The Elder Scrolls IV: Oblivion

 
 

 

Genre:   Role Playing Game

Developer:     2K Games

Publisher:    Bethesda Softworks LLC

Released:  March 2006

PC Requirements:   Windows XP, DirectX 8.1 compatible sound card; Keyboard, Mouse, 2 Ghz Intel Pentium 4 or equivalent processor, 128 MB Direct3d compatible video card and DirectX 9.0 compatible driver. Supported Video Card Chipsets: ATI X1800 series; ATI X1300 series; ATI X850 series; ATI X800 series; ATI X700 series; ATI X600 series; ATI Radeon 9800 series; ATI Radeon 9700 series; 4.6 GB free disc space, 8X DVD-ROM drive, 512 MB System Ram, DirectX 9.0c

 

 

 

 

 

by Drizzt

 

“It is epic, it is huge, it is monstrous, it is...”

Something that we consumers of books, games and movies can never get enough of are epic adventures. Be it a movie, a book, perhaps a musical composition or a game, a general consensus is often “The bigger, the better”. But what is an “epic” story? The original meaning comes from “epos”, I believe, which is “a long-spanning story told as a song or verse”. Thus, we can conclude that one of the most ravaged words of the entertainment scene today is the word “epic”. Since most games and movies are not truly epic, let us refrain from abusing the word even further and call them something more fitting...huge? Massive? Monumental? No matter what we call them, this is exactly what Bethesda’s anticipated The Elder Scrolls IV: Oblivion attempts to be. So let us not focus on the constant linguistic misuse of today’s media, but get to the matter at hand; one of the most anticipated sequels of 2006. Of course, parallels to The Elder Scrolls III: Morrowind are unavoidable.

Introduction

In terms of story, Oblivion does not have any connection to its predecessor, Morrowind (but is set in the same game world). Once again you assume the role of an unknown hero, whom we do not get to know much about. Starting in a dank dungeon beneath the Imperial Palace in the Imperial City of Cyrodiil, this poor character soon becomes a pawn of prophecy (why is it always prophecy?). The Emperor is murdered and coincidentally the Player Character happens to be there and is assigned the task of delivering a strange amulet to an unknown person far out in the countryside. Not quite unlike the first part of Morrowind, where you were told “deliver this”, but otherwise left to your own devices.

This is also the game’s greatest strength; there is no pressure of having to deliver the amulet before a certain date, no highlighted pink arrows pointing the way and no friendly advisers to lead you. Once out of the Imperial Palace, there is an entire world to explore, lots of people to meet and even more to do...for there is much to be done.

Travel the world

Indeed, the game world is huge. There are seven major cities to travel to, the Imperial City (which is probably as big as two of the smaller ones put together) and of course an untold number of smaller villages, caves, old mines, fortresses and camps. The major improvements from Morrowind here are the network of roads that allows easy access to the populated areas of Cyrodiil, and of course the new ability to “Fast Travel”. Fast travelling is simply opening up the map and clicking somewhere you have already visited (or if it is a major city, which are always available) and you will be taken there immediately. No more useless trudging about in the wilds looking for a certain place that is “somewhere around here”. Hardcore-players may scoff at this and claim that this is not the “real” way of playing a game. To everyone else – those who do not think running for hours on end is their idea of having a good time (having fun is the reason we play the game, is it not?) - it is a welcome relief.

The player can now also purchase (or acquire) horses for use when travelling, which is a great help in reducing the amount of time travelling.

The world itself is a marvel to behold. Forests covering mossy grounds, snow-covered mountains with narrow stone paths, steep mountain slopes rising above shaded forests below, billowing hills and rivers that run deep into the countryside. All this, combined with solid weather effects and a beautiful night-and-day-cycle guarantees an immersive graphical experience. A fine example would be to watch the sunrise by the docks of Anvil, when you can almost smell the salty sea in the air and feel the chill of early morning.

The life of Cyrodiil

With all this, a justified concern is “Did the developers then focus all their efforts on the landscapes so it is no more than a virtual travel-guide?” to which the answer, thankfully, is no. One thing that is obvious, even at a first glance, is how the designers wished to give each city and each part of Cyrodiil a “personal” touch. For example, in Cheydinhal a dark, exotic, sharp style is predominant, being a city of dark elven influence. In Bruma, which is mostly inhabited by Nords, wooden log houses and a northern style is favoured. In Bravil, the filthy impoverished town, most buildings are half-rotted wooden dwellings. The detail on the outside is at the very least matched by the attention paid to the interior of the buildings as well. Fireplaces, sets of furniture, silverware, fruits, candles and everything to be associated with these medieval-and-fantasy-design houses have been included.

However, despite their very “own” design and style, it would have been nice to see something more characteristic of the inhabitants as well. One fitting detail is the Skooma Den in Bravil, which is basically an apartment for abusers of Skooma. It succeeds in conveying the run-down atmosphere the town is supposed to convey. While there are different kinds of characters and races in the different cities, they do not act in a characteristic way in regards to where they come from. A more characteristic behaviour of the inhabitants of each city would have complemented the aesthetics well.

