The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Oblivion is a video game that consists of 18 releases

From Giant Bomb
Added by Dan64 on Nov. 5, 2009

So I've finally decided to do something about my liking of video games. I've always found that it wasn't enough to simply sit back and play them, and I've always had to let my voice be heard about certain games. I wasn't too sure where to start out, but using GiantBomb's easy to use blogging feature, It solved my dilemma. I hope to blog most thursdays, although I doubt people will read them. 
 
First off, Machinarium. Awful game, with brilliant art design, it's a shame. The amount of charm that game exudes barely covers the broken movement mechanic. I've never had to wait so long for something to happen in a video game. Sure I can understand it's beautiful art style and charm caters for some people, just not for me. At all.

After finally wading through the summertime arcade launches, (Splosion' Man, Trials HD, The Secret of Monkey Island (SE), Sam & Max Save the World Eps 1 - 6, and Shadow Complex) I thought it would be best to give my eyes a rest and grant myself another dimension to play in. Therefore I picked up Oblivion, an old game I used to own on the PC, but never got around to finishing. I'm not sure what I can say that already hasn't been said, but I will say something that most people will disagree with. The whole of that goddamn engine is broken.
 Why must I die in Trials so much?
 Why must I die in Trials so much?

 
It's improbable that I'm the first cynical douchebag to plague the site with this argument, but in my eyes, most games Bethesda develop have lacklustre combat mechanics, as if this is compensating for the amazing role playing aspect. And by most games I mean this and Fallout 3. Obviously it's hard to keep combat flowing with all that number crunching going on, but Mass Effect pulled that off rather well, so it's not impossible. I think I should have bought this game for the PC again, because on the 360 I would have been lucky to get at least a steady 10fps whilst outside. But that's my rant over, and I still do love Oblivion. 
 
 I hope to play some more recent games soon. Hey, MW2 is out in five days right?


Added by natetodamax on Oct. 19, 2009

Author's Note: I've been having immense problems trying to get this blog up due to Comcast being stupid. Don't ever get Comcast. Ever. If you have it right now, cancel it. Eventually I'll add images, but for right now just enjoy it for what it is. Images will be up either later tonight or tomorrow. This blog took me about an hour to write. It's short, but most of my time was spent trying to get the images that were in here formatted correctly.
 
Ladies and gentleman, welcome to the 12th edition of my weekly Gaming Update series. I didn't play many games this week because my grandma has been visiting.

Yesterday we visited Washington DC for the second time. We spent a lot of time at the National Air and Space Museum, which was way cool. We saw a lot of planes from the olden days and space related equipment. Among the coolest things there was the capsule that Lance Armstrong, Buzz Aldrin, and that other guy were in when they landed on the moon, the space suit worn by one of them (complete with moon dust on it), the Wright brother's fight airplane, the fastest planes EVAR, a replica of the Skylab, multiple satellites that were in space, the suit worn by John Glenn and Yuri Gagarin, Apollo 11, and other interesting thingys. After exploring every inch of that place, we walked around DC in the 40 degree weather and took some pictures in front of the White House. We then made our long trek back to our vehicle, which took quite a while because we were so far away. We were going to ride up the Washington Monument, but they were out of tickets. :( We had a great time.
 

What I've Been Playing

 
I managed to play some Oblivion this week, and that game continues to be amazing. My Dark Elf is currently level 17 and I've been spending my time doing some side quests, exploring caves, and shutting down Oblivion Gates. Something I continue to notice is how great the graphics are. I love how Bethesda uses vibrant shades of green for the grass and trees, bright blue for the sky, and stark white for Ayleid ruins that you come across while exploring. The game just looks fantastic, even if it's 3 years old. Seriously, if you haven't played that game, do it now. Natetodamax commands you.
 
I also reached 10th Prestige, Level 55 in CoD4, something that I must say I am proud of. It took me 15 days, 7 hours, and 11 minutes of game time to reach this milestone. w00t!
 

What I Want To Play


*sigh*...... I'm starting to lose interest in Borderlands. I don't know why. I think it's because that I was so hyped for the game, and I got disappointed when I saw that the reviews for it were good and not amazing. I'm sure it's a great game but.... I don't know. Agh. Left 4 Dead 2 and Modern Warfare 2 are getting closer and closer, and I cannot wait. Those games are destined to be awesome.
 

Threads You Should Check Out


    * Hamst3r introduced us to a wonderfully composed classical version of the Bombcast theme.

Recent News



    * Mass Effect is being released on January 26
    * Trophy support on Giant Bomb is no more
    * Gearbox already announces DLC for Borderlands
    * Them Crooked Vultures debut album coming November 23
 

Song Of The Week


I heard this song from a Youtube video demonstrating mods for Left 4 Dead on the Xbox version. It's a beautiful song that everyone should listen to.
 
