movie based on the Halo video game series but with an Indian Bollywood theme, which gave away the prank.[67] On April 1, 2011, another mock trailer was made for a television spin-off of Harry Potter.[68] On April 1, 2012, another mock trailer was made for a Saturday morning cartoon based on the Mass Effect trilogy.[69] On April 1, 2013, IGN posted a mock trailer for an Apple game console known as the "iPlay", whose launch lineup only consisted of Angry Birds games (including the non-existent Angry Birds: The Fast and the Furious).

See also[edit source | editbeta]

 * Blogcritics
 * Metacritic

References[edit source | editbeta]

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= The Elder Scrolls V: Skyrim = From Wikipedia, the free encyclopedia

(Redirected from Skyrim) The Elder Scrolls V: Skyrim is an action role-playing video gamedeveloped by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth installment in The Elder Scrolls action role-playing video game series, following The Elder Scrolls IV: Oblivion.Skyrim was released on November 11, 2011, for Microsoft Windows,PlayStation 3 and Xbox 360. Three downloadable content (DLC) add-ons were released—Dawnguard, Hearthfire and Dragonborn—which were repackaged into The Elder Scrolls V: Skyrim Legendary Edition, which released on June 4, 2013.

Skyrim 's main story revolves around the player character's efforts to defeat Alduin, a Dragon who is prophesied to destroy the world. Set two hundred years after Oblivion, the game takes place in the fictional province of Skyrim. Over the course of the game, the player completes quests and develops their character by improving their skills. Unlike previous Elder Scrolls games, Skyrim does not require the player to select a character class at the beginning of the game, negating a problem the development team felt previous entries had by forcing the player into a rigid play-style too early in the game.Skyrim continues the open world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time and to ignore or postpone the main storyline indefinitely.

The game was developed using the in-house Creation Engine, built specifically for the game. Skyrim is not a direct sequel to previousElder Scrolls games, but during development it was considered a spiritual successor to Oblivion and 2008's Fallout 3. The team opted for a more unique and diverse game world than Oblivion 's Cyrodiil, which lead producer Todd Howard considered less interesting by comparison. Skyrim premiered to critical acclaim, with reviewers particularly responding well to the refined character development system over previous Elder Scrolls entries. Critics cited the game's lack of polish and weak melee combat as negative factors. The game shipped over seven million copies to retailers within the first week of its release, and sold over 20 million copies across all three platforms.

Contents
[hide]
 * 1 Gameplay
 * 2 Plot
 * 2.1 Voice cast
 * 3 Development
 * 3.1 Design
 * 3.2 Engine
 * 3.3 Audio
 * 4 Marketing and release
 * 4.1 Additional content
 * 4.2 Technical issues
 * 5 Reception
 * 5.1 Sales
 * 5.2 Awards
 * 6 References
 * 7 External links

Gameplay
See also: Gameplay of The Elder Scrolls series

The Elder Scrolls V: Skyrim is an action role-playing game, playable from either a first- or third-person perspective. The player may freely roam over the land of Skyrim, which is an open world environment consisting of wilderness expanses, dungeons, cities and towns.[3] The player may navigate the game world faster by riding horses, or by utilizing a fast-travel system that allows them to warp to previously-discovered locations.[4] The game's main quest can be completed or ignored at the player's preference after the first stage of the quest is finished. Non-player characters populate the world and can be interacted with in a number of ways; the player may engage them in conversation, or kill them. Crimes like murder and theft accrue the player bounty points in each of the world's nine districts. Should the player be stopped by a guard, they may wipe their bounty with gold or jail time, or may resist arrest which will trigger an aggressive pursuit. NPCs may allocate the player additional side-quests, and some side-quests have parameters adjusted based on nearby dungeons the player has yet to explore.[5][6] Some NPCs that are befriended or hired by the player may act as companions who will accompany the player and provide aid in combat.[7] The player may choose to join factions, which are organized groups of NPCs such as the Dark Brotherhood, a band of assassins.[8] Each of the factions has an associated quest path to progress through. The cities and towns in the game world each have an economy, which the player can stimulate by completing jobs such as farming.[9]

The player character engages in combat with monsters while exploring a dungeon. The player may dual-wield weapons and magic at once in order to be more effective against monsters.

