The
Elder Scrolls IV: Shivering Isles (PC
DVD-ROM) - Page 2
of 2
When
a Mage tests his theory that everyone has a manic
and demented side, the bizarre town of Split
is created, where there’s both a Manic and Demented
version of each person. And so begins the unusual
quest called “The Great Divide.” Even the
town is divided into two sub-communities—Mania to
the north, Dementia to the south. Everyone in Split
hates having a double, and both the Manic and
Demented versions of each person would love nothing
more than to see the other dead. The doppelgangers
are restricted from killing their offending twin.
But an outsider has no such restriction. Since
you’re an outsider and happen to be in the
neighborhood, you get elected for the job. All you
have to do is decide which side to kill off, and how
you’re going to go about it.
Clearly, if you’re really into
role-playing your character and are a member of the
Dark Brotherhood or some other evil-type, you can
have a field day in
The Elder Scrolls IV: Shivering Isles.
Save-the-world good-guy (or girl) types will
probably grit their teeth, get the job done and feel
guilty-as-hell about it later. Okay, I’ll admit it—I
didn’t feel the slightest bit of guilt about
Thadon…
Speaking of the Dark Brotherhood, if
you haven’t joined but are considering, and want to
use some of the quests in Shivering Isles to
get on the membership list, your results with having
Lucien Lachance—the Listener (a fancy
title for Recruiter or Talent-Scout) of the Dark
Brotherhood visit you in your sleep while you’re in
the Isles, may vary. He never visited my
character until she returned to her home in Cyrodiil
and went to sleep. Other players have reported that
Mr. Lachance does make house-calls in the
Shivering Isles, but have experienced some weird
dialog issues with him, or him getting “stuck” and
not returning to Cyrodiil to help jump-start your
career in the organization.
Still, not every quest in
Shivering Isles quest involves murder and
assassinations to win friends, influence and halt
apocalyptic events for lunatic Daedric Princes.
Noble characters have plenty to do that they can feel
good about without getting their “hands dirty”
(killing the creatures out to make you their meal
and other bad-guys notwithstanding).
The quest “To Help a Hero”
takes you to a small community of artists in Mania
named Hale. You’ll find a Redguard there
named Pyke, a former member of the Knights
of the Thorn. You may recall the Knights from
the “Wayward Knights” quest in Oblivion where
you enter an Oblivion Gate and rescue the leader of
the chivalric order (who is also the son of the
Count of Cheydinhal), and his entourage. Pyke has
found serenity and love in the Shivering Isles,
and plans to spend the rest of his life there. But
on his initial exploration of the Isles, he was
attacked and lost his Knights of the Thorn Medallion
during the fight. Although he is no longer a Knight
of the Thorn, the medallion has sentimental value
for him. Infiltrate Fetid Grove—a Grummite
root tunnel lair, recover his medallion, and he’ll
reward you with the Thorn Shield, which
carries a 17% Fortify Block and 22% Reflect Spell
enchantment.
In your travels through the Isles,
your journal will advise you when you come across
certain unique items you place them in your
inventory. Una Armina at the Museum of
Oddities in Bliss will pay you a finder’s fee of
up to 350 gold for each one. These special items
appear randomly throughout the game world. Some of
them are duplicated in more than one location.
However, Una will only play you for a particular
item once.
Hypochondriac proprietor Sickly
Bernice of the Sickly Bernice Taphouse in
Crucible, will pay handsomely for an alleged
“miracle cure” called “Aquanostrum” that can be
found only in a subterranean pool in Knotty
Bramble (interestingly enough, “aqua nostrum” is
Latin for “our water”). Naturally, the place is
overrun by Grummites, but if you succeed, Sickly
Bernice will reward you with the Circle of
Verdure—an enchanted ring with leveled health
and endurance fortifications and leveled resistances
to disease and poison.
One beneficial quest that doesn’t
really “end” in the conventional sense, is the
“Antipodean Hammer.” In the Shivering Isles,
Bethesda has introduced the ability for the player
to collect specific ingredients—namely Amber
and Madness Ore—which can be forged into
armor and weapons. In Bliss, the Orc smith Dumag
gro-Bonk at The Missing Pauldron will
give you an Amber Materials List that will
specify how much amber is required to make each
piece of Light Armor or weapons. In Crucible
the Bosmer smith Cutter at Cutter’s
Weapons will give you a similar list that
specifies how much Madness Ore she’ll need to make
each piece of Heavy Armor, or weapons. Amber
and Madness Ore can be found throughout the
Shivering Isles in numerous locations, and on
certain creatures. Somewhat more difficult to find
and located less frequently, are Matrices, which
allow you to create enchanted armor and weapons from
Amber and Madness Ore. You can only craft items that
you have enough material and matrices for. This is a
really nice and long overdue addition to Elder
Scrolls IV gaming. Hopefully, it will be included in
future expansion packs.
