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Review Oblivion Review

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Great review! I will click on a few ads to show my appreciation.
 

Fodel

Novice
Joined
May 20, 2005
Messages
49
Location
Spain
An intelligent review.

The demons did open portals all over the place, but instead of invading, they are patiently waiting for you to show up and close all those portals in not very timely manner. Second, the rest of the world doesn't seem to care much and if they do, they hide it well. The problem with the demonic invasion, even as poorly organized as the one presented in Oblivion, is that it doesn't fit the "take your time to explore our world and join a faction or four" motto of the Elder Scrolls series.

Well, but is the same shit of any crpg, in Gothic 2 there is an orc invasion, a castle sieged..., but the pj waste the time making side quests and chasing wolves. :roll:

From the role-playing point of view, Oblivion combat sucks.

From the role-playing point of view, only turn based combat is ok, Oblivion combat sucks, and Gothic combat sucks, Vampire Bloodlines combat sucks... :roll: , Oblivion combat is fun, and is much better MW combat.

In Oblivion, most mage quests were about whacking someone. Coincidentally, that's what most Fighters Guild and the Dark Brotherhood quests were all about, creating this wonderful "same shit" feeling, and making the Thieves Guild's quests the only unique quest line in the game.

Well, in Oblivion factions are ok (from the role-playing point of view :wink: ), DB is fine for an evil assassin, Thieves Guild is ok for an thief , and Mage and Fighter (never play) fits for an loyal citizen.

If you would rather play a well done action game, or a well done Thief-type game, or a well done RPG than a game featuring a poorly implemented mix of all 3, then play something else, because you won't enjoy what Oblivion has offer.

Agree :D (but in a well done RPG you never play a well done Thief-type game/action game).

PD You forgot the plugins :twisted:
 
Joined
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It's a good review, but I'm a bit dissapointed
Dunno, maybe its because this was THE review everyone was waiting for, and as usual when you get your hopes up too high you get slightly dissapointed.

If the lenght is 4000 words, its ok - maybe the formating in certain areas lets it appear "thin" . Maybe the screenshots - text ratio is to high.

Contentwise, I expected a much harsher review, things like the exploit that the best way to develop your character is to set your most used skills as minor skills arent even mentioned if I didn't miss them somewhere.
Also, while the dungeon are fun, they are very repetitive. There are maybe 4 types of it and its not really that you discover something new after some time.
There are a few other things,
my general impression was that VD didn't want to be accussed as Oblivion basher with his opinion about the game already made before playing it, and thus treated it way to soft than the game deserves.
A small paragraph explainig the concept of true freedom in games versus the "I can chose in which order to do my sidequests and join all guild freedom" would have been nice, so all that ESF Kiddies who are always like "TES IS TEH ULTIMET FREDOMM!" would get educated. Then again, those kiddies won't read the review anyways so...

A few stylistic things:
While I like the idea with the developer quotes, I don't like making screenshots a mandatory part of the review, so that you have to click on them to get the point the reviewer wants to make ( like that guilds reward thing)
Dunno, maybe its just me, but I hate clicking on screenshots when reading a review, especially if they are not made with that java-what-so-ever application thingie which opens them in a small window and closes them immidiatly when you click on it again, but rather require a new windows explorer window or firefox tab to open them.

Sometimes during the read, i felt the review lacked a clear structure at some points.

Other then that it was a good read, if a bit too nice imho.
 

Micmu

Magister
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That's a good "native" Codex review, I like it's style and what was said. Pretty much encompasses everything I noticed when I was force-feeding myself playing the game.
However, it does not mention that famous PR bullshit "Many people will be surprised with dialogue!" by Kathode (I think). Also, it does not mention overhyped voice acting, which is very bland and unconvincing.
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
I think the review is right on the spot. Oblivion maybe an interesting action-adventure game but it's a very shity crpg. And it's important for people who are looking for role-playing in a crpg to not fall for this kind of PR bullshit. Im not trying to balme the PR here just the bullshit he has to pass on. There is no to role-playing in Oblivion. There is one or two quests that would fit well in a crpg, there are features in the game that modders could use to create a crpg out of this game but thats it. In terms of content provided Oblivion is an action-adventure game just like Redguard with a lot of cool features that were not used properly.

And the funny thing is that had they not wasted their time trying to create a fake crpg to show-off the press with that dude mounted on a worse holding a sword or that E3 demo with dynamic soft-shadows and the pretty broken attribute system with all those skills that are worth nothing because the way we solve problems in Oblivion, had they focused in creating a good open-ended action-adventure game like Redguard then Oblivion would not had all those problems linked half-assed pretensious role-playing and Oblivion would probably deserve it's 90% score.

