An absolute triumph that shows how
ambition and verve combined with nextgen
technology can create an absolute
monster of a game. The one game every
Xbox 360 owner must try
SCORE
13/MAR/06
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The biggest game in the world.
The most comprehensive
RPG ever made. The first true
next-gen game. The best Xbox 360
game yet? Elder Scrolls IV: Oblivion
is literally spoilt for choice when
deciding what billing to jot down on
its calling card. Sixteen virtual miles, a
seemingly infinite number of character
choices and the letters RPG might
sound appealing to the chin-strokers,
but it’s no way to sex up Oblivion’s
appeal to the masses. In this day and
age, simply stating “Hi there, I’m
Oblivion and I can grant you +3 Fun!”
isn’t nearly arousing enough to stir
the attention of Xbox 360 owners.
As it turns out, Oblivion doesn’t even
need to put on any makeup, let alone
fumble around for sexy pickup lines to get
your undivided attention. The longer you
spend in its company, the
stronger Oblivion’s call for attention
becomes, as it simply beats you
down with its monstrous size. This
really is the biggest game, the most
comprehensive RPG ever made and
the first true next-gen game. Yet
to begin with, it’s hard to fathom
where Oblivion will stamp its mark
on Microsoft’s white and green
landscape. For an adventure so big,
the beginning is suitably humble.
You start behind bars in a small, damp
jail, being taunted by the lag in the
opposite prison. Here, you have to
start making decisions about your
character that will influence the next
forty-odd hours in Oblivion. Choosing
your race, for example, will ultimately
determine your playing style – those
picking the cat-like Khajit race will use
nightvision combined with high agility
and speed to play as a thief, while
Orcs will favour the direct approach
thanks to their ability to wear and
repair heavy armour and wield axes
and warhammers. Slowly but surely,
the sense of freedom blossoms.
Pick your character and Emperor
Uriel Septim wanders into your jail,
accompanied by guards. “In your face,
I behold the sun’s companion,” he
groans. Hey! It’s Patrick Stewart! And
he’s talking a bit like Shakespeare!
Then he pulls a lever and runs through
a secret passageway while you’re
still giggling at his ye olde English.
Christ, better follow him. Chasing the
Emperor through this passageway
while choosing more statistics and jumping
through the tutorial hoops placed
in front of you eventually ends in an
ambush. The Emperor hands you the
Amulet Of Kings and tells you to take
it to Brother Martin just before he’s
slain. Continuing alone, armed with
more statistics than a National Lottery
optimist, you finally emerge.
Bright sunlight, open fields, a
view that stretches as far as the
eye can see. Several questions
immediately pop into your head.
What do you do? When do you
do it? Where do you go? As
Shakira would sing if she played
Oblivion, whatever, whenever,
wherever. The opening hour of
Oblivion is linear and regimented to
make sure you have your preferred
choice of statistics but beyond that,
you’re free to go anywhere and
do whatever you please. The only
suggestion that a main quest lies ahead
is a small, red arrow that's attached to
your compass. Other than that, you’re
a completely free man. Look at your
map and you'll realise just how big
the world of Oblivion is. Running from
one end of Oblivion to the other will
easily take more than two hours, with
nothing but the occasional loading
hiccup to show for it.
One hour in and having had your first
whiff of the potential ahead, you’re
excited. You know there’s a good show
you circled in the TV guide earlier but
it can wait. You’ll just catch up on
what happened with your friends later.
Right now, you’re a free man and the
choice is overwhelming. This choice
forms the backbone of Oblivion and
what this particular game does – that
so few others have managed – is give
you the tools to let you form your very
own story to bore other people with
(“Oh my god, I went to Cheydinal and
there was this man and he wanted me
to save his two sons and I went to the
dungeon and I killed the monster and
then this trap was sprung and I had to
cut the rope and… hello?”). Fable is
probably the closest comparison, but
Peter Molyneux can only dream about
being in the same league as Oblivion’s
scope, let alone actually reaching out
and touching it. If milestones were
ever needed to mark the huge leap
between this-gen and that-gen, then
comparing Oblivion’s overwhelming
freedom to Fable’s funnel-neck and
linear design are the only comparisons
that you’ll ever need. If you’re not
convinced, then consider this – every
decision you make is one that YOU
make, not one that's determined by
predetermined menus or what the
developers want you to do.