In the Shivering Isles,
Cyrodiil’s now-famous caves and mines usually filled
with bandits, critters, loot and the undead, have
been replaced by Root Tunnels—named aptly
because you gain access to them through a door made
of tree bark/membrane located at base of the larger
mushroom trees dotting the landscape. The tunnels
often lead to larger chambers and multiple levels.
Even with your trusty map, it’s very easy to get
lost or turned around in the larger, more complex
tunnel networks. Lit only by the glow of luminous
plants, the dirt and moss-covered floors make it a
little easier to run while sneaking without being
detected. You’ll find most of your plant-based
alchemical ingredients here, plus tree stumps and
limbs that contain Amber. Be cautious: some of
the underground plant life you encounter can be
hazardous to your health.
Although
a “dungeon crawl” by any other name is still just
that, you’ll undoubtedly find the ruins in the
Shivering Isles with their Graeco-Roman-style
architecture a refreshing change of pace from the
more familiar Ayleid ruins and ancient forts of
Cyrodiil. Watch out for Statue Traps. They
function similar to the Dark Welkynd Stone
traps found in some of Cyrodiil’s Ayleid
ruins—except they zap the player with a potent
Damage Health spell. You’ll also encounter
collapsing ceiling, column and archway traps that
can be a real headache—figuratively and literally.
Bethesda has taken the combat
routines for the game’s new enemies up a notch from
Oblivion and Knights of the Nine, making them a
little tougher and more aggressive in their pursuits
and attacks—a welcome change. Some are able to
cloak themselves and can’t be seen by spells,
potions, jewelry and armor that detect life. Some
absorb spells and regenerate health faster than you
can deal out the punishment. Some you should avoid
fighting in water or the rain (or kill as quickly as
possible), as it makes them stronger. Some grow
larger, stronger and immune to any single
elemental spell (fire, frost or shock), requiring
that you hit them with multiple elemental spells
with opposite effects, or use normal weapons to take
them out. The latter option is perhaps the best
approach, since these same creatures are quite
proficient with their ranged Silence attacks,
preventing you from casting spells at all (not all
of them are hostile however, and some can actually
help you).
Jaiden pressed her back against
the wall, trying to ignore the pain and the warm
stickiness tricking down her side beneath her armor
from the arrow wound, as she cautiously peered
around the corner. As soon as she did, an arrow that
would have found its mark right between her eyes
chipped off a piece of stone as she ducked her head
back to safety. But the stone still struck her
cheek, stinging as it drew blood. Jaiden’s crimson
eyes burned with rage as she cursed through her
teeth and beneath her breath. Then she laughed to
herself. She hadn’t been in Dementia for more than
an hour and already something was trying to kill
her.
“Just like home,” she mused.
The creatures—a patrol or raiding
party, most of them cloaked—took her by surprise.
And the damned things healed faster than Spriggans.
She took some of them out them out with her Wizard’s
Fury and Withering Bolt spells. Then one got off a
lucky shot with an arrowed tipped with a poison that
weakened her and drained her Magicka, while another
hit her simultaneously with a Silence spell and a
painful shock attack from the staff it was carrying.
Using a scroll to summon a Storm Atronach to keep
the survivors and their reinforcements busy, she
ducked into the nearby ruins to evade them. That was
her second mistake. The place was crawling with the
tough and highly-skilled frog-men.
There was an odd, gurgling noise,
and it suddenly occurred to her that her right arm
was getting tired and beginning to hurt. A
foul-smelling, dark fluid flowed from the mouth and
nostrils of the bulbous-headed, gold-eyed reptilian
creature she had around its thick neck. It was still
feebly struggling against her, clutching at a dagger
on its belt. She forced the creature to its knees,
reached over with her other arm, and in one quick,
brutal motion, broke its neck with a hideously loud
snap.
