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RPGWatch Forums » Comments » News Comments » ES4: Oblivion - Re-Review @ RPG Codex

Default ES4: Oblivion - Re-Review @ RPG Codex

February 22nd, 2007, 20:56
A second review of Oblivion has been posted at RPG Codex, written by Section8 (who, if I recall correctly, was an artist with Micro Forte on Fallout Tactics). Here's an excerpt:
I would estimate that some ninety-percent of the many game locations are functionally alike - a dark place filled with cookie cut sets of inhabitants, and loot appropriate for your character level. Basically, nearly every location is a quick mission generator madlib. "I want to explore a (tileset) themed dungeon, face (monster type) and get loot for a (number) level character." And to add to this oddity of world design, dungeons respawn a few game days after being cleared, so basically you get to pick and choose once you've explored a few. I found myself taking note of the dungeons where the inhabitants exclusively wear heavy armour, and I'd revisit every couple of levels to upgrade my equipment.
More information.

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February 22nd, 2007, 20:56
Interesting … but what got me was that after ~10,000 words we get "to sum it up in a nutshell"

… and as I thought about the size of the nutshell, I was reminded of Scrat from Ice Age …

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February 22nd, 2007, 21:38
Originally Posted by txa1265 View Post
Interesting … but what got me was that after ~10,000 words we get "to sum it up in a nutshell"

… and as I thought about the size of the nutshell, I was reminded of Scrat from Ice Age …
lol, what a laugh that scrat was

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February 22nd, 2007, 22:06
Not so much of a review but more of a look at some of the mechanics that didn't really seem well designed. Still, I guess that the article has more in common with a review.

I'm glad Section8 is on board.
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February 22nd, 2007, 23:51
Remind him to give us a visit as well!!

If God said it, then that settles it!!

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February 23rd, 2007, 06:43
It's a game that was never likely to hold appeal to someone like myself, an armchair designer of the highest order
Must be an American, got to love that sense of modesty.

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February 23rd, 2007, 06:59
That was self-deprecation. "Armchair" signifies that the person has no direct experience in that field, and calls his authority into question.

Statues wouldn't be better if they could move. Model airplanes would not be better if they were the same size as airplanes.
Last edited by abbaon; February 23rd, 2007 at 09:49. Reason: Added a comma.
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February 23rd, 2007, 09:20
Well written, especially this quote is hilarious:

"But, as time goes on, you begin to realise that your affection is ruled by imagined possibilities, and each of the game's many facets turn out to be fairly unfulfilling. Kind of like trying to eat a meal with a Swiss army knife. You think it's going to be crazy useful having 27 different tools handy, but in reality, the only thing worth doing is threatening to cut someone unless they bring you a fucking knife and fork."
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February 23rd, 2007, 10:51
Originally Posted by abbaon View Post
That was self-deprecation. "Armchair" signifies that the person has no direct experience in that field, and calls his authority into question.
oops I missed the armchair bit. I haven't been getting much sleep recently, I watched the first 2 seasons of Battlestar Galactica in the last 2 days, and completed the first Heroes3 campaign and am work a party through the old buck rogers games for about the 5th time.

Favourite RPGs of all time: Wizardry 6, Ultima 7/7.2, Fallout2, Planescape Torment, Baldurs Gate 2+TOB, Jagged Alliance 2, Ravenloft: The stone prophet, Gothic 2, Realms of Arkania:Blade of destiny (not the HD version!!) and Secret of the Silver Blades.
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February 24th, 2007, 18:34
more like temporarily blinded by your prejudice
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February 24th, 2007, 19:36
Good review, and one where the ranting and raving was definitely held to a minimum while conveying the general negative drift.

Having recently played Wizardry 8, this sounds rather familiar:

… and some skills also require a certain degree of player dexterity. For instance, if the character tries to pick a lock, an interface window pops up displaying the tumblers of a lock, and the player must raise and lock each tumbler into place to swing a lock open, with more difficult lock obviously requiring more tumblers to be successfully circumvented.
Is this so common a game convention that, like the health bar, it isn't really plagiaristic, or is it a blatant rip-off?

Where there's smoke, there's mirrors.
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February 25th, 2007, 00:16
They have all become very common place in games!!

If God said it, then that settles it!!

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February 25th, 2007, 03:45
Originally Posted by bjon045 View Post
oops I missed the armchair bit. I haven't been getting much sleep recently, I watched the first 2 seasons of Battlestar Galactica in the last 2 days, and completed the first Heroes3 campaign and am work a party through the old buck rogers games for about the 5th time.
I love the new Battlestar Galactica, I have seen every episode and own all the DVD sets released so far. It's actually the only show I'm a fan of, as I'm not really into TV in general.
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