Greatatlantic said:
Please, give specifics if you have a problem with the review.
My problem with the review was mostly its structure.
Greatatlantic said:
Do you honestly think the game gave you choice?
I haven't done a vast number of quests. However, thus far, two of them had obvious, explicit choices presented to me. One of them was the Pale Pass quest, which VD presented. Another allowed me to choose two methods of dealing with a problem guard captain -- sneaking into his room to get evidence about his actions, or working with an irate townswoman to have him murdered. I
think a couple of the others also had multiple solutions, but I'm not sure, as I haven't tried them again with another character. I've also found more than one way to get through those "linear" Oblivion gate dungeons.
DarkUnderlord said:
Are you saying those portals where they wait for you are the exceptions?
You might notice that I said "often" exceptions instead of "always" exceptions. At any rate, if that particular issue worked as VD appears to desire -- real invasions of demons pouring in killing everything -- the complaint from this crowd would have been that you were forced into the main quest with every character you rolled, no matter what you wanted (otherwise the world would end).
DarkUnderlord said:
Again, "every gate is more or less the same". Is that also an exception?
Not an exception so much as plain wrong. The Oblivion plane dungeons from the main quest are each solidly different. In some, you'll have to crawl through lengthy, cramped caves; in others, you'll need to visit one or more lesser towers to open gates guarding the main tower; in still others, you can find roundabout ways to access the primary tower directly (especially if you're good at Acrobatics). The last two gates in particular were quite different than all the others. The random gates in the wilderness were generated similar to Daggerfall's dungeons -- piecemeal from the main gates. So, it's understandable if he saw some similarities in there; as with its celebrated predecessor, the random dungeons contain repeated areas connected randomly together.
DarkUnderlord said:
What about this "I don't really see a reason for a fighter to pick Blade, Blunt, and Hand to Hand skills and spend time raising all three, considering that these skills are practically the same and have the same perks". Is that an exception to the rule too? Are the skills actually so diverse and amazing that once again, VD has merely seen an exception?
Choosing multiple weapon types has the same advantage in Oblivion as in any other RPG -- greater flexibility in using weapons. Fighters have a lot of trouble recharging magic weapons, and charges expire quickly, so being able to use any magical weapon you find is quite useful. Hand-to-hand can serve as an adequate backup if your weapons break (which happens quickly) and you run out of repair hammers (or otherwise choose not to take Armorer skill). Then, of course, there's the fact that your stats increase based on your skills, so it's a useful way to get the stats you want up.
To illustrate -- the character I beat the game with was something of a fighter/thief. I had light armor, blade, speechcraft, mercantile, marksman, block, and security. I also had a high restoration skill, so I was a decent enough healer. Beating the game with this character was extremely difficult -- oftentimes, I had to fall back on my speed and run like hell. In contrast, I'm now playing a pure mage, and having a much easier time with it (except that I'm using some mods that change levelled lists, so the game's difficulty is actually higher... but I'm still better off with this build). The characters are actually relatively balanced, but I didn't take full advantage of my first build's skills (which should have allowed me to always have lots of great equipment).