For example, do you lead the
corrupt guard to his death or find the
evidence to ensure he gets thrown
behind bars? Do you believe the flirty
wife or imprisoned husband when
trying to find the gold from their
robbing sprees? Do you discourage
Glathir’s sense of paranoia or carry
out his ‘death list’ for him? Do you
help the disabled fisherman catch the
mud crabs or kill him to steal your
eventual reward? These are just a
handful of decisions we’ve plucked out
of Oblivion’s giant bucket of choice,
which is as bit as tasty and glamorous
as it sounds. And just in case you were
wondering, we led the corrupt guard
to his death (he got eaten by rats!), we
trusted the husband over the wife (we
were right!), we gave Glathir’s death
list to the guards (they killed him!) and
we killed the fisherman (he didn’t have
the reward!). To console ourselves over
the deceitful fisherman, we looted
Glathir’s corpse for his house key, let
ourselves in, drank some of his wine,
then slept in his bed. Thanks Glathir!
Anyone who has played Fable or
Knights Of The Old Republic might
scoff at a morality system that’s
seemingly as black and white as this,
but what’s important is Oblivion
doesn’t even bill itself as a morally
ambiguous game. It just lets you do
whatever you want. To use the above
examples again, there was nothing to
stop us from killing the corrupt guard,
the husband, the wife and Glathir if we
wanted to. Even the devious manner
in which you kill NPCs is entirely up to
us – depending on how you’ve been
forming our character over the last
few hours, you could paralyse them
and push them down a cliff, enchant
some of the local wildlife to attack
your target, even summon skeletons
and ghosts to do your dirty work. You
end up having to train yourself to think
outside of the boxes that videogames
have consistently placed you in over
the years. After all, what’s to stop you
killing the lag taunting you at the start
of the game? Even better, the decisions
you make aren’t just a means to an end
of a token new item, as is the case with
most RPGs. Instead, the residue from
each decision you make collects over
time until it triggers another side-quest,
guild invitation and in some cases,
retribution – one particularly angry
guard, stripped bare from a quick spell
in jail, actually tracked us down to a
nearby village for his revenge. This was
a full day after we sent witnesses of his
corruption to the Imperial Guard and
blew the whistle on him. That’s a full
day, 24 hours of nothing. We’d saved
our game, turned off the 360, watched
Eastenders, had some dinner, gone to
bed, woke up the next morning, had
breakfast, continued playing and this
damn guard was still chasing after
us. When he suddenly charged us the
next morning wearing nothing more
than pants, we nearly threw up our
Shreddies in fright.
Nine hours in, your eyes are really
starting to hurt. You rub each of them
for a brief release from the dry
pain, you check your hands for blood.
No blood. Eyes must be fine. Jesus,
that rumbling was loud. Of course,
food! You haven’t had any food all
day. You’ll just finish one more quest
though and then go and get something
to eat. Sounds fair. Yeah. Just one
more quest. After all, it’s not like that
food is planning on going anywhere,
is it? However, what you don’t realise
yet is that there’s always “just one
more quest". There’s always a carrot
dangling just in front of your nose to
keep you trekking through Oblivion’s
towns, countryside and tombs. The
reward is part of the incentive, but the
real pull is that the quests are actually
fun to play and complete. They vary in
what they ask of you and finding out
what you have to do next often throws
up all sorts of different surprises,
especially as quests rarely seem as
straightforward as they first appear
to be. What starts off as debt-solving
on someone’s behalf quickly spirals
out of control until you end up in a
convoluted hunting game in a locked
tomb on a mystery island. Not exactly
the way that Baines & Ernst like to do
business, but infinitely a lot more fun at
the end of the day. Some quests even
require a bit of detective work, such as
investigating the vampire hunter who
declares random civilians as vampires
and murdering them – all with the
approval of the City Guard.
Just to give you an idea of the scope,
here’s how a few minutes of Oblivion
can play out. You walk along the
forest and find a statue in the clearing
and overhear nearby hunters having
a conversation – you see one of them
sporting some nice armour and so
decide to kill them. Think of it as the
medieval equivalent of a chav spotting
a 3G mobile phone. You combine
some ingredients you found earlier,
say rat meat and flour, to create a
rubbish rat-meat-and-flour poison (or,
as it’s known to some, a Pot Noodle).
