I've now put in about 35 hours, and my impressions remain mixed. The combat-heavy sections, like Kvatch and the gates, tend to be howlingly bad. The exploration-heavy or quest-heavy sections are much better.
- Like Ghan said, some of the voice-acting is phenomenal. I'm really pleased when the voices and faces seem to fit perfectly together. And I have to admit...despite the fact that the intro voiceover is poorly written (at one point the verb "see" is used twice in the same dull sentence)...Patrick Stewart's delivery of the last voiceover line, coupled with the music and the aerial tour of the Imperial City, is a stirring opening to the game.
- The quests are getting significantly better than Morrowind's. I still haven't seen any genuine instances of multiple solutions, but at least they're not simple FedEx quests; they frequently launch short quest chains rather than standing on their own. In other words, quests which at first seem short have a nice way of evolving in complexity. I'm still dissatisfied, but mostly just because social interaction in the game is wretchedly bad. And that, unfortunately, was a fully conscious design decision by BethSoft.
- The loot levelling got much better once I hit level 12 or 13. Levelling itself has also slowed down (finally). I have enough skill in certain areas that I can take down strong enemies when I focus on my advantages (stealth) and equip my best weaponry (and teh ring!!11), but I'm still extremely vulnerable when I get lazy. The game feels much better balanced for level 10+ than for lower levels, but we'll see how long that feeling lasts.
- Levelled critters aren't getting any better. I'm fine with killing a Skeleton in one arrow but needing 10 for a Skeleton Hero; what bugs me is killing a Skingrad-area Wild Boar with 2 arrows from a Steel Bow, yet needing 8 arrows from a Glass Bow for an apparently identical Wild Boar near Anvil. Ugh.
- After I cleared Kvatch, a lot of people outside of Kvatch recognized me for my achievement. Superficial, sure, but it's a nice touch. It would be even better if the Black Horse Courier wrote an article about my dangerous exploits. :wink:
I still haven't started the main plot (tho I cleared Kvatch because I was there, and I gather that's also a main plot quest), yet I feel I've barely scratched the surface. Otoh, I also suspect I haven't seen some of the real quality in the game; my recollection from Morrowind is that BethSoft spends much of its design energy on the main quest path, so many of the best dungeons and quests are there. The dungeons so far have been disappointingly drab affairs - bits of DX:IW-style consolization, nothing like the best Daedric spelunking I found in Morrowind - but I'm not willing to pass judgment on this until I've followed the main quest a bit. There were a lot of dull dungeons in Morrowind, too, which didn't make the great ones any less great.
Oblivion has a lot of questionable (or just plain bad) design decisions, but the only thing that really ruins my role-playing experience over and over is the goddamn mfing Persuasion mini-game (and dialog in general). Tbh, I think even Morrowind's piss-poor walking Wikis were better than this; at least there you had an analog for the sort of complexity that real human conversations can achieve (seriously, try to find any useful information among those topic lists ). In contrast, Oblivion's dialog is (mostly) capped at the attenion span of a 2nd-grade Ritalin whore. This easily ranks as the worst RPG design decision I've seen in years, and I'm baffled it didn't end up on cutting-room floor.
- Like Ghan said, some of the voice-acting is phenomenal. I'm really pleased when the voices and faces seem to fit perfectly together. And I have to admit...despite the fact that the intro voiceover is poorly written (at one point the verb "see" is used twice in the same dull sentence)...Patrick Stewart's delivery of the last voiceover line, coupled with the music and the aerial tour of the Imperial City, is a stirring opening to the game.
- The quests are getting significantly better than Morrowind's. I still haven't seen any genuine instances of multiple solutions, but at least they're not simple FedEx quests; they frequently launch short quest chains rather than standing on their own. In other words, quests which at first seem short have a nice way of evolving in complexity. I'm still dissatisfied, but mostly just because social interaction in the game is wretchedly bad. And that, unfortunately, was a fully conscious design decision by BethSoft.
- The loot levelling got much better once I hit level 12 or 13. Levelling itself has also slowed down (finally). I have enough skill in certain areas that I can take down strong enemies when I focus on my advantages (stealth) and equip my best weaponry (and teh ring!!11), but I'm still extremely vulnerable when I get lazy. The game feels much better balanced for level 10+ than for lower levels, but we'll see how long that feeling lasts.
- Levelled critters aren't getting any better. I'm fine with killing a Skeleton in one arrow but needing 10 for a Skeleton Hero; what bugs me is killing a Skingrad-area Wild Boar with 2 arrows from a Steel Bow, yet needing 8 arrows from a Glass Bow for an apparently identical Wild Boar near Anvil. Ugh.
- After I cleared Kvatch, a lot of people outside of Kvatch recognized me for my achievement. Superficial, sure, but it's a nice touch. It would be even better if the Black Horse Courier wrote an article about my dangerous exploits. :wink:
I still haven't started the main plot (tho I cleared Kvatch because I was there, and I gather that's also a main plot quest), yet I feel I've barely scratched the surface. Otoh, I also suspect I haven't seen some of the real quality in the game; my recollection from Morrowind is that BethSoft spends much of its design energy on the main quest path, so many of the best dungeons and quests are there. The dungeons so far have been disappointingly drab affairs - bits of DX:IW-style consolization, nothing like the best Daedric spelunking I found in Morrowind - but I'm not willing to pass judgment on this until I've followed the main quest a bit. There were a lot of dull dungeons in Morrowind, too, which didn't make the great ones any less great.
Oblivion has a lot of questionable (or just plain bad) design decisions, but the only thing that really ruins my role-playing experience over and over is the goddamn mfing Persuasion mini-game (and dialog in general). Tbh, I think even Morrowind's piss-poor walking Wikis were better than this; at least there you had an analog for the sort of complexity that real human conversations can achieve (seriously, try to find any useful information among those topic lists ). In contrast, Oblivion's dialog is (mostly) capped at the attenion span of a 2nd-grade Ritalin whore. This easily ranks as the worst RPG design decision I've seen in years, and I'm baffled it didn't end up on cutting-room floor.