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		The Elder Scrolls V: Skyrim Review &  
		Interview with Ray Lederer (Concept Artist) 
		PS3, XBox 360 & Windows PC 
		 
 
		After drooling over the collector’s edition 
		strategy guide, I open up my copy of The Elder Scrolls V: Skyrim, and dive into it headfirst. I quickly learn in the beginning of the 
		game that I’m a prisoner that’s been sentenced to death and before being 
		executed, an exciting and terrifying scene takes place, really 
		showcasing early on the true magnitude of pure awesomeness that is this 
		game. Before I know it, I’m jumping down into a burning building, 
		swinging swords, and looting bodies during all of this chaos. I won’t 
		spoil the fun introduction for you, so allow me to dig elsewhere in this 
		vast world of vivid scenery and seamless game play. 
		
		  
		I 
		literally had to just stop and just look around for quite some time at 
		random points in my first few hours of playing Skyrim. Simple things 
		like water and trees amused me to no end and are complete works of 
		finely detailed art in this game, as is everything else. Shadows are 
		cast everywhere, the sky is a beautiful thing to behold, and you could 
		even see the stars peeking through the clouds at some times. While I 
		decided to do some hardcore mountain climbing, I looked over at the sky 
		and saw one of the most stunning things in my early experience with 
		Skyrim – the Aurora Borealis.  
		So 
		many things catch my attention as I wander around the map – different 
		climates in the various sections, wind picking up particles on the 
		ground and blowing them away, random animal skulls in the middle of 
		nowhere, and countless other things that make this game just feel as 
		massive as it really is. The only minor downside I came across was while 
		mountain climbing; I got stuck every so often and would have to re-load 
		if I absolutely could not get out. Other than that, the mountain 
		climbing is a lot better in that you can climb much more steeply, and so 
		you have a lot more freedom on where you can go.  
		 
		On the fighting side of things, I find the more creatures I come across 
		the more I want to play with different weapon combinations that are now 
		at my disposal. In Skyrim you can dual-wield weapons, dual-wield magic 
		to make more powerful versions of it, use sword and shield, single- and 
		double-handed weapons, and so on.  
		
		  
		Now 
		one thing that I have yet to feature in my reviews, for a bit more 
		insight into the game being discussed and as a bit of a real treat, is 
		an interview! I asked concept artist Ray Lederer some questions about 
		this pure monstrosity of absolute colossal proportions, his involvement 
		in the project and how he was lucky enough to be a part of it, fun 
		little things about the art work for this game, and some differences 
		between Skyrim and Oblivion. Here are those lovely questions and 
		answers: 
		 
		Shael: Tell us a bit about yourself. How did you get your start 
		on doing artwork, where did you progress from there? 
		 
		Ray: I’ve been drawing for as long as I can remember. My first 
		credited professional work was with FASA and WEST END GAMES doing 
		Mechwarrior and Star Wars interior illustrations for pen and paper RPGs. 
		After that I worked at a CG start up a school friend of mine began. When 
		that imploded a couple of years later, I managed to land a job in the 
		video games industry in Boulder, Colorado of all places. Not exactly the 
		Mecca of game development to be sure but the most gorgeous, inspiring, 
		and fun place I’ve lived. I stayed local there for a good 8 years 
		jumping from studio to studio as a generalist artist who could animate, 
		model, texture, and of course draw. I began to seriously burn out and 
		considered leaving the video game industry all together because I simply 
		wasn’t happy as a generalist production artist. I’m an illustrator, 
		designer, storyboard, and comic book artist at heart and concept art is 
		a perfect way to scratch that itch. In 2006 I landed my first full time 
		concept art position at Gas Powered Games in Redmond, WA. A couple of 
		years later I landed here at Bethesda Game Studios. 
		
		  
		S:
		How did you land a job at Bethesda Softworks, and what have you been 
		working on with the company? 
		 
		R: It was a bit of good timing and luck. I was looking for work 
		in late 2008 when my friend Adam Adamowicz who I knew from my Colorado 
		days and was the sole concept artist here at Bethesda, said I should 
		apply. He’s the one who did all of the brilliant work on Fallout 3. With 
		a good recommendation from Adam and my friend Chandana Ekanayake who was 
		my AD at GPG and a former BGS employee I got an interview. I was a 
		little nervous at first since there are not too many studios to fall 
		back on out here if this didn’t work out. My fears went out the window 
		when I met Todd, Matt, Istvan, and the rest of the crew. I knew this was 
		a great crew and a well-run studio as I’d seen some pretty glaring 
		examples of how not to run a studio in my past. I haven’t looked back 
		since and don’t regret it for a second. 
		
		  
		S: 
		Around how many people were involved in the artwork alone for Skyrim, 
		and roughly how much of what we see in the game is a result of your 
		work? 
		 
		R: If you’re talking the entire art team I think it’s around 
		25-30 people. I’m not actually sure to be honest but it’s a decent sized 
		team of truly gifted art ninjas we have here. As for the concept art 
		team it was just me and Adam for 98% of the stuff. We’d also contracted 
		Massive Black to help us out with a few things in which the brilliant 
		Wes Burt contributed some designs. I got here about a year into 
		development so I’d guess around 40%(?) is mine. We’ve got the walls 
		filled with art in our pit and it only scratches the surface of what 
		we’ve done. Between the 2 of us we've got enough to fill 3 Art of Skyrim 
		books! 
		 
