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View Full Version : VG Review: The Elder Scrolls IV - Oblivion



Thia Halmades
Apr 9th, '06, 07:39 AM
I honestly didn't expect to get a lot out of this game. I've been playing The Elder Scolls series of games since 1990; all of them had two things in common. They were cutting edge for their time, and they're buggy as all get out. I played (and did quite well) in Morrowind (TES III) for a long time on my Xbox, but it never quite held my attention as much as it could have. Little bugs, faulty saves, and a reptitive combat system held the game back from greatness. While certainly nothing of that magnitude had been seen on the Xbox before, it was still a flawed gem.

Enter Oblivion. Using truly next-gen graphics, where every single stone is detailed and textured, the light glints off your weapon in real time, and, being pushed by the processing power of the 360 rarely hitches, the game, on the surface, shows tremendous promise. Only when you start getting into the game itself does that promise truly begin to deliver.

Character creation - the heart & soul of a game like this - is a hybrid of classic HERO mindset and level-based mechanics. Instead of gaining levels as you gain XP, you gain levels as you improve the core skills of your class. And, you may create that class yourself - simply pick the seven skills that best describe what you want to do, and go forward with them. There are three groups of skills - combat, magic & stealth, and a multitude of races to choose from. At the outset of the game, you're given access to the face generator, possibly one of the coolest pieces of software ever put in an RPG. Arnold Schwarzeneggar? Done. James Earl Jones? Done. Freaky lizard dude? Well, done. With a full array of standard weapons & spells, it's easy to design a character you can enjoy.

My Druid is effectively specializing in light armor, blunt weapons, destruction, restoration & conjuration magicks. I have a few other tricks, but those are the defining elements that make me, "me" in this game. And, with the entire story told from the first person, and every single line of dialogue spoken, it's very easy to get pulled into this world and feel as though you're a part of it. You're introduced to the overplot early, but are under no obligation to complete it. You can create a thief, and have no moral obligation to steal or not steal, as you may see fit. You may join the assassins guild. Or the mages guild. You can became Famous, Infamous, or a Vampire. All of these options exist in Tamriel.

But that's just the goal of the design - and it succeeds admirably; it overwhelms you with options. Even if you found something you didn't enjoy, you could still, reasonably, go find something else. I originally created "me" - Thia Halmades - in this game, but it took three character concepts to settle on - and begin enjoying - playing my Druid concept. The game encourages number crunching, certainly, but it attempts to balance everything out. You can play a glib-tongue merchant, a plate-wearing tank or (as I do) a sizzling caster beyond compare.

Your character will grow; you'll engage in those plot lines you find interesting and resolve them your satisfaction, or not. You can make mistakes, and it's a credit to the game that you feel involved enough to either reload (as I've done a few times) or think "Hmm. That's not something I would have thought this character would do, but let's roll with it."

It's been said that everything is better with an epic soundtrack, reminiscent of the sword & sorcery, high-fantasy films this game emulates. Yet magic is so commonplace that it never feels out of place, and that's nearly impossible to do. It never feels tacked on - it's integral to everything in the game and how people think and react to you. They do all of that through Bethesda's new "Radiant AI."

Here's a word: Impressive. Here's another: Remarkable. Here's a whole sentence: I didn't think I would see a day when AI reacted this consistently and intelligently.

They taught it how to talk. You may interact with it, and read the facial expressions of the characters to get a guage for how they react to certain jokes and gestures. They taught it how to fight, using its own tactics and maximizing its strengths. Looking for holes & openings in defenses. They taught it to haggle, to chit-chat among themselves, and to go about their daily routines. As in, you can watch someone all day as they get up, go to work, work, eat, go back to work, and go home. It's all there, and it all happens in real time, all over Tamriel.

In Morrowind, if you walked into a shop, you could go into the merchant's basement, or private quarters, and they wouldn't bat an eyelash. Now they follow you - possibly at the expense of whatever might be downstairs, but they follow you. They no longer want you robbing them blind. However, as I noted, this is at the expense of whatever's downstairs - to which nothing happens. Ever. The whole world is really built for you.

Which is huge, yet accessible. The map is massive, but at long last they've brought back "Fast Travel" from the first game, where you simply point to a place you've been and go. No more looking for a ride or a teleportation point, you simply GO. Dungeons are designed to keep pace with - and challenge - you, the player. Magick is rewarding enough that almost everyone will use it to some extent. There's a whole alchemy system built into the game on top of everything else.

