Tag Archives: elder

“We don’t want to wait that long either,” Fallout, Elder Scrolls lead Todd Howard confirms plans to deliver Bethesda games at a faster pace – Windows Central

  1. “We don’t want to wait that long either,” Fallout, Elder Scrolls lead Todd Howard confirms plans to deliver Bethesda games at a faster pace Windows Central
  2. Todd Howard Seemingly Teasing Two Unannounced Fallout Projects IGN
  3. We may live long enough to see The Elder Scrolls 6 and Fallout 5 after all – Todd Howard says Bethesda is “finding ways to increase our output” Gamesradar
  4. Elder Scrolls and Fallout devs Bethesda want to release games more often, but making them last is more important Rock Paper Shotgun
  5. Todd Howard Is Hinting At Bethesda’s Unannounced Projects 80.lv

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The Elder Scrolls Game Is Free on Steam, But Not For Long – ComicBook.com

  1. The Elder Scrolls Game Is Free on Steam, But Not For Long ComicBook.com
  2. Elder Scrolls Online studio head says Skyrim completely changed what people even thought an Elder Scrolls RPG was, so the MMO “had to radically change lots of things” Gamesradar
  3. Elder Scrolls Online’s new Gold Road expansion might just make me an MMO convert Rock Paper Shotgun
  4. I discovered Daedric mysteries and strange recollections in my The Elder Scrolls Online: Gold Road hands-on preview Windows Central
  5. The rise, fall, and rise of The Elder Scrolls Online on its 10th birthday Epic Games

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Elder Scrolls VI Is Playable And Sounds Fun, According To An Update From Bethesda – Kotaku

  1. Elder Scrolls VI Is Playable And Sounds Fun, According To An Update From Bethesda Kotaku
  2. Bethesda teases The Elder Scrolls 6 in anniversary message and brags its developers are already ‘playing early builds’ and loving it PC Gamer
  3. Bethesda tease “early builds” for Elder Scrolls 6 while celebrating the series’ 30th anniversary Rock Paper Shotgun
  4. “Early builds” of The Elder Scrolls 6 are being played at Bethesda, offering the same “joy, excitement, and promise of adventure” as the rest of the series’ 30-year history Gamesradar
  5. Bethesda Gives Small Update On The Elder Scrolls 6 As Franchise Celebrates 30th Anniversary GameSpot

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Vampire: The Masquerade – Bloodlines 2 Reveals Its Main Character – Phyre the Elder Kindred – IGN

  1. Vampire: The Masquerade – Bloodlines 2 Reveals Its Main Character – Phyre the Elder Kindred IGN
  2. Vampire: The Masquerade – Bloodlines 2 will have a voiced main character: ‘it draws the player in that much more’, says the game’s ex-Bioware narrative designer PC Gamer
  3. Meet Phyre, the star of Vampire: The Masquerade Bloodlines 2 Wargamer
  4. VTM Bloodlines 2 surprising new protagonist revealed with big changes Dexerto
  5. The main character in Vampire: Masquerade Bloodlines 2 ignores RPG traditions by being hundreds of years old Gamesradar
  6. View Full Coverage on Google News

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‘Ferris Bueller’ actress Edie McClurg a victim of elder abuse, family claims

The family of actress Edie McClurg has claimed that she’s a victim of elder abuse.

In court documents seen by The Post, the family of the “Ferris Bueller’s Day Off” star — who lives in Los Angeles and suffers from dementia — alleged that she was abused by a man claiming to be a “long time” friend who reportedly attempted to take her out of California to marry her.

The documents — filed in the Superior Court of California — name the alleged abuser as Michael L. Ramos, who reportedly has been living at the 76-year-old’s LA home since 2017.

According to the documents, Ramos is unemployed and does not pay rent or any expenses and was able to “finagle” his way into McClurg’s life, reportedly attempting to move her out of California in order to marry her despite her dementia diagnosis.

The documents also claim Ramos allegedly “sexually assaulted” McClurg’s current caregiver, with a report filed with the LA Police Department. In addition, the caregiver was “worried” that Ramos “has or may be assaulting the Conservatee and that she may not even know that it is happening to her,” according to the court filings.