A perpetual objective for the player is to develop their character. At the beginning of the game, the player creates their character by selecting one of several races, including humans, elves andanthropomorphic creatures, and then customizes their character's appearance.[10] Over the course of the game, the player improves their character's skills, which are numerical representations of their ability in certain areas. There are eighteen skills divided evenly between the three schools of combat, magic and stealth. When the player has trained skills enough to meet the required experience, their character levels up. Each time their character levels, the player may choose to select a skill-specific ability called a perk, or store perk points for later use. Unlike earlier entries in The Elder Scrolls series which used a character class system to determine which skills would contribute to the character's leveling, Skyrimallows the player to discover preferred skills as they play the game and rewards the player with more experience when a frequently-used skill is leveled.[5][11] A head-up display (HUD) appears when any of the player's three main attributes are being depleted. Attributes regenerate over time, although this process can be accelerated by taking potions or regenerative spells. Health is depleted primarily when the player takes damage, and the loss of all health results in death. Magicka is depleted by the use of spells and by being struck by lightning-based attacks. Stamina determines the player's effectiveness in combat and is depleted by sprinting, power attacking, and being struck by frost-based attacks. The player's inventory can be accessed from the menu and items can be viewed in 3D, which may prove essential in solving puzzles found in dungeons.[12]

The player's effectiveness in combat relies on the use of weapons and armor, which may be bought or created atforges, and magic, which may be bought or unlocked by finding spell tomes. Weapons and magic are assigned to each hand, allowing for dual-wielding, and can be swapped out through a quick-access menu of favorite items.[13]Shields can be used to fend off enemy attacks and reduce incurred damage, or offensively through bashing attacks. Blunt, bladed and hacking weapons can be used in close combat and each have specific advantages and roles; for example, the player can perform power attacks with each weapon. Magic can be used in the form of spells, which have many different function, such as the regeneration of health or the depletion of enemy health.[14] A bow and arrow may be utilized in long-range combat, but the bow can be used as a defensive melee weapon in close combat. The player can enter sneak mode and pickpocket, or deliver sneak attacks to unsuspecting enemies.

When exploring the game world, the player may encounter wildlife. Many creatures in the wilderness are immediately hostile towards the player.[3] Skyrim is the first entry in The Elder Scrolls to include Dragons in the game's wilderness. Like other creatures, Dragons are generated randomly in the world and will engage in combat with NPCs, creatures and the player. Some Dragons may attack cities and towns when in their proximity.[15] The player character can absorb the souls of Dragons in order to use powerful spells called "Dragon Shouts". Each Shout contains three words, and the strength of the Shout will vary depending on how many words have been spoken. The words to Shouts can be learned by visiting "Word Walls" in dungeons. The words to each shout are unlocked for use by spending the absorbed souls of slain Dragons.[16][17] A regeneration period limits the player's use of Shouts in gameplay.[18]

Plot
Skyrim is set 200 years after the events of Oblivion,[16] though it is not a direct sequel. The game takes place in the land of Skyrim, amid a civil war between two warring political factions; the Stormcloaks, led by Skyrim's native Nord race, and the Imperial Legion.

The story begins with the imprisoned player being led to an Imperial execution in the town of Helgen, alongside several Stormcloak soldiers and their leader, Ulfric Stormcloak. A Dragon unexpectedly interrupts the procession, attacking and destroying the town. The player escapes and journeys to the nearby town of Riverwood, whose residents are now fearful that the Dragon could strike their town as well at any moment. The player is asked to make their way to the city of Whiterun, to request aid from the city's Jarl—the game's equivalent of a lord—against the Dragon threat. The Jarl, Balgruuf the Greater, accepts under the condition that the player first retrieve a Dragonstone, a magical artefact that shows the location of ancient Dragon burial sites.[19]

