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Author Topic: New Oblivion Interview - Lots of new info!  (Read 2368 times)
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Hetz
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« on: August 26, 2005, 11:59:04 AM »

This is the new Fan Interview. It was questions submitted by members of the official forum and then answered by the Developers.

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1. What improvements have been made to the Enchantment/Enchanting system, visually and logistically, since Morrowind? What of the Magic system as a whole?

Well, visually it’s all new of course, and with shaders we can make the items look really nice when they are magical. But we haven’t gone over the top. We try to keep it subtler, so you don’t get bothered by the effects while you are wearing them. So the general effect we use is a light edge glow, like the lighting plays off the weapon or object different.

Logistically, we’ve changed how magic items work in two main ways – one, you don’t “cast” them like in Morrowind. They just “do” it. Anything you wear is constant effect, and affects you while you wear it. Weapons affect whatever target you hit with them. So you would never have a weapon that does something to you, the user. The other big change is that these items do not recharge on their own, you must do it. So you use soulgems to recharge items, or can get them recharged in town. You use soulgems in the game mainly as a way of recharging you items, as opposed to making them. You do find lots of filled soulgems now as treasure, and can also fill your own through soultrapping.

Other things, hmmm. Enchanting is no longer a skill. We felt that was too unbalanced in Morrowind. It is now more like Daggerfall, where it is a perk of gaining rank in the Mages Guild. It is something you have to build up to, and then you can make your own magic items. There is another way to make your own magic items before that though, through Sigil Stones found in the planes of Oblivion. These are magical stones that come with an effect on them, actually two effects, and you can use them to place that effect on a weapon or armor piece of your choosing.

The magic system has so much more in it, that it would take me 100 pages to answer it all.

2. Is the combat system best suited to individual, or "group" combat? Might NPCs work alongside each other and employ tactics which utilize each of them in a joint strategy? To what scale can we expect to see battles taken?

First we made it one-on-one, and made it perfect for that, and then we added layer after layer of group behavior. So it works well in both, though it plays very differently obviously when you have so many guys attacking you. And yes, there are several very large battles in the game, and those are the ones we’ve been tweaking, as things get really out of control during the big ones. The actors know how to flank, when not to use ranged attacks (they kept shooting their friends in the back), when to back off and cast buff spells, and more.

3. Can you share more with us about the skills available in Oblivion; what may have been added, removed, or merged; skills perks; how *many* major/minor skills our character may choose?

I think the whole list will be announced soon, and we always change it with each game to get better game balance. So 21 was the magic number for us for skills, as it allows each of the 7 main attributes to govern 3 skills. Also, we try to make each skill have meaning, so less is more when it comes to that. We never hit perfection there, but it’s better this time. For instance “Long Blade” and “Short Blade” are just “Blade”, so now you have one skill that allows you to use more weapons, and you get a better balance for the player when choosing between say, “Destruction” and “Blade”. We really trimmed back the weapon skills and combined them, so that it played better if you chose all of the weapon or combat ones. That was an area in Morrowind where you really lost out if you majored in all the weapons at once. In Oblivion, you choose 7 majors, and then you have 14 minors. The 7 majors are the ones that affect your leveling up. It plays out much better than our previous systems.

4. In magic-based duels (mage-vs-mage), will the NPCs involved employ a more 'intelligent' strategy than what we saw in Morrowind?

Absolutely. Spell duels are common and very cool.

5. We're aware that RAI gives schedules and desires to individual NPCs, but how will RAI work on a larger, social scale? For example, how might an NPC work in a guild environment, based on both its own goals, as well as those of the guild it is a part of?

It doesn’t work on a grand scale like that. We give the individuals of the guild goals that match with what we know they should be doing. But since they have ownership rights and are friendly automatically with others in the guild, we do get nice behavior from guild NPCs as a group.

6. Concerning the Dynamic Quest Compass, how might it replace the previously text-based instructions Elder Scrolls fans have become accustomed to? Furthermore, will the compass be an option which can be turned on and/or off at the player's leisure?

