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I was originally thinking I'd be writing this review raving about
how good The Elder Scrolls IV: Oblivion. Despite being a great game,
that isn't going to happen, simply because the story is an abomination
- if they had spent half as much time on the story as they did with
the graphics then I'd be constructing a pagan alter to worship them.
Sadly, I'm not doing this, and I did for the previous Elder Scrolls
game, Morrowind,
and I hold such a grudge against the story that I refuse to call
it anything better than good.
I
hold the utmost belief that an RPG should have a strong story, but
Oblivion's best feature is that it is open-ended and lets you do
anything you want in the world. So, despite my refusal to admit
that this game is on par with classics like Galactic
Civilizations 2, Battle
for Middle-Earth 2, The
Sims games, Half-Life
games and generally everything made by Sid
Meier, I believe I have found a way around it. I entrust our
editor, Geoff, to say it for me: [Wow, talk about passing the buck
lol. Yes indeed, this really is up there with all those aforementioned
classics! Ed]
Hopefully with that said, by proxy, I can get onto describing the
game for what it is. The basic plot premise is that the Emperor
Uriel Septim VII is about to be assassinated and there's a secret
escape tunnel, which just so happens to be hidden in the cell within
which you are being held. Allowed to tag along, while you're protecting
the emperor he tells you about his visions and hands you the Amulet
of Kings before he's killed. You're then sent to see Jauffre, the
head of the Blades, who sends you to Kvatch to find Martin, Uriel's
illegitimate son. The only problem is that Kvatch is under siege
by forces from Oblivion. This is where you make your first venture
into the Planes of Oblivion, hacking every scamp that comes your
way as you look for a way to close the portal.
When
you first meet Jauffre, he explains a bit about what's going on.
The Daedric Lord Mehrunes Dagon appears to have had a long beef
with the Septim bloodline and has killed off all of the emperor's
heirs, except for Martin. Nevertheless, Dagon has to be killed to
close the gates to Oblivion and that is the story. There aren't
any plot twists in the game; quite frankly it's an awful story and
compared to the mystery they managed to keep in the beginning of
Morrowind, it makes for a severe letdown.
The
graphics are quite frankly amazing and have not only raised the
bar, but put it into low Earth orbit. However, my major concern
is that it seems to be at the cost of what makes an RPG, like epic
plot driven stories and deeply constructed characters, both of which
are totally absent. In Morrowind you go up against the god Dagoth
Ur in an assortment of major plot twists, whereas Oblivion has none
of this and is extremely linear, at least when it comes to the story
side of things.
Another
concern is the major drain on graphics cards; as it is top of the
line, any system under the line is going to struggle to run at the
settings needed to make it playable, so possibly wait until your
next system to play it. However, one place where they got it right
is the Imperial City; I found myself just running about trying to
get different views of the Emperor's tower. It will, most likely,
make your system run like a tortoise chasing a snail, but you'll
probably kill your keyboard from the sheer amount of drooling, and
I personally recommend taking a trip to hospital and stealing a
bedpan, just so you can look at it long enough to do it justice.
The landscape is extensive and so intricately detailed that it's
only done justice by seeing it - as a hay fever sufferer, I do have
to say I prefer frolicking through computer animated meadows than
real ones... although I've never heard of someone being attacked
by a pack of wolves in a real meadow as, without a doubt, it would
have made the news.
Elite
is still hailed as the best space adventure game, even above all
the games in the X series, despite being released in 1984 and having
the computational power to render roughly one polygon. In my opinion,
Morrowind had good enough graphics, but it also had a great story,
whereas Oblivion spills the beans in the tutorial, which has to
be the biggest sin of storytelling. It does redeem itself, as ninety
percent of the game has nothing to do with the story, so while the
story is still a blight, there is this amazing feature of the game
- you can ignore it! Oh how I love open ended stories.
There
is so much in here to roam through, with nine major cities, twenty-five
settlements and over two hundred hand crafted dungeons, the latter
of which are all darker than Morrowind's, which can be interpreted
as both good and bad, depending on your perspective. However, if
you're afraid of the dark, there is an overabundance of torches
lying around the world, as well as magical light spells. There are
over a dozen types of spell with numerous strengths and potions
for each. Also, there are literally hundreds of items that you can
find, including ingredients for spells, around four hundred books,
each with several pages of text, and over nine thousand independent
objects that can be moved.
You
can also purchase homes and decorate them, which seems like a bit
of a steal from Fable, and while it isn't exactly well done, it
does provide a great place to store your swag. Each one of these
is in one of the nine major cities, with each city having its own
style, ranging from classic Romanesque to wooden rural and rundown
buildings, which gives each city a unique feel, although it does
seem a little strange, with the extreme Roman feeling the Imperials
have.
As
with the previous games, there are various guilds you can join -
the Fighters' Guild, Mages' Guild, Thieves' Guild, The Dark Brotherhood
(assassins), the Arena (gladiatorial), The Blades (imperial spies)
and numerous other orders, or you can even become a vampire if you
like. Each guild offers dozens of quests to undertake, making for
almost endless gameplay outside of the main story. With the Mages'
Guild your overall aim is to get into the Arcane University, with
the ultimate ability to become the Arch-Mage (head honcho); all
the original guilds have this ability to take over the organisation.
