TES 4 Oblivion Remastered; STOP RIGHT THERE, CRIMINAL SCUM!!!!

Agema

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The guild questlines were really good, though. The Dark Brotherhood in particular was fantastic. Has there ever been a game where being part of a gang of deranged murderers was more fun?
Oblivion was a good game for its day. A little bit on the dull side in ways (painfully vanilla fantasy land, tedious portals to hell, etc.) maybe, some mechanics (lockpick and speech subgames) that got old quickly, but overall plenty of fun. I can't really see why anyone would go back to it, though, even with tarted up graphics.
 
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The Rogue Wolf

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Morrowind really was their masterpiece
I would absolutely welcome a Morrowind remaster... if it ditched the shoddy CRPG stats behind the scenes. I got extremely sick and tired of pumping dozens of arrows into Cliff Racers and doing zero damage because the dice rolls said "nuh-uh".
 

Xprimentyl

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The guild questlines were really good, though. The Dark Brotherhood in particular was fantastic. Has there ever been a game where being part of a gang of deranged murderers was more fun?
Morrowind, which also had the Morag Tong, a guild of legitimate and legally sanctioned assassins you could join. (Ok, I'll stop; my bias is firmly established.)

I would absolutely welcome a Morrowind remaster... if it ditched the shoddy CRPG stats behind the scenes. I got extremely sick and tired of pumping dozens of arrows into Cliff Racers and doing zero damage because the dice rolls said "nuh-uh".
That is the one criticism I will give Morrowind's detractors. Early on, it can be very frustrating and unrewarding whiffing 60% of your attacks, but I got around that by farming a few easy levels in my preferred weapons' skill against Mudcrabs just to get at least to a 50/50 chance of the dice roll. Not perfect or necessarily fun, but a few minutes of pain opens up hours of enjoyment and fulfillment, like birthing your child (so I'm told.)
 
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Drathnoxis

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Oblivion was a good game for its day. A little bit on the dull side in ways (painfully vanilla fantasy land, tedious portals to hell, etc.) maybe, some mechanics (lockpick and speech subgames) that got old quickly, but overall plenty of fun. I can't really see why anyone would go back to it, though, even with tarted up graphics.
I've replayed Oblivion even without tarted up graphics. I'd rather replay Oblivion than Skyrim to be honest.
Morrowind, which also had the Morag Tong, a guild of legitimate and legally sanctioned assassins you could join. (Ok, I'll stop; my bias is firmly established.)
Nah, Oblivion's was definitely better, if only for the one quest where you have to secretly murder an entire house full of people in a dozen different ways with unique dialogue and sequences depending on the order you do it in and the method you use.
 

CriticalGaming

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Having played more of it, I can really only say that it is really a product of it's time. Once incredible, now just a shadow of what we can do in gaming today. Unfortunately I feel like the game is far to big to be played as a nostalgia trip as it's just mostly empty space with small repeatitive things scattered between. I'm already fast traveling everywhere because traversing the world (while pretty) just isn't very interesting.

Again, I can see why people lost their shit over this back in the day. But gaming has evolved this formula so far beyond anything Bethesda is capable of that even when they released a new game 15 years later, it's still kinda dated and bland. Shame really.
 
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FakeSympathy

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Yep, @CriticalGaming has put it the best; A relic of a past, just with a fresh coat of paint. And since most of the quest objectives are at the fast travel points, exploration of the open world indeed feels pointless.

I just closed the first oblivion gate, aka the Kvatch gate. And for the most part, it sure looks hellish enough. The clouds turning red and strange lightning storm looming over you is still dramatic. I was a bit disappointed with the gate designs; the "preview" of the oblivion realm is just a jpg image, and not the surreal rendered outline that I was hoping.

The oblivion realms themselves look amazing, but it feels so.... generic. Like, if you played any games that involved hell, lava, volcano, or demon realm, this feels awfully familiar. But I guess you can't really make hell any more different.

Large group battles are still clusterf*ck mess; You will constantly hit and get hit by your allies, them getting in the way of your shots, then blame YOU for it, and the sounds of spells and weapon swings drowning the background music. Actually, I'd like to think this is how battles in ancient times went, minus ths stupid allies getting in your way.

The guild quests are still fun tho! The Dark Brotherhood and Thieves Guild questlines still makes to get into interesting scenarios. Way better put together than how it was done in Skyrim.

