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The Elder Scrolls IV: Oblivion

created by Damodred

(thing) by Damodred (1.3 wk) (print)   ?   (I like it!) 4 C!s Mon Apr 03 2006 at 22:36:44

The Elder Scrolls IV: Oblivion (in the spirit of BrevityQuest 2006) *

Developer: Bethesda Softworks
Publisher: Bethesda Softworks
Release: March 21, 2006
Format: PC DVD, XBox 360, Direct2Drive
Genre Keywords: Role Playing Game, First Person, Sandbox, Plot

Your quest

The King is dead, long live the King - and he better, since his royal bloodline is the only thing saving us from HELL. You get to deal with both (the King and er, Hell).

Your world

Cyrodiil, the central province of Tamriel; a pleasant, green land of mostly lakes and forests, with a touch of Sea and Mountains thrown in. Populated by interesting people with various agendas and allegiances, as well as assorted monsters with nasty dispositions. The other visitable realm is Hell: dry; hot; population: you, monsters, good loot.

Your tools

A race (determines certain traits), a set of 7 primary skills (will improve the fastest, with use), a birthsign (granting special abilities) and anything you can get your hands on. You can be a stealthy backstabbing assassin or thief, a fireball-hurling mage, or a righteous warrior with a mighty blade. Each approach will have its own drawbacks and benefits, although having a stout stick to fall back on will help every type. You can also brew potions to help you along the way, buy a horse to get around faster, and enchant weapons and armor for extra special effects.

The pros

  • Gorgeous graphics, again. Thanks to technologies such as Gamebryo, SpeedTree and Havok, the world of Elder Scrolls once again astounds around every corner.
  • More interesting characters. Unlike Morrowind, the inhabitants of Cyrodiil have more varied routines; they go to work, they go to church, they sleep, they drink, they hang out in dark alleys muttering paranoid delusions (yes, really).
  • Greatly improved quest variety. In addition to the Hell (Oblivion) mini-quests, the tasks given from NPCs are actually interesting and often multi-part.
  • Highly improved viability of mages and sneaky types. Blocking, rapid renegeration of magicka, quest variety and criticals on hidden attacks mean that combat is a lot more interesting.
  • Automatic level adjustment means that every encounter is rough, but not instantly deadly (mostly).
  • A difficulty slider means that you can tailor encounters to your liking. The game is set right in the middle by default.
  • Fast travel - click on a place you've visited to travel to it instantly (game time still passes). Excellent for casual gamers who like to explore but also like being able to STOP exploring and head back to town in an instant.
  • Bethesda has again released its Construction Set. The mods are already pouring in.

The cons

  • Auto-leveling may not be for everyone. The "even" experience means that when you have Godly Expensive Magical Enchanted Armor of Foozle .... the common forest bandit has to have something similar. This is a little silly, and it also means gold virtually grows on trees in later game.
  • Insufficient voice talent for the scope of the game. Cyrodiil may be a miniature world (the entire "continent" has fewer inhabitants than a decent town), but you will keep running into the same voices far too often. Some of them are really jarring when used on characters of wildly varying ages.
  • It's possible to mess up your character by picking non-combat skills as your primary skills. The auto-leveling content means that when your primary skills (say, focusing on being a smooth-talking cat burglar) vault you to level 5 - your foes will be level 5. However your combat skills necessary to deal with those foes will be lagging behind at level 2 or 3, since you smooth-talked your way to 5. Unfortunately it is not possible to get through all quests without violence - it's just not that kind of world.
  • Slight consolitis in menus and text; neither allow for high resolutions and proximity to PC monitor. Fortunately there are mods to provide some relief.
  • The story and the actions of some of the plot-centric NPCs you meet couldn't be much more wince-worthy. "I just met you and you look somewhat scruffy. Yet, somehow, I believe every word you say about the Emperor, and the fate of the world! Here, take my car.". Indeed.
  • The much-vaunted Radiant AI isn't. While there may be a larger pool of responses to situations than the previous games, the out-of-combat AI still spends a lot of time being brain-dead.
  • Rain still falls through overhanging roofs. Tsk.

Overall, and barring the grumbles of discontent from the power-leveling number crunchers (did you know it was possible to finish Morrowind in 17 minutes?), Bethesda has done it again in providing a large, highly explorable, rewarding and interesting world for you to play in. A metric tonne of complaints from the previous Elder Scrolls have been addressed and the result is a much friendlier, vibrant and compelling game. Finally, most of its internal consistency shortcomings are a result of gamers being less forgiving when games become this convincing and immersive - and it's hard to damn Bethesda for doing just that.


* Yes, this is short for me. Hush, you.

(thing) by hapax (4.5 hr) (print)   ?   (I like it!) 2 C!s Sat Aug 05 2006 at 22:11:15

Those of you who have played tabletop role-playing games, tell me if you've ever had an experience like this.

Player: Wow, this town guard is really pissing me off. I pull out my sword and stab him.
DM: Well, you can't.
Player: What?
DM: You can't. You can't touch him. He's really fast and strong and powerful.
Player: Dude, I haven't even rolled yet. I've got a THAC0 of four.
DM: Whatever. Roll.
Player: Ha! Natural 20.
DM: You miss.
Player: What?
DM: Okay, um, you hit, but he isn't really hurt.
Player: This is a member of the night-watch for a boring town in the middle of nowhere, and an eighteenth-level paladin can't hit him?
DM: That's right. Okay, now he hits you and you die.