     
 

Site Shenanigans


I'm getting closer to becoming one of the top posters on Giant Bomb. I only need about 50 or so posts to make it. Cool beans. Also, I started working on a forum specific guide a few days ago. I'm not saying anything about it yet, but it should be EPIC. I even made a lot of progress on my Left 4 Dead Versus Guide. HOPEFULLY I'll finish that soon. It's been in the works since May >_>
 
And that concludes this week's Gaming Update. Anyway I hope everyone had a great week!
 
Until next time, children.


Added by i69edUrGpa on Oct. 6, 2009


Good day Giant Bomb. I have decided to create this blog due to my never ending love of Oblivion.  This game is all I think about, talk about and care about. There is nothing else I need in my life for Oblivion has become my world. I have no need for friends for I have the towns people, I have no need for sexual encounters for I have the fantasies of Jauffre and I have no need for a brother or even family for I have Brother Martin.
 
Just the charachters alone make the game a masterpiece. Jauffre is the only man in my life who when I stare into his eye, I can slowly feel my under garments dampening. Brother Martin has been like a real brother to me, ever since I lost mine in a train accident that brought darkness on our family. Emperor Uriel Septim has brought inspiration into my life and shown me happiness that I never could have imagined. 
 
The world is one that has such free landscape and room for opportunity that it gives me hope for a bright future. All of the towns people will treat you as an equal and they never judge you on your sexual urges, appearance or way of life. This world gives me an escape from reality and I feel myself more immersed in the Oblivion world than the one I inhabit now. 
 
 Some may say I am a troubled man but in reality, they just don't understand. They will say I should seek help, well trust me friend, I needed help at a time in my life and I have found it. This game has cured all of the problems in my life and I feel like this small piece of writing helps to pay homage to it and everything it has done for me.  
 
May Talos guide you all.


Added by Moeez on Sept. 21, 2009

 

After playing so many fast-paced sandbox games (Prototype, Crackdown, Infamous, Far Cry 2) recently, I couldn't really get into GTA 4 at first. It has a deliberately slow pace, even down to story progression. Even after adjusting to the slow pacing, I kept on noticing problems that kept popping up. Which was weird, because I heard this game was on many people's best games of 2008, and it got 10s from some reputable websites. Maybe I was missing something, maybe I hadn't gotten to the "holy frickin' awesome!" parts of the game. Sadly after 50 hours with finishing the game, they didn't come.

Linear Murder

Grand Theft Auto 4 is very misleading. I thought it was a sandbox game, where you can tackle missions in any way possible. Turns out, my playthrough of the game will be exactly the same as yours, since all the 100 or so missions are completely linear, down to the orchestrated car chases. What I personally consider sandbox games are the ones where you're given a lot of choice in going on about the same task, which could be through multiple gadgets (Batman: Arkham Asylum), going stealth or Rambo (Far Cry 2), pathways (Splinter Cell: Chaos Theory), or side-missions (Knights of the Old Republic). Only once do you get a choice in who to kill, which ends up in different consequences. You can not sabotage any mission like the recent Far Cry 2 or Hitman franchise. Frankly, I was getting a lot of Assassin's Creed, and I didn't like it. GTA IV felt outdated to me in this linear mission's aspect, and the fact there is no sandbox game to speak of.

Open World?

Not open. You get an island to mess around in, but you're locked from other islands, much like Infamous. I can't go into the police station or hospital, even if they're standing right in front of me. There are internet cafes, but they become useless when you get a laptop in your safehouse. There are restaurants, but they're pointless and take more effort than just going to a hotdog stand. Speaking of the stands, there aren't enough of them considering this is a dramatization of NYC, AND when you need more health all the time because you get hurt very easily. Some buildings have iconography of being a restaurant, but you can't go into them. So, even if Rockstar put a lot of effort into making all their buildings unique, you as the player are confused which ones you can interact with, and are therefore resigned to check the map for confirmation.

There is no exploration. This is not Oblivion or any other game with a slightly bigger world where you can find out stuff off the beaten path. You can't discover a single shop, club, or restaurant. For weapon shops, you can't buy any of the weapons unless if the game has made you use them in a mission. Then they're "unlocked" in the weapon shop. It's a huge tease, and is another example of bad design. Why not just show weapons that you CAN access at the time?

Another mark for GTA IV feeling outdated.

Sandbox Variety?

For a character who always needs more money, there isn't much to do.

I was surprised that you could count all the types of activities outside of the missions on one hand (clubs; restaurants; indoor games; wanted criminals). You do get errands or "jobs" from people, which consist of being a taxi cab rider, assassin, or a drug runner but I barely got into them since I never needed more money. Which is ironic, because Niko in every cutscene says, "I always need more moneeeee!"

So, if Assassin's Creed can be criticized for giving no choice in how you go about your missions or tasks, so should Grand Theft Auto 4. But hey, the game got 10s, and previous games were apparently great, so Rockstar deserves the blind love assigned to them by fans groveling at their knees.

As a complete n00b to this franchise, I can only go by what other people tell me, and they say previous games had a lot more choice and exploration.