The player returns to Whiterun with the Dragonstone, only to learn that another Dragon has appeared near the city. After slaying the Dragon with assistance from the city's guards, the player absorbs the Dragon's soul which grants them the ability to perform a magical ability called a "Thu'um", or Dragon Shout. The city's guards are astonished, and inform the player that they must be a Dragonborn, a mortal with the soul of a Dragon. After returning to the Jarl with news of the Dragon's defeat, the player is summoned to meet with the Greybeards, an order of monks who live in seclusion in their temple of High Hrothgar on the slopes of Skyrim's tallest mountain, the Throat of the World.[19]

The Greybeards further train the player in the "Way of the Voice", teaching the player more powerful Thu'um's and instructing the player on their destiny and role of the Dragonborn. The player learns that Skyrim's civil war is the last in a sequence of prophetic events foretold by the Elder Scrolls, which also predicted the return of Alduin, the Dragon-god of destruction. Alduin is prophesied to destroy the races of Men and Mer, and consume the world. The player character is the latest "Dovahkiin", a Dragonborn, an individual with the body of a mortal and the soul of a Dragon. Dovahkiin are anointed by the gods to help fend off the threat Alduin and other Dragons pose to Skyrim and Tamriel.[19]

The Greybeards task the player with retrieving the legendary Horn of Jurgen Windcaller. However, the player discovers the Horn has been stolen by another, who wishes to meet with the Dragonborn. The thief reveals herself as Delphine, Riverwood's innkeeper and one of the last surviving members of the Blades—an Order of bodyguards sworn to protect the Imperial Emperor. Delphine and the player witness Alduin reviving a Dragon from a burial mound and defeat the Dragon. Afterwards, Delphine helps the player infiltrate the Thalmor Embassy near the city of Solitude, the headquarters of the Aldmeri Dominion in Skyrim, to follow up on her suspicions about the Thalmor's possible involvement with the Dragon threat. While there, Delphine and the player discover the Thalmor are searching for a man named Esbern, an archivist of the Blades Order. Delphine then instructs the player to locate Esbern, known to be hiding in the sewers and ratways of the city of Riften.[19]

The player character accompanies the Blades in search of Alduin's Wall, a prophetic engravement located in an ancient Blades fortress known as Sky Haven Temple. While the Blades set up in the temple, the player character learns that the ancient Nords used a special Thu'um against Alduin called "Dragonrend", representing mankind's comprehensive hatred for the Dragons, to cripple his ability to fly so they could engage him. To gain more information, the player meets the ancient Dragon Paarthanux, the leader of the Greybeards who was once one of Alduin's most feared generals. Paarthurnax reveals that Alduin was not truly defeated in the past, but was sent forward to an unspecified point in time by the use of an Elder Scroll, in the hopes that he would get lost. The player manages to locate the Elder Scroll within the ancient Dwemer ruin of Blackreach and uses it to peer through a window in time, learning the powerful Dragonrend Shout to combat Alduin.[19]

Armed with the knowledge of how the ancient Nords defeated Alduin, the player battles Alduin on the summit of the Throat of the World. Overpowered by the player, Alduin flees to Sovngarde, the Nordic afterlife. The player learns that Dragonsreach, the palace of the Jarl of Whiterun, was originally built to trap and hold a Dragon. Balgruuf refuses to allow the player to utilize Dragonsreach and possibly endanger the city if the civil war between the Stormcloaks and the Imperial Legion still rages. With the help of the Greybeards, the player calls a council between General Tullius—the Imperial Legion's commander—and Ulfric Stormcloak, successfully calling for a temporary armistice while the Dragon threat exists. If the war has already ended the Jarl will eventually agree with persuasion.[19]

The player summons and traps a Dragon named Odahviing in Dragonsreach, learning from him that Alduin has fled to Sovngarde through a portal located high in the mountains, at an ancient fort called Skuldafn. Odahviing, impressed with the player's Thu'um and ability to capture him, agrees to fly the player to Skuldafn, claiming Alduin has shown himself as weak and undeserving of leadership over the Dragons. Upon arrival at Skuldafn, the player travels to Sovngarde and meets with Ysgramor, the legendary Nord who, along with his Five Hundred Companions, drove the Elves out of Skyrim. Ysgramor informs the player that Alduin has placed a "soul snare" in Sovngarde, allowing him to gain strength by devouring the souls of deceased Nords arriving there. The player meets up with the three heroes of Nordic legend who defeated Alduin originally, and, with their help, destroys the soul snare, defeating Alduin.[19]