It’s a lifesaver to us and everyone who has played it. We should have done it long ago. We use it to show you where a goal is when we want you to know about it. A good example is the first quest in Morrowind, to find the Spymaster in Balmora. Most people who played Morrowind never find him, because they don’t like to read directions, they get confused and lost. Now picture him roaming around town, going to the store, eating at the tavern, locking his house at night. And you have a quest to talk to this guy, all you want is a little info so you can keep playing. He’s impossible to find without this quest target. And we want you to find him, we don’t want it to be a puzzle, or frustrating. So no, you cannot turn it off. Trust me, you cannot play without it, it’s not distracting at all, and it’s 100% necessary to find things we tell you to find. Now, we don’t always give you a quest target. There are many quests where the person you’re talking to does not know where something is, and you will not get one, and you have to bribe people to find out where something is, or we just want you to find it on your own.

7. Will Radiant AI be applied to creatures, and if so, in what ways? Will creatures be placed on a schedule similar to humanoid NPCs; might some work together while hunting, to form 'packs'? And to what extent can they be used by the PC to carry packages. And as compared to NPC's?

Yes, they use it in the same way, but most creatures in the game have the general goal of “killing people”.

8. Have there been any changes to the list of joinable factions? Specifically, any info in the Nine Divines and/or Imperial Legion? Are there 'minor factions' outside of those listed in prior interviews, and ifso what can you tell us about them?

There are 5 joinable factions: Fighters, Mages, Thieves, Dark Brotherhood, and the Arena. You also can join the Blades, but that’s ummm…secret. No to the Nine Divines and the Legion, as they have a much different role when the game takes place in Cyrodiil, then say, Morrowind. So just like you couldn’t become an Ordinator in Morrowind, you can’t become a Legion Soldier in Cyrodiil.

9. In Morrowind, guild involvement was minimal. Other than people calling you master, there was little that changed as you gained rank. Can we expect that to change in Oblivion? How so?

Yes, it’s very different. First the guilds all have great storylines to play, but also access to powers and stuff as you rise up. That’s one of the reasons you can’t make magic items right away and have to raise in the Mages Guild. Membership has its privileges. Each faction also has a “recurring” thing you can do as head of the guild.

10. We know that vampires will be found in Oblivion; what details about them can you share with us? Also, will there be any types of 'werecreatures' in the game?

Yes there are vampires, no, we’re not talking about them. They’re one of the great things to discover and “see what happens”. It’s great. There are not any werecreatures in the game.

11. Besides being a faster means of travelling the world, what features can we expect to see with and from horses? How diverse might they be? Will your encumbrance or stats affect them in any way? And what will happen when a mounted character is attacked? And, aside from Horses, what other beasts may be in store for players as pets (such as the dog at E3)?

Horses are used to get around faster. I’ll be honest, we were so excited to do horses in the game, but have actually found that they are useful, but not to the level we expected. Yes, you can ride around faster, and get away from mobs in the wilderness, and such. So they don’t provide this overwhelming advantage to you, but they’re just cool. It’s something you just want to do in the game. On a pure game design level, they aren’t some killer feature, but they are fun. You see them for sale, and you just have to have one. Or you sneak into the horse pen at night and steal one. That’s fun regardless of the need to move faster. When people get attacked on them, they either ride away, or get off and fight. Dogs are the only other “pet” creatures we have – but you can’t ride those.

12. In what ways will the player be able to physically customize their Oblivion counterpart at character creation?

It’s amazing, and mostly done through code that procedurally generates your face. You have sliders to change different parts of your character’s face, and it works for every race. So you can age them, change their eyes, nose, mouth, cheekbones, chin, etc. And it’s not just do you want this nose or this one, it’s a whole range of possibilities as the face dynamically changes based on your input. Or, you can let the game randomly generate faces for you until you find one you like. We do set limits on what you can do to keep you, or the game, from creating anything grotesque that would keep your face from looking right when you’re wearing, say, a helmet. You can also chose a hairstyle, its color, and how long your hair is.

13. How are beast races being altered, based upon past appearances, traits, and possible perks--along the lines of claws giving the beast races a boost during hand-to-hand combat--for Oblivion?