McClurg and Ramos “have never been involved [in] a romantic relationship,” with the caretaker now concerned he had been sexually abusing the actress.

They reported that he wanted to marry her out of state despite knowing she “lacked capacity” and was living in her home for “companionship,” which the judge of the conservatorship had allowed.

McClurg is under conservatorship and got protection from a judge — as per the documents — who ordered Ramos that he “may not enter into a valid marriage” with McClurg.

McClurg is under conservatorship and got protection from a judge.
Ron Galella Collection via Getty

The lawyer for the conservatorship — which has been in place since 2019 — is now reportedly asking for an order to remove Ramos from the legal arrangement altogether.

McClurg’s family reportedly went to court in 2019 to ask for the legal arrangement, with claims she had been living with a male companion who was verbally abusive and tried to influence the handling of her estate by reportedly getting her to sign documents.

A 2019 neuropsychological evaluation report obtained by The Post said that McClurg “suffers from a progressive, unreversible neurodegenerative disorder.” The report outlined prior instances in which McClurg was allegedly taken advantage of, including by a married contractor who did work on her home and later reportedly “proceeded to live” in her home, claiming to be “her boyfriend.” The contractor’s wife allegedly “began calling the patient and even stalking the patient” before McClurg’s cousin, Angelique Cabral, intervened.

Actress Edie McClurg has allegedly been victimized by a “long time” friend, according to court documents seen by The Post.
CBS via Getty Images
The 76-year-old played secretary Grace in the 1986 movie “Ferris Bueller’s Day Off.”
©Paramount/Courtesy Everett Col

The evaluation also noted that McClurg allegedly was “befriended” by Ramos in 2012 or 2013.

Cabral was appointed her guardian and filed the emergency petition on July 14 to remove Ramos from McClurg’s home.

Ramos filed an objection to the emergency motion with his declaration, denying assaulting or sexually abusing either McClurg or her caretaker.

McClurg has more than 200 acting credits and has appeared in iconic films such as “Ferris Bueller’s Day Off” and “Planes, Trains and Automobiles” and done voiceover work in “The Little Mermaid,” “A Bug’s Life,” “Cars” and “The Rugrats Movie.”

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1996 Elder Scrolls Game Re-Released With Modern Controls, HD

Image: Elder Scrolls

The Elder Scrolls II: Daggerfall is important for any number of reasons, for its pioneering place in a series that would go on to include Morrowind, Oblivion and Skyrim to the fact it was a Game of the Year winner in its own right. The thing is, the game is a 3D adventure from 1996, and trying to play it in 2022 sucks.

Not through any fault of its own! For the 90s it was doing its thing. It’s just that early 3D games didn’t have the same universal smoothness and ease of movement that we associate more modern titles with, and so anyone who has been more familiar with the series’ later games trying to play Daggerfall now would be in for a struggle, especially when it comes to combat.

The Elder Scrolls II: Daggerfall – Gameplay

Or, they would be if they were trying to play the original 1996 release (above). What they could be doing instead is playing the wonderful Daggerfall Unity – GOG Cut, which has just hit Good Old Games. It’s not an official Bethesda release; rather, it’s the work of a team of modders whose work has been packaged together for release on the shopfront:

Play a reimagined version of the all-time RPG classic from The Elder Scrolls series. Daggerfall Unity – GOG Cut brings this amazing experience to modern gamers. It has been made possible thanks to a whole team of passionate creators working under the banner of Daggerfall Unity.

This ambitious project, launched over a decade ago by Gavin “Interkarma” Clayton, is aiming to bring the unique experience of the classic open-world RPG game to a new generation of gamers. Thanks to the efforts of the GamerZakh, a gaming content creator with a love for classics, you can now enjoy a special GOG Cut of the Daggerfall Unity title.

All you have to do is download the game and simply launch it. The GOG Cut of Daggerfall Unity doesn’t require any special actions or updates on your behalf. Thanks to settings and mods that were selected by GamerZakh you can explore the rich world of Daggerfall with enhanced visuals and gameplay.

Some of the specific features of this bundled remaster of the game are some high-resolution visuals (remade entirely in Unity, hence the name) with new lighting, much longer draw distances, support for mods and most importantly a number of quality of life tweaks, including smoother first-person controls.