Jaiden heard the other Grummite
stirring around the corner, as if it knew what she
had just done, heard it notch another arrow in its
bow. She also heard several more of the creatures
coming to back up the one that had her pinned down.
Her Magicka was still low and would not regenerate
in time to take on all three of the beasts.
So, she would have to do this the
hard way—unfortunately for them.
Jaiden hurled the Grummite she had
just killed out into the open, drawing both of her
Dreadweave Axes as she leaped out seconds behind it,
using its body as a shield. The Grummite Deathdealer
with the bow took the bait and fired the arrow
directly through the chest of its dead brethren.
When it saw the dark blur of armored fury lunging at
it from behind the falling corpse with alarming speed, it
realized it could not notch another arrow in time.
The Deathdealer dropped its bow and drew a large,
crude cleaver.
But it was too late for that, too.
Jaiden hurled her axe—black and
braided gold with an evil silver edge as cold as an
assassin’s heart; harder, stronger and sharper than
any Daedric alloy forged in the fires of Oblivion.
The runes carved near the edge of the blade left an
almost angelic trail behind them—glowing in the dim
light of the torches illuminating the chamber.
Spinning end-over-end through the air with a
low-pitched howl that was almost demonic, the sound
was replaced by the sickening crack of bone and
spraying fluid, as the axe imbedded itself deep into
the Deathdealer’s skull, surgically cleaving through
most of its brain.
The Grummite Painbringer’s
makeshift
mace was already swinging towards Jaiden’s head as
she landed like a cat right in front of him. She
wasn’t about to try and find out if her armored hood
was strong enough to take the blow. The Painbringer
let out a guttural rumble of rage when Jaiden deftly
dodged the attack—then pain when she savagely kicked
the frog-man in the chest, and sent it flying
backwards and crashing to the stone floor. It was on
its feet with surprising speed, its body bathed in a
shimmering glow as it charged her with its mace draw
back to deliver a crushing blow. The third
Grummite—another Painbringer—was almost upon her
with his hollowed-out crab shell shied raised,
and his cleaver poised to strike. In spite of their
unusual regenerative abilities, Jaiden bet that
these things couldn’t regenerate limbs.
Time to test her theory.
The Grummites were strong,
merciless, and fast—but Jaiden was faster. She spun
to the right, away from the Painbringer with the
mace. It missed and could not react in time as she
spun back towards him. Jaiden’s second axe sung its
death-song as it sliced through stale, dusty
air—then stopped as she severed the mace-wielding
frog-man’s stumpy head clean from its shoulders.
The pain in her side was almost
unbearable as she side-stepped and dodged the
cleaver of her other amphibious assailant. Sparks
flew from the right Pauldron of her cuirass as the
cleaver glanced against it. The Grummite let out a
horrible, wet-sounding bellow as it attempted to
bash Jaiden with its shield and drew its arm back to
strike her with the cleaver—except it no longer had
an arm—at least not from the elbow down.
Before the creature could even
react, there was a blur of Darkweave and a ghostly,
sharp glint of silver. The Grummite’s shield
violently flew away, with a good portion of its
chopped-off arm still attached. Suddenly, there was
the crack of weakened stone and mortar. The chamber
shook as a section of ceiling came crashing down on
the reptilian brute, burying and crushing him
mercifully to death.
Jaiden staggered to her feet,
strapping the second Dreadweave Axe in place on the
left hip of her armor as she stumbled past the pile
of rubble that was now the grave of one headless and
one armless Grummite. With her Magicka almost back
to normal, she cast a Heal Major Wounds spell on
herself three times, and then drank a Potion of
Healing.
Placing an armored boot squarely
on the chest of the Grummite Deathdealer Archer, she
reached down and grabbed the handle of her axe
lodged into its head, surrounded by a pool of thick,
dark liquid. She looked into the frog-man’s dead,
beady gold eyes, and smiled.
“I’ll take that, if you don’t
mind,” she said, yanking the axe from its skull,
which made a sound like a ripe melon being split
open.
She wiped the blood from her axe
on the webbing that the creature was using for a
belt. Jaiden was still exhausted and sore, but there
was no time to rest if she was going to make it to
New Sheoth before nightfall. At least now she knew
that trying to take refuge from an ambush by these
disgusting, reptilian beasts inside these old ruins
was a bad idea, as they seemed to be using them for
shelter. With one axe at the ready, she made her way
up the steps towards the ornamented steel door that
was the exit.
