Apparently The Elder Scrolls V: Skyrim’s Blackreach was not originally supposed to exist

The Elder Scrolls V: Skyrim gained meme status thanks to its many iconic lines as well as Todd Howard’s assertion that it lives on literally any device that can run the game. However, one of the most prominent features of the fifth installment of the RPG series was not originally supposed to exist.

Talk to USA Today FTW’s Cian Mahersenior designer at Bethesda Joel Burgess has lifted the veil on some of the most iconic locations in the world. Skyrim: Blackreach. The underground vaults containing Falmer, the ruined cities of Dwemer, and giant glowing mushrooms have helped break through some of the mountains of Skyrim’s vast tundra and provide some of the most unique locations the player has. discoverable in RPG. However, the cave has also been recreated in Scrolls online recently in Greymoor chapters, were never supposed to be in the game.

“Part of the reason why that’s so, isn’t necessarily because we’re all sitting around and saying like ‘We’re smart, we’re going to make a big deal that we won’t tell anyone’ , Burgess explained to the FTW, he continued:

“It happened because it wasn’t supposed to exist. Blackreach must be very clear that it wasn’t my idea, not Purkey’s (Nate Purkeypile), the artist who helped me start it. Blackreach was an idea. older than before Skyrim in The Elder Scrolls legend. I think it was Bruce Nesmith, who was a design director, who got the idea to have this large, underground cavern space meant to be some kind of highway connecting the different Dwarf dungeons. ”

The spark for what would become the building blocks that would allow Blackreach even something the team could build could be traced all the way back to Burgess’ work. The Elder Scrolls IV: Oblivion. Working on dungeons for the RPG, Burgess told FTW it simply consisted of pooling assets together in the game’s engine to quickly build different – albeit similar – dungeons – . However, Burgess and a colleague began experimenting with the dungeon design starting with an Ayleid ruin near the top. Oblivion: Vilverin.

As far as Blackreach goes, the cavern is hailed as a site that is truly a hidden joy to find. USA Today points out that the area has never been part of any marketing for Skyrimand there’s actually very little information about the location in the game. Another major aspect Maher points to is why Blackreach has been such a permanent venue in The Elder Scrolls V: Skyrim much to do with the mystery surrounding Dwemer and what exactly happened to them.

While ten years have passed, it is difficult to say that if you have played Skyrim you still haven’t found this area and with the marketing push of The Elder Scrolls Online: Greymoor it’s hard to avoid it because it takes up a lot of the real estate of that extension (40% of the area is playable in Greymoor). But it’s interesting to think about how both Skyrim and Scrolls online could be today if Blackreach didn’t exist.

The entire interview is incredibly entertaining and gives a glimpse of how dungeon design and levels have evolved over the years at one of the top game development studios. You can Read the full interview here. Apparently The Elder Scrolls V: Skyrim’s Blackreach was not originally supposed to exist

Fry Electronics Team

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