Are there flaws? It can still be a tad repetitive. Spending 200 hours in front of your TV trying to see the whole thing might wear on people who prefer immediacy over depth. But the game is beautifully designed, beautifully lit and extremely well executed. There are flaws. It can get LONELY out there in the big wide world, where often all you have are people in specific places, and occassionally NPCs wandering around, but mostly it's you, monsters and the plot. Is that bad? Not necessarily, but if you're more accustomed to commanding a party of adventurers, then this is a bit of a shock.

Is it worth it? Absolutely, even with the flaws I see and I'm sure there are more a hundred hours later, the game is very much *worth it.* Easily recommended.

Graphical Prowess: 18- (Superb)
Depth/Replayability: 16- (Excellent)
Sound/Music: 15- (Very Good. Voices can get repetitive, and the soundtrack is occassionally loopingly frustrating, but overall, it's a huge step forward and for a game this size, remarkable).
Gameplay: 16- (Excellent. Many things once obfuscatory were made intuitive. Poisons and potions are easily used, spells are easily assigned to a hotwheel on the d-pad. They thought of almost everything).
Personal Slant: 17- (Remarkable. This is the most fun I've had with an Elder Scroll game since the original in 1990.)

Overall: Superheroic, bordering on Cosmically Powerful Hero.

Lemurion
Apr 9th, '06, 03:16 PM
I've been playing the PC version, and have very favorable impressions of it too.

Zeropoint
Apr 9th, '06, 04:19 PM
I got Oblivion because I liked Morrowind, but I'm not feeling so impressed with this one. As far as I can tell, the biggest improvements over Morrowind are that hand-to-hand combat is actually useful (I'm playing a H2H character right now, and while combat can be difficult, it's at least possible) and the absence of cliff racers.

The relatively sophisticated AI is very interesting from a technical viewpoint, but I'm not really seeing it impacting the actual gameplay very much.

But, it hasn't got any cliff racers, so it's clearly an improvement.

Zeropoint

Thia Halmades
Apr 10th, '06, 02:06 PM
A brief list of improvements (assisted by: Figaro, my cat).

There are no cliff-racers.
All plots are now conveniently pointed too on the map. Plots can be resolved in hours instead of days.

Graphics are now advanced enough that you can see how people feel about things by the looks on their faces, during normal conversation and during Speechcraft trials.

Like many other games, excess skills have gone the way of TSR and been merged into less diverse, but easier to grasp tight groups. There are three martial combat skills instead of -- 5, from Morrowind I think (Marksman, Blunt, Blade, Axe & Possibly 2-Handed, IIRC). Block is now a used skill and it does something other than go up for no reason.

The game is more intelligently scaled to what level you are - fights meant to be challenging, are. Downside? Minimal mook fights, so you rarely get to feel like you're da bomb, you're (if you're like me) constantly going "Good lord, who knew a Timber Wolf could hit like that?!"

Unlike previous TES games, there are now heavily scripted events and more complex and interesting dungeons (such as the first Oblivion Gate). Whereas before they were simply dungeon crawls, they've taken many cues from other RPGs and platform games and built in key hunts, interesting NPCs, and more unique situations.

The character design engine and the leveling system feel smoother and less 'breakable' in this iteration, which I can't adequately describe, but the process is more intuitive and easier to use. Applying poison is easier - considering I couldn't for the life of me figure out how to do it in Morrowind, even if I could at all.

Magicka now regens immediately, instead of after a night's SLEEP, which is something I had tremendous issue with. It made playing a caster absolutely pointless. Here, you can play a caster and there's no penalty for it. You can boom chuck, or summon, or buff - the game gets out of your way and lets you play what you want.

I started with a Paladin. Threw it out. Built a Druid. Lovin' it. Mini games for lockpicking & speech craft are a huge improvement, and being able to pick up information from chatty AI is also very handy. Figaro likes the improved combat system and that I summon pets to help me. I would prefer is the pets were animals instead of Daedra, but hey.

I can appreciate how someone would look at it and on the surface say "Huh. Morrowind for the 360." But I can't agree with it. Oh, and it's infinitely more stable and less buggy. Two other major plusses.

Lightning91
May 13th, '06, 09:43 AM
:help: Xbox 360 vs PC:

I have spent the last couple of nights reading reviews of this game. I do not have an Xbox 360 (yet), but I am considering getting one this fall after I see how it fairs against the PS3.