You can download the pack for free, and check out the full list of modders involved, at GOG’s site.

We Modded a New Daggerfall ‘Remaster’ in 2022!

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Bethesda Plans To Follow Up Elder Scrolls 6 With Fallout 5

Image: Bethesda

In an interview published today, Bethesda’s creative director Todd Howard revealed the studio’s future plans, explaining that after the Elder Scrolls 6 comes out, the studio’s next game will be Fallout 5, the next main entry in the company’s post-apocalyptic open-world RPG franchise. However, considering how long it takes Bethesda to make these big games, don’t expect either RPG to launch any time in the near future.

During an interview with IGN, Howard laid out very clearly and openly what Bethesda Game Studios was going to be working on for the next few years. Specifically, the plan currently is to wrap up 2023’s Starfield and begin working more on the next entry in its Elder Scrolls series, Elder Scrolls 6, which Howard explained is currently in pre-production. Then, after that, the studio will focus on Fallout 5.

“Yes, Elder Scrolls 6 is in pre-production,” explained Howard. “And, you know, we’re going to be doing Fallout 5 after that, so our slate’s pretty full going forward for a while.”

Read More: The Human Toll Of Fallout 76’s Disastrous Launch

Interestingly, Howard also said that Bethesda Game Studios has some “other projects” that the team looks at “from time to time as well” but didn’t elaborate on what those games are, how far along they might be, or where they could fall in the production timeline.

To be clear, this isn’t the first time Howard has talked about Fallout 5. In fact, this isn’t even the first time he has talked to IGN about the next game in the popular RPG series. Last year, during a different interview with the outlet, Howard explained that the studio had a rough idea of what Fallout 5 would be, but didn’t elaborate more or share any details about the game.

Fallout’s really part of our DNA here,” Howard told IGN in 2021. “We’ve worked with other [developers] from time to time – I can’t say what’s gonna happen. You know, we have a one-pager on Fallout 5, what we want to do.”

However, back during that interview, Howard was less clear on the timeline. Now we know that Fallout 5 will indeed be released after Elder Scrolls 6. And that likely means Fallout 5 will be out around oh…let’s say, 2035. If you’re lucky.

Elder Scrolls 6 was first officially revealed during E3 2018 with a short teaser, and since then we’ve heard basically nothing else about the game. The last mainline Fallout game, Fallout 4, was released back in 2015.

Howard told IGN today that he wished they could make these games faster and that, like many of the studio’s biggest fans, he was frustrated about having to wait so many years between each game. But he explained it’s part of the process and is necessary.

“They do take a while, I wish they came out faster, I really do,” admitted Howard. “We’re trying as hard as we can, but we want them to be as best as they can be for everybody.”

Now, the real question is, will Elder Scrolls 6 or Fallout 5 launch on PlayStation consoles in the future or will they be only on Xbox and PC? (I know the answer to that, and Bethesda fans who only play games on PlayStation consoles probably won’t like it…)

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Todd Howard Confirms Fallout 5 Is Coming After Elder Scrolls 6

Todd Howard has confirmed to IGN that Fallout 5 will be Bethesda Game Studios’ next game after The Elder Scrolls 6, which itself will follow on from 2023’s Starfield.

Speaking to IGN about last weekend’s Starfield gameplay reveal at the Xbox-Bethesda showcase, Howard briefly delved into what’s next for his studio once the new IP is out of the door:

“Yes, Elder Scrolls 6 is in pre-production and, you know, we’re going to be doing Fallout 5 after that, so our slate’s pretty full going forward for a while. We have some other projects that we look at from time to time as well.”

Howard has told IGN previously that the studio has an idea for Fallout 5 in place, saying, “Fallout’s really part of our DNA here. We’ve worked with other [developers] from time to time – I can’t say say what’s gonna happen. You know, we have a one-pager on Fallout 5, what we want to do.” However, Howard hadn’t confirmed that it would definitely be on the way after The Elder Scrolls 6.