They’re very cool, and also work through the same face system, aging Argonians makes their colors change for example. As far as body styles, they’re more like they were in “Redguard”, where they walk like regular humans, even though they have tails and such. We did this to keep the same animation and clothing system for all characters, as it’s one of the most insanely complicated parts of the game. The argonians are my favorite looking race in the game. They lipsynch when you talk to them in cool ways and their eyes blink like lizards. It’s great. Persuasion minigame is fun with khajiits, as you have to watch their ears to see what they like as opposed to their mouths.

14. how will NPC's travel between cells, will they apear or open outside (loading) doors and step in the void?

That’s something we struggled with, and we ended up fading them out as they open the door. You do not see the door open. This worked best in all our situations.

15. Do NPCs have specific animations for actions such as shopping, praying etc?

Yes, they have different animations when they kneel to pray or are buying something from a merchant or sitting to eat. The work in the fields and animate using rakes and such too.

16. What direction are you going in terms of NPC voices? As we already know there is over 50 hours of recoded dialogue in the game, but its been estimated that that only amounts to 3 minutes of dialouge per npc. Are NPC voices going to be as they were in morrowind, as in every race male/female will have a different voice, or will there be more of a variety in NPC voices?

We do them by race/sex. I assure you it’s more voice then you’ve ever heard in a game. Some characters get lots of specific dialogue, some only get a line or two that is specific. But each NPC can pull from the dialogue for their whole race, so they can react or talk about many situations and quests.

17. How will subtitles be used with the all spoken dialogue system? And if the game has prerendered cut scenes, will they have optional subtitles? (MW didn't) What about subtitles for sound effects? What about overhearing conversations?

Every spoken word in the game is accompanied by subtitles. This includes conversations that you may overhear. You can toggle it on or off.

18. We know that there will be additional autonomous regions besides Cyrodil, including the plane of Oblivion. Can you give us a rough number about how many such places there are and how many square miles it will add? And will this be limited after the main quest? or will we be able to go there even after the MQ?

The outside game space of Cryodiil is about 16 square miles. Regarding Oblivion, and the other locals. Hmmm. It’s huge. We honestly haven’t added it all up. Plus many of the Oblivion areas are random, so I guess the answer is “infinite.” Once you solve the main quest, no, you cannot go into Oblivion any more, as the gates have been shut.

19. What can you tell us about how water will 'work' in Oblivion? Will it use fluid physics, or be a static object set at level 0, as in Morrowind, or will there be mountain lakes and streams this time?

There are mountain lakes and we do some streams and waterfalls in areas that look amazing. We’ll have screens or movies of those later on. They look insane.

20. How diverse will the music of Oblivion be? Will it change according to the environment around the Player character? Will x-box 360 users be able to use their own music?

The music in Oblivion is, in a word, fantastic. Yes, it will change based on different conditions in the game, including your location, whether you’re in danger, etc. You can add music you want played in different settings and the game will include those tracks along with the music from the game.

Before too long we’ll have an announcement on who’s doing the music as well as a little sample for you to listen too.

21. How exactly will the weather system work in terms of detail, immersion and interactivity.  Will seasons and storms be included?  To what extent will inanimate objects be affected by weather (i.e. combustible objects)? Will it affect Creatures/NPCs/PC?

There are a variety of different types of weather based on the regions in the game. The type of weather you see as you travel around will vary based on these parameters. So, some parts of the world you’ll be more likely to see rain or a thunderstorm, while in northern parts you’re more likely to see snow. There are transition effects so that if it’s a cloudy day that turns to rain it’ll feel very natural. All of the trees and grass react dynamically to the weather effects. NPCs in some areas will even take cover and go inside during storms.

22. How will cells be handled this time... will you be able to create multiple exterior cells (like an improved "behave like exterior" command) and actually landscape in them?

Yes, you can do anything you want there in the editor. From saying – I want my own sky, my own landscape, or share this landscape from another world, and more. We use that for our cities, as they are walled-off game-loads, and the city exists on the same landscape as the rest of Tamriel, but is in its own “world space.” So the game has as many “worlds” as we want. So the need for the fake interior/exterior thing from Morrowind is not as necessary, though we still use it in some areas to just show the actual sky poking through the top of something like a ruined interior.

23. In a recent interview with gamespy you said modders could drop a block into the world and apply whatever material. Will this material alter the duration and volume of footsteps and will the natural environment - such as other nearby materials - contribute to that aspect as well? Will footprints be visible on some surfaces?

