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by Justin R. "Saber-Scorpion" Stebbins - written 01/20/2008
exclusively for
www.firstpersonshooters.net - do not replicate!
The Elder Scrolls IV: Oblivion is, like its
predecessors in the Elder Scrolls series, an RPG played from the
first-person point of view. In this respect, it falls into at least two
categories: FPS and RPG. But does this merging of genres result in a
brilliant blend that practically becomes its own genre, or a game that falls short of being either a great FPS
or great RPG? That's the biggest question that comes to mind when
playing Oblivion, just as with The Elder Scrolls III: Morrowind.
The game is often hyped by reviewers as being exemplary of all
current-generation role-playing games. But is it really? Is this
generation really better than the last? Read on to find out.
In FPS terms, the gameplay in Oblivion is a
huge improvement over Morrowind in almost every way. No longer will you
shoot arrows at a monster or slash your sword at a rat and, even though
it looks like you should have struck it, mysteriously "miss" because
some background dice rolls determined that you did. No, in Oblivion,
every shot that should hit, strikes its target fair and square. In
addition to this, a huge advancement has been made simply by allowing
the player to block - to parry an incoming blow with his weapon or with
a shield. Basically, now the outcome of a fight rests far more in the
hands of a player's actual combat skills - aiming, blocking, dodging,
etc. - than in his ability to design a good character. Obviously, this
is the way a first-person game should operate, although it's still not a
perfect medieval/fantasy FPS, and it could learn more than a little bit
from the superior combat system of Dark Messiah of Might & Magic. Perhaps the
main
detraction to combat compared to Morrowind is the limited choices of weaponry - crossbows and
pole-arms are noticeably absent - and the fact that you cannot fight
while riding your horse. Still, it's enough to carry the game, right?

Expect to kill a LOT of Mud Crabs.
Almost. However, the developers may have taken the
skill-based combat system a bit too far when it comes to creatures
leveling up with you. Seldom now will you ever encounter monsters who
are simply too tough for you to deal with at this time, because all of
the enemies in the game remain at roughly the same level you are.
Although this makes gameplay simpler and more appealing to casual
gamers, it also makes it less realistic and challenging, and far less
appealing to the hardcore role-player or even gamer. Even in some of the
earliest levels, for example, you can head over to the Imperial Arena
and pretty much chop your way up to Grand Champion in a single visit,
despite the fact that common sense dictates the current Grand Champion
should be far more skilled than your fledgling character. Another flaw
created by this system is that the random Bandits and Marauders you
encounter while traveling the roads are always equipped with armor and
weapons suited to your level. That means that by the
time you have the best armor in the game (Glass or Daedric armor), every
random bandit will be wearing it as well, which makes you wonder why
they haven't taken over the Empire yet, since they're obviously
better-equipped than the city guards, and easily just as numerous. This
detracts from the realism considerably.
This brings me to my next complaint: RPG
gameplay. Although the system has been improved for FPS gamers, the RPG
aspects have been dumbed down even from the already simplistic levels
that existed in Morrowind. Despite the loading screens that tell you
joining a faction will make you become enemies with other groups, this never
actually happens. The same player who joins the largely altruistic
Mage's Guild can turn right around and work for the evil Dark
Brotherhood, eventually becoming the leader of both. Indeed, the player
can easily become the leader of every faction in the game, though don't
expect the NPC's to treat you any differently. And even though there are
several factions and tons of side-quests to explore, making the game
seem non-linear, every one of these quests and factions are as linear as
they come. Want to be evil and betray the Mage's Guild, joining with the
Necromancers instead? Sorry, you can't. Want to be good and join the
Dark Brotherhood only to destroy it from within? Fat chance.
Role-Playing games are all about choices, often between good and evil,
and in the best ones just between shades of gray... but in
Oblivion there are no choices at all, except for the choice of "which
quest am I going to do?." The only real freedom you have is the freedom
to wander the world, much like in Morrowind. Once you're on a
quest, your character nearly always does
exactly what is expected of him, exactly as he's told. If you think it
seems wrong, the only thing you can do is turn around and avoid the
quest, because even though the developers may brag of "a thousand ways
to accomplish each quest," there's really only one way to finish it. So
much for role-playing.