If the player did not kill Paarthurnax in an earlier side quest, an alternate conclusion is given. The player returns to the summit of the Throat of the World in which Paarthurnax and the other Dragons wait. Paarthurnax explains that even if Alduin is defeated, they are in no condition to celebrate for he was once their ally and is still one of their kin. Having asserted his authority over many Dragons, Paarthurnax convinces those loyal to him to leave Tamriel.[19]

Voice cast

 * Daniel Riordan as Alduin
 * Christopher Plummer as Arngeir
 * Joan Allen as Delphine
 * Max von Sydow as Esbern
 * Paul Eiding as Felldir the Old
 * Paul Ganus as Hakon One-Eye
 * Michael Hogan as General Tullius
 * Lynda Carter as Gormlaith Golden-Hilt
 * Claudia Christian as Legate Rikke
 * Charles Dennis as Odahviing
 * Charles Martinet as Paarthurnax
 * Vladimir Kulich as Ulfric Stormcloak[20][21][22]

Development
Having completed work on Oblivion in 2006, Bethesda Game Studios began work on Fallout 3, which would eventually release in 2008. It was during this time that the team began planning their next Elder Scrolls game. From the outset, they had decided to set the new entry in the land of Skyrim, incorporating Dragons into the main theme of the game.[24] Full development begun following the release of Fallout 3 in 2008; the developers considered Skyrim a spiritual successor to both Fallout 3 and previous The Elder Scrollsgames.[25] The game was developed by a team of roughly 100 people composed of new talent as well as of the series's veterans.[24] The production was supervised by Todd Howard, who was the director of many titles released by Bethesda Softworks.[24]

Design
The team set the game in the province of Skyrim, designing it by hand. While similar in size to Oblivion 's game world Cyrodiil, the mountainous topography of the world inflates the game space and makes it more difficult to traverse than the relatively flat Cyrodiil.[18] In designing Skyrim 's world, the team opted for a different approach to what was taken with Oblivion; art director Matt Carofano considered the more surrealistic approach of Skyrim 's world design as a departure from Oblivion 's generic representation of classic European fantasy lore.[10] Howard expressed the team's desire to re-encapsulate the "wonder of discovery" of Morrowind 's game world in Skyrim, as the return to the classic fantasy of Arena and The Elder Scrolls II: Daggerfall in Oblivion meant sacrificing a world with a unique culture.[26] As a way of creating diversity in the world, the team divided the world into nine sectors, known as holds, and attempted to make each hold feel topographically unique from another; in addition, the team wanted to reflect the socioeconomic background of the NPCs by making some of the world's locations elaborate and wealthy and others poorer and lower-tech.[5]

Within Skyrim 's universe is the use of "dragon language". The alphabet was constructed to look aesthetically Dragon-like, hence the use of claw-like markings.[27]

The team sought to make each of the game's ten races feel unique; Howard considered that the player's choosing of a race at the beginning of the game is a more important decision than it has been in previous The Elder Scrolls games because the culture ofSkyrim 's world contains more racism. However, he iterated that the player's choice of race does not have major game-affecting consequences as it simply adds "flavor" in different NPCs' dispositions towards the player, and is not meant as a way of locking players out of particular quests.[28] Efforts to makingSkyrim 's world feel hand-crafted extended to the team abandoning the use of generated landscapes as they had done in Oblivion. While one team member was charged with designing dungeons in Oblivion, Skyrim 's 150 dungeons were designed by a small team of eight people.[29] Skyrim features 244 quests and over 300 points of interest.[30]

