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PLATFORM   PC

The Elder Scrolls IV: Oblivion Preview

GAME INFO
publisher: ZeniMax Media
developer: Bethesda Softworks
genre: RPG

MINIMUM REQUIREMENTS
PIV 2000, 512MB RAM, 4.6GB HDD, 128MB video card
ESRB rating: T
homepage:
www.theelderscrolls.com

release date: Mar 20, 06 (released)
» All About The Elder Scrolls IV: Oblivion on ActionTrip



To make the questing and travels more fun, Bethesda is working on their dynamic compass that will show you how close you are to dungeons while wandering the forests or where you can find NPC's important for your quest. The game will also include a revised fast travel map that will allow you to reach certain key areas in an instant.

While the designers are making sure that the game feels more focused, they are also going to great lengths to make Tamriel about as close to a real world as any game has gotten so far. In fact, this project is so ambitious that further delays or (I hope this doesn't happen) deletion of some of the proposed features that we're hearing about in this "early" stage seem likely. Not only will your actions be completely unrestricted, but the way that the game world operates is that it can exist autonomously without any input by the player. What's more, and this is the crucial part, it will also know how to adjust to your own actions and treat you accordingly.

Oblivion is populated with 1,000 NPC's. Unlike in some other single-player games, the life of the NPC's doesn't stop once the player has left the area. They continue to live their lives even with you out of the picture, with the help of Radiant AI. Each of them is given a basic schedule of events to follow throughout each virtual day. They will shop, go to church, engage in conversation, hunt and even steal. This will all depend on their character traits which are initially decided on by the developers as well as the course of events that takes place in the game. The whole thing is mind-boggling to even think about let alone make. Let's just say that NPCs will be governed by advanced AI routines that will allow them to have free-flowing, non-scripted discussions (all of the dialogue in the game will be voice acted), and at the same time do things that will be dictated by either the present circumstances or their character traits. Or, to put it another way, their actions will be the result of what you do in the game and how their traits tell them to feel. Following that same logic, it's clear to see how some characters might fear you and others to see you as a benevolent hero, it all depends on how you behave in the world. They will remember and process your actions, and adjust their mood along with their facial animation accordingly. Seriously, as far as video games go, this sounds like the closest thing to simulating life as you can get. It's absolutely freaky, and if we consider the next-gen system specs not completely out of reach.

Still, NPCs and NPC interaction is only a part of the whole picture when it comes to bringing the world of Tamriel to life. This process of "procedural" world building (of both the NPCs and the land itself) is handled by The Construction Set. The Construction Set allows the designers to set the physical and psychological characteristics of the NPC's on the fly, with a staggering number of variations. It is these variations that will determine the age or appearance of the NPC. In layman's terms the same NPC in your game may be decades older or look completely different, and it's all determined in a matter of seconds. Not only that, The Construction Set will build whole areas of the world, like forests for example, based on natural features that are determined by the AI. For example, certain types of trees and bushes flourish according to the landscape, factors like sunlight, soil erosion, and surrounding vegetation, will factor in to what the landscape looks like. Then comes the process of having the designer adjust all the objects manually and fine-tune the environment so that it looks and feels like a real goddamn world. The Construction Set will actually be included with the PC version of the game so that budding young mod developers can seriously go wild with it.

While The Construction Set handles the basic architecture of the world so to speak, its decoration will be handled by the robust set of 3D features that yields some of the most amazing real time rendered computer graphics ever witnessed in a game. Seeing how everything about Oblivion literally screams "next-gen," the graphics don't appear to lag far behind in those regards, quite the contrary really.

As you all know, each shape in the game world is modeled out of polygons. Well in Oblivion the real visual magic starts to happen once all the polygons are in place. With the HEAVY use of Pixel Shader 3.0 effects, artists are able to create some of the most lifelike environments and characters that I have seen in a video game. This is done through the use of several different mapping techniques, with each mapping technique being responsible for adding another layer of seeming realism to an object. Take your most common RPG environment, a simple dungeon. A diffuse map sets the color of the place, while the parallax map adds a grayscale textured surface that creates the illusion of depth (although it's actually flat). The most common example of this technique would be seen in the representation of the bricks in the dungeon. Even though they might seem like they've been all modeled individually, in actuality, an illusion of a great number of bricks with cracks and indents has been created through the use of the aforementioned mapping technique. Normal maps will be added to set the lighting info as that will dictate how the light reflects off of the dungeon walls This is done from every angle and specular highlighting will determine how shiny each surface looks. This technique will be responsible for creating the wet look of any of the objects in the game. And finally, to top it all off, the 3D engine also uses a rendering process called High Dynamic Range Shading, which simulates how the human eye adjusts to let certain amounts of light in. Essentially, this effect can be best described by having you recollect how it looks when you walk out of a pitch dark room into a brightly lit area. Your eyes will have trouble adjusting and that's exactly the kind of effect you'll be seeing in game. I must say, from a purely visual standpoint, High Dynamic Range Shading might do wonders for creating just the right kind of ambient in an RPG.

