“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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