I wanted to an alchemy buiild for this run, and the environment designs can be so confusing when trying to harvest ingredients; because the plants that you are allowed to harvest looks the same as the scenery. You have no idea how often I hopelessly mashed the harvest button because a flower looked like one of the ingredients that I was looking for, only to find out it's part of the background.

Speaking of which, alchemy is still a slow starter skill, that eventually gets op. I honestly prefer Skyrim's Alchemy mechanic, in this regard; there, the effect output was determined by your alchemy level, the skills in the tree, and the quality of the ingredient. Here, it's all based on your alchemy level and the tools that you carry with you; You can put together four ingredients with damage to health, but if your alchemy is low, you just end up with 3 dps for 12 seconds. Really wish the same effects would stack, so the numbers go up. You can always stack other damage-dealing effects with it, but man that can take a while sometimes.

The render distance feels really short; Maybe it's something I need to tinker in the settings, but I swear the render distance for trees, rocks, flowers, etc are exactly the same as the original.

And of course, it's not a Bethesda game without glitches!
  • The vampire dude in the first Dark Brotherhood sanctuary will sometimes be bald, hilariously giving me the Nosferatu vibe
  • In 3rd person view, when you use chameleon spell twice, your body will appear to be visible, when the game clearly indicates that you aren't
  • Sometimes my shadow doesn't get rendered, and the only shadow i see is the quiver
  • Crashed about 4 times so far. Not too bad, but annoying.
  • Of course they kept the physics the same; an apple suddenly launched into my face, killing me.
  • some of the shaders on npc will flicker
  • when going into dialog, sometimes the NPCs will be looking at an random direction
The strangest part of it all is, I still can't stop playing this game, well maybe except to make a post on the escapist forum. However, if something breaks me away from this game for a few days, I feel I won't look back.
 
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Agema

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Unfortunately I feel like the game is far to big to be played as a nostalgia trip as it's just mostly empty space with small repeatitive things scattered between.
It has to be, though.

Well-designed, interesting stuff takes a huge amount of time and money to make. Therefore any game that requires huge scope cannot make everything well-designed and interesting, and must involve a substantial amount of filler that is more dull and routine.

So this is generally design effort into a few key unique areas that are then surrounded by lots of very generic stuff, and/or design effort creating multiple varieties of generic stuff. So for instance Bethesda games have a series of unique locations often highly designed, surrounded by a mass of relatively generic dungeons / biomes. Many procedurally generated games (Elite, No Man's Sky, Rogue-likes), mostly skip the unique and go heavily for varieties of generic: everything's different - but to some degree, it's also all the same.

If you want a game where everything is custom-designed and interesting, you need a game that had a near-unlimited budget, or a game without much scope (i.e. not a large open world).
 

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had no idea Oblivion harboured a goblin war system before seeing this write uo


Inside the unpredictable goblin wars of The Elder Scrolls 4: Oblivion: "I introduced controlled chaos whenever I could"

Bethesda veterans tell us about the little-known feature that brought naturally-occurring battles to Cyrodiil.

A green goblin attacks the player in Oblivion.
Image credit: Bethesda / Eurogamer

Published on April 24, 2025

Oblivion is famed for its Radiant AI, the gloriously ambitious ant farm that grants all of its friendly NPCs a charming form of scheduled life. In the course of a typical day you'll find them waking in their own beds, tilling in the fields, breaking off for lunch, and in the case of the deeply paranoid wood elf Glarthir, sneaking round the back of the local church in the middle of the night to plot killings.

But what many players never suspected is that their enemies were living their own lives too. In particular, the goblins: the first truly intelligent opponents you come across in the sewers of the Imperial City, and an invaluable source of door-opening tools in those early hours when your lockpicks seem to snap like reeds.

As it turns out, during all of our days and months engaging in guild antics, delving into dungeons and circumventing the main plotline, the greenskins were engaged in their own activities: goblin wars. These skirmishes play out between seven different tribes scattered across Cyrodiil, and on that fateful day you're first pumped out of the sewer system like so much excrement, there are already two disputes ongoing - between the Sharp Tooth and the White Skin goblins just outside Skingrad, and between the Bloody Hand and Rock Biters on the Yellow Road. If there's a recipe for disaster in the goblin community, it's picking a cave too close to your nearest neighbours.