Since I have a relatively high end computer, I am tempted to purchase the PC version of the game. Does anyone have experience with both versions or have an opinion as to which should be purchased?

Thanks,
Lightning91

Thia Halmades
May 13th, '06, 09:54 AM
Yes. If you own a powerful enough PC, get the PC version. Mouse control is going to be smoother.

If you're waiting for the PS3/360/Wii war, get a 360 after the minor price drop in November (guaranteed it'll come down) and be advised that the PS3 is going to cost about 600.00 - more than most people have in pocket change.

Just sayin'. Next system I'm getting is a DS Lite, and then a Wii.

CourtFool
May 13th, '06, 06:44 PM
Thank you for the review. I have contemplated this game a few times.

Thia Halmades
May 16th, '06, 07:30 PM
My pleasure. I'm also going to post a review of Paper Mario: Thousand Year Door soon. :)

Nolgroth
May 17th, '06, 06:46 PM
:help: Xbox 360 vs PC:

I have spent the last couple of nights reading reviews of this game. I do not have an Xbox 360 (yet), but I am considering getting one this fall after I see how it fairs against the PS3.

Since I have a relatively high end computer, I am tempted to purchase the PC version of the game. Does anyone have experience with both versions or have an opinion as to which should be purchased?

Thanks,
Lightning91As of now, there are about 500 mods you can download for the PC version. I believe there is some progress on getting XBox 360 mods, but I don't know much more than that. Some of the mods are extremely cool and some aren't, but you get to test drive some mods and find the combination that is just right.

Nolgroth
May 17th, '06, 06:51 PM
My general impression of the game is favorable. I've finished it with one character (a fantasticly cool ending to a game if there ever was one) and have about a dozen others in various stages of completion. Of course, completion is subjective, as the world remains active and viable even after the main quest is finished. And how cool is that.

The graphics are so cool that you almost wish you could step into the scenery. Watching rain strike the water and the reflections of the buildings in the water ripple is like gamers' heaven.

I didn't really like the level scaling so much. It pushes the whole suspension of disbelief concept to the max. Fortunately, there is Oscuros Oblivion Overhaul, that gives many of the scenarios and critters a specific level, while keeping the level scaling in place for other things.

Overall, it has become my favorite computer rpg ever. Now if only they would have built multiplayer support....

Phil
May 18th, '06, 06:21 AM
Overall, I do enjoy the game, although I've not put in the time I'd like. However, i think players ought to be aware of the flaws.


It's buggy. Up until the beta patch, I was crashing every 10-15 minutes, if not more often.
There aint a lot of roleplaying. Dialogue options are limited and frequently you get the same response whatever options you pick. Morality choices are fairly limited - generally you can choose to do something, or not to do it. If you join the thieves or assasins guilds, you cant chose to do so as an infiltrator, turning in your guildmates to the law. There is only one way to win this game - kill lots of stuff.* It's not a patch on Baldurs Gate, Planescape or Fallout in this regard.
Combat gets very very very very boring, and is more dependent on your ability than your characters. Which is fine, but be prepared for it.
Level-scaling is illogical and irritating. It's right that the main plot should remain a challenge, but when bandits are carrying around equipment that could buy an entire village it gets a bit silly.
Economy is broken. I have more money than I know what to do with, and that's at a stage when I've not completed any of the main quest paths. I've stopped collecting equipment off opponents, there's nothing I can do with the money anyway. And that removes one of the main drivers of being a traditional fantasy adventurer, the accumulation of GPs!
Speech and Lockpicking subgames, as with combat, makes the player more important than the character. And once you've spoken to 100 NPCs, the speech subgame sure is dull.


Overall, I would definitely recommend it. But most of the reviews I've read concentrate on the hyperbole rather than some of the nitty-gritty. It's a solid 80% game, but I don't believe it's the piece of genius many portray it to be. As with so many games, there's beautiful graphics, wonderful sound and some celebrity voice acting. A bit more effort spent on the game itself wouldn't have gone amiss though IMO.

*I mean lots. By the time you've finished this game, you will have killed thousands of sentient beings in cold blood. If you want to get on in life, be a killer. Nice message for the kids, eh? ;) :D

Curufea
May 18th, '06, 05:09 PM
Kids should play Thief - it may make the kleptomaniacs, but it will stop them from being violent :)