Smearing the bow with this budget
poison, you fire a shot at the hunters
but soon find yourself overwhelmed in
seconds as they all team up and gang
up on you. Not the best approach
then. Second attempt – you sit stroking
your chin waiting for a good idea to
strike when you notice a huge grizzly
bear in the woods to your right. You
attack the bear, then run back to the
clearing with the hunters, at which
point you use your invisibility spell to
hide. Now you’ve disappeared, the
angry bear mauls the hunters instead
and one huge brawl later, you crawl
out from your hiding spot, kill the
wounded survivor and nick the spoils.
Brilliant! Not only does it show how
brilliant Oblivion is for providing you
with a system that can be bent to your
will, but it also makes you feel like a
tactical genius on par with Napoleon
for exploiting the system. Granted,
Napoleon isn’t famous for killing a few
peasant country folk with the aid of an
angry bear, but that’s only because he
didn’t have an invisibility spell to enable
him to do so. We couldn’t wait to brag
about our tactical genius to others. In
fact, we’ve taken away more stories in
five days with Oblivion than we have in
our total time with the rest of the Xbox
360 library.
Eighteen hours in, you hear a ringing
sound. What IS that noise? You realise
it's your mobile phone ringing but you
ignore it. Friends? They’re not friends,
they’re merely acquaintances. Real
friends would understand anyway. You
turn your phone off. Peace at last… at
least until the ring of light on your pad
starts flashing, indicating the batteries
are losing their fight to support your
Oblivion session. You know you’re
living on borrowed time. What if they
give out during a fight? What if you
forget to save before the batteries die?
You clench your teeth and press on.
There’s not much time left. Best not
waste it then.
It’s around this point that after
having spent so long in Oblivion’s
company, you’ll see that it’s not quite
as perfect as you once thought. The
illusion spell that Oblivion casts, with
its immense freedom, begins to fade
a little – just enough for you to peer
through and spot the smallest of cracks
appearing in the ugliest of places.
Almost inevitably, given Oblivion has
more naïve ambition than a primary
school toddler along with a patchwork
of different games this big, you’ll find
holes if you poke around the seams
for long enough. Loading times are
kept to an absolute minimum and
never tread on your toes, but when
you race through the landscape you’ll
notice the occasional hiccups and
stutters as new areas are loaded in.
That’s not the biggest problem you'll
find though. You won’t be surprised
at all to hear that those going down
the stealth route will find the most
holes to pick at, with plenty of AI
flaws to amuse and irritate in equal
measure. The apparent telepathy of
the guards is always a problem. Hit
them with an arrow and no matter
how well hidden or far away you are,
they’ll get an immediate lock on your
location. Discouraging enough for
those going down the archery route,
tougher still when you realise that
instant kills simply don’t happen on
tougher enemies when armed with just
a meagre bow and arrow. Similarly,
alerted guards will be utterly confused
when you use an invisibility spell to
disappear, but when the effect wears
off however, they’ll know where you
are straight away, even if you’re three
postcodes away. In a chapel. On the
second floor. Hiding under a table. In
total darkness. Whispering “I am well
hidden.” Great.
However, even these flaws can’t
derail Oblivion’s triumphant charge
into Xbox 360’s gaming elite.
Oblivion’s brilliance isn’t some happy
accident of course; this is the result
of marrying next-gen technology
to sound gameplay to boundless
ambition. Twenty hours in, the ring
of light on your pad breathes its last
breath and finally dies, with life in
Oblivion coming to a complete halt
as the ‘Please Reconnect Controller’
message dominates the screen. You
lean back, exhausted. You’d look for
more batteries but in the real world its
night-time, too dark to look around.
Still, it’s almost morning again and
when the sun comes up, you can find
the batteries. Then you can carry on
playing. Addicted? Never. This is a
game that backs up its next-gen talk
with a next-gen walk. This is a game
that grabs you by the balls from the
first fight until the demands of the real
world snatch you back away. Ladies
and gentleman, this is Oblivion. And
really, that’s all it ever needed for its
calling card.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson