Final Report to Trebonius To the esteemed Archmage and Guildmaster of Vvardenfell, Trebonius Artorius This will be my final contact with you on the issue of the Disappearance of the Dwarves, a mission that you sent me on some time ago. I have spent all the energy I care to on the issue, you can give me the promotion I asked for or not, it really doesn’t matter to me anymore as I’ve found employment elsewhere. The Disappearance of the Dwarves, the Dwemer’s Folly It is common knowledge to most that care to know that between the years of 1E 688 and 1E 700, during the War of the First Council, the Dwemer race collectively disappeared from known existence. During my travels, it was not long before I came into the knowledge that there was indeed one dwarf left. "Lord Kagrenac, the foremost arcane philosopher and magecrafter of my era, devised tools to shape mythopoeic forces, intending to transcend the limits of Dwemer mortality. “Beneath Red Mountain, Dwemer miners discovered a great magical stone. Addendum:
Rise of an Emperor - Morrowind/Oblivion Remix Anyone who has played either ‘Morrowind’ or ‘Oblivion’ will know how fantastic the music is. The guy who wrote that music was Jeremy Soule, and today I’m releasing my version of his most beloved ‘Morrowind’ theme. I remember the day vividly – I bought Morrowind from EB Games many many years ago, not knowing a thing about the game. This is reflected in the way we jump into the game – as a prisoner set loose on the isle of Vvardenfell, without any linear direction as to what to do next. Morrowind Theme (by Jeremy Soule) Oblivion, the follow-up to Morrowind and the fourth game in the Elder Scrolls series, featured Jeremy Soule’s music once again. Oblivion Theme (by Jeremy Soule) I’ve always wanted to make a remix of this theme, simply because I loved it so much – it feels like such an integral part of me becoming a composer. The Elder Scrolls – Rise of an Emperor | DOWNLOAD >> I hope you enjoy – let me know what you think! Like this:
Hugo Bille's Blog - The Invisible Hand of Super Metroid The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This Super Metroid analysis has been lying around on my own website for a while. This analysis takes most of its material from the first playthrough of the game by my friend Rufus, which I had the pleasure of observing from beginning to end. First, I would like to establish what I percieve to be some of the core psychological phenomena behind the Metroid experience before we start. Always Something Before Super Metroid invented its supreme player leading skills, the original Metroid set up a safety net against frustration, which has always served the genre well. Plot Twist of the Upgrade Whenever a Metroid player aquires a new power-up, her mind races back in time in a way not unlike what happens at a turning point in a movie. So I picked up the Ice Beam. In the Room and On the Map 1. 2. 3. 4.
Skeleton Man's Interview with Denizens of Tamriel Greetings! My name is Manka Naram, better known as Skeleton Man. Over the last few years, I have spent time travelling Tamriel, and learning about the land. Everywhere I went, scholars talked to me about the various provinces of Tamriel; none, however, seemed to be very wise about Morrowind. I decided, finally, that I should come here and see first hand what it is like. The people of this country dress very interesting, I have never seen anything like it before. Ada'tyool Vren [Border chap'thiil near Dunmeth Path-- his Tamrielic was not so good]: Whaat..? Everywhere I go, I see people riding large crab-like creatures that I have seen no where else. Travis Ulchovik, Senior Zoologist with the Imperial Flora and Fauna Survey, Northeast Bureau: The ecology of Morrowind has been influenced heavily by two factors -- the high mountain range to the west and the Vvardenfell geologic zone. Morrowind seems to rely heavily on slavery, imprisoning almost every race in Tamriel.
Squall's Dead - a theory of what really happens in Final Fantasy VIII Dwemer Speculation - Page 4 - Elder Scrolls Lore I recommend you to read Echoes of Godhead and Final Report to Trebonius before this, as I do not re-establish here the concepts explicated therein. Demystifying the Dwemer  - “It was unfashionable among the Dwemer to view their spirits as synthetic constructs three, four, or forty creational gradients below the divine. As the Dwemer left no corpses or traces of conflict behind, I believe that generations of ritualistic 'anti-creations' resulted in their immediate, but foreseen removal from the Mundus. In their denial of both phenomena and noumena, the Dwemer found comfort in the creation of Animunculi, which in their operation, combined two incompatible principles, thus denying both.” -- Baladas Demnevanni  - "We begin to see the first inkling of emergence, which by its nature requires the merging of two-fold powers. You in the Fourth Era have already witnessed many of the attempts at reaching the final subgradient of all AE, that state that exists beyond mortal death.
Totaljerkface.com - Home Of Happy Wheels - Index Tsaesci Creation Myth- An Attempted Deciphering : teslore auntie pixelante › level design lesson: to the right, hold on tight (also in spanish, french, portuguese and korean.) much of the following is informed by friend and comrade jeremy penner’s breakdown of design trends in super mario bros. for further reading, see his “breaking the law of miyamoto” in the gamer’s quarter issue seven. i’m also indebted to eric-jon rossel waugh for the metaphor of verbs. “mario jumps into a block.” “mario jumps onto a goomba.” “mario jumps on top of a pipe.” “mario jumps across a pit.” this is why almost all of the doors in metroid are opened by gunfire, even though i’ve never encountered a door i had to shoot to open: samus aran, having a gun for an arm, interacts with her world primarily by shooting. it makes sense, within the context of that game, for doors to open upon being shot. the big question of level design – and i mean that every level design lesson i ever write will be a response to this question – is: how do i teach the player these rules? how does it teach this? that flashing ?
Mojo's Commentaries on The Mythic Dawn Commentaries- Part IV- GHARTOK : teslore My Abandonware Mojo's Commentaries on The Mythic Dawn Commentaries- Part III- CHIM : teslore SUPERHOT 7dfps game Mojo's Commentaries on the Mythic Dawn Commentaries- Part II : teslore