Of course, at Bethesda’s current pace of production, it will still likely be many years before we see what Fallout 5 actually is. In today’s interview, Howard confirmed that work started on Starfield in late 2015, meaning it will be over 7 years from start to finish when the game arrives. The last mainline Elder Scrolls game, Skyrim, arrived in 2011, and with the sequel still in pre-production, we likely have years to go before we see that one too. We learned previously that The Elder Scrolls 6 was pushed back because the team wanted to make Starfield first.

Howard acknowledged the long waits for his fan-favorite games, implying he’s as frustrated as those waiting to play them: “They do take a while, I wish they came out faster, I really do, we’re trying as hard as we can, but we want them to be as best as they can be for everybody.”

Fallout 4 was released in 2015, followed by a less beloved multiplayer spin-off, Fallout 76. Starfield is finally feeling close after many years in development, and the first gameplay reveal showed off combat, introduced customization, and even hinted at a visit to Earth and our Solar System.

The Edler Scrolls 6 was announced in 2018, but we know very little about it despite some hints in the original teaser. What we can guess is that it will be an Xbox exclusive, after comments from Head of Xbox Phil Spencer.

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.



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The Elder Scrolls 3: Morrowind changed everything

When The Elder Scrolls 3: Morrowind was released on May 1, 2002, my preteen life was little more than a series of impulses dribbling out of my underdeveloped brain like an embarrassing ooze. Pants that looked like the walls of a dungeon were my entire identity. All that distinguished one day from the next was whether or not my health teacher would draw a dick on the white board in health class. (He did it a lot.) I was apathetic and sheltered, adrift in a hell that looked a lot like the Garden State Plaza, until one day I awoke on a boat, as a prisoner born on a certain day, from uncertain parents.

I’ve always gravitated toward games with some semblance of freedom. Zipping through the clouds in Skies of Arcadia was mind-blowing, as was running around Shenmue’s Yokosuka and questioning weirdly hostile NPCs about the whereabouts of sailors. There were invisible walls and locked doors, but I could go mostly where I wanted, unconstrained by consequence and the judgment of others.

Morrowind was hardly my first video game, but it was my first true love. When I was desperate for meaning, and life was at its most unsalted saltine, this was a Flavor Blasted Goldfish. I played games before, but this was more like an alternative to reality. It was open beyond comprehension long before the ubiquity of open worlds. My small, mundane existence was supplanted by possibility, mystery, and horror in equal measure. This game fundamentally altered the standard by which subsequent open-world RPGs would be judged. It changed everything.

Image: Bethesda Game Studios/Bethesda Softworks via Polygon

I didn’t have friends in school, but the denizens of Vvardenfell weren’t concerned with my lack of social standing. They sought only to criticize my outlander status, or for running around in the nude, or for keeping them from the important work of meandering around a 5-foot radius and staring blankly into the distance. The game’s voice acting was pretty limited as well, with dialogue delivered mainly via text boxes. This came with the fun benefit of allowing me to assign any tone I saw fit to an NPC’s rambling — I often took undue offense and murdered many innocent townspeople, screwing myself out of future quest lines in the process.

That was one of the many wonders of Morrowind: You could fuck yourself in ways that defied imagination. In fact, Morrowind offered a game-breaking degree of freedom. Some modern games offer branching decision trees under the veil of agency, but end up funneling everyone toward the same conclusion regardless. But in Morrowind, there were no such gimmicks. In fact, there was sometimes no fail state at all. There wasn’t a Game Over screen after you killed a shady moon-sugar addict and “severed the thread of prophecy.” You could play for tens of hours before realizing the implications of dropping a key item somewhere in a sewer. The creators at Bethesda did not think to protect us from ourselves. Playing Morrowind, I was Colonel Kurtz’s snail crawling along the edge of a straight razor.

Subverting your better judgment didn’t always lead to failure, though. In some cases it led to further adventures. If one was feeling particularly ballsy, they could kill the God-King Vivec and tumble headfirst down a rabbit hole of an entirely alternate main-quest path. This information was not telegraphed to the player at the outset. Instead, it was a reward that only those with hubris enough to kill a god would be privy to. The absence of explicit direction was a fundamental aspect of Morrowind’s genius design that has only been rivaled in recent years by Breath of the Wild and Elden Ring. As in those games, new quests in Morrowind were found organically — through conversation and action rather than running toward the nearest map icon.