"I saw a mudcrab earlier. Nasty little creatures. I avoid them whenever
I can."
"I've heard others say the same."
After hearing this conversation for the millionth time, our marauding
reluctant hero could only nod in agreement with the latter statement.
Now, I must admit that it *is* sometimes entertaining to simply wander
around and explore. At first, this in itself can be compelling enough to
make the game seem impressive and engrossing. However, you will tire of
it quickly upon discovering that there is not much out there to find.
Climb up that mountain to that strange set of ruins you see nestled in
the high rocks, locate and pick the lock on that chest, and what do you
find inside? 4 gold coins and a silver cup. Chalk one up to the
randomized looting system. Which brings me as well to the leveling-up
system. Like in Morrowind, your aptitude at each skill is determined by
how often you use it, which makes sense. However, it also limits
replayabiltiy, since if you just use a skill often enough, you can
become an expert at it no matter what your class. If your fighter
uses enough spells and picks enough locks, with a little careful
leveling-up, he can become as good a mage or thief as any wizard or
rogue. So why bother playing as the other classes?
Ultimately,
the game's best "role-playing" point, if you can call it such, and
probably it's best selling point, is the aesthetic character customization.
The customization of your appearance. In
addition to choosing your favorite weapons, armor, and abilities, you
can customize everything about your character's appearance from his
race, hair, and eye color, to the shape of his nose and chin. You can
custom forge him or her to fit your actual appearance, or go crazy and
make a totally wild monster if you like. Playing around with the face
maker and creating either hideous or attractive (though "attractive" can
be difficult to achieve) characters is one of the main attractions of
the game, and I easily had more fun with it than anything else Oblivion
has to offer. If you have the PC version, the many mods out there only
expand the fun, with all new cosmetics and armor. Make a knight or an
overtly sexualized elf stripper. Whatever suits you.
Now if only you could customize their
personality and decisions to suit you as well...
One thing every single-player-only game needs is a good storyline,
especially if it's necessary to back up the lackluster role-playing and
lack of choices I just mentioned above. However, anyone who's read a
book or even watched a decent movie will come away from Oblivion sorely
disappointed. The story is bland, cliché fantasy fare, with forgettable
cardboard characters who, despite their celebrity voice actors (Sean
Bean and Patrick Stewart, for instance), are entirely forgettable and
have about as much personality as a bar of soap. Less than some I've
seen, in fact. Sean Bean (even though I like him as an actor)
sleep-walks through all his lines in the same bored monotone - and who
can blame him? The story has that effect on me too. This is extremely bad for an RPG title. Everyone who has
played Baldur's Gate remembers the lovable ranger Minsc, and every KotOR
player can talk about how awesome HK-47 is. Obilvion players will
probably forget the name of every person in this game within a month.

All of the game's few charming or entertaining characters are either
drugged-up, drunk, or outright insane.
The tale begins, like all Elder Scrolls
games, with the player as a prisoner for some unknown offense. Soon the
Emperor picks you up, and after a few forgettable lines of cliché
prophecy (although Patrick Stewart pulls them off fantastically) that declare you the Chosen One, as usual, he sends you off to
carry some item to another character. This will eventually lead you on a
barrage of fetch-quest after fetch-quest, making you feel more like a
FedEx employee than a hero. Even those intimidating Oblivion Gates
everyone has seen are closed by fetching an item from inside (some kind
of magical core). And amusingly, the forces of Oblivion will hold off
their invasion of the mortal world for as long as you please, waiting
for you to finish every side-quest in the game if you so desire before
closing the last gate. Don't expect a sense of urgency created by the
fact that the world might be destroyed if you lolly-gag around too much,
like in Fallout for instance.

An Oblivion Gate. You'll be closing a LOT of these.
All in all, the only aspect of the story
that any work was put into was the background history. The books lying
about provide a great insight into the almost Tolkein-esque mythology
that the Elder Scrolls series has built. But since that mythology and
history is not used to fashion a compelling plot for the present, it's
pretty much wasted. I probably would have been less harsh on poor
Oblivion if only the writers had put any effort into making a storyline
that could interest a player over the age of twelve, since many other
aspects of the game are pretty stunning and many of the drawbacks are at
least forgivable. But for a single-player-only title that claims to be
an RPG, the cliché and predictable yawn-a-minute snore-a-thon they threw
together is entirely insufficient.
If there's one aspect of Oblivion that is hard to
fault, it's the graphics. Technically, at least, they are quite simply
beautiful. The scenery is at once both majestic and serene, with shining
water, swaying trees, and distant scenery all (almost) fully available
to explore. The sun glares in your eyes as you ride your horse through
the brush alongside the glittering riverbanks. The characters (with
stunningly realistic faces and far better animations than the choppy
ones found in Morrowind) walk about and chat (admittedly about
the same things over and over), and the weather changes dynamically to
sun, rain, and snow. Where the story fails for making the game seem
compelling at all, the graphics succeed. In fact, they are the primary
thing that carries the immersion across.