Engine
Skyrim is powered by Bethesda's own Creation Engine, a new engine created prior to Skyrim 's release.[31][32]After Fallout 3 's release, the team devised numerous design objectives to meet for Skyrim, and as Howard described, the team "got all those done and kept going".[28] Had the team not been able to meet their design goals with current hardware, they would have waited for the next generation and released Skyrim then,[33] but, as Howard felt, the current technology did not hold the team back at all.[28] The Creation Engine allows for numerous improvements in graphical fidelity over Bethesda's previous efforts. For example, the draw distance renders farther than in previous The Elder Scrolls games; Howard provided an example where the player can stare at a small object such as a fork in detail, and then look up at a mountain and run to the top of it.[26] Dynamic lighting affords shadows to be created by any structure or item in the game world, and while Bethesda utilized SpeedTreeto produce flora in previous games, the Creation Engine utilized by Skyrim allowed for greater detail than what had been allowed by SpeedTree.[16] For example, with Bethesda's own technology, the team were able to give weight to the branches of trees which affect how trees blow in the wind; in addition, the technology affords wind to affect the flow of water in channels such as rivers and streams.[6] Because of the large presence of snow inSkyrim 's game world, the technological upgrades were applied to weather effects and allow for dynamic snow fall upon the terrain, instead of snow that was rendered as a textural effect in previous games.[6]

The team made use of Havok's Behavior toolset for character animation, which allows for a greater fluidity between the character's movements of walking, running and sprinting, and also increases the efficiency of the third-person camera option which had been criticized in Oblivion.[6][34] The toolset allows interactions between the player and NPCs to take place in real-time; in Oblivion, when the player went to interact with an NPC, time would freeze and the camera would zoom in on the NPC's face. In Skyrim, NPCs can move around and make body gestures while conversing with the player. Children are present in the game, and their presence is handled similarly as in Fallout 3 in that they cannot be harmed by the player in any way[16] since depictions of violence involving children in video games is a controversial and largely-debated issue.[35] Skyrim makes use of theRadiant AI artificial intelligence system that was created for Oblivion, and it has been updated to allow NPCs to "do what they want under extra parameters".[15] The updated system allows for greater interaction between NPCs and their environments; NPCs can perform tasks such as farming, milling and mining in the game world, and will react with each other.[36]

Audio
The team employed Jeremy Soule to compose music forSkyrim after his work on Morrowind and Oblivion. He composed "Dragonborn", the game's main theme. "Dragonborn" was recorded with a choir of over thirty people, singing in the game world's Dragon language.[37] Creative director Todd Howard envisioned the theme for Skyrim as theElder Scrolls theme sung by a choir of barbarians. This became a reality when the idea was passed by Soule, who recorded the 30-man choir and layered three separate recordings to create the effect of 90 voices.[38] The language, Draconic, was created by Bethesda's concept artist Adam Adamowicz, and he developed a 34-character runic alphabet for the game.[27] The lexicon of Draconic was expanded as needed; as lead designer Bruce Nesmith explained, words were introduced to the lexicon "every time [the studio wanted] to say something".[15]

As with the previous two entries in the series, the soundtrack to Skyrim is sold via Jeremy Soule's distributor DirectSong; on November 4, 2011, a physical-only release consisting of 4 audio CDs was announced, coinciding with the launch of the game. All copies preordered before December 23 will be personally autographed by Soule.[39] Following an October 17 tweet from Pete Hines, vice president of public relations and marketing at Bethesda, stating "The OST would take 4 CDs",[40] a 4-disc CD set release was spotted by Digital Song customers during an account display error.[41] "Day One" preorders from Amazon.de also include a 5-track promotional Skyrim soundtrack sampler.[42] A digital version of the 4-disc CD soundtrack was released on January 31, 2013 via iTunes.[43]

Marketing and release
Skyrim was first announced at the Los Angeles Convention Centerin Los Angeles, California, on December 11, 2010. The center was the host of Spike's annual Video Game Awards; Howard appeared on stage during the awards and presented its announcement trailer, which introduced the game's story and revealed its "11–11–11" release date.[44] It was the cover story for the February 2011 issue of the Game Informer magazine, wherein journalist Matt Miller wrote a fifteen-page article that revealed the first details about the game's story and gameplay.[16] Asked about downloadable content (DLC) packages in a June 2011 interview, Howard expressed that it was the team's intention to release DLC packages after having done so for previous releases; he revealed that it was the team's goal to release a lower number of DLC packages that were larger in content than those released for Fallout 3, as he felt that releasing a larger number of low-content packages was "chaotic".[45] Via a press release, the team announced that the first two planned DLC packages would release on the Xbox 360 via Xbox Live a month ahead of PCs and the PlayStation 3 system.[46] At the 2011QuakeCon conference, the team unveiled Skyrim 's special edition package. Bundled with a copy of the game is a map of the game world, a 12-inch figurine of the game's antagonistic Dragon Alduin, as well as a 200-page concept art book and a DVD feature about the making of Skyrim.[47]

