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Game News Oblivion to be released in winter 2005

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
Volourn, you jackass, Morrowind came out on Xbox almost three years ago. Jade Empire is a couple months out of the factory. If you're an Xbox owner in 2002 wanting to play an RPG (not knowing Morrowind's horribleness), you'll wait three years for Jade Empire instead of just getting this 'Morrowind' game that's winning all these awards?
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
And? You weren't talking about any tiemframe. You asked a simple question of where would x-box gamers would get their RPG fix outside of MW or KOTOR. You gave no time frame.

If you had said x-box games in 2002-2003 than I wouldn't ahve said anything, fool. Be more specific time wise or don't be silly. And, let's not forget Fable either. In spite of its (lack) of quality; it's also a RPG. It's not like the PC is overloaded with top of the line RPGs either. :roll:
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
crpgnut said:
The music in Morrowind was wonderful. There wasn't nearly enough of it, but what was there was great. This was a vast improvement over Daggerfall, which had plenty of low-quality music.
I think that some of the Daggerfall tracks are masterpieces of MIDI music. The "low quality" comment could apply only to the fact that it was MIDI, I think, but not to the actual musical qualities which imo were perfect for a crpg.
 

crpgnut

Augur
Joined
Dec 11, 2002
Messages
337
Location
St. Louis,MO,USA
[/quote]I think that some of the Daggerfall tracks are masterpieces of MIDI music. The "low quality" comment could apply only to the fact that it was MIDI, I think, but not to the actual musical qualities which imo were perfect for a crpg.[/quote]

I agree. I'm hoping to see volumes of music in Oblivion. These games are a lot longer than a movie so we need a soundtrack that corresponds to the length of the game. You almost need a full soundtrack for each area of the game: Combat, Exploration, Dungeons, Towns, Guilds, etc. If Bethesda can't afford to do the whole thing, then allow for tracks to be placed easily into the various areas. I imagine there are some really good musicians in the Elder Scrolls community. They might have some type of music track contest and see what developes from that.
 

Wysardry

Augur
Patron
Joined
Feb 26, 2004
Messages
283
Steve gets a Kidney but I don't even get a tag.
Yes, the Daggerfall music was based on MIDI, which means that how it sounds is more hardware dependent than MP3 or CD tracks, but each file is much smaller.

If you can manage to set it up to play through a sound card with wavetable capabilities (or external MIDI instruments) you should notice a huge improvement over standard sysnthesis.
 

Sol Invictus

Erudite
Joined
Oct 19, 2002
Messages
9,614
Location
Pax Romana
MIDI is crap, period. I'd rather they used mods, which sounded much better, and do sound the same on all computers regardless of the sound card.
 

Psilon

Erudite
Joined
Feb 15, 2003
Messages
2,018
Location
Codex retirement
Unless that sound card is an AdLib or Roland MT-32, two popular sound cards from that era. Both lacked direct digital sound capabilities. (I'm not counting instrument upload to the MT-32, which still involved MIDI.)
 

Wysardry

Augur
Patron
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Messages
283
Steve gets a Kidney but I don't even get a tag.
MIDI played with wavetable soundcards works in much the same way as mod and Screamtracker files, except that the instrument samples are stored in the soundcard instead of each individual file. This means that MIDI files can be much smaller and use the soundcard processor instead of the main CPU.

For both, the quality is dependent upon the instrument samples.

Considering that Daggerfall was designed to run on a 486 with 8Mb RAM and could eat up over 500 Mb of disk space for a full installation, I think Bethesda were right to choose the MIDI format.
 