Diseases
you can get from some creatures are a lot nastier in
their side-effects than those you may have
encountered in Cyrodiil. One particular creature can
badly injure you even after you’ve killed it, if
you’re standing too close. Many of your new
adversaries require a little more “elbow grease”
with a sword or blunt weapon—or a few more arrows
than you’re accustomed to using—to put down once and
for all. As a result, you’ll want the best weapons
available to your character before entering the
Shivering Isles. Some extra healing, attribute
restoring and fortifying, disease and poison
resisting and curing spells, potions, and
ingredients—or equivalent enchanted jewelry and/or
armor—wouldn’t hurt, either. They’ll keep your
character alive and healthy long enough for you to
begin the main and side quests and find all of the
new ingredients and weapons in the game.
Since
The Elder Scrolls IV: Shivering Isles
is an expansion pack, it has the same system
requirements as the original game. Shivering
Isles is larger than the Knights of the Nine
add-on, and comes on a DVD rather than CD disc. The
main quest will take about 25-30 hours to complete.
If you include the side quests and explore every
inch of the Shivering Isles, you’re looking
at close to 50 or more hours of game play. As you
would expect, you can jump right into the main quest
to save Sheogorath’s realm from the Greymarch. Or
you can explore the Isles, and perform whichever of
the settlement quests in Mania and Dementia that you
choose—or a combination of both. You can also travel
back and forth between the Shivering Isles
and Cyrodiil. Any quest in progress will be right
there waiting for you when you step back through the
portal. However, certain benefits and abilities that
you’ve earned once you’ve completed the main quest,
will only work while you’re in the Shivering
Isles.
No matter how put-off you may find
yourself at Sheogorath’s madness and the lunacy of
the Shivering Isles and its population, once
the Greymarch shifts into high gear—which won’t take
long once you’ve started the main quest—you’ll see
that Jyggalag and his forces of Order are hardly a
better alternative (particularly when you start the
“Retaking the Fringe” quest). Obelisks of
Order will begin thrusting their way through the
surface just about everywhere, spreading like a
virus. Jyggalag’s Knights of Order slaughter
everything in their path.
The larger
Obelisks of Order are
guarded by Jyggalag’s mortal servants, the
Priests of Order. The obelisk splits into a top
and bottom section with a wave of purplish energy
between the two, and spawns several Knights of
Order. These “master obelisks” need to be shut down
Oblivion-gate style by inserting 3 Hearts of
Order from slain Knights of Order, into it.
However, a 5-second delay is required before the
insertion of each Heart of Order—at which time
another Knight of Order is spawned. If you are
unable to insert the third and final heart that
overloads and shuts down the obelisk, it will return
to full capacity—only it will spawn four,
rather than two Knights of Order. The obelisks can
be plundered for loot once deactivated—a small token
for your troubles. The only other thing you can take
from a dead Knight of Order is its effective but
rather unremarkable sword. You can take the robes
and whatever weapons and items a Priest of Order
happens to be carrying, but be careful. You can get
a nasty shock trying to loot a Priest of Order’s
body if he is merely stunned, but not dead.
The Shivering Isles has a
wild, exotic beauty that can be both majestic and
sinister at the same time. The wide range of madness
you encounter in New Sheoth and the Mania and
Dementia settlements range from amusing to downright
chilling, and will always keep you guessing—and on
guard. New enemies from reptilian Grummites, Scalons
and tree-like Gnarls, to the fast and lethal Elytra
insects and nightmarish Flesh Atronach, who are
already tougher than anything you’ve encountered in
Cyrodiil—will really put your fighting and
spell-casting skills to the test—especially if
you’re playing with a high-level character. Don’t be
surprised—or embarrassed—if you find yourself
dialing down the game’s difficulty setting more than
a few notches.
The
superb voice acting of all the characters, major and
minor, keeps the Shivering Isles from
becoming a just another bland showcase of NPC
“talking heads.” Most notable of course, is the
ever-manic, over-the-top Sheogorath, counter-pointed
by the straight-laced and stiff-upper lipped
Haskill, whose snide contempt for your character
slowly turns to begrudging respect as you prevail
over every obstacle in your battle to stop the
Greymarch. And there’s the no-nonsense demeanor and
quiet dignity of the Dark Seducers. One particularly
telling moment is during a massive Knights of Order
offensive, when a Golden Saint captain realizes that
neither she nor the other Saints are as invincible
as their pride and arrogance has led them to
believe. It’s one of the few times you witness
something you thought the Golden Saints were totally
incapable of—humility and fear.