The quests for these guilds usually depend on the type; for the
Mages' it can be anything from finding ingredients or rare plants
like the Nirnroot to a quest I completed, which was going into someone's
dream to put his consciousness back together. One of the weirdest
quests I discovered involved going into a painting to fight painted
trolls and save a painter's life, but it's well worth it, as painted
troll fat is in great demand on the common market!
To
earn a living you can do any of the above, or you can simply become
a forager, essentially living off the land, hunting deer and picking
plants, plus the occasional fight with a wolf. [My you have big
teeth Grandma! Sorry. Ed]. One wolf a day is usually enough to get
you bed for the night and everything else is profit. Another thing
you can try is to explore all the old ruins, which usually means
killing a dozen necromancers and skeletons with the possible plundering
of coffins. As well as this, battling for power over Cyrodiil are
five courts and you can carry out quests for each of these, although
you can't join them and they're not my favourite types of job to
do, as I don't like messing with the balance of power; indiscriminate
killings holds much more fun and challenge. The other organisations,
like The Blades, only have a single level, and are only really useful
as another boasting point to the somewhat butch-looking females
in the game.
Yes,
if looking at pretty women is your thing then you're going to be
disappointed - it's like a genetically engineered bubonic plague
struck the world and killed off anyone who even looked remotely
attractive; all the females look like men with breasts, which is
rather disturbing and, added in with what can only be described
as a mass outbreak of leprosy in the population, it begs the question
why they couldn't have spent more time on the character models.
These poor models also translate over to most of the monsters in
the game, with the exception of the Deadroth, which is basically
a magical walking alligator, oh, and the deer.
The
combat system has notably changed from the previous games, as many
of the dungeons and dragons rules seem to have been removed. Traditionally,
mages are forced to wear light armour or none at all, so it doesn't
interfere with spell casting and they also can't wield swords; however,
this has been taken out, along with the actual spell cast function.
Now a player can cast a spell with equipment in their hands, which
just appears to be a major betrayal of the traditional RPG gameplay,
as well as of fans of the series, to acquire more of the first person
shooter market. This isn't helped by the introduction of a scaling
system, either, meaning that enemies get tougher as you level up,
which sounds good in theory, but it defeats the point of levelling
up in the first place. Worse still is the balancing of skills -
if you're a social character and you've put your levels into mercantile
or speechcraft, then you're going to die, but if you put them all
into combat it's going to be a cakewalk through the entire game.
This problem has already spawned a ton of mods, so don't fear, I'm
assuming you have the Internet and can remedy the problem.
These
aren't the only changes for the worst, either - the controls have
been simplified too much and the reintroduction of fast travel kind
of defeats the point of horses returning, not to mention that the
horses die a lot, as the AI enemies seem to attack these docile
and harmless creatures instead of you, the person with the big sword.
Speaking of the AI, it really is moronic. Yes, it has advanced a
lot since Morrowind, but running in front of me when I'm casting
a spell to kill the enemy isn't helpful when I accidentally kill
a guard instead. I spent most of my time cracking people I was working
with over the head instead of the enemy, and the most annoying thing
is that you can't pull your arrows out of your friend's head if
he's still alive - they cost money and it happens a lot! They do
however have initiative, and if one of the NPCs is hungry then you
can occasionally see them hunting deer, or in my case shooting me
in the eye with an arrow. I'm not 100% sure if he was hunting or
just trying to kill me, but alas I ended up a murderer. What? He
asked for it!
The
sound in the game is great and although the voice acting has some
dodgy moments, it does have the superb Patrick Stewart as Emperor
Uriel Septim VII, Sean Bean as the emperor's bastard son Martin
(he's illegitimate), Terence Stamp as Mankar Camaron, who leads
a cult that worships the Daedra Lord Mehrunes Dagon, and Lynda Carter
as the Nord and Orc females. The music is top notch, as it was with
Morrowind; in fact it's so good that I believe it's actually on
sale somewhere online.
One
strange thing I've noticed is the vast abundance of food that NPCs
eat, yet you don't need to do this yourself. Your character also
has the ability to sit, which would obviously be helpful for using
the toilet, except there aren't any. Nowhere in the game have I
seen a toilet, yet they have a vast abundance of oversized sewers
that house giant rats, Daedric cults and full skeletons. The biggest
question is, if there isn't a toilet, then how the heck do people
get down there?
Outside
of the main story, The Elder Scrolls IV: Oblivion is great fun to
play and allows you to do the greatest thing in gaming - to make
your own story. However, the change to simplified action instead
of storyline makes me very apprehensive of the next game (if this
trend continues) and I wonder if it will even be classed as a role
playing game - perhaps First Person Stabber will be more appropriate.
People wanting big, immersing RPG stories would be best advised
to look at The
Longest Journey games instead, but most fans of the series,
despite the various changes that have made it more of an RPG-Lite,
will not be disappointed by what Oblivion has to offer.
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
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