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REVIEW ELDER SCROLLS IV: OBLIVION |
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PUBLISHER
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UBISOFT
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DEVELOPER
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BETHESDA GAME STUDIOS
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GENRE
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RPG
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PLAYERS
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1
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PRICE
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£39.99
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RELEASE DATE
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OUT NOW
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Sure, it has more faults than most games,
but then it has more of everything than
most games. There’s just so much to
explore and discover here. Never has
such a rich and
fully-realised
game world been
committed to disc.
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SCORE
29/MAR/07 |
91% |
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There’s never been an RPG like this
on any PlayStation platform. The
PlayStations have always had a
strong selection of Japanese RPGs,
but the role playing game is a very broad
genre, of which Oblivion represents one
extreme, and the likes of Final Fantasy the
other. Final Fantasy games are all about their
creators. Never has a game franchise been
so self indulgent – it’s like the prog-rock of
games. Not that the imagination and technical
skill that goes into every single release isn’t
awe inspiring, just that throughout every
single one of them Square-Enix is constantly
going, “Look what we can do.” Oblivion, by
contrast, is all about what you can do. And you
can do pretty much anything.
The first couple of hours playing Oblivion
are fairly linear, but this opening section
is essentially all about setting the scene,
creating your character, and learning the
basics of the game. Once all that’s out of
the way, you’re free to go wherever you like
and do whatever you like. It’s actually more
like GTA than most other RPGs, although
even GTA looks a little linear and restrictive
next to Oblivion. The game is so huge, and
so wide open, that it can difficult to know
how to begin playing it, never mind how to
begin reviewing it. But seeing as you’re likely
to have already heard a thing or two about
the 360 and PC versions of the game, we
might as well start with the bits that weren’t
in the original releases of either of the other
versions. For your £50 you’re getting what
360 owners had to spend a total of
about £67 on – that’s the main game and
roughly £17 worth of downloaded extras on
top. So what are these extras?
First of all, Spell Tomes. 360 owners
can find one-use only spell scrolls, or
permanently learn spells bought in a handful
of specialist shops, but if they want to be
able to find books from which spells can be
learnt permanently, they have to pay for a
download that adds spell tomes to the “loot
lists” of the game. They also have to pay real
money if they want armour for their horse,
or if they want to make use of any of the four
specialist dwellings available for you to make
your home in. It’s nice that all of the above
are included in the PS3 version, but none of
them make huge differences to the game.
Fortunately, two of the extras are rather
more substantial.
The first is Mehrunes’ Razor, which is a
single dungeon quest, but it’s about the
biggest dungeon in the whole game. It’s
tough going, but your reward for reaching
the dungeon’s innermost depths is
Mehrune’s Razor itself, which is a deadly
short sword that once belonged to the
Daedric Prince, Mehrunes Dagon (who it just
so happens is the big baddie in the game’s
main quest). Daedra, in case you’re not
familiar with Elder Scrolls terminology, is
more or less just another word for demons.
Finally, and most importantly, the PS3
version of Oblivion comes with The Knights
Of The Nine expansion built in. This isn’t
just a quest, but a whole series of quests
involving new characters, items and even
a new faction. On its own The Knights Of
The Nine will probably keep you entertained
longer than most full games. Here it’s just a
bonus extra. That’s how massive Oblivion is.
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The really cool thing about Knights Of The
Nine is that it doesn’t feel like a lazy cash-in.
In fact, it benefits from not being designed
in tandem with the game as a whole, and it’s
clear from the amount of detail involved in it
that the dev team has enjoyed being able to
focus solely on just one chunk of the game.
That said, it doesn’t start off very well. In
order to prove you’re worthy of the Knights’
quest you have to go on a pilgrimage
to each of the nine shrines spread
throughout the Cyrodil countryside. This
pilgrimage is an unfortunate showcasing
of one of Oblivion’s weaknesses – that
there’s sometimes an awful lot of tedious
wandering about to be done. Fortunately,
once the pilgrimage is out of the way things
take an immediate turn for the better, and
Knights Of The Nine becomes one of the
most engrossing and rewarding sections of
the game. Be warned though, the Knights
are proper goody-goodies, and if you do
anything evil while on their quest you’ll have
to complete the pilgrimage again before you
can continue.