You can paint the landscape and set its texture, but that’s the only one you can mod. The other objects you place already have the correct material properties (like rocks or sidewalks). And yes, depending on how you make the landscape, the correct foot sounds will play for grass, dirt, rock, etc. Those sounds are already tied to the textures we have. No footprints, sorry.

24. Are you now going to include comprehensive documentation (including the scripting language, game settings etc) rather than the totally inadequate documentation that was provided for Morrowind? Are there any other ways that Bethesda is going to help Oblivion modders in their work?

We have all new ways of being inadequate there - J. The modders will always expand upon and do a better job then what we provide in that area, but we will provide some.
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Knightshade Dragon
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« Reply #1 on: August 26, 2005, 12:22:50 PM »

:shock:

Man....this game sounds like its gonna be fantastic.
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« Reply #2 on: August 26, 2005, 12:33:01 PM »

November can't come fast enough... damn I need a time machine.
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« Reply #3 on: August 26, 2005, 12:58:37 PM »

I haven't been keeping up with dates, what's the current estimate for the PC release date?
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« Reply #4 on: August 26, 2005, 01:46:36 PM »

Quote from: "wonderpug"
I haven't been keeping up with dates, what's the current estimate for the PC release date?

Just...November. Technically, the game is due out near/at the Xbox 360 launch, and people have assumed that the PC version will be out the same day.

And as far as the article goes:  :shock:  drool  drool

My life is SO going out the window as soon as this game comes out...
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« Reply #5 on: August 26, 2005, 05:46:24 PM »

No one thought to ask about performance?

The game sounds cool, but then, so did Morrowind.
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« Reply #6 on: August 26, 2005, 05:47:14 PM »

They won't answer performance questions as they aren't done optimizing.  It'd be impossible to guess at this point.
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« Reply #7 on: August 26, 2005, 06:30:01 PM »

Quote from: "Knightshade Dragon"
They won't answer performance questions as they aren't done optimizing.  It'd be impossible to guess at this point.


Yeah I think that is exactly correct. I don't really understand all the Morrowind hate from LE-yeah, the game had glaring flaws-but if you enjoyed the sandbox open-endedness of it all it could be tremendously engrossing-there was a cubic assload of things to do and so many many ways of going about it. Plus the game had more "joy of discovery" moments than any game not an MMO that I can ever remember playing.
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« Reply #8 on: August 26, 2005, 08:54:44 PM »

Quote from: "Knightshade Dragon"
They won't answer performance questions as they aren't done optimizing.  It'd be impossible to guess at this point.
 That would make sense.  Did they say this somewhere and I missed it?

Quote from: "Rage"
I don't really understand all the Morrowind hate from LE-yeah, the game had glaring flaws-but if you enjoyed the sandbox open-endedness of it all it could be tremendously engrossing-there was a cubic assload of things to do and so many many ways of going about it. Plus the game had more "joy of discovery" moments than any game not an MMO that I can ever remember playing.

It's open-ended, (to a fault, in several cases), but what about it is like a sandbox?  The Construction Kit?  You can barely affect the game world.  

Everything about the game is just so ho-hum inconsequential.  Engrossing is pretty much the direct opposite of what I consider Morrowind -- it's hypnotizing in the sense of "Jesus this is big," or "WOW, look at those rocks!"  But then strangely you're taking damage because a Cliff Racer is squaking and humping your shoulderblades, and you snap back to reality and start paging through your stream-of-consciouness journal and try to figure out if the tomb you're looking for is named Afhxktheiwons or Athxlekthxkiwaas.  And it hits you: the game's not engrossing, or hypnotizing, or even particularly fun anymore.  It's a laggy, unfocused feature-creep in emperor's clothing.
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« Reply #9 on: August 28, 2005, 01:50:39 AM »

I sure hope the engine is better, performance wise, than Morrowind was.

I think they are dodging performance questions right now because of the HD issue.  No matter what road they are taking in terms of optimization, they stand to lose by answering a question like 'Exactly how will Morrowind benefit from the HD?'  No matter the answer it will piss someone off, a lot of someones, probably.