It's obvious that this Bethesda team can't make a decent crpg or they don't want to make one or they can't make one without compromising role-playing to the point it becomes worthless and inconsequent. This is not the kind of shit i will want to see in Fallout 3. This game was the top of crpg and it's still the top. A Beth version of F3 similar to Oblivion even if it is a successful one among the mainstream will only banalize and ridicularize the great achievement and contribution that F3 was to crpgs.
 
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elander said:
It's obvious that this Bethesda team can't make a decent crpg or they don't want to make one or they can't make one without compromising role-playing to the point it becomes worthless and inconsequent. This is not the kind of shit i will want to see in Fallout 3. This game was the top of crpg and it's still the top. A Beth version of F3 similar to Oblivion even if it is a successful one among the mainstream will only banalize and ridicularize the great achievement and contribution that F3 was to crpgs.

Honestly, I would have prefered to see the Fallout licence dying rather then getting into the filthy hands of beth.
When FO 3 comes out, I will have to plug out my internet connection for 3 months to avoid getting a heart attack caused by anger when seeing all that new fallout "fans" who will be all like "OMG TEH GAME IS SO MUCH BETA THEN THE FIRST TWO ITS MUCH MORE ACTION AND TAKES YOU SREITGT TO THE FUN!!"

edit: Ill have to admitt the majority in the thread on the ESF forum about VD review is pretty reasonable...didn't expect that from these forums...where are all the fanbois gone? Well Beth seems you really fucked up.
 

sheek

Arbiter
Joined
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Messages
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Well somebody doesn't seem to have a future in reviewing games. Of course he probably already on some crappy career path that fills him with angst. Sure Oblivion has problems, and not everybody likes the same aspects, but focusing on the negative is unprofessional just like this review.

As for opinions a journalist can't just going around stating things as their "opinion". For example if a journalist writes "he lied on the stand" he would be sued for libel, even if he would of stated this in the "Opinion" section or even if he would of changed his statement to "I think he lied on the stand". To have a statement be interpreted as an opinion you must state what facts your basing your opinion on, and if those facts are false so is your opinion. If you don't believe an opinion is right or wrong, you don't believe in the concepts of right or wrong.

Of course I base my opinion on 3 + 5 = 2, because I don't believe in whole numbers.

And apparently all of us are also Morrowind fanboys.
 

LlamaGod

Cipher
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Yes
Also:

I'm still wondering how these godlike demonic beings thought up the great plan of making 2-way portals that can be defeated by removing a gem from a slot.

You'd think they'd make it a bit more complicated than that.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
EEVIAC said:
SlavemasterT said:
If anything, the review was far too gentle.

I agree. I was expecting the character system to get more of a ripping than it did. In fact, I can't think of a game with a poorer character/advancement system. The problem is that you only advance when you use a skill which makes questing, the heart and soul of RPG gameplay, redundant. I often felt like I was being penalized for not engaging in wholesale slaughter (Hackdirt, for example.)
Agree. The character system does suck and it works backwards: basically your minor skills increase attributes the most. I simply didn't want to turn the review into a novel by going over every aspect. I even forgot to mention those "need a key" doors, making Security skill useless.

viruscarrierxxx said:
Do you let any idiot post a review?
We let YOU post, didn't we?

Dhruin said:
One thing I don't really embrace is the idea that Daggerfall is an outstanding RPG while Oblivion is only an adventure. Daggerfall is unquestionably deeper but I think some of the critcisms are the same. I'm not a Daggerfall afficianado (I hate excessively large random dungeons and the bugs and static world killed me) - so perhaps I just didn't play it enough - but I don't recall branching quest lines or too many multiple solutions.
Well, it's been discussed to death before, so here is a short version. DF had a great, maybe even the best character system supporting very unique and well defined characters with their own strengths and flaws. The game design worked with those skills, so your Thief could actually climb walls - how fucking amazing is that? The gameworld was huge, with 30+ factions, and tons of quests, catering to your build, to do, i.e. a monk could investigate appearance of deities, a mage would be called to cast powerful spells, summon things, etc. You could decline guild quests that didn't fit your character or were of no interest to you. The storyline was non-linear and had 6 different endings, if I recall correctly.

Overall, DF had a great character system and gameplay built around it. See the difference?

Bladderfish said:
Might have been worth mentioning the voice acting, though, considering the fact that it is quite a achievement to have all the NPCs voiced.
Is it?
 

