Well, unlike I (and probably VD) thought, there is nothing much to fight about this review. It's opinionated but fair, balanced and, I gues, as in -depth as it can be within the given length. And I share most of the criticism, althouh i would put a different emphasis on certain things. So, thanks for the review VD, I like it much better than I would have thought based on some of your more vitriolic forum comments.
I think it would have been worth mentioning the improvement in quest writing (although, alas, not in quest design) - if there is one positive sign for the future in Oblivion, that would be it.
There is some things where I still disagree (like the relative evaluation of Daggerfall) but even there I can sort of agree. To me, both DF and MW were still steps towards my own dream game - while MW reduced quite a number of "RPG" options it also brought improvements to the table that made it worthwhile, fresh, and exiting for me; the main one being a landscape worth exploring and a very indepth picture of dunmer history and culture, the lore aspect. Also neat little new things like crossbows, throwing weapons and spears, hehe.
With Oblvion that feeling of progress and ambition is missing, Oblivion is like the fat, self-satisfied, well groomed boy in the TES family - slick, smart, successful, but with no vision beyond his own ego.
I still think it could have gone different based on what we knew before release - although i obviously did not put enough store in the warning signs. Had physics, the sneaking overhaul, radiant AI really been implemented to their full potential in gameplay terms, I could probably have overlooked Oblivion's short-handed dialogue and linearity, because once again, it would have moved forward towards this truly interactive world that I ant to one day play. As it is, all of these things turned out less impressive and often remain being mere visual improvements.
The initial exitement of exploring MW (finding the first dunmer fort in the swamps was one of my favourite moments) never came back to me in Oblivion - too quickly it becomes clear that the same pattern of random dungeons persists - Ayelid ruins, goblin caves, forts, and oblivion gates instead of daedric ruins, dunmer tombs, dwemer ruins, caves and dunmer forts. There are certainly many improvements - dungeon design, combat, visuals, quest story-writing - but the areas i most hope would improve, character interaction (not only dialogue, I had also hoped for being able to distract, and being able to manipulate RAI more) and world interaction (what a wated opportunity that physics system is!) have not.
One criticism I would add to what's in the review is that (as far as I have seen so far) there is not nearly as much love in the lore this time (one of the great qualities of MW, even over DF, for me). Nothing as intriguing as the dissent within the tribunal temple, the various accounts of the events of red mountain, the dwemer mystery, etc. Where are all the new details on the imperial history, the Ayelids, the accounts of the wars and intrigues of the empire? The only interestin one I have read so far was about the campaign for Akavir, instead the imperials seem to have a great fascination with the eastern province as you can read more about that place than about their home province.