As for Morrowind, it had a lot of flaws but overall I liked the game a lot.  My two biggest gripes were the combat, it was way too FPS/actiony and not enough RPG, and the seemingly complete lack of play balancing.  If you did more than a couple side quests before taking on the 'plot' missions, the plot fights were a joke.

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« Reply #10 on: August 28, 2005, 04:52:32 AM »

Quote from: "Rage"

Yeah I think that is exactly correct. I don't really understand all the Morrowind hate from LE-yeah, the game had glaring flaws-but if you enjoyed the sandbox open-endedness of it all it could be tremendously engrossing-there was a cubic assload of things to do and so many many ways of going about it. Plus the game had more "joy of discovery" moments than any game not an MMO that I can ever remember playing.


You basically answered the question of the "hate" although I think for most is diffrent levels of disappointment. Glaring flaws are just that. Some gamers didn't mind them as much as others or liked other parts of the game enough to put up with them. This game sounds like they really did try to see what worked and what didn't and to impliment improvements where needed. I hope they can pull it off as AAA level RPG's are very few and far between these days. Not a fan of Japanese RPG's so the pickings have been slim lately.
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« Reply #11 on: August 28, 2005, 04:12:31 PM »

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But then strangely you're taking damage because a Cliff Racer is squaking and humping your shoulderblades

Thank all that is holy...cliff racers have been removed from the game.  No more shoulderhumping cliff racers.  *cheer*
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« Reply #12 on: August 28, 2005, 07:07:39 PM »

Quote from: "Knightshade Dragon"
Quote
But then strangely you're taking damage because a Cliff Racer is squaking and humping your shoulderblades

Thank all that is holy...cliff racers have been removed from the game.  No more shoulderhumping cliff racers.  *cheer*


Woot!! +1
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« Reply #13 on: August 29, 2005, 04:36:59 AM »

So, here's a random question:

Which would look better - your PC running at a hopefully good frame rate at whatever resolution you play at (and AA/AF), or the Xbox 360 version running at 1920x1080 (that's 1080i) at what should be a solid frame rate?

If it wasn't for the mods, I'd get the Xbox 360 version in a heartbeat.
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« Reply #14 on: August 29, 2005, 05:48:51 AM »

My guess, given current hardware, is that the 360 if they manage to optimize it properly, will run better than anything short of a 3-4k machine with SLI'd 7800's, but that is pure specualtion.
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« Reply #15 on: August 29, 2005, 02:14:09 PM »

Quote from: "Destructor"
So, here's a random question:

Which would look better - your PC running at a hopefully good frame rate at whatever resolution you play at (and AA/AF), or the Xbox 360 version running at 1920x1080 (that's 1080i) at what should be a solid frame rate?

If it wasn't for the mods, I'd get the Xbox 360 version in a heartbeat.


If I had an HDTV then I might think about the 360 version. As is it, I'm updrading my computer to a 7800GT and a Athlon 64 4000+ (gotta try and catch Hetz). I'm pretty confident I'll be able to run the game as well, if not better, then someone with a 360.
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« Reply #16 on: August 29, 2005, 08:01:04 PM »

Oblivion's graphics do look spectacular, but the game remains on my wait and see list. I didn't enjoy Morrowind much at all, the game world just felt huge and empty, lonely, like a MMORPG without any other players, also I didn't care for the combat system. And the performance was awful, even though I had a fairly high end machine at the time. I could go on and on with listing complaints, but what it boils down to is Bethesda has something to prove with this new game. I for one will be waiting until there are plenty of reviews to read.
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« Reply #17 on: August 29, 2005, 09:02:54 PM »

I agree with LE and Zoyd.  Morrowind was too open-ended.  At times I felt like I didn't have anything to do.  Traveling was too much of a pain to make me want to explore, and I didn't want to play the find-the-quest-NPC-in-the-midst-of-filler-NPCs game in town.  I need to feel like I have a purpose or a goal while playing a game.  Morrowind never gave that and when I finally did get into the main storyline, it wasn't intriguing enough to keep me playing when the mechanics of the game were tiring/annoying/made me think of other games I wanted to play.  I'm hoping Oblivion turns out better, but I'll wait and see.