In October 2011 pictures of many pages of the manual of the game were leaked,[48][49] later followed by footage from the introduction, revealing some more details.[50] By November 1, 2011, a copy of the Xbox 360 version had been leaked and made available through the internet, allowing people with a hacked Xbox 360 to play Skyrim 10 days before its official release.[51][52] In the Netherlands, the game has been available for purchase since November 7.[53] On November 10 stores in Australia began selling the game ahead of its release on November 11.[54]

A compilation package called The Elder Scrolls V: Skyrim - Legendary Edition was released on June 4, 2013. It contains the 1.9 patch, and the three expansions along with the main game.[55]

Additional content
A wide variety of modifications are available for Skyrim, using the packaged "Creation Kit". These mods are aggregated on the Steam Workshop and Skyrim Nexus, among other sites. The mods include features such as more vibrant night sky, new lighting systems, new characters and locations, user interface updates, and more.[56]The first Skyrim modification was The Fall of the Space Core, Vol. 1, created by Bethesda in collaboration withValve Corporation. It causes the Space Core – a fictional device from Valve's video game Portal 2 – to fall from the sky and land in a burnt-out house near Whiterun. The Space Core (voiced by Nolan North) acts as a non-player character, following the player around the world of Skyrim and dispensing space-related comments.[57][58]

Dawnguard, the first downloadable add-on for Skyrim, revolves around a battle between the Dawnguard and Clan Volkihar. The Dawnguard, a band of vampire hunters, rely on the use of their trademark crossbow weapons in their pursuit against Clan Volkihar, a family of vampires. Early in Dawnguard 's quest line, players must choose which faction they join forces with. Dawnguard adds new content to the game including weapons, magic and armor, and expands the abilities afforded to players who choose to become either a vampire or a werewolf. It also adds two new areas outside of the main land of Skyrim to explore—the Soul Cairn, a plane of the realm Oblivion, and the Forgotten Vale, a secluded glacial valley. Dawnguard released on the Xbox 360 in English-speaking territories on June 26, 2012, and in European countries in mid-July 2012.[59] Via the digital distribution platformSteam, Dawnguard released for Windows on August 2, 2012.[60] Performance issues on the PlayStation 3 platform hampered Dawnguard 's, and subsequent content add-ons', release on it. Dawnguard eventually released on the PlayStation 3 on February 26, 2013 in North America and on February 27, 2013 in Europe.[61]

Hearthfire,  Skyrim' s second add-on, allows players to build houses and adopt children. Three plots of land are added to the game world, which players can purchase. Once land is purchased, players select rooms to add on to the basic template of the house, built from raw materials like lumber and clay which can be harvested or purchased. Players may also adopt up to two children and have them live with the player's spouse in their houses.[62] Hearthfire released for the Xbox 360 on September 4, 2012 and for Windows on October 4, 2012.[63]It later released for PlayStation 3 on February 19, 2013 in North America and February 20, 2013 in Europe.[64][65]

Dragonborn is the third and final add-on for Skyrim. It revolves around the player character's efforts to defeat Miraak, the first Dragonborn who has become corrupted and seeks to control the world. The add-on takes place on the island of Solstheim, which like Skyrim is presented as an open world. It adds new content to the game and allows players to ride on the backs of Dragons. Dragonborn released for the Xbox 360 on December 4, 2012,[66]for Windows on February 5, 2013, and for PlayStation 3 on February 12, 2013.[67][68]