LlamaGod

Cipher
Joined
Oct 21, 2004
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Yes
Bladderfish wrote:
Might have been worth mentioning the voice acting, though, considering the fact that it is quite a achievement to have all the NPCs voiced.

Is it?

hahaha

even fucking Jagged Alliance 2 had that. Seriously, any game not made in the 90s and earlier usually has that.
 

LlamaGod

Cipher
Joined
Oct 21, 2004
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from the ES boards:

Oh and, did you recognize how this "roleplayer" runs through every location in the game with his weapon drawn? Even in the cities or while overhearing conversations? Very immersive, right.

YEAH VD, FUCKING SHIT. Don't you know that real roleplaying is LARPing? Why the fuck are you even admin, damn.
 

Crichton

Prophet
Joined
Jul 7, 2004
Messages
1,220
Might have been worth mentioning the voice acting, though, considering the fact that it is quite a achievement to have all the NPCs voiced.

Baurus: "STICKK TOGETHAAAAAHHHHH!!!!!1!!1"

Beggers with three different voices

"Mar-tin! Mar-tin! Mar-tin!"

On balance I think I'd be happier with no voice acting in Oblivion just because it'd make it easier for modders.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Fodel said:
Well, but is the same shit of any crpg, in Gothic 2 there is an orc invasion, a castle sieged..., but the pj waste the time making side quests and chasing wolves.
It's a bit different though. The castle was under siege, but it wasn't under attack, and it looked like the paladins could defend it for some time, so there was less urgency there.

From the role-playing point of view, only turn based combat is ok, Oblivion combat sucks, and Gothic combat sucks, Vampire Bloodlines combat sucks... :roll: , Oblivion combat is fun, and is much better MW combat.
Uh, no. In Gothic low skills will get you killed very quickly. As for Bloodlines, do you recall how many reviewers complained that Ranged combat is weak? Well, try at 8+ skill, with almost no recoil, great accuracy and damage. See the difference?

Well, in Oblivion factions are ok (from the role-playing point of view :wink: ), DB is fine for an evil assassin, Thieves Guild is ok for an thief , and Mage and Fighter (never play) fits for an loyal citizen.
Sure, in a very shallow, vanilla way - and that's the point of criticism - they do. However, if someone's looking for depth, they should seek it elsewhere.

Agree :D (but in a well done RPG you never play a well done Thief-type game/action game).
True. However, Bloodlines did a much better job there.
 

Micmu

Magister
Joined
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Not to mention 6 different voices in total and they all sound quite unconvincing - like reciting from a script. Oh, and elves had the gayest voice ever. What was wrong with that chain smoker voice from MW?
 

LlamaGod

Cipher
Joined
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Messages
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It's a bit different though. The castle was under siege, but it wasn't under attack, and it looked like the paladins could defend it for some time, so there was less urgency there.

I think they mention that in the game. The dragons did the main attack of the castle and now the orcs are just doing a stand still siege.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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TalesfromtheCrypt said:
If the lenght is 4000 words, its ok - maybe the formating in certain areas lets it appear "thin" . Maybe the screenshots - text ratio is to high.
Well, 40+ screens break the text a lot.

Contentwise, I expected a much harsher review, things like the exploit that the best way to develop your character is to set your most used skills as minor skills arent even mentioned if I didn't miss them somewhere.
Every game has exploits and I don't think that reviews should mention them.

Also, while the dungeon are fun, they are very repetitive. There are maybe 4 types of it and its not really that you discover something new after some time.
I did mention this complaint (of other people), but I enjoyed them overall.

my general impression was that VD didn't want to be accussed as Oblivion basher with his opinion about the game already made before playing it, and thus treated it way to soft than the game deserves.
First, I don't care what I'm accused of. Those who love the game would accuse me of something anyway. Second, my mind wasn't already made. I had some doubts, but I tried to enjoy the game from any angle: rpg, adventure, action, etc. Then I shared my thoughts with you without trying to cater to any particular fan group.

While I like the idea with the developer quotes, I don't like making screenshots a mandatory part of the review, so that you have to click on them to get the point the reviewer wants to make ( like that guilds reward thing)
A picture is still worth a thousand words, aint it? The running knight is my favourite picture set though.
 

Atrokkus

Erudite
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Well, I think you are satisfied now, VD. Almost all of your predictions (or, rather, deductions) about the game were proven true, huh?

It is, however, still a very good adventure+action, but ONLY with mods that get rid of the damn level-scaling. Wihtout mods, Oblivion sucks even as a dungeon-crawl, at least in my book.