Oh yes, and as LE pointed out those names were annoying.  Aamthzxdar vs. Aamthxzdar.   :evil:
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« Reply #18 on: August 29, 2005, 09:35:16 PM »

More stuff to drool over...   biggrin

http://www.elderscrolls.com/forums/index.php?showtopic=151686

Quote
Okay, i'm not sure whether people have done descriptions of these screens, but i just got home to find the October Issue of OXM lying on my table with the word Oblivion on the front. After looking at the pictures i can clearly say that Oblivion is the most beautiful game i have ever seen. Onto the descriptions...

1. This screenshot is in the first person view, of the PC wielding the most beautiful Daedric sword i have ever seen. It looks like it may be the Daedric longsword or Dai-Katana, but its very hard to tell from the picture. Infront of the PC there are a few steps (3) and then at the top of the steps there looks to be a concrete throne that looks pretty dirty and worn down, so i don't think this has anything to do with the emperor. There are candles up near the throne chair, with light beautifully shimmering off the floor. In the back ground there are what look to be 3 pillars in a semi-circular formation with some kind of object emitting a whitey blue light that also looks beautiful against the pillars. This screenshot also shows the HUD. I must admit that the compass isn't that bad, instead of looking like the mini-map on the top right of Morrowind, the compass is a simple rectable with a greyish background and then along the bottom it says N then there are some dots and to the right of N it says NE, To the left of the compass there are the health/fatigue/magika bars, as well as two symbols showing what weapon is equipped and what magic spell you have at your ready.

2. The second screenshot really doesn't tell us as much as the first. The screenshot has been taken at night, on the edge of a forest. It is very dark and gloomy, and looks really scary. This picture really shows the depth of what can be seen in the game. There are trees that look to be maybe a half mile to a mile away from the place where the screenshot is taken and are dark and greyish, but i'm sure that in the day the trees will look really good even from far away. Anyway, in the foreground is a small group of rocks. These rocks are vertical and stand taller than they are wide, about a 4:1 ratio. The main foreground rock has an amazing inscription on it that is glowing brightly orange. I can't really tell what the inscription looks like, just a bunch of lines, but it looks like it may be something spelt out in Daedric language??? (Don't quote me on that one, i'm just taking a guess)

3. The third screenshot is that one of the ghost in the dungeon, people have described it before so i'm not going to, i will say that it looks amazing though.

4. This screenshot is absolutely amazing. It shows a Daedra that has just climbed out of an Oblivion Gate (or so i assume as its standing right outside of it...) The Oblivion Gate is once again bordered in rock, and around the place where the Gate has opened there are hook-like rocks pointing out of the ground in a circular fasion around the gate. The Daedra has its head back and its mouth open as thought it is screeming. The teeth on the thing aren't very big, but the claws that it have are extremely huge. All in all, this Daedra is pretty shocking and scary.

5. This is another interesting picture that i don't think has been released before. Finally we get to see some magic in action (well kind of.) This is a small screenshot, in first person view. Once again the HUD is there, and the only things that have changed to the HUD are that the health bar looks lower, the magic symbol has changed and the compass is now pointing West. Anyway, the PC is wielding a glass longsword. The sword looks really awesome. The hilt (i think thats what you call it) looks to be made out of a metal item, and kind of looks blue. There are two pieces of glass sticking out of the sides of the hilt, and then there is the long blade that seems to have been shoved into the end of the hilt where there are claw like parts of the hilt that are holding the glass in place. Its hard to explain, maybe someone can do a better job than me, but oh well. Anyway, the PC has just hit a creature with the sword. The sword obviously has a freeze enchantment on it because the cgreature that the PC is fighting is totally frozen in place, incased in ice, or maybe hes just shimmering white. The creature kind of looks like a scorpion-man, i've never seens one before. He has four legs that go up vertically from the floor, then horizontally over to his body, with different twists along the way. Then the things torso is connected to the legs in the center. Once again, kinda of hard to explain...

6. Another screenshot that was released in a magazine last week sometime that shows the PC fighting some skeletons in the rain. Once again its in first person, but it doesn't show the HUD. The PC is wielding a ebony sword. This one has also been previously described, so i'm not going to go any further than this. Just to note that below the screenshot there are some concept artworks. One of a creature in full daedric armor. I'm not sure if this is the armor that we will actually be able to wear, but if it is, i can tell you that that is what i'm going to wear. It looks totally awesome. Then there is a green monster with massive forearms and really big teeth. Hes not that scary, but looks pretty mean, and a low level PC wouldn't want to be fighting that thing.