Bethesda did a good job with all the
new weapons, which now features a more “granular”
rating system representing the weapon’s physical
condition that determines its weight, value in gold,
and the amount of damage it can do. Although
Dawnfang/Duskfang is the most unique and spectacular
sword in the game, the ShadowrendClaymore
or Battleaxe with its leveled Weakness to
Magic and Damage Health on-strike
enchantments that becomes available in the
“Symbols of Office” quest, gets my personal
“Most Subtle but Badass” award. Which Shadowrend you
get depends on which of your character’s skills is
highest—Blade (you get the Claymore), or
Blunt (you get the Battleaxe) Now I don’t feel
so bad about giving Umbra back to Clavicus
Vile. If you prefer a more colorful way of
slaying your foes, there’s always the Duchess of
Dementia Syl’s favorite toy—Nerveshatter.
Part Amber, part Madness Ore, this wicked and
wild-looking hammer has a 48% Weakness to Shock
and 24% Shock on-strike enchantment.
The Amber and Mad Ore weapons are a
refreshing change from the ones that have become
standard-fare in the Elder Scrolls IV universe,
particularly the enchanted ones that can be created
by the appropriate matrix. The somewhat
comical-yet-sinister look of the Madness Ore armor
really fits the "theme" of the Shivering Isles
though, and looks pretty good on female
characters—better than on male characters in my
opinion. The only thing I didn’t like about the
Amber armor is the scarf for the female
armor.
In spite of all that’s new, you
shouldn’t expect
The Elder Scrolls IV: Shivering Isles
to bring any major changes to how the game
fundamentally works—which is, I suppose, good news
for those who loved The Elder Scrolls IV: Oblivion,
and bad news for those who found it the game
seriously lacking. Fighting alongside multiple
friendly NPCs, for example is still literally a hit
or miss affair—a miracle that when you are trying to
hit an enemy, that you miss one or all
of your allies—who in their zeal almost always
manage to get in your way.
Unfortunately, it seems that
Sheogorath’s realm isn’t the only thing threatened
by total destruction. Installing Shivering Isles
patches your Elder Scrolls IV: Oblivion installation
to Version 1.2.021 and introduces its own version of
Jyggalag’s Greymarch—an extremely nasty “Reference
ID” bug that can make Elder Scrolls unplayable
whether you play the Shivering Isles content
right away, or not. You can get all the details on
this bug and the fixes currently available
here—though the
latest beta patch hasn’t worked successfully for
everyone (I used the
FormIDFix Mod and
Reference ID Bug Fix to salvage my afflicted
saved games and this review).
It
has been announced that Bethesda has a final patch
that should squash this problem once and for all,
and that they are shooting for a Monday,
April 30th release.
If you’ve installed either the
FormIDFix Mod,
Reference ID Bug Fix or both, but not the latest
beta patch; or you feel like you’ve held off
installing Shivering Isles long enough and
want to give the beta patch a shot, I strongly
recommend that you avoid installing the beta patch
and wait for the official and final patch from
Bethesda.No matter what you do in the
interim, don’t forget to have a last-known good
backup of all your saved games before trying any
of the currently available solutions (and yes, that
includes the upcoming final patch as well).
Shivering Isles
is also plagued by a number of small, yet irritating
bugs in some quests where NPCs essential to the
quest’s successful completion don’t do their part;
get stuck somewhere, or engage in some other erratic
behavior that trips you up. Sometimes loading a
previous saved game and trying again solves the
problem (but not always). Sometimes you can resolve
the problem by taking a different approach to the
offending NPC, or even attacking and yielding to it
when it fights back (if it’s friendly). Hopefully
Bethesda’s upcoming final patch will address these
little glitches as well.
