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Full Version: Waiting4Oblivion Proudly Presents: The E3 Thread
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jonajosa
New(sort of) reviews are out about the Oblivion. Check them out.

UGO's review- http://www.ugo.com/channels/games/features...de/oblivion.asp

CBS News- http://www.cbsnews.com/stories/2005/05/20/...ain696763.shtml

MyGamer's review- http://www.mygamer.com/index.php?page=glob...viewnews&id=947

Gamecloud's review- http://www.gamecloud.com/article.php?article_id=137

Too see Gamespy award go here. Oblivion won RPG of the Show. http://www.gamespy.com/articles/618/618469p22.html

To see the Xbox 360 screenshots go here- http://www.elderscrolls.com/art/obliv_xbox..._screens_01.htm

To see the PC screens go here- http://www.elderscrolls.com/art/obliv_pc_s..._screens_01.htm

TeamXbox interview- http://interviews.teamxbox.com/xbox/1162/T...o-Interview/p1/

Xbox evolved article(3rd one down on page)- http://www.xbox-evolved.com/article.php?artid=2213

Hope you enjoy.
Konji
I didn't know there was a freal earthquale at E3??!!!!(into+outro)


Is it just me or were most question answered by: HAHAHAHAHAHA no...
Sinder Velvin
[quote=Konradude]I didn't know there was a freal earthquale at E3??!!!!(into+outro)


Is it just me or were most question answered by: HAHAHAHAHAHA no...[/quote]

Hahahahahaha. No.
jonajosa
[quote=Sinder Velvin]
Hahahahahaha. No.[/quote]

Hahahahahaha.
Channler
Hehehe...?

Ahh awsome interveiw, we got some stars here :goodjob: © JonaJonsa GoodJob Man

So he said something about fewer quests right? How does that work? Are they longer or whatnot?
Konji
They are more involving than going from point A to point B. They will have characters coming in all the time and will be more interesting to play out.
DoomedOne
Right all quests will be longer and more adventurous instead of jsut playing errand man.
jonajosa
In other words- "We made your errand boy quests longer and more in depth by making you pick up more items and deliver them to scattered places across Cyrodiil."
Konji
lol, thats just what you hope for Jona. In the arena set of quests I can imagine the differances.

"Fight a dunmer! With short blade and medium armour!"
"fight a Nord! With a big axe!"
"Fight a Bosmer! With a longbow!"
Fight an Altmer and a Khajit!
Fight a mutant rat!

etc...
MerGirl
To add to the 'quest' discussion: I was happy when they mentioned (in the new interview video) the reason why they cut down on the amount of Guilds: to provide more personality to the characters and add more to the Guilds' storylines. I really am hoping the quest givers are truly interesting and that there is a variety of them. smile.gif

And the quests better be more...interesting!

And the quests better have much more worthy rewards in Oblivion! tongue.gif If there's one thing I hated in Morrowind, it's that sometimes when I finish a difficult quest/task, some NPC's give no reward! :confused:

EDIT: Thank you, guys, for the awesome interview! Um, I assume the guy in the video was Alexander, right? Well, whoever you are, :goodjob:!
DoomedOne
I was trying to think of tons of different guilds but really the 5 main ones could contain a lot of the other ones:

Thieves' guild: You can organize bandit raids, so there doesn't need to be a bandit guild

fighters' guild: hired blades and many other types of work that vigilante heroes would partake in
Lucidarius
The two interviews revealed something new (e.g. vampires are in), and expanded on other things (e.g. we will be able to buy/receive houses in the 9 major cities). You have really done a lot of work - and good. :goodjob:

IMO it is reasonable that the majority of weapons and monsters will be leveled, although a few of them will be totally über/strong so we can never be too sure when we walk into a dungeon. Good for the suspense that there can be surprises.

I'm relieved that we don't need to drink/eat/sleep. That will only be optional. I've tried two mods for MW (AND changed the time so that 1 real hour = 1 hour in game), but I always end up disabling the mods because it is too much of a hassle to administrate those basic needs and also take care of quests/exploring. I find the above-mentioned needs annoying in real life too, like when I want to play for hours on end, I do have to take those needs into consideration or risk falling asleep in school or be in a nasty mood until I've slept enough. Sigh. Nice not to worry about them in games, too. smile.gif

Mages will have weaker spells when wearing armor: Ok. I just hope they balance the magic system and the unarmored skill so that both are viable as sole choices as opposed to MW where I always need to use weapons too and use e.g. the dodge mod in combination with unarmored.

Bethesda has stated earlier that they want the three major "career" paths (magic, stealth, warrior) to stand on their own. Hopefully, it will be well implemented.

Now, I look forward to hearing more about the magics, the elven crystals, and the cons and pros of the races and birthsigns. I hope Bethesda will release those soon. biggrin.gif
Alexander
me too,

especially magic, there is very little knwon about that so far and I'm really looking forward to finding out more about it.
MerGirl
I really hope the magic will be much more... useful. And I hope it's not too much of a hassle just to cast it. tongue.gif

Anyway, I don't understand the whole 'kill quest giver' thing. So, if you finished a quest/subquest/Main Quest, you can then kill the questgiver? And if you accidently kill someone, you get a chance to reload your last save? Is that how it works? Or did I misinterpret something? :ashamed:
Rane
[quote=MerGirl]
Anyway, I don't understand the whole 'kill quest giver' thing. So, if you finished a quest/subquest/Main Quest, you can then kill the questgiver? And if you accidently kill someone, you get a chance to reload your last save? Is that how it works? Or did I misinterpret something? :ashamed:[/quote]

To me it does indeed sound like you don't have to reload if the NPC in question is no longer needed.