Why care about the geography? Because there's a chance you can get caught up in the goblin wars, or even deliberately get involved. The precipitating event for an intraspecies kerfuffle is always the theft of a totem: the spark-firing stick you'll often find guarded by a shaman, the spiritual head of a given goblin tribe. If a tribe loses their holy staff, they'll send out a war party to recover it. And if that operation leads them into another tribe's mineshaft, then there'll be plenty of casualties, and no sleep for anybody. As a player, you can break in and steal a totem yourself - either to plonk it outside the cave of its proper owner and end hostilities, or plant it somewhere else and let chaos ensue.

The trouble and the intrigue of the goblin wars lies in the fact that they're not forefronted to you as a player. There's no declaration on the UI when they begin or end, nor any easy way to track their progress. They don't happen for the player as an audience; they simply happen, regardless of their presence. That's led to a number of confused Reddit threads and conflicting wiki entries over the years.

A goblin shaman has its sword up, ready to attack the player character in Oblivion.A goblin is stood in a green-lit dungeon, in a fairly passive pose, but it's carrying a shield.
Did you know about the life of goblins in Oblivion? | Image credit: Bethesda / Eurogamer

Speaking to the original developers about the goblin wars has been an equally muddy and mysterious journey. I started with Jeff Gardiner, the Oblivion producer and Fallout 76 project lead, who put me in touch with Bruce Nesmith. A Bethesda veteran since the '90s, Nesmith worked on Oblivion's creature stats and balancing - but didn't personally touch the goblin wars system.

"One of the great things about Bethesda's Elder Scrolls and Fallout games is the freedom designers had to get fun gameplay extras like that approved and implemented," he told me. "The studio is also infamous for biting off more than it can chew and sometimes such features got scaled back to meet deadlines, leaving partial implementations for enterprising enthusiasts to find."

At this point, it was tempting to believe that the extent of the goblin wars had been exaggerated by the collective community imagination - overblown as a result of their shadowy, unconfirmable nature. That was until Nesmith tracked down the actual designer responsible: Kurt Kuhlmann, most recently lead systems designer on Starfield.

"This wasn't a secret feature," he says. "It was described in the official Oblivion strategy guide."

Kuhlmann worked on an Oblivion side quest named Goblin Trouble, which concerns a group of settlers who have the misfortune of getting caught in the crossfire between two tribes. "Since I was having to set up a scripted system to get the goblins from one dungeon to periodically attack goblins in another, I figured it wouldn't be a lot more work to make this systemic, so that it would work with any goblin tribe if the player stole their totem," Kuhlmann says. "I'm not sure if the part about 'not a lot more work' was actually true, but it certainly allowed for fun emergent gameplay. I also liked that it gave you a little bit of insight into the goblin culture and how their tribe was organised."

A goblin leaps towards the player character, its arms in the air in an attack pose.
They are plucky little things, that's for sure. | Image credit: Bethesda / Eurogamer

It certainly had the intended effect: through my investigation of the goblin wars, the societal complexities of goblin culture have revealed themselves. Down in their dungeons, I've discovered prisons and bedrooms, kitchens and chefs - the latter of whom appear to have their own, combat-avoidant AI. I've learned that goblin outposts have spiritual centres, that their warchiefs can be replaced, but that the death of a shaman leaves their tribe passive and listless.

"As I recall, one of the big difficulties was getting the goblins inside the dungeon to be able to come out," Kuhlmann says. That's because areas like dungeon interiors in Oblivion aren't usually loaded when the player isn't nearby. "I don't remember how I solved that but apparently I did! Probably with some questionable designer hackery," Kuhlmann says. "This also took advantage of some of the rarely used but powerful AI features such as 'Find', which was how the goblins would head for the totem wherever it happened to be."

In my own experience, the goblin wars have played out whenever I haven't been looking. Exploring the derelict mines of the Sharp Tooth tribe, I came across the spot where walkthroughs described invading White Skin raiders, fighting on behalf of a cave-dwelling Breton named Goblin Jim. But neither the raiders, nor the totem they came to collect, were there. The White Skins must have already succeeded in their mission.

After I yoinked the Sharp Tooth's totem, meanwhile - taking care to leave its attending shaman alive, even as he entered a desperate search state - I left it on the ground outside Skingrad's gates to see if I could trigger a wider conflict. But while the Sharp Tooths began to flood the road outside their mine, crossing blades with passing Imperial soldiers in the process, they didn't come for the staff. Maybe that's because they simply couldn't fight through the overworld to reach it. Or because I was relying on Oblivion's 'Wait' function to pass them time - much like the YouTuber Rimmy Downunder, who had similar issues with goblin wars.