7. This is a small screenshot, showing the menu system in Oblivion. it only takes up half the screen, the other half shows a third person shot of the PC wearing full Daedric armor. The menu is in the magic section, which consists of a number of spells: Beguiling Touch, Burning Touch, Cold Touch, Consume Health, Cure Disease and Cure Poison. Next to each spell is a number, which i guess is how much magika it takes up to cast this spell...

8. On the next page, there is a two page screenshot (i think its a screenshot, but i'm not totally sure, it may just be a rendered thing to show some stuff. But anyway, its a two page picture or Chorrol from an airial view. The city is surrounded by a huge brick wall (like a medieval castle) with a walkway along the top circling the entire city/town thing. Along the wall there are 3 small tower thingss that i can see which would be perfect shooting places for archers etc. Chorral isn't that big, but it has a lot of stuff inside of it. First off there is a castle that is pretty big to the right side of the town. Underneath the castle is the city jail. In the center of the town is the main shopping/housing area. There is a road leading from the castle to the entrance to the city (where theres a big gate) and then from there there is a road leading through northwards (i really don't know i'm just using north as up okay?) that leads into the shopping part. On each side of the road there are shops and houses, and it is also noted that there is the fighters guild there. From the main entrance there is also a road leading north east which travels hast some more houses and then past the huge chapel seen in many previous sgreenshots. It continues on past more houses then finally stops. It can also be seen that there is a person standing next to two dogs. I don't know about you all but when i thought about pets in Oblivion, and heard about dogs, i thought puppies, but ooooh no. These dogs are fully grown and look to be up to the waist of the man they are standing by. It is also noted that outside of the castle there is a stable where you can keep your horse, most likely implying that you can't take your horse into town with you. There is also an inn that you can go to and you can spend the night there (for a price of course...)

9.10.11. These screenshots were also described before. There is the picture of the red Argonian in Bravil, then a beautiful picture of a small pond near Cheydinhal, and the picture of the port at Anvil. All i'm going to say is that the water looks as good as you can hope for...



Other stuff that was interesting in the article. Though i'm not sure whether i'm allowed to say this is that it has numbers of stuff in Oblivion. There are 400+ books, 200+ dungeons, 200 appriximate hours of gameplay, 150+ quests, 121 plant types, 21 character stats, 16 square miles of the game, 9 major cities, 8 primary character atributes, and 5 types of horses.

Okay, thats pretty much a wrap. I haven't even read the article yet as i wanted to get on here and post about it. Muahaha its totally awesome. I hope the descriptions tell you enough, if you want to know more just PM me or post in here and i'll be glad to go into further detail

(Also sorry if someone has also done descriptions of this. I looked at the first two pages of threads and couldn't see anything on it so i went ahead and posted this. It took me about 30 or 40 mins to type up though since i've been staring at the pictures for 5 minutes at a time in total wonder)

Matt

EDITS:
1) Also wanted to say that it mentions that Oblivion Gates will open randomly in the game and won't be static because i read a thread on that issue a few days ago, hopefully this can clear some stuff up)
2) It says that the game is a Xbox 360 Launch Day game...so its pretty much definetly a launch title.
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« Reply #19 on: August 30, 2005, 04:42:28 PM »

And from an edit:

Quote
3) Also forgot to say that OXM also confirms downloadable content. They say that there will be "immediate goodies" for us to download, and talks about Xbox live "credits" which may be a fake money thing Microsoft is using, not sure though. But it does list that there will be Horse Armor that we can download, and also says that there will be Holidays/Special Events in the world of Cyrodil that you can download (i guess Bethesda will create these after the game is finished) where "Bethesda will be releasing global content that changes your whole game by implementing holidays such as Jester's Day..."


Holy crap. I may just get this for my 1080i TV instead of testing out my luck on my Athlon 3100, 2 gig of RAM, and a Radeon X850 XT PE...  drool  drool  drool
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« Reply #20 on: August 30, 2005, 05:52:18 PM »

Still PC for me.
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