Finally, it's worth noting in the preview that the combat system has undergone severe modification over what we've seen in Morrowind. In a way, the whole system seems geared much more towards console play, while still managing to bring some unique solutions to the table. The biggest overall change could be summarized by saying that the combat is expected to be a lot more action-oriented and more intense. The developers plan to utilize the force feedback ability of the gamepads to create the feel of wielding heavy melee weapons, or using bows and arrows (crossbows have been omitted from the game.) As Tod tells us, "You feel the string draw, arrows arc properly, bounce realistically, and stick deep into the right materials." All blocking and attacks will be done manually, and stats (or "rolling the dice") won't play a direct role in the outcome of the battle. Rather they'll just be manifested through the ability of your character to block more effectively. Basically, you sustain less damage when you block a hit or inflict more when you swing a heavy weapon faster and with greater might. The driving motivation behind this particular combat system is the unfamiliarity of console gamers with the intricacies of traditional RPG game play. Some console gamers would be wondering why the sword missed the opponent even though the blow was dead on, and how the opponent was able to spot them when they were hiding so well. Go figure. The combat has been also made much gorier and more visceral in an effort to create more realistic scenes of fighting that are consistent with the rest of the game world. So when you hack a dude with a heavy steel sword, you should expect a certain amount of blood to spray across your face as you let out a savage cry and then finish him off by lodging your blade deep into his exposed throat! And then when you draw your axe to split wide the skull of your next victim, you yell with freakish glee!!!! HAHAHAHA!!! Okay, I may be getting a little carried away here. (Ed. - No, please do go on, you freakin' psycho!)

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13 post(s)
Reader Comments
NiteX [mail] Oct 25 2004, 03:20 pm EDT
The game looks very very nice. The worlds will be huge. I really can't wait to try this one out.
King Speedy [mail] Oct 25 2004, 03:30 pm EDT
I'm aching to play this game....seriously....I think I need to see a doctor or something.....

.....ya know....I just got an idea.....Bethesda is about 20 minutes away from me.....hmmmmm......I'll need a grappling hook, some rope, and a goat.....
  Moesha: And after you are done, you can leave your house and go visi...
2lions: LOL!!! Mo, you nut!!
King Speedy: you're right, I'll need an extra goat
King Speedy: or I could always substitute one of the goat's with Six....h...
BadCRC: I'm coming with you Dude!(+ I'm taking my goat with me!)
2lions [STAFF] [mail] Oct 25 2004, 05:51 pm EDT
I don't think they'll limit your choices, quite the contrary. But they will provide you with a way to travel faster and play faster if you so desire. I guess no one will be twisting your arm to use the mini map or anything.
DEATH AT THE DOOR [mail] Oct 25 2004, 06:03 pm EDT
You know, the AI engine sounds like Fable should've been. In return, Fable sounds like Ultima 7 AI was...

I do hope that this game's developement will go smoothly. By that, I also want the developers to admit that they need more time, instead of blaming it on some random hacker, like another well-known company.
However, when designing something of such complexity, I highly doubt they'll make the game just as they expected.

Great preview, though.
Hitman [mail] Oct 25 2004, 06:14 pm EDT
Looks good.. those woods look scary ass, I would just stop and finger fuck myself to death.. not dying at the claws of any wolves.
  blood_lust: omfg...you pathetic scaredy cat! it's just a goddamn game! ...
fatBastard(); [mail] Oct 26 2004, 05:26 am EDT
Man, was I exceited when I first heard about Oblivion and those first screenshots almost made me soil my pants. After the inital woody had played itself out, a few things started to rear to mar the otherwise perfect picture.

1) Bethesda has NEVER released a game on time, so a game as ambitious as Oblivion is not likely to change that. If the release of Oblivion is to coincide with the Xbox2 launch then it will either be an Xbox2 exclusive title (at least for a limited time period) or a lot of the proposed features will have to go. If they choose to focus on the Xbox2 version in order to meet the Xbox2 launch date the PC will once again receive a ported console game instead of a true PC game.

2) A lot of the "new" features are suspiciously similar to what the hype surrounding Morrowind was saying. In regards to Hype vs. final game, Bethesda are easily comparable to Lion Head Studios (i.e. the hype promises more than the final game can deliver). Let's just say that I'll believe it when I see it.

3) Morrowind ran like a 3 legged dog with a severe case of arthritis even on state of the art rigs when it was released and IF Oblivion will indeed have graphics as detailed as the "screenshots" we see here indicates, then your brand new 8600Ultra/X800XT is going to have to race the aforementioned 3 legged dog and lose ... big time.

4) "All blocking and attacks will be done manually, and stats (or "rolling the dice") won't play a direct role in the outcome of the battle."

