March 2006 Archives

First steps in Oblivion

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The wait is over. I got my hands on a copy of Oblivion.

Like many fans of the Elders Scrolls series out there, I had been waiting this release with a mix of anticipation and fear. Anticipation for the wonderful improvements promised by Bethesda. And fear of the inevitable disappointment at some of the changes that would be introduced.

Bethesda delivered on both accounts.

The bad news first....

I have been playing for a few hours only. The first hour was spent on a practice character - just to get the feel of the game. It took that long to configure the graphics to display an acceptable landscape while preserving a comfortable performance. The defaults settings provided by the game are very conservative - to the point of being disappointing at first. Distant hills look like a blotchy golf course. Nearby grass pops up only 10 feet away. I was relieved to find that my machine could handle a maximum view distant of grass and soft shadows from trees without breaking a sweat.

Some additional settings can be tweaked if you edit the Oblivion.ini file... assuming you find it first. Unlike Morrowind, Oblivion stores personal settings such as saved games in 'My Documents / My Games / Oblivion' (assuming you are on a PC of course). This is where the .ini file is stored.

If you intent to take pictures of your trip in Tamriel, make sure to edit that file and set bAllowScreenShot to 1, before you fire up the game. Why they keep leaving that option off by default on PC is beyond me.

Hopefully, someone clever will reverse engineer the rest of the .ini file soon and provide an Oblivion tweak guide like the one that appeared soon after the release of Morrowind.

The second bad news of the game is definitely the interface. This is where you can feel the influence of the XBox the most.

Oblivion's interface is available in one size - BIG. And if you are running the game at high resolution, the interface is REALLY BIG. After all, when you play on an XBox, you have little use of resizable windows and small fonts like in Morrowind.

The interface is also very linear, made up on scrollable list after list. Gone are the tooltips. Gone is the drag and drop of items between character, inventory and the outside world. Gone are the rich, hyperlinked threads of conversations with other characters. And gone are the editable saved games.

Instead, you will have to get used to shift-click to send an items from your inventory to a container (or to simply drop it). You will have to scroll through list after list instead of using your mouse to simply click on the item of your choice. Even the one size map becomes difficult to read after a while. As for the conversation topics, they are reduced to a meager list of topics of interest (with no way to go back to previous conversations). And saved games pile up with a default date and name.

And what to think of the journal system ? One of the main complaints about the interface of Morrowind was its very linear journal system. It looks like they ignored that lesson and went back to the original idea of lists of quests. Instead of a living journal with table of contents, index and quests, Oblivion only offers three lists - all quests, completed quests and active quests. How very disappointing...

A small tip if the new interface leaves you very frustrated - spend some extra time with the Keyboard options and try to map the keys as close as possible to the layout you are comfortable with. I set mine to display the 3rd person view with Tab, the journal with right mouse click and the new Block option with the 3rd mouse button. Only then I  became more comfortable with the interface.

After playing the game for a few hours, I can't shake the feeling that the game 'world' is smaller than the island of Morrowind, with less quests to explore (which is almost to be expected from a game that replaced text based quests by hours of audio content).

But then again, I only played for a few hours. It took me days to really appreciate the depth of Morrowind. I will have to revisit this first impression a few weeks from now.

The good news from Oblivion

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The game is gorgeous. There is no other way of saying this.

Morrowind was the first game I ever played where one of my first actions was to sit on a rock and watch the sun go down. The landscapes were very alien, with charred valleys, giant mushrooms and flying jellyfish.

Oblivion is several orders of magnitude better looking, with much more mundane environments. The hills around the imperial city are so well rendered in their lush complexity that several times I had the odd feeling to find a particular configuration of rocks, brook and tree very familiar. Oblivion is the first game I ever played that reminded me of landscapes I actually visited in the south of France or in the Alps.

Speed and stability are the second good news of this game. Morrowind was plagued with slow load times and random crash to desktop. So far the game has not crashed on me, and the load times have been exceptionally quick,

But that is nothing compared to the speed of the game itself - being able to run through a forest, with trees, bushes, grass, roots, butterflies, deers, rocks and ruins... all in real time and with near seamless transitions is a real feat. Just for that the development team should be forgiven their mistakes regarding the interface,

The goal of increased immersion is achieved as well. The simplified (simplistic ?) interface is almost understandable in that context. You pick up new quests by listening in on conversations (repetitive after a while but always source of surprises when people talk about the consequences of your actions).  The world itself is more mature, with the notable absence of a new monster attacking you every 20 feet - the wilderness is ... well... wilderness. Deers run away from you.  Wolves don't. Bandits ambush you on the side of the roads.

The new physics system works quite well, especially when it comes to traps. There is nothing better than luring gnomes into their own traps :) I hope this aspect will be developed later on in the game or in plugins maybe. I have yet to see a full range of mechanical traps in a role playing game.

The last area where the game really stands out is in its advanced 'artificial intelligence'. Oblivion related forums are the occasion of a new game - what is your favorite Radiant AI moment ?

I don't have a favorite yet but I definitely have seen some examples :

- Like that patrol guard jumping to save me from a bandit as he was approaching with his horse

- Guild members walking to their room at night for a sleep or taking a break for lunch

- Patrons in an inn walking over to the bartender, then walking back to their tables with some food.

- Roadkills ... wolves or bandits already dead on the side of the road

- Guards being relieved for a night shift and going home for a drink

The system is not perfect, of course, but it is a significant improvement over any game I have ever played before. The feeling of a living world is there, at every corner.

It was also a pleasant surprise to see so many mods for Morrowind made it as full features in Oblivion, such as sheated swords, wearable quivers, hoods, dogs, locked businesses a night and people on a schedule. Speaking of mods, the game is not even a week old and already, Oblivion mods are available for download, some of which providing fixes to the most immediate issues with the game.

I can't wait to see what else will be available for the game a few months for now.

New Oblivion gallery

I created a new section in my main gallery for Oblivion screenshots.

This time around, I will document the adventures of Selena in Cyrodiil , my main character, right from the beginning.