Technical issues
At the launch of Skyrim, a multitude of technical issues ranging from small to large in scale were being reported. Some examples include a texture down-scaling issue on the Xbox 360 version when the game was run from the hard drive;[69] crashes, slowdown and frame rate issues on the PlayStation 3 version when save files exceeded 6 MB,[70] commonly occurring due to extended game play times;[71] and various crashes and slowdowns on the Windows version. According to Skyrim 's director Todd Howard the misconception of 'restrictive RAM'[72] is incorrect, "It's literally the things you've done in what order and what's running."[73]

Since release several patches have been published to address technical issues and improve overall gameplay. Patch 1.2 was released on November 29, 2011, to fix some of the game's issues;[74] however, some players reported new bugs in the game following the patch, including more frequent game crashes.[75] Patch 1.3 was released on December 7, 2011, to improve stability, further address known issues, and fix some of the problems that were introduced in version 1.2.[76] Patch 1.4 was released on February 1, 2012, for the PC. Another list of issues and bugs were addressed in this patch as well as the Skyrim launcher support for Skyrim Workshop (PC).[77] Patch 1.5 was released on March 20, 2012, for the PC. Numerous bugs were fixed, as well as the inclusion of new archery/spellcasting killcams.[78] On April 12, 2012, Bethesda announced that Kinect support would be coming for the Xbox 360 version of Skyrim. It features more than 200 voice commands.[79] Patch 1.6 was released on May 24, 2012, for the PC. This includes a new feature – mounted combat.[80] Patch 1.7 was released on July 30, 2012, for the PC,[81] and 1.8 was released on November 1, 2012, for the PC.[82] These two introduced only minor bugfixes. Patch 1.9 was released on March 18, 2013. In addition to providing various bug fixes, this patch also added new features, most namely the new 'Legendary' difficulty and 'Legendary' skills.[83]

An unofficial community patch tries to fix remaining issues unattended by the official patches.[84] The latest iteration of the so-called Unofficial Skyrim Patch, released on August 2013,[85] lists hundreds[86] of gameplay, quests, and other bugs as fixed in the game and its add-ons.[87][88]

Reception
Skyrim received acclaim from reviewers upon its release. The removal of the character class system from previous Elder Scrolls entries was well received. Billy Shibley of Machinima's Inside Gaming and Charles Onyett of IGN praised its removal because it allowed players to experiment with different skills without having to make decisions about a class early in the game.[99][104] John Bedford of Eurogamer opined that by removing the character class system, the game tailored for players who wanted to build an all-around character while still also providing the opportunity for other players to specialize in a preferred play-style.[105] Steve Butts of The Escapistconsidered the addition of perks to the character development system "a great method to make your character feel even more unique and personal".[106] Kevin VanOrd of GameSpot praised the way perks allowed for the player's preferred skills to become more powerful over time, stating that the perk system "forms around the way you play, but allows for tweaking so that you retain a sense of control".[107] The user interface (UI) that navigates the player's items and spells was also praised by reviewers for its accessibility;[99][107][108] Bedford complimented its "elegant design" which succeeded Oblivion 's cumbersome UI.[105]

The art style of the game world drew acclaim from many reviewers, who welcomed the departure from Oblivion 's Cyrodiil. Jason Schreier of Wired described the land of Skyrim as a "Viking-inspired treasure trove of flavor and charm", noting its contrast to Cyrodiil which he considered generic by comparison.[103] The Staff at Edgemagazine described Cyrodiil as a "patchwork of varying terrains", praising the more consistent design of Skyrim.[109] Shibley praised "the lack of copy-and-paste level design that's plagued Bethesda's previous games, [...] giving a lived-in and handcrafted look to the world".[104] Bedford noted that the improved graphical fidelity over Oblivion allowed the game world to feel more lifelike, praising the "misty mountain setting, complete with swirling fog and high-altitude snowstorms".[105] An editor for PC PowerPlay praised the diversity of the dungeon design.[110] Andrew Reiner of Game Informer cited criticisms Oblivion faced for repetitive dungeons, noting that "the composition of each dungeon is largely unique and individualized" in Skyrim. He also favored the design choice to have a quick route out of a dungeon leading from its last room, eliminating the problem he identifiedOblivion as having where the player would clear a dungeon and then have to go all the way back to the beginning to exit it.[108] Many reviewers praised the large amount of things to do in the world away from the main story.[105][107][108] Tom Francis of PC Gamer opined that it was difficult to explore the world without becoming distracted by things to do, explaining that "it's hard to walk for a minute in any direction without encountering an intriguing cave, a lonely shack, some strange stones, a wandering traveller, a haunted fort".[101]