Sunset over Tamriel. Don't let it fool you though; it's not as big as it
looks.
Stylistically speaking, I am very grateful they
decided to stick with a more toned-down, realistic rendition of a
medieval/fantasy world. Perhaps it is the fact that Oblivion is set in a
human kingdom instead of a dark elf one, but where Morrowind
presented you with twisted houses built into giant mushrooms,
Oblivion presents Lord of the Rings-style pristine medieval cities
and quaint villages. The clothes are more realistic as well, and
ultimately would create a convincing medieval atmosphere were it not for
the freakish elves, orcs, and animal-people wearing them. The only place
the atmosphere really fails are in the details. You'll notice a glaring
absence of animal life smaller than deer (no birds at all?), and the
inside of the forests are filled with grass. Although the developers
liked to brag that they studied environments around the world in great
detail, I've been in forests all across at least America, and the
forest floor is never covered in grass. The trees could stand to
be closer together as well. Sure, I'm being relentlessly picky, but
after the bragging Bethesda did about their realistic environments, I
was expecting a bit more.
The final flaw is the unimpressive spell effects, as every single type
of magic simply comes across looking like colored smoke, much like in
Morrowind, and it disappointingly never looks more impressive (or
even any different) as you level up, since there is little variety in
spell types. Still, all in all, the graphics are the one thing
Oblivion excels at.
Jeremy Soule once again provides the score
for Oblivion, which can be instantly recognized in the opening sequence.
Unfortunately, his music provides the most glaring thing about Oblivion that
is not as good as its predecessor. Even though we had to hear it
over and over a million times while wandering through the dreary,
rain-soaked ashlands of Vvardenfell, every Morrowind player probably
loved the sweeping dramatic theme that Soule provided for the lackluster
game, and indeed, it really helped make its blandness seem more
impressive. Unfortunately, the theme is both shortened and quickened in
Oblivion, depriving it of much of its grandeur. The atmospheric and
combat themes are less memorable as well, although they are still pretty
good, if repetitive. All in all, not a bad score, and it suits the
atmosphere well, but it doesn't quite live up to Morrowind's.
Weapon sounds and creature noises are
certainly fine, and so is the voice acting, though it can get very
grating after a while, since all of the NPC's who are of the same race
and gender are played by the same individual. Indeed, even some main
characters end up played by Mr. Generic, the man who lends his voice to
all male Imperials, including every single guard you encounter in the
game. Somehow having the main character of the Dark Brotherhood sound
like every single soldier in the Imperial Legion doesn't quite seem to
fit (although you have to admire the guy's lungs - he must have recited
a lot of lines!). As I've already mentioned, the celebrity voice
actors do a fine job with what little they have to work with, but there
are only three of them (the Emperor, his son, and the main badguy) - not
enough to make up for the endlessly repeated NPC voices.

Sean Bean as Martin "Bored Boromir" Septim, who will follow you through
endless battlefields in the same old tattered robes.
I'm sorry to say that Oblivion was pretty
disappointing. If you've never played the series before and
have zero experience with role-playing titles, you'll probably find it
quite engrossing, but for someone with any expectations for an entry in
the genre, Oblivion presents little of interest. It truly is far too
overhyped by both fanboys and the main industry reviewers (mostly the
console-based reviews). The game's main selling
point and the primary goal of most players seems to be its character
creation, as thousands of people go online to download mods and post
screenshots of their carefully-crafted manikin performing his linear
quests in a cardboard world. Even I have spent more time performing this
Sims-esque task (indeed, many Oblivion modders also mod The
Sims 2) than I care to brag about, and if it were not for the mods
available, I would have shelved it long ago. So if you do buy the game,
buy it for the PC... and I hope you are easily entertained.

Daemonique: my third character. Hero of Kvatch, leader of every guild,
knight of every order, completer of every quest, and the most pimped-out
woman in the realms. She's also the only one who ever really does
anything.
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