Have you ever had a DM like that? Well, then, you'll find playing Elder Scrolls: Oblivion a very familiar feeling.

Oh! Oh! How about this experience?

DM, in character as some NPC: "Please don't tell anyone my terrible secret!"
Player: I say to her, "Okay, I won't." Except I'm a manipulative bastard, so I'm going to go tell her sister.
DM: You can't.
Player: Sure I can. She's just in the next room. I walk up to her and tell her.
DM: Nope. You promised not to tell, so you can't tell her.
Player, in character: "Hey, you know what your sister did?"
DM, barely in character: "LALALA I CAN'T HEEEEAR YOOOOOU!"

This is the kind of "storytelling" that Oblivion has perfected. Sure, the game is pretty. Sure, the world is huge, filled with (literally) hundreds of dungeons and ruins to explore. Sure, alchemy and spell design are addictively fun. Sure, the technology is state-of-the-art. I'm not sorry I bought it, and I've spent a lot of time playing it.

But. It really ought not to be called a role-playing game any more than, say, Diablo is a role-playing game. Every plot has exactly one solution. Every conversation has exactly one outcome. Every character of a given race is voiced by exactly the same voice actor. After playing the game a while, I realized that it didn't matter what conversation option I clicked on, since it always gave me exactly the same quests and exactly the same results. It is as mechanical and as linear as Minesweeper. (Of course, I've spent many hours playing Minesweeper too, but at least Minesweeper doesn't pretend it's an RPG.)

Here is a typical example of how the writers of Oblivion designed plots: An important NPC tells you to meet him behind a certain field at two in the morning. You have two choices: agree and take the quest, or not agree and not take the quest (thus missing out on whatever XP and treasure the quest offers). So of course you take it; you have nothing whatsoever to gain from refusing, and might miss out on some juicy loot. When you go to the meeting, the person attacks you, calling you a "gullible fool" (this is a direct quote) for believing that everything was going to turn out all right.

So the game is insulting me for taking the only option the game itself gives me? (To be fair, sometimes it does the opposite: sometimes it congratulates you for choosing the only available conversation option. I'll never forget the time I clicked on the option to take a quest -- in this case, you couldn't refuse even if you wanted to, since the only option was a "yes" -- and the quest-giver announces, "I like the way you think." To me this says, "I, the writer of this drivel, like the way I think.")

Oh, how I miss the halcyon days of well-written games like Planescape: Torment and Fallout, in which you could play your character in various different styles and have it affect the game world in a meaningful way. The writers of Planescape allowed you to lie, or bluff, or intimidate people, or sweet-talk them. You could solve quests through cleverness or brute force or stealth, and, more importantly, every time you made one of those choices, it would affect the way future encounters worked. You'd develop a reputation, which would make certain kinds of things easier to do, and others more difficult. You could meaningfully refuse to do certain things, and the refusal itself might impress people or offend them, open up new possibilities or close them off forever.

Oblivion, by contrast, bullies you through quests, reminding me of the very worst D&D DM's I've had the misfortune to game with. It tells you what you think about things: your journal entries naggily inform you whom you like and whom you don't; what was easy to do and what was hard (prewritten opinions, of course, unaffected by how you, the player, actually found the quest); which treasures you find useful and which ones you don't; what you "ought" to do and when.

Past actions almost never affect the world. After I'd already closed twenty-one oblivion gates, a local soldier saw fit to give me instructions on how to do it (though he admitted that he'd never closed any himself). Not only was I deprived of the option to tell him to save his breath, but my character dutifully wrote his instructions down in her journal, along with an editorial comment about how I hoped I could do it right. The game is so rigid, in other words, that it doesn't even bother to check whether I've already closed an oblivion gate (much less 21) when I talk to a soldier who wants me to close one.

There is a reputation score, but so far as I am aware, it never closes off quests to you or changes future conversation options with NPC's. All reputation does is decide whether you're "too evil" to get cures from the gods when you are diseased, and occasionally changes the repetitive observations about you that PC's mumble to themselves as you walk by. And don't even get me started about how hopelessly pointless the quests themselves are -- just FedExing items and saving the lives of suicidal characters with critically bad pathfinding AI.

I don't think anyone would enjoy a D&D game run by a DM who arbitrarily declares certain NPC's unkillable; or who reads his NPCs' speeches off of a piece of paper, changing nothing no matter what you say in response; or who gives you the answer to one of his own puzzles then congratulates you on "finding" it; or who forgets everything you do in his game as soon as you've done it; or who refuses to acknowledge any approach to a problem that isn't the single one that he himself came up with. But people tolerate that sort of behaviour in computer RPG's for some reason. I have never understood why. I do understand that it's impossible to account for every idea your players come up with -- but is TWO too much to ask for? Even a Choose Your Own Adventure novel can do better than Oblivion in this regard.

There is much to enjoy in this game. But "role-playing" is not it. That bothers me, because it means that people are satisfied with pretty pictures, and that they have no interest in narrative or character development or decision-making. Has the gaming public really become this passive and glassy-eyed?


printable version
chaos

Morrowind World of Warcraft City of Villains The king is dead, long live the king
BrevityQuest 2006 Why I really have to question the intelligence of computer game companies consolitis Armed with a perturbed, jovicentric orbital solution
X2: The Threat Elder Scrolls III THAC0 Way of the Samurai
Xbox 360 Planescape: Torment oblivion EVE Online
Bethesda Halcyon Days Battlefield 2 Daggerfall
Tamriel Nintendo Wii American states with anti-atheist laws fallout
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