Claw

Erudite
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Messages
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The center of my world.
Project: Eternity Divinity: Original Sin 2
Psilon said:
Unless that sound card is an AdLib or Roland MT-32, two popular sound cards from that era. Both lacked direct digital sound capabilities. (I'm not counting instrument upload to the MT-32, which still involved MIDI.)
That's why I always used Soundblaster. :cool:
 

Vykromond

Scholar
Joined
Mar 9, 2005
Messages
341
Penny Arcade said:
[Combat] is my exact problem with Elder Scrolls: Oblivion, too. Understand that we're talking about a game whose prisons, homes, and forests might as well be real places, for all their visual fidelity. It's better than you hoped. The stone wall in the first room was so beautiful I thought I would cry, screenshots of the game are absolutely worthless as a means of conveying it. I liked Morrowind, as you might recall - I had a Tiger-Man in there I was quite fond of - but the combat is philosophically identical in Oblivion, which, you know, whatever. I doubt it's a problem for most people. What I'd hoped was for the conflict in Oblivion to make the same kind of leap that Tamriel itself had - more elaborate means of dodging, special tactics, timed attacks, parries, ripostes, etcetera. Richness. It's hardly going to make me leave it on the shelf, but I can see where the experience goes from here and I'd just like to go with it.

Not happy about this. Weren't those things supposed to be part of the combat scheme?
 

MrSmileyFaceDude

Bethesda Game Studios
Developer
Joined
Sep 24, 2004
Messages
716
Vykromond said:
Penny Arcade said:
[Combat] is my exact problem with Elder Scrolls: Oblivion, too. Understand that we're talking about a game whose prisons, homes, and forests might as well be real places, for all their visual fidelity. It's better than you hoped. The stone wall in the first room was so beautiful I thought I would cry, screenshots of the game are absolutely worthless as a means of conveying it. I liked Morrowind, as you might recall - I had a Tiger-Man in there I was quite fond of - but the combat is philosophically identical in Oblivion, which, you know, whatever. I doubt it's a problem for most people. What I'd hoped was for the conflict in Oblivion to make the same kind of leap that Tamriel itself had - more elaborate means of dodging, special tactics, timed attacks, parries, ripostes, etcetera. Richness. It's hardly going to make me leave it on the shelf, but I can see where the experience goes from here and I'd just like to go with it.

Not happy about this. Weren't those things supposed to be part of the combat scheme?

Here's what I had to say about this over at DAC:
They didn't play it. Combat in Morrowind had no variety and no strategy -- you just clicked as fast as you could. You COULD choose different attacks (slash, chop, or thrust) by pressing a directional key while you attacked, but that was pointless because there was always a "best" attack, and a checkbox in the options to always use that best attack.

In Oblivion, there are many attacks. You have standard attacks, where you click the attack button, and power attacks, where you hold the attack button. Power attacks do more damage, but take longer to perform and burn more fatigue. If you press a directional button while doing a power attack, you can select different power attacks. And you earn more attacks (plus perks like a chance to knockdown or disarm) as your skills get better. But the control scheme stays the same, so you don't have to do Soul Calibur like button combos to access them.

There are also more animations for the standard attacks, and you can string them together by pressing attack again while your character is following through after a strike. Plus, the animations are always appropriate for the type of weapon. No more thrust attack with a hammer, for example.

Blocking is now active -- you hold a button to block. And you can block with your weapon or even your hands (although neither is as effective as blocking with a shield). If you block a strike, your opponent's weapon may recoil, giving you an opportunity to attack.

You can also cast spells at any time. In Morrowind you had to "ready magic", which meant unequipping your weapon and raising your hands into the "casting position". In Oblivion you just press the casting button.

It all makes combat much more dynamic and adds a strategic element that simply wasn't there in Morrowind.

While you, the player, still control combat -- i.e. how you move around, whom you are targeting, when you attack, block & cast -- your level of success is still dependent upon your character's stats, as well as those of your opponent. It's a balance between player skills and character stats. It's more twitch than a pure turn-based game, but it's nowhere near as twitch as a first person shooter or fighting game.

The goal is to make combat more exciting, more involving, and have more depth than Morrowind's. I guess they didn't get that from the demo.
 

Claw

Erudite
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The center of my world.
Project: Eternity Divinity: Original Sin 2
Actually, in MW I clicked and watched the attack animation, sighed because it was another miss, and clicked again. I could have clicked much faster if it had made any difference.

Still, the new combat sounds pretty good. It might be, anyway.
 

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