		S: What are some of the major differences between Skyrim and 
		Oblivion? What are some new things people can do in-game? 
		 
		R: In my opinion the difference between them is night and day. 
		Mechanically it’s similar, because it is after all an Elder Scrolls 
		game, but the similarities end there. It’s a little less Renn-Faire and 
		a little more Motorhead. Right away you’ll notice the world is far more 
		lush and varied. Walking into the night and seeing the 2 moons partially 
		obscured by drifting clouds and shimmering aurora borealis stretching 
		all the way across the sky, while low dense fog slowly creeps through 
		craggy mountain peaks and dragons roar in the distance, it's just 
		breathtaking. I want to just camp out there and enjoy the view. My 
		screenshot folder is filled with beautiful snapshots of the world like 
		that. It’s everything I love about Colorado and the Cascades turned up 
		to 11. With monsters! The level of detail is insane. I’m helping to test 
		the PC version of the game and with the settings all cranked up it is 
		the most epic and beautiful game I’ve ever played. I’m pinching myself. 
		I have never been so proud of a project I’ve worked on in my life. 
		
		  
		S: 
		Would you like to share any other fun tidbits about Skyrim that people 
		may not know about? 
		 
		R: I cannot share anything new about the game but I will say 
		this: To anyone who thinks the Art of Skyrim book will not worth the 
		price of the CE you may be in for a surprise. We saw the prototype of 
		the book the other day and it is big, beautiful, and PACKED with as much 
		as they could cram in there. Not only is there concept art but there are 
		beautifully rendered character models, props, and world art. There’s 
		something for everyone and it’s a stunningly produced book. The layout 
		and design is second to none. The Alduin statue is absolutely stunning 
		as well. I think anyone who picks up the CE will be really happy they 
		did. It’s beautifully produced and the highest quality CE I’ve ever 
		seen. My only hope is that eventually we do a retail version of the art 
		book to sell. 
		
		  
		And 
		there you have it! I, like Ray, also hope that there will be a retail 
		version of the art book. The mind-boggling amount of detail that went 
		into the game could then be fully appreciated by many more by seeing the 
		original art work that went behind it. 
		 
		Moving on to some other fun aspects of the game itself, one thing that I 
		do love is the new way that lock picking works. Instead of the 
		frustration of dealing with the tumblers, you now literally feel around 
		the lock using two your picks, moving each individually carefully until 
		the lock rotates and opens. If you rotate them more and more to where 
		they won’t open, the controller also vibrates more and more until the 
		tension results in the picks breaking. Another change in Skyrim that I 
		really like is the fact that the music doesn’t seem to abruptly change 
		when danger is near.  
		I feel that element of surprise when coming up on 
		something like a snow bear is more fun than hearing that moment of 
		silence then the music change going, “Alright, there’s something around 
		here somewhere, where is it… Oh, there it is.” Now instead of that it’s 
		“OMFG there’s a big freaking bear charging down this mountain at me!” 
		The music does end up changing, but it’s a lot smoother of a transition 
		between ambient sound and the dramatic battle soundtrack than the very 
		obvious change. And even if it does seem a little abrupt to some, it 
		sure doesn’t to me, especially when compared to Oblivion. 
		
		  
		
		Speaking of creatures charging and attacking, a word about the combat. I 
		think the combat in this game runs a lot smoother than in Oblivion, and 
		I mean a lot smoother. The way that you’re able to change up your magic 
		and weapons is a breeze to deal with, and I love the incorporation of 
		showing finishing moves on enemies at some points, giving beautiful 
		takedowns their moment of glory. No matter what type of fighter you are, 
		you will be able to play exactly the way you want in this game. The area 
		of skill points had a major facelift as well. Whatever style you play, 
		that is what your character will become. Want to be more of a thief 
		type? Then play like one. Fighter? Mage? Those skills increase as you go 
		along and use them accordingly, and as you level up you choose different 
		perks in each skill section, shown as colorful constellations that you 
		gaze up to for guidance. 
		 
		Something I’m sure people are really waiting to read about is the topic 
		of dragons in Skyrim. It is no surprise that there are dragons, and that 
		as you kill them you absorb their souls and gain powerful magic 
		abilities called shouts, so that’s not spoiling anything. One thing I 
		wasn’t prepared for when I saw the trailers and YouTube videos of game 
		play was the sheer perfection of these beasts. It is a thing of beauty 
		to watch a dragon fly around, land, shoot a stream of fire at the people 
		trying to kill it, and the digression of its ability to fly as it gets 
		injured, seeing more and more blood as it’s near death. The sounds that 
		you hear while fighting dragons, other creatures, and just all of the 
		audio in this game is quite impressive and clearly has been shown as 
		close attention to as every other aspect of this epic work of art. 
		Another word about sound is that the voice acting has definitely 
		improved leaps and bounds from the last game, giving yet another huge 
		example to add to the things Skyrim has nailed.  
		
		  
		I 
		could write all day about all of the finer aspects about improved races, 
		cultures, things you could do like cooking and other jobs, alchemy, and 
		other fun things, but I’d rather keep playing! So go play it yourself to 
		learn even more! If you are sitting on the fence about whether or not to 
		get Skyrim, get it. It is worth it a million times over. The amount of 
		time you could spend in this game is practically endless. The only 
		potentially bad thing is that you could lose sleep because you won’t 
		want to stop playing.  
		 
		Sit back, relax, and let’s play! 
		 
		Shael Millheim 
		Sr. Writer Impulse Gamer  |