// I'm almost done translating the review, gonna post it in an hour or so
 

El Dee

Scholar
Joined
Jan 25, 2006
Messages
461
Abernathy said:
http://www.elderscrolls.com/forums/index.php?showtopic=396547

Fucking idiot fanboys aside, seems it went down well :)

TESF idiot said:
I'll stick to the professional reviews, thanks. THEY'VE never been wrong.
Nope, fucking never.
 

LlamaGod

Cipher
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TESF idiot wrote:
I'll stick to the professional reviews, thanks. THEY'VE never been wrong.

Nope, fucking never.

Yeah. IGN was totally right in giving MOO3 9.8 or something like that.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
metallix said:
Well, I think you are satisfied now, VD. Almost all of your predictions (or, rather, deductions) about the game were proven true, huh?
Trust me, as a gamer, I really hoped to be proven wrong.

I'm almost done translating the review, gonna post it in an hour or so
Let us know how it would go.
 

miles foreman

Scholar
Joined
Apr 23, 2006
Messages
105
First, I'd just like to say that I did not register here because of this review. I've been reading the Codex for several years now and the forums for a little less than that. I thought that this would be as good a time as any to reg up. Anyway:

Dhruin said:
One thing I don't really embrace is the idea that Daggerfall is an outstanding RPG while Oblivion is only an adventure. Daggerfall is unquestionably deeper but I think some of the critcisms are the same. I'm not a Daggerfall afficianado (I hate excessively large random dungeons and the bugs and static world killed me) - so perhaps I just didn't play it enough - but I don't recall branching quest lines or too many multiple solutions.
Vault Dweller is comparing Oblivion to all the great things of several separate CRPGs in different areas. He's trying to see if the game (which was billed as the "end-all-be-all" to the CRPG genre according to Bethesda's own PR machine) stands up against the best aspects of the best CRPGs ever made. To wit:


Dungeon Crawling: Daggerfall was great at this. Arx Fatalis is another example. Does Oblivion fare better against these two in this regard? Yes and no. The design of dungeons in Oblivion are good overall; some are lengthy but still not overly confusing to navigate. I find them visually pleasing even though there are only about a handful of "palette swaps." The atmosphere is completely ruined however by the disasterous respawn and level matching scheme. You mean to tell me exactly three days after I clear out a dungeon of skeletons that a new horde just magically migrates there, puts the exact same crappy loot I just stole into the chests I'd raided and relocks them? Uh, okay.

A more intelligent decision would have been set loads for the initial dungeon, followed by individual lists for each dungeon/cave/ruin to determine respawn. The chests should never respawn unless humanoids (human, orc, goblin, elven, etc.) spawned. Here's an example:

I clear out a dungeon swarming with skeletons and ghosts (lets say 20 skeletons and 5 ghosts). After a random amount of time (3-10 days or something) the game looks at the initial load list (Okay, this was a dungeon infested by skeletons. My individual list for this dungeon says I can spawn either 3-7 skeletons and 1-2 ghosts, 3-7 goblins of any particular tribe, or 3-5 humanoids which would either be bandits or adventurers). Depending on whether the goblins or humanoids spawn, the game would look at the total number of chests and containers located in the dungeon and respawn items based on a levelled or random list.

Every single cell in the game should have been hand-designed by one of the 200 developers working at Bethesda to avoid levelled loot and monsters. You can use the levelled lists after the cell has been visited by the player. The game could check to see if all enemies had been slain and alter the spawn rate of creatures and loot accordingly.

This is a very simple yet effective way to make dungeon crawling in Oblivion a much more rewarding experience. It would not have been difficult to implement if they had sat for more than ten minutes in a design meeting and thought it out.

(sorry for the length, I went back and added some more stuff and got carried away)


Quest lines and choice affecting gameplay: This has never been a strong point of the ES series, so you must fall back to better representatives like FO or PS:T. Oblivion has none of the depth that either of these offer and I think it's a worthy criticism. Without choice or consequence Oblivion turns into nothing more than a rail shooter with swords and goblins.

The real question is: What's the point of playing the game? After 15 hours (two of which you may spend in the tutorial dungeon, depending on how leisurely you progress through it or time spent tweaking your character) you've seen all that Oblivion has to offer. Despite all the time the developers supposedly spent creating Cyrodiil there is absolutely no reason to explore because there's never any chance of reward. What is the player left with? Not much except for a game that lasts about as long as your average FPS. That would be fine if it hadn't be touted as the greatest CRPG ever conceived.
 

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