Reviewers welcomed the ability to dual-wield weapons and magic.[99] An editor for PC PowerPlay felt that the dual-wielding ability "transforms the tactical scope of each combat encounter".[110] Shibley noted that the dual-wielding option gave the player more freedom to experiment with combat, explaining that "the ability to apply a spell to each hand [...] generates huge potential for getting creative with your spell combinations".[104] However, many reviewers were critical of the melee combat, feeling that it had not been improved upon as much as other areas in the game.[104][105][107][109] Justin McElroy of Joystiq explained that "what should be thrilling fights inSkyrim are often weighed down by the same clunky melee system Oblivion suffered from".[111] Onyett described melee combat as "flat" and "floaty", and that "many times it feels like you're slicing air instead of a mythical creature's flesh".[99] Franics agreed with this sentiment, explaining that "too much of the time, you wave your weapon around and enemies barely react to the hits".[101]

Many reviewers noted glitches while playing Skyrim,[99][103][107][109][112] some game-breaking.[101][104][108][111][113] Nick Cowen of The Guardian pointed out that the game's glitches were a trade-off for its ambitious scope, himself experiencing glitches that forced him to reload earlier saves.[113] Edge began their review by criticizing the lack of polish, while still acknowledging many areas in the game which made up for it.[109] In addition, the quality of the main quest divided some reviewers. While Reiner praised the main quest as "superbly penned" and "Bethesda's best effort to date",[108] Butts and Francis criticized the fact that the story was delivered primarily through conversations and quest journals, rather than through the player's own interactions.[101][106] While the Dragon battles were well-received, some reviewers observed flaws in the AI for Dragons. Onyett pointed out their "predictable attack patterns",[99] which Francis agreed with, explaining that "fighting them never changes much: you can just ignore them until they land, then shoot them from a distance when they do".[101] Reiner felt that due to the repetitiveness of their attack patterns, the Dragons weren't challenging enough for low-level players.[108] Edge pointed out a curve in difficulty for players who favored archery and magic, as Dragons were difficult to attack while airborne.[109]

Sales
During the first day of release, Steam showed over 230,000 people playing Skyrim concurrently.[114] In the first week of release, Bethesda stated that 7 million copies of the game had been shipped to retailers worldwide, and that total sales through the following Wednesday were expected to generate an estimated US$450 million.[115][116] By December 16, 2011, this had risen to 10 million copies shipped to retail and around US$620 million.[117] Additionally, Valve stated that it was the fastest selling game to date on their Steam platform.[117]Steam's statistics page showed the client breaking a five million user record by having 5,012,468 users logged in January 2, 2012. During this time, Skyrim was the most-played game on Steam by a huge margin, with double the number of players as Team Fortress 2, the second-placed game.[118] In the United Kingdom, Skyrim was the 9th best selling title of 2012.[119] In June 2013, Bethesda announced that over 20 million copies of the game had been sold;[120] of those sales, 59% were for the Xbox 360, 27% for the PS3, and 14% for the PC.[121]

Awards
Skyrim received awards from various gaming sites and pulications. IGN and GameSpot named Skyrim "PC Game of the Year".[122][123] It also received GameSpot's "Readers' Choice" award.[123] The game received the "RPG of the Year" award from Spike TV,[124] IGN,[125]X-Play,[126] GameSpot[127] and GameSpy.[128] It received "Overall Game of the Year" wins from Spike TV,[124] X-Play,[126]Machinima.com,[129] GameSpot,[130] 1UP.com,[131] Game Revolution,[132] GameSpy[133] Joystiq[134] and the Interactive Achievement Awards.[135]

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