Yep, this was a surprise to me. Then again, I haven't yet gotten around to writing my OWN review of Oblivion, so how can I criticize?
As someone who still plays Oblivion fairly regularly, I just have to say: Spot on, Mr. Croshaw. Every time I wanted to get "into" the game it sort of just shoved me away and told me it wasn't in the mood. (Kind of like my personal life, but I digress.) I found it troubling that you can walk half a mile away from Chorrol, then go to Cheydinhal (opposite side of the province, east to west), walk half a mile out and have everything seem exactly the same. Sure, there's snow on the ground near Bruma and lots of water and cattails past Leyawiin, but you don't get this sense that you're really somewhere different.
What really irked me was the sameness of interior areas. Caves, ruins and dungeons are all just sort of slapped together with a general theme- this one has water, this one has lots of traps- to where you have to start checking your map to be sure you haven't been here before. The Oblivion realms were particularly bad this way, and I started to dread having to go into them. And the voices got annoying as well, especially when you start overhearing necromancers in the depths of some corpse-strewn cave talk about how those with good hearts can be healed at a Temple. I really wish the actions of the separate questlines would have had more impact on each other (say, any at all); it's like most of these people live in a vacuum where everything that happens is just conversation fodder.
The quests also could have used a lot of tweaking. A lot of the "story" behind them feels about 30% finished, and for every one interesting or amusing quest ("Whodunit?", "Through a Nightmare, Darkly", Sheogorath's Daedric quest) there's three dozen others that devolve into simply "go here, kill this, bring back five of X". And for every epic-feeling buildup such as the last Thieves' Guild quest or tracking down an "old friend" in the Imperial City dungeon, there's a colossal disappointment like... the Arena.
And the ending of the main quest? Seriously, this is a case of
deus ex machina that any Greek play would've been proud of. And what do you get for it? A suit of armor, and people calling you by a title on occasion. No rebuilding of Kvatch (or even the Bruma Mages' Guild, from that questline), no ongoing developments from the other provinces. Cyrodiil feels like a land frozen in time that depends on you to make anything happen, and that's not really all that immersive at all.
However, Oblivion does serve as testimony to why I prefer PC gaming. Mods plug in a lot of the holes that Bethesda left in ("Close shut the flaws of Oblivion!") and make for new and interesting experience. I hated the fact that there were absolutely no pitch-black areas in the game, but Ivellon and Bravil: Blood and Mud give you some nice ones to skulk around in. I don't understand how anyone could be satisfied with the plain vanilla gameplay.
And yes, Yahtzee, you're not the only one who had to do a reality check after a Thief bender. You have no idea how aware that game made me of the sound of my own footsteps. Now I scare people by coming up behind them silently.