Image: Bethesda Game Studios/Bethesda Softworks via Polygon

Curiosity, not waypoints, fueled exploration on the island of Vvardenfell. Morrowind came before we were all indoctrinated into the cult of Quality of Life. Convenience can temper frustration, yes, but it can also reduce an otherwise rich experience into something mindless. Morrowind preserved the magic by stubbornly refusing to spoon-feed its players. Navigation was aided by the physical map, the often ambiguous (and sometimes straight-up incorrect) directions shared by quest givers, and the player’s own questionable instinct. Fast-travel options were available but limited to specific locations. And you were on your feet most of the time, so the island felt huge — despite the game’s god-awful draw distance.

With so much to explore and discover, stumbling into the unexpected came to be expected. After chatting with a tax collector about sweet roll-related issues, you could proceed outside the village bounds of Seyda Neen and be greeted with a loud shriek. It was a wizard falling from the air to his death. On his corpse was a journal, outlining the hubris which resulted in the broken corpse before you. Along with a spell that fortified acrobatics to a dangerous degree, Tarhiel’s final moments lent a pervasive sense of awe that colored the entire journey moving forward. It seemed like anything could happen, untethered from concrete quests and assignments, as long as you were in the right place at the right time. The map was brimming with possibility.

There was so much packed into that island. The geography varied from swamps to grasslands to the gray hell of Red Mountain, with vibrant mushroomy flora along the way. The skyboxes were often glorious, if they weren’t obscured by a roving band of Cliff Racers (footage of these creatures would not be out of place in A Clockwork Orange’s aversion therapy). And the water. Everyone’s heads exploded over Far Cry’s water, while Morrowind’s never got the recognition it deserved. It was shiny, ripply, and wet-looking — everything you want in a good water. Beneath the surface was a blue void that concealed treasure, sunken ships, and skeletons.

The architecture was as diverse as the geography. Each of the three Great Houses had a prevailing design aesthetic that reflected their unique sensibilities, as well as discrete senses of place. I was partial to the twisting towers of House Telvanni, carved out of giant mushrooms with vertical halls that required levitation to navigate. House Redoran’s structures looked like insect carapaces, while House Hlaalu featured the least fantastical style (although I do have a soft spot for it, since the Hlaalu-aligned city of Balmora was my character’s hometown). It is worth noting that most of the game’s cities were congruous with the rest of the map. The absence of a loading screen when entering a settlement meant you could stumble into one basically by accident.

Image: Bethesda Game Studios/Bethesda Softworks via Polygon

Maybe Morrowind felt familiar and comforting because, just like real life, there was no shortage of places where I felt unwanted. Daedric shrines were as dangerous as they looked, composed of contorted heaps of sharp black metal and cage-like structures. Dwemer ruins were abandoned industrial halls where you could observe the remnants of a once-flourishing society. There, you might run into an Ascended Sleeper, a Lovecraftian nightmare of eyeballs and tentacles (and the nickname I give myself two hours after ingesting an indica-dominant edible). Aside from these sprawling ruins, there were plenty of smugglers’ caves and tombs in which I could explore, plunder, and die.

Every play session would yield something new and exciting. Hop along the smaller land masses that dot the shoreline to meet a perpetually inebriated and extremely wealthy Mudcrab merchant. You might encounter a lone Nord, tricked by a conniving witch and left to wander the land naked and angry. These passing interactions and tangential adventures would hijack the attention of even the most singularly focused explorer. Elden Ring might represent the natural evolution of this idea, with the density and complexity of its world design standing in for Morrowind’s side quests and character interactions. These games are like dining in one of those conveyor belt sushi restaurants, with every passing whim so thoroughly indulged.

Where streamlined progression systems tend to reduce modern RPGs to action games, Morrowind was a role-playing game in every sense. Player ability was second to that of the player character. The success of an action was determined by probability, hence why you could swing your sword haplessly at a Slaughterfish and do no damage. It was the tabletop-inspired role-playing of it all that made it simultaneously so maddening and so rewarding. Skills would increase through use, so if you picked locks, your Security would increase. Due to the relationship between skills and governing attributes, player characters were much more specialized. They were unlikely to assume that nebulous jack-of-all-trades role where progression in all things becomes an inevitability.