"I don't remember the specifics, but the goblin war was stretching the limits of our game systems, especially the AI and scripting," Kuhlmann says. "My guess is that because of the scripted nature of the goblin wars system, when you use Wait the scripts aren't getting updated properly." It might be that the time the goblins set out from their base falls in the middle of a Wait period, and so isn't triggered when that time is skipped. "You might try short Waits of one hour," Kuhlmann suggests. "Or just let game time pass naturally and see if that makes a difference."

A fire burns, next to it are many skulls of enemies that have been killed. A goblin totem staff is to the side.
The totem staff is very important to goblins. | Image credit: Bethesda / Eurogamer

Perhaps it shouldn't be a surprise that, after Oblivion, the Bethesda team tended to clamp down on "simulationist" systems like this one, due to the number of bugs and other problems they caused. Nevertheless, Kuhlmann continued to build on the goblin wars philosophy wherever possible. He was the designer in charge of Fallout 4's workshop feature, which was the source of plenty of unexpected NPC behaviour. If a caravan failed to meet up with another base to deliver supplies, the best solution was to follow its path along the streets of Boston, acting as its guard when passing raider camps and supermutant-riddled department stores.

"I always liked emergent systems that let the player interact with the world and let things happen naturally," Kuhlmann says. "One of my favorite games is Far Cry 2, where the roving patrols, propagating fire and enemy bases could all interact in unexpected and very fun ways."

You'll see spiritually similar instances of AI interplay even in later Bethesda games. "I took my opportunities to introduce whatever elements of 'controlled chaos' whenever I could," Kuhlmann says. "The vertibirds in Fallout, and dragons in Skyrim, were also both sources of great emergent gameplay as they would randomly encounter things and get in fights that you could watch from a distance or join in the fun."

As for the goblin wars he instigated? Kuhlmann is pretty happy with how they turned out. "There wasn't much else like it in Oblivion, where you could freeform mess with the world state and have it react in an understandable way," he says. "I would have loved to do more of that kind of thing but we didn't have any extra time - in fact the opposite - and also the tools for doing that kind of thing in Oblivion were very primitive."

More primitive, it transpires, than the goblins themselves. Next time you scrap with a greenskin, spare a moment to wonder: are its motivations more complex than your own?
 

FakeSympathy

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I am also now very curious on how Skyblivion will turn out, as it will have the vanilla gameplay mechanics of the Skyrim, but the landscape, quest, characters, etc will be retained from Oblivion.

Because I am not sure if it will be "better" than this per se. I think Oblivion is more RPG than Skyrim. Skyrim also has better combat IMO, but as we know it the vanilla mechanics are barebones. Not sure if Skyblivion will be compatible with other combat overhaul mods either.
 

Drathnoxis

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I am also now very curious on how Skyblivion will turn out, as it will have the vanilla gameplay mechanics of the Skyrim, but the landscape, quest, characters, etc will be retained from Oblivion.

Because I am not sure if it will be "better" than this per se. I think Oblivion is more RPG than Skyrim. Skyrim also has better combat IMO, but as we know it the vanilla mechanics are barebones. Not sure if Skyblivion will be compatible with other combat overhaul mods either.
It won't compare. It'll get a cease and desist notice now that Oblivion remastered is out.
 

FakeSympathy

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It won't compare. It'll get a cease and desist notice now that Oblivion remastered is out.
Well, it has been stated Bethesda certainly isn't planning to shut down the project

But given how insane Todd Howard can be, not sure how long this will hold true.

IN OTHER NEWS:

People are also complaining about Denuvo and Type 1 and 2 body type (aka replacement for male and female) in the character creation. There's even a mod out that replaces type 1/2 witth male/female.

Not gotta give you guys links to those posts to avoid the further spread of brainrot, but I have been playing fine with Denuvo, and honestly, can't tell the difference. As for the type 1/2 body type.... As long as it doesn't impact the gameplay, does it really matter?
 

FakeSympathy

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So I decided to use console command, which disables achievements. Took me 11 hours to realize this

I was wondering why I was not getting any achievements. There are mods and apparently I can use console commands to flag for achievements, but it surprisingly has become an effective vibe killer to have me keep playing