Yes well, hurrah for the limpdicked console morons. Pardon my french but I'm seriously getting sick and tired of having one game after the other reduced to the complexity level of Pong in order to accommodate the retarded ADD striken console audience ..... Aaargghh *POP* ... Damn, another aneurism. ;o)

Mind you, "action" based fight controls CAN be done properly. Just look at Gothic. The difference, however, is that Gothic had action based fight controls because Piranha Bytes CHOSE to make the game that way, not because a part of the audience couldn't manage to focus long enough for their legal guardian/house nurse to explain the basic game concepts for them before they started playing.

5) Though I really like Morrowind it was indeed in the shallow end of the RPG spectrum and with all the proposed simplifications to Oblivion one can hardly call it an RPG anymore and that's a friggin shame if you ask me. You don't play D&D games if you don't like the D&D universe/rule set. You don't play Heroes of Might & Magic if you don't like Turn Based gameplay ... and you don't play ElderScroll games if you don't like the freedom to do what you want, when you want to. The greatest simplification of them all is to remove that aspect from Oblivion (I know they claim it is still there but if you can zip from one "important" location to the other without having to travel the distance then there is no way in hell the developers are going to pay as much attention to the route between these points as the points themselves making the choice of travel theoretical at best).

Bah, enough said for now. Let the hype machine roll and then you'll all see the truth of it when the game finally arrives ... but you might as well be prepared to ... REPENT SINNERS!

The resident pessimist has spoken ;o)
Hunter [mail] Oct 26 2004, 07:07 am EDT
Man when you say massive it's massive, nice preview i'm really looking forward for this one!

good job 2l!
  2lions: Thanks.
King Speedy: suck-up
freefall [mail] Oct 26 2004, 12:01 pm EDT
The only Elder Scrolls game that I played was Arena, so I'm not going to pass judgement on the other games. From what you write though, it's encouraging to know that Oblivion is keeping all the ingredients of it predecessors. The release date at the moment is immaterial, since there's probably no way the game will be ready this year, and even if it is, most PCs won't be able to run it in the first place. Since the game is far along for a preview, what I'm genuinely worried about is the game going the way of the console. After all, Micro$oft did make sure SW:KOTOR make it on the XBox first before it made it on the PC. Who's to say M$ won't pull a stunt like that, especially considering how M$ can afford to buy anyone in the game industry off. Worse, it could be Halo all over again, with M$ buying the rights to the game and releasing it as an XBox 2 flagship title, which'll easily set the game's release date on the PC by two years, if at all.
DEATH AT THE DOOR [mail] Oct 26 2004, 03:09 pm EDT
The best action RPG was Blade of Darkness (okay it was a lot of ACTION and a little of rpg). It required precise timing and well-mastered combos. If only the animations were smoother, the game could be much better.
Morrowind, on the other hand, has pitful combat. You rarely know if you didn't hit because you were too far or because you missed.
Daggerfall, on the other hand, was the best ES game. The whole idea that you can "draw" your sword attack was great.

I always said that consoles have their own types of games, PC has another type of games. GTA, for example, good or not, is typically console. Dawn of War is typically PC. Trying to make a game suitable for both systems is having console gamers shouting "This game is too PC!" and PC gamers angrily declaring "This is a fucking console game!". A good example would be Thief III: one console reviewer stated "yet in it's heart, Deadly Shadows is a PC game..." whereas a PC reviewer said "even if DS is actually a typical console game...".
  fatBastard();: Very true. Severance: Blade of Darkness was almost a melee s...
DEATH AT THE DOOR: I felt cheated with Morrowind's interface, to be exact. At t...
MrBored [mail] Oct 27 2004, 03:53 am EDT
Hmm, what you said kinda oozed Deus Ex 2, remember how we all were wetting ourselves for it and the word Xbox came up a lot then it sucked? /me gets religion and starts to pray to the PC Gods to smite the console Demi-gods ( Microsoft ). Maybe they can make it work though...............
  BadCRC: Damn truth!
BadCRC [mail] Oct 27 2004, 05:02 pm EDT
2lions how com you know all this dude?!(nice preview!)
Oh and about that Pixel Shader 3.0 -I thought that Xbox2 will have x800 from ATI which doesn't come with PS3.0(as I know)... Soo they will like add this feature to next XBOX or it will be a shader 2.0 ?!
daftshadow [mail] Oct 29 2004, 04:00 pm EDT
damn, this game looks really really really nice!!! i hope it wont be anything like the previous elder scroll series. it's not fun when you dont know where to go because the world is so damn huge. and plus the traveling took so damn long. the new elder scroll's game should have teleportation like i fable. or at least include something to increase the game's speed. but damn, the graphics looks so sweet. bless pixel shader 3.0
Odm [mail] Nov 03 2004, 04:17 pm EDT
You know, I'm sort of lucky in this respect. Because when I finally get a decent computer (in about 2 or so years) I'll have missed most of the hype surrounding this game and it might even have released.

I hate hype because it makes good (or at least okay) games seem bad.

I really do hope they make the combat system much better, though. I basically played this game until I could pretty much ignore enemies as I ran along, and then I got bored.
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