One thing that I found particularly
annoying, is that whether you’ve replaced the Duke
of Mania or Duchess of Dementia, one of the
entitlements that do not go with your little
promotion is the private quarters of your
unfortunate predecessor. Not only are they much
nicer than the public sleeping arrangements in
either Bliss or Crucible, but they have a number of
chests and urns to store your gear and any items you
found that you want to keep for yourself—and are
certainly more secure than they’d be at either of
New Sheoth’s inns. Face it; who wants to schlep back
and forth to the house they own in Cyrodiil, just to
sleep and stash their new acquisitions? Entering
the private quarters of the Duke or Duchess once
you’ve gained their position is considered
trespassing. At least the Golden Saint or Dark
Seducer guard will give you a much “nicer”
tongue-lashing and “escort” you out of the area,
than crack you upside the head and haul you off to
one of those god-awful dungeons. Where there’s a
will there’s a way, however. A little
breaking-and-entering and the SetOwnership
console command, and my character had a more
convenient, suitable set of digs in no time…
Despite one nasty, show-stopper bug
and a few niggling issues, with a new, wondrous
realm to explore, powerful new weapons, spells and
armor—and a plot with a totally different twist than
what you’d normally expect, The Elder Scrolls IV:
Shivering Isles is as addictive and fun as its
2006 Game of the Year namesake, and shouldn’t
be missed by any fan of the Elder Scrolls saga.
The Greymarch was over. Jyggalag
was defeated, and Sheogorath’s realm was safe. At
least, for now. There was no way of knowing how the
other Daedra Lords or the Nine Divines would respond
to the recent turn of events in the Shivering Isles.
Jaiden wondered how would she be viewed by Ocato and the Elder
Council, once she told them what happened here, and what
she had done. Hero? Heretic—or Madwoman? It all
seemed like a dream—or a nightmare. Jaiden wasn’t
sure which.
There was one thing Jaiden was
sure of; her actions had tipped the cosmic scales
for Gods and mortals alike. For better or worse she
didn’t know...only that her life and her fate was
now inextricably bound between the mortal realm of
Cyrodiil and the Daedric realm of the Shivering
Isles—and would never be the same…
Final Score:
Summary:
Highs: New
armor, weapons, spells and ingredients
to aid you in your quests to save the
mad, Daedric Prince Sheogorath’s realm
of The Shivering Isles from
annihilation at the hands of the
mysterious and powerful Jyggalag
and his Priests and Knights of
Order. Superb voice-acting of all
the principal characters, dozens of
unique locations, ruins and underground
tunnels to explore, formidable new foes
to battle, and a branching storyline
filled with intrigue, paranoia and
madness makes this expansion to the
2006 Game of The Year a must-have
and must-play for any fan of The
Elder Scrolls IV: Oblivion.
Lows: Nasty
Reference ID bug that can make short
work of your saved games faster than
Jyggalag's Greymarch, along with other
comparatively minor (but no less
irritating) bugs, and some
side-quests that lack the flair and
drama of the ones in the Elder
Scrolls IV: Oblivion, throws a wet
blanket on what is otherwise a stellar
expansion pack.
The Elder Scrolls IV: Shivering Isles (PC DVD-ROM)
Developed by: Bethesda Softworks LLC
Produced by: Bethesda Game Studios
Distributed by: Take Two Interactive
ESRB Rating: M (Mature 17+)
Widescreen Support: Yes (Native)
System Requirements:
Important: Requires the full Elder Scrolls IV:
Oblivion game
Minimum: * Windows 2000/XP, Windows XP Professional x64
* 512MB System RAM
* 2 GHz Intel Pentium 4 or equivalent processor
* 8x DVD-ROM Drive
* 4.6 GB free hard disk space
* DirectX 9.0c (included)
* 128MB Direct3D Compatible Video card and DirectX 9.0 compatible
driver
* DirectX 8.1 Compatible Sound Card
* Keyboard, Mouse
Recommended: * Windows XP/XP Professional x64 w/latest service pack
* 3.0 GHz Intel Pentium 4 or equivalent processor
* 1 GB System RAM
* ATI X800 series, NVIDIA GeForce 6800 series, or higher video card
Supported Video Card Chipsets:
ATI X1900 series
ATI X1800 series
ATI X1600 series
ATI X1300 series
ATI X850 series
ATI x800 series
ATI x700 series
ATI x600 series
ATI Radeon 9800 series
ATI Radeon 9700 series
ATI Radeon 9600 series
ATI Radeon 9500 series
NVIDIA GeForce 8800 series
NVIDIA GeForce 7800 series
NVIDIA GeForce 6800 series
NVIDIA GeForce 6600 series
NVIDIA GeForce 6200 series
NVIDIA GeForce FX series