The cities are full of life; guards are patrolling the streets both day and night. Citizens do not wander around aimlessly as they used to, but go about their own daily business. They work in the fields, go to church, sleep, eat and converse with each other. There may not be a whole lot of variety in it, but it certainly is a great addition to the feeling of actually being in a city of life and not just a city of mindless wandering drones. There are also short conversations between them as they stop and chat about the rumours or the troubling news from the countryside. These conversations are often of the kind where they do not even talk about the same thing, and repeat the same dialogues over and over. Still, it is a commendable attempt at bringing life to the characters.

Add to this the many books in the game consisting of knowledge and history of the game world, and for the one desiring such lore this is a feast.

Another not-so-desirable issue is that the developers seem to have forgotten the world outside the cities; apart from the occasional highwayman or soldier on patrol there is little to no humanoid life. Of course, hunting deer can be satisfying in a way, but more activity outside the cities would not be unwelcome.

As mentioned earlier, there are also a great number of underground complexes and caves to sneak or mow through. The atmosphere of a deep underground tunnel is something the developers have managed to convey. Haunting music, environmental sounds and a flickering torch - much like something straight out of an old adventure movie – ensures an interesting experience. At least it does at first. The layout and design of the cave complexes are not exactly the same, but it feels as if the patterns repeat themselves, often giving the player a feeling of deja vu when exploring.

One thing that would have been welcomed is more massive and varying underground sites, such as the sunken cities in Morrowind. Such a thing is something that – if done right – awes the player and manages to instill a feeling of curiosity and wonder at the same time.

Quests, factions and story

There are a huge number of quests in the game, of which the numerous joinable factions provide the majority. There is usually no limit as to how many factions you can join, and each has a series of more or less complicated tasks for the player to complete. With the completion of these quests, the player is given more respect as he/she advances through the ranks, usually to some kind of master or overseer.

Unlike Morrowind, however, the choice of faction is not involved in the story of the game, and you can arbitrarily join any factions you wish. Despite the freedom this offers, one can question its plausibility; that the Fighter’s Guild would allow someone who is also a Listener of the Dark Brotherhood to join? Or the Thieves’ Guild, who seem especially vehement about aforementioned Brotherhood? While not a great problem, it limits the replayability value of the game. Instead of forcing the player to make a choice between which factions he/she wishes to join, all is served on a silver platter. To make the mess worse, some factions are seemingly for nothing more than show (e.g. Knights of the White Stallion), and it feels cheap to have bundled them in there with the rest, seeing as how you can never advance or receive new quests in them.

Quests are also randomly found in the cities or the wilderness - mostly by speaking to the right person and learning something vital. Two thumbs up to Bethesda for keeping most of the undertakings in the cities this time instead of involving stray orcs standing in the middle of nowhere.

To help with the quests, a thorough and detailed journal exists. Much more easily handled than in Morrowind, it is easy to keep track of the active and completed missions. The only downside is that it all too often tells the player exactly what needs to be done and how to achieve it. There is now also an arrow by the compass to help navigate the world. This arrow indicates both map markers and quest objectives. An option to turn this off should definitely have been included. Pointing in the right direction of a map marker is one thing; continuously following the current objective is another thing entirely.

There are a great number of quests indeed, but very few can be completed in different ways, which is a shame. The result is that the game play tends to get one-sided and becomes nothing more complex than just a series of quests, one upon the other. Neither do the quests have any seeming effect on the world except perhaps a few more conversation lines from the NPCs (Non Player Characters) in the game. A special annoyance is that for many quests it is a requirement to be proficient in the use of lock picks, thereby forcing the player to spend precious skill points there instead of other areas. A pure fighter will have a hard time finishing these quests only because there is no other way around an obstacle.

In all, it sometimes feels as if the designers’ time should have been spent on fewer factions and quests, tightly weaving them together instead of spreading everything out.

Although rising in the rank of the factions feels rewarding indeed, you are often left wondering if the developers perhaps bit off more than they could chew, so to speak.

Not much that you do in the game truly affects the story. There is no good or evil way of finishing the tasks - which makes for very limited replayability. Your renown is measured in fame and infamy. Quite self-explanatory, but there is no way for truly evil characters to play the game in a satisfying way. Thanks to the large numbers of quests, perhaps this is complaining about gold because there are diamonds. But it is all very linear with no alternate paths.

Being downright evil scum simply does not have enough impact on the world.

The fact that you can pay a fine and get away with any murderous act whatsoever is no improvement either. In Morrowind, the High Ordinators would approach and declare your death sentence if your crime was grave enough, but here it is simply: “You killed ten men, five guards, drank two kegs of Skooma and mutilated a little girl and her pet cat. Pay the fine and be off with you.” Hardly logical, is it?

Also annoying is that quest characters cannot be killed, only knocked unconscious. Where is the sense in not implementing a function that updates the journal and saying that the relevant character is dead and that the quest cannot be completed?