If you’re not working on the Knights
Of The Nine quest though, Oblivion is
generally pretty lenient towards bad
behaviour, which it really has to be
given its open, free-wheeling nature. It
is possible to get in trouble with the law
(see GTA: Imperial City) but a criminal
record is easily wiped clean and you’re
seldom prevented from progressing
because of past misdemeanors. Do be
careful who you kill though. Aside from a
select few key quest characters, everyone
is fair game, and it is possible to put a
permanent end to someone who might
otherwise have been of good use to you.
Assuming you’re hard enough to take
them on of course. Although having
said that, the way this game works,
you’ll usually be just about hard enough
to win. What do we mean by that?
Well, one of the more controversial
design decisions made in Oblivion
is that whenever you level up,
most other characters and
monsters in the game level up too. It’s
easy to see why this decision was taken
– it means you truly can go anywhere
and try anything from the off without
the game becoming far too easy later on
– but it also has its drawbacks. First, if
you choose a character who specialises
in non-combat skills, the game will always
be more difficult for you, no matter how
much you level up. Admittedly, noncombat
characters aren’t a particularly
popular choice, but the freedom to make
one is there, and it ought to be possible to
do so without feeling penalised. Even if you
are a capable combatant, this leveling up
system still robs the game of some of the
sense of progression, accomplishment and
achievement it might otherwise have, not to
mention a sense of danger and risk. It’s rare
that you find yourself in a truly threatening
situation that forces you to withdraw and
come back later when you’re tougher.
Bethesda would no doubt argue that
such situations can be frustrating, which
is true, but it’s also immensely rewarding
to return to a previously unassailable
task and overcome it. Ever lost a race on
Gran Turismo only to try again with a new
turbocharger installed and leave every
opponent in your dust? Ever got wasted by
a rival gang in GTA, then gone looking for
them again after an Ammu-Nation trolley
dash? Ever beaten an Ultima Weapon on a
Final Fantasy game? Feels good, doesn’t it?
But you never get that feeling in Oblivion,
which is a shame, but there’s plenty to make
up for it.
While it’s true that the sense of
accomplishment might be somewhat
dampened in Oblivion, it’s an immensely
rewarding game in other ways.
Conversations about it in the Play office
(and there are many) fall into two main
categories: A) We talk about things that
we’ve found, and B) We talk about our
characters and what they can do. It’s rare
that any two of us has the same tale to tell,
and that’s what we meant earlier when
we said that Oblivion is all about you. You
carve your own unique way through it and
the deeper you get, the more individual,
and the more “you” the game becomes.
This is what makes leveling up your
Oblivion character worthwhile. It’s not
really about becoming more powerful,
it’s about becoming more distinctive and
more developed. “Character development”
in games all too often refers simply to a
linear leveling up of stats, but the term
genuinely applies in Oblivion. Your character
doesn’t just get better as you play, he/she
become more… complete. It’s difficult to
put into words how satisfying, just in itself,
developing an Oblivion character can be.
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The game’s other main source of
satisfaction is that it offers so very much to
be discovered. As we pointed out above, it
can sometimes be a bit of a drag wandering
around such a huge game-world, and if you
don’t have the patience for it, you can just
use the “quick travel” option to jump from
location to location. This is useful when
you just want to get on with something,
but if you only ever traveled around in
this way you’d be missing out on an awful
lot. There are dungeons, caves, forts and
all manner of other interesting locations
worth exploring dotted all over the map.
Apart from the material rewards that can
be gained from exploring certain areas,
it’s actually worth exploring just to see
and appreciate just how much effort has
gone into building some of the scenery and
architecture. It’s not just about the quality
of the graphics (although generally they are
excellent), but the way in which Bethesda
has clearly gone to great lengths to breath
life into this world. Every location feels like
it somehow has a real history and purpose
to it, thanks to an obsessive attention to
detail and an absolute refusal to resort to
generic templates. Sneak into a house
while no one’s at home and you can build
up a detailed picture of who lives there just
by rifling through their belongings (Lloyd
Grossman would have a field day). Go out
into the countryside and find a waterfall
and the whole scene seems so natural that
you’d swear that if you stared at it long
enough you’d see the rocks below being
eroded away. Of course, this won’t happen,
but Bethesda has woven a remarkably
powerful illusion of life into Cyrodil, and
this makes it a fascinating, and sometimes
incredibly believable, place to explore.