However, if the NPC is needed for the mainquest then you will be forced to reload if you happen to kill him/her.
MerGirl
[quote=Rane]]
To me it does indeed sound like you don't have to reload if the NPC in question is no longer needed.

However, if the NPC is needed for the mainquest then you will be forced to reload if you happen to kill him/her.[/quote]

Oh, that's good! smile.gif Sometimes, I get scared, because once in awhile, I accidently hit NPC's and then I have to kill them because they're hitting me, and then I would be like, "Oh, no! What if he/she was important to the Main Quest?!"

Yay! Now us killing-spree peoples don't have to worry about continuing a 'broken' game! *dances*
Zelda_Zealot
It is possable to do the main quest in Morrowind after filling an important charactor you know.
MerGirl
[quote=Zelda_Zealot]It is possable to do the main quest in Morrowind after filling an important charactor you know.[/quote]

Errrr, console (reviving important character)?
Zelda_Zealot
Nope! I will PM it to you. Back on topic.
9of9
[quote=MerGirl][quote=Rane]]
To me it does indeed sound like you don't have to reload if the NPC in question is no longer needed.

However, if the NPC is needed for the mainquest then you will be forced to reload if you happen to kill him/her.[/quote]

Oh, that's good! smile.gif Sometimes, I get scared, because once in awhile, I accidently hit NPC's and then I have to kill them because they're hitting me, and then I would be like, "Oh, no! What if he/she was important to the Main Quest?!"

Yay! Now us killing-spree peoples don't have to worry about continuing a 'broken' game! *dances*[/quote]

Morrowind was set up in exactly the same manner though - when you kill an MQ character you would get a message box popping up that said this was an MQ character and advising you to reload. Unlike Oblivion however, you weren't forcced to reload if that was the case - it was only optional. So people complain why they have to reload and can't go round on killingsprees now even if you don't give a fonkey's about the MQ tongue.gif
stargelman
[quote=MerGirl]I really hope the magic will be much more... useful. And I hope it's not too much of a hassle just to cast it. tongue.gif
[/quote]

Steve Meister personally promised me it will be much better than in Morrowind, so yeah.

One thing that I already know has improved is the spell casting animation: doesn't take half an ice age anymore to cast something. If you've ever played Doom and remember that Hell Knight's firing animation, that's what I remember the spell casting animation in Oblivion to be like: just as if you threw something at someone.
MerGirl
[quote=9of9]
Morrowind was set up in exactly the same manner though - when you kill an MQ character you would get a message box popping up that said this was an MQ character and advising you to reload. Unlike Oblivion however, you weren't forcced to reload if that was the case - it was only optional. So people complain why they have to reload and can't go round on killingsprees now even if you don't give a fonkey's about the MQ tongue.gif[/quote]

Really? I never noticed this. kvright.gif Well, I hope in Oblivion, that this re-loading thing also includes important people for faction/subquests as well.
Daikirai
[quote]Really? I never noticed this. kvright.gif Well, I hope in Oblivion, that this re-loading thing also includes important people for faction/subquests as well.[/quote]

I probably misunderstood what I read, but I thought that I heared that joining a guild/faction was nessasary, since it would tie into the main quest. I could be (and probably am) wrong, though.
MerGirl
[quote=Daikirai]
I probably misunderstood what I read, but I thought that I heared that joining a guild/faction was nessasary, since it would tie into the main quest. I could be (and probably am) wrong, though.[/quote]

Why would it be necessary? Unless you're talking about in Morrowind, where you automatically join the Blades because it's part of the plot. (Which I hated with a passion!) Luckily, you were never forced to keep in contact with these guys ever again. smile.gif

I do not think you have to a join a faction/guild, unless you want. I think they meant that the factions/guilds will be like... subplots, I guess.

I do not want to be forced to join a group ever again like they did in Morrowind. That would be annoying and limits on what kind of character I want to play as and limits a bit of my freedom on my decisions. (None of my characters, if they had a choice, would ever join the Blades in the first place). kvright.gif

(EDIT: Darn you, double-negatives! I hate the English language sometimes!)
Konji
[quote=mergirl](None of my characters, if they had a choice, would never join the Blades in the first place)[/quote]

So they would all want to join? wink.gif Double negatives, got to love 'em.
Daikirai
[quote=MerGirl][quote=Daikirai]
I probably misunderstood what I read, but I thought that I heared that joining a guild/faction was nessasary, since it would tie into the main quest. I could be (and probably am) wrong, though.[/quote]

Why would it be necessary? Unless you're talking about in Morrowind, where you automatically join the Blades because it's part of the plot. (Which I hated with a passion!) Luckily, you were never forced to keep in contact with these guys ever again. smile.gif

I do not think you have to a join a faction/guild, unless you want. I think they meant that the factions/guilds will be like... subplots, I guess.

I do not want to be forced to join a group ever again like they did in Morrowind. That would be annoying and limits on what kind of character I want to play as and limits a bit of my freedom on my decisions. (None of my characters, if they had a choice, would ever join the Blades in the first place). kvright.gif

(EDIT: Darn you, double-negatives! I hate the English language sometimes!)[/quote]

The twist is that literally less thann half of the people who'd even played Morrowind had beaten the main quest.
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