As for the story, in itself it is nothing out of the ordinary for these kinds of games. Without divulging too much, the player character once again has to set out on a crusade against a great evil that threatens the very realm of Tamriel, involving secret plots, cults and demi-gods. Does it sound familiar? Indeed it does, but the writers of Oblivion deserve praise for the diversity of these plot-related quests. Much more varied than the faction-quests, they involve investigations and infiltrations as well as more regular battles.

The script itself is of varying quality, sometimes well written and seldom worse than mediocre. The attempt at giving the main characters as much personality as possible pays off well.

Wherever Sean Bean is at the moment, nursing a hefty check from Bethesda, it was a smart move to include him in the cast. He is as good a voice actor as he is convincing in playing his role. Thanks to him and some golden moments from the writers, a sense of participating in something monumental that will change the way of life for the continent actually instills itself.

It also should be noted how attempts have been made at keeping the general populace up-to-date with news. Deeds that are of big enough importance will be discussed by other characters, and sometimes are even written about in the free newspaper. Some small inconsistencies exist, and it gets tiresome to listen to the same exploits discussed months after they actually happened. But these are minor annoyances. It feels gratifying to be in a world where the population does not simply know that you have done good deeds, but talks about them as well.

Combat and aspects of Roleplaying

As for the game play itself, not much has changed since the predecessor, and therefore Oblivion has inherited the same problems. Fighting is still done by executing different manoeuvres with the mouse and keyboard, but it often comes down to frenetic clicking, hoping to strike your opponent before he strikes you. The special attacks are rarely of much use because of their clumsiness, and are ill suited for an action-RPG such as this one. This is probably the weakest aspect of Oblivion – the melee combat.

As always, dispatching monsters and adventuring is bound to boost your character. The system for levelling up is on the whole unchanged. When starting the game, the player chooses major skills and a star sign giving him or her special abilities. When a certain number of new levels have been reached in the major skill classes, a new character level is achieved, allowing the player to boost his or her physical attributes as well.

An improvement is that trainers can no longer train an infinite number of times per level. Assuming that one had enough gold and that the trainer was of sufficient skill, there was no limit to the number of times the trainer could be used in Morrowind. Here, however, there is a limit of five training sessions per level, which prevents extensive power levelling and forces the player to actively seek out quests and adventures.

On the subject of such things, to keep you from becoming a demi-god yourself among goblins and rats, Bethesda has included a system, which spawns creatures based on your current level. In general, this is a well-implemented system and the foes get considerably tougher as levels are gained.

The interface of the game is a step down from what it was before. Morrowind had an easily accessed and easily navigated inventory and interface system. So why change a winning concept? A panel with enormous buttons and confusing symbols has now replaced the straight-to-the-point interface. Hard to navigate, and the inventory system is especially frustrating as it requires extensive scrolling to browse through the inventory.

Technicalities

Graphically, there is nothing to complain about. The environmental effects, attention to detail and even facial expressions are all astounding, assuming you have the hardware required for them. Even running at the lower settings, these manage to impress. The only possible criticism is that the humans of Cyrodiil do not look very human, but the overall quality of the graphics is indisputable.

The audio aspect of the game is a mixed bag. A few sounds are truly well made - especially the haunting sounds of wraiths and the rumbling of stone in old ruins. The voice acting is well done, but there are far too few different actors to make it believable. It’s hardly convincing when every third character has the same voice. Granted, there are too many characters to find a way to make this entirely believable but that does not change the fact that hearing the same voices does feel awkward at times.

Oblivion lacks environmental sounds; crickets, birds and animals. Often the only ambient sound to hear is the howling of snow or splashing of rain (which are well done).

To cover this up, Bethesda has once again hired the famed Jeremy Soule to compose the music. The regular battle and journeying music is good, but gets tiresome after a while (the soundtrack is not that long, after all). It is in the caverns and other haunting places that the music truly stands out. Droning choirs and massive oppressive sounds combine to make the journey through old tunnels and ruins a memorable one.

Bug-wise, the game is not as bad as might have been expected. Personally, I have only encountered one quest-breaking bug, which had to be fixed using console commands. But according to the official forums there are many more. It is always a shame when a game is rushed, but what is done is done. A patch has long been released, and should fix most problems. However, a far larger and more complete unofficial patch has also been released which is warmly recommended.

A note is also in order regarding modifications. A large number of these have been released, and their uses range from fixing small bugs to improving the general performance of the game to reverting the interface back to the old Morrowind interface. Downloading these can solve many of the annoyances and/or problems in Oblivion, and since they are most often easy to use and not big to download, this is definitely something to think about.

All in all...

In conclusion, Oblivion is a rather solid game, worthy of attention of anyone wishing for a light-hearted adventure with an entire world to immerse oneself in. The combat system is frustrating, but that is secondary. Oblivion’s real strength lies in the total freedom of action it provides.

Despite the game’s numerous flaws, it is easy to become engrossed in the world and it’s atmosphere. However, don’t expect a very deep game or one that will continuously pull you back for another round.  

84%

January 2007

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