Image: Bethesda Game Studios/Bethesda Softworks via Polygon

I felt a tremendous sense of ownership over my characters because they were a reflection of my decisions, rather than an arbitrary allocation of skill points. This system was not without its shortcomings, though. For one, it was easily exploitable. Only a player’s commitment to role-playing would keep them from hopping to their destination instead of walking in order to greatly increase their acrobatics skill. That being said, my Nerevarine was Easter Bunny-themed — so this type of behavior made perfect sense.

Morrowind was the perfect thing at the perfect time. It disemboweled my sad goth girl identity and divided my life into two halves: one defined by insecurity and apathy, and another touched by the (Daedric) Face of God. It awakened me to the possibilities of video games, not only in a technical respect, but insofar as how they affect me as a player. Games have come a long way in the decades since its release, but I still find myself holding everything against the impossible standard that Morrowind set. Despite some games coming close, I’m still in constant pursuit of one whose freedom can spark that same feeling of wonder that Morrowind gave me 20 years ago.

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Sorry PlayStation owners, Elder Scrolls VI will be an Xbox/PC exclusive

Enlarge / Bethesda’s logo as carried by the publisher’s growing roster of mascots.


Since Microsoft purchased Bethesda Softworks (via parent company ZeniMax Media) last September, the question of Bethesda games on non-Xbox consoles has been on everyone’s minds. This week, Microsoft put probably the final nail in that conversational coffin, with Xbox chief Phil Spencer confirming in an interview with British GQ magazine that the upcoming Elder Scrolls VI will be available only on Xbox consoles and the PC.

In a quote that doesn’t seem likely to soothe many PlayStation owners, Spencer said the exclusivity is “not about punishing any other platform, like I fundamentally believe all of the platforms can continue to grow.” Instead, Spencer was focused on “be[ing] able to bring the full complete package of what we have” with the company’s games, meaning integration with Xbox Live, Game Pass, Xbox Cloud Gaming, etc. “And that would be true when I think about Elder Scrolls VI,” he added. “That would be true when I think about any of our franchises.”

An announcement 14 months in the making

The confirmation ends over a year of coyness and mealymouthed statements about the exclusivity of major Bethesda games. The ordeal started with a Bloomberg interview last September in which Spencer said future Bethesda titles would be considered for non-Xbox consoles “on a case-by-case basis.” An in November, Xbox CFO Tim Stuart was saying publicly that Microsoft wanted Bethesda content to be “first or better or best” on Xbox rather than necessarily exclusive to the platform.

Microsoft did allow previously announced and released titles like Deathloop, Ghostwire: Tokyo, and The Elder Scrolls Online to come out on non-Xbox consoles. But the tenor of Microsoft’s statements about future Bethesda releases began to change in March, when Microsoft confirmed that “some new [Bethesda] titles in the future… will be exclusive to Xbox and PC players.” By June, that set of “some” titles included Starfield, the highly anticipated space epic that will be exclusive to Xbox Series X/S and PC for its planned launch next year. Bethesda Senior VP of Marketing and Communications Pete Hines apologized for that state of affairs days later, saying he was “certain that [exclusivity] is frustrating to folks, but there’s not a whole lot I can do about it.”

Given all that, Elder Scrolls‘ absence from non-Xbox consoles might not be surprising. But some fans were still holding out hope that Bethesda’s massive fantasy RPG franchise would be a Minecraft-style exception to the general rule that Microsoft-owned games only appear on Microsoft platforms. After all, Bethesda producer/director Todd Howard told GamesIndustry.biz last October that it would be “hard to imagine” that the next Elder Scrolls game wouldn’t be allowed on non-Xbox consoles.

Hard to imagine or not, the sequel to an Elder Scrolls game that has appeared on the PS3, PS4, PS5, and Nintendo Switch will not appear on any of those systems. And while there’s still some possibility that other, less high-profile Bethesda games will be allowed on other consoles in the future, Microsoft apparently sees extracting the maximum value from Bethesda’s biggest franchises as a crucial part of its $7.5 billion acquisition.

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