Unfortunately, Oblivion does have a
habit of breaking its own illusion from time
to time, particularly when it comes to
NPCs. Remember the house we mentioned
sneaking into in the last paragraph? Well,
the unfortunate truth is that an NPC is often
more convincingly portrayed by evidence
found in their personal space than by the
actual NPC itself. Were your Through The
Keyhole session to be interrupted by the
unexpected return of the homeowner, you
might be disappointed that they’re not as
interesting and fully-rounded as their home
may have made them seem. Chances are
they’re likely to repeat the exact same
inconsequential opinions using the exact
same monotonous voice as most of their
neighbours. This is a downside to the game,
but it’s important to remember that it’s
only because the rest of the game is so rich
and detailed that the NPCs seem so stale
and flat. Compare them to those of similar
games and it’s actually pretty impressive
that none of them are absolutely identical,
even if they can be a tad samey.
Oblivion’s spell is also sometimes badly
undone by various glitches, bugs and sharp
drops in frame rate. It does run noticeably
smoother on the PS3 than on the 360, but
it still has more than its fair share of WTF
moments. These problems are usually to
do with the physics engine, which is very
good, but apparently not quite as good
as it sometimes tries to be. Witnessing an
enemy inexplicably launched 20 feet into
the air when all you did was half-heartedly
stab it with a rusty dagger might be funny,
but it does tend to drag your imagination
out of Cyrodil and plonk it unceremoniously
back into your living room. The totally
nonsensical things that NPCs occasionally
do and say have much the same effect.
But none of these things cripple the
game, merely give it hiccups from time to
time. And the fact is that the bigger, more
ambitious and more open-ended the game,
the harder it is to iron out bugs and glitches,
and this is one big, ambitious, open-ended
game. We could complain that Bethesda
didn’t bug test it for five more years, but
we’d rather have it now with a few (Okay,
more than a few) minor anomalies than wait
any longer. We’ve already had to wait a year.
And that, of course, is Oblivion’s other
most obvious drawback: it’s a year old.
While it’s true that the PS3 version is a
better deal than the 360 version was
when it was released, you can pick up a
new copy of Oblivion for the 360 for about
£30 now. When you look at it like that the
extras included in this release are more like
satisfactory compensation than generous
added bonuses. But when you stand
Oblivion next to the rest of the PS3 launch
line-up (much of which is as old or even
older) it’s still difficult to pick out a game
that represents better value for money, and
the fact that the PS3 version is marginally
superior to any other does give credence to
the old (and much used in reference to the
PS3) adage that the best things come to
those who wait. And this isn’t really a game
for the impatient anyway.
Chances are if you’ve had the patience
to wait for its PS3 release then you’ll have
the patience for Oblivion. Not that it tries
your patience with a steep learning curve or
frustrating obstacles. It’s just a fairly slowpaced
experience that requires substantial
input from you if you’re to get the most out
of it. Even if you’re not really into RPGs, it’s
still worth checking out, as despite its vast
scale and complexity, it’s actually one of
the most accessible examples of the genre
ever made. If you choose to specialize in
Athleticism, Acrobatics and Destruction, you
could pretty much play it like an FPS, if that’s
your cup of tea. And that’s the great thing
about Oblivion – it’s flexible enough that you
can really make it your own. In that sense it’s
about the closest thing there is to a singleplayer
MMO. Of course, such open-ended
play isn’t for everyone, and many players will
quickly become disillusioned with Oblivion’s
lack of structure. But to us, and to thousands
of other Oblivion fanatics who’ve already
racked up 200-odd in-game hours, the
absence of structure is what makes Oblivion
an essential purchase. After all, you can’t put
a price on freedom.
Gavin Mackenzie
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