Lead by the Hand

From the moment go to the end of the game, you'll be seeing tutorial information constantly. This felt like a multiplayer-focused game that has singleplayer, just so you can become comfortable with the mechanics when you go into real battle. I don't even remember there being an option in the menus to disable the tutorials.

Not being able to discover any single thing in the game, and the pacing of weapons/locations to unlock, felt too dishonest to me. Doing missions in a very specific way, and the mission pacing completely dictated by the designers by forcing you down missions for people you'd hate reduced all the scope of what this game should be able to do. It just reinforces how little choice you have in the game and how anti-sandbox the experience is. You're just playing the game to the designer's intentions, rather than what we expect from sandbox games. Very misleading, much like Assassin's Creed.

Just Not Memorable Enough

For being 50 hours long and having more than 80 missions, GTA IV is just not memorable enough. The dialogue to me wasn't either. The only memorable stuff was already in the trailers, like all of the 3 famous Niko Bellic quotes. C'mon, that's a little pathetic for a game with such a huge script. The very few memorable characters (Packie, Brucie, Little Jacob, Roman Bellic, Bernie) are outweighed by the majority of wannabe movie gangster parodies (Vlad, Faustin, Ray, Jimmy, Dmitri, etc).

There are some damn memorable dark and emotional moments like Niko kidnapping the Anceliotti's daughter and the friends' mission where you dump a guy's dead wife (he did it) in the river. These are very few moments to justify the darker, more serious tone taken with this new GTA game. However, there's hardly any comedy bits other than the excellent Brucie, which makes the story come off as an overly heavy-handed, disengaging mess. Also, Niko's a psycho.

Niko Bellic: The Immigrant Story That Never Was

I'm genuinely surprised at a game involving immigrants to not explore the issues or even give you an experience of what it'd be like to be one. There aren't any immigrant jobs like plumbing, car washes, or pizza delivery. The plumbing could have been a Pipe game, the car washing could be just clean up the whole car with the analog stick, and pizza delivery fits perfectly with the bikes in the game. There are so many other vehicle jobs I'd like to do, like helicopter rides for tourists or be a bus driver temp.

I know these activities don't really ascribe to the notion of being a gangster as what the GTA games try to be, but it would add a lot to Niko being an up-and-coming immigrant hitman. It would make you hate them and they should be boring mini-games or stale gameplay, which is a great metaphor for the real thing. So, before you're called up for a high-paying murder mission, you have to do measely tasks and live through the daily grind. That I think would be far more relevant and give more social commentary that the non-gaming public would respect. "So, these games aren't just about killing everyone? You mean there is some actual exploration of modern issues in real life through this virtual world?" I'm waiting for that GTA game.

Gameplay of Frustration


What about the mechanics? Combat, driving, phonebook, and health. Guess the only one of these I enjoyed. Nope, it wasn't the framerate-dipping combat. No, it wasn't moving the tank-like, unresponsive Niko around anywhere. Nope, it wasn't the flicking through the thousands of Contacts with the d-pad. Nope, it wasn't running around to the very limited amount of hot dog stands or having to fetch armor from weapon shops for EVERY single mission. All of these problems made me have to retry missions constantly, and all added to just bad experiences.

Which leaves the driving. Apparently, this is one aspect many previous fans didn't adjust to. It became more realistic, but for me as a PGR player, it fit. If you've played those PGR games, you know it's all about the Left and Right Trigger balancing. There is actual weight to the cars, but they look like low-riders in action with the body-frame always bobbing up and down. Bikes were even more fun, because you can go so fast that you murder the motion blur and framerate. Then crash to see Niko fly in hilarious, unrealistic fashion. I'll touch the "unrealism" later on.

I only liked driving in this game, similar to liking free-running in Assassin's Creed. Rockstar, did you purposefully try to make as bad a game as that?

Buddies

The whole tamagotchi Sims thing with managing friends and going with them on mundane dates got redundant real fast. Very quickly you notice the comedy or cabaret clubs don't have much content, yet the game forces you to see everything available or then you lose respect with these "friends". You only ever get to date 2 people out of a possible 20, and that's because they are actually cheat codes (Carmen and Kiki). Carmen's health boost only works OUTSIDE of missions, which just sucks.

At least Kiki's service of clearing your Wanted level works right? Yeah, it works on missions, but in many missions, she'll keep on saying "Sorry, Niko, this time they're really out to get you". And no, going on a date with her extremely recently didn't even work. Which missions it works and doesn't is inconsistent, because it worked perfectly for "Three Leaf Clover" which is a mission where you end up with a 6-star rating but doesn't work for the Gerry mission where you get a prison snitch out of prison (no, there is no actual prison breakout like in Kane and Lynch ). Did I even mention how difficult it is to drive, and get to Kiki in your phonebook to remove the Wanted rating, when she's all the way down in the Contacts section?! Shouldn't Kiki be the first Contact during a mission? Handling the phone is very frustrating, to say the least. Again, GTA IV felt outdated in this aspect compared to other games where you handle several NPC relationships (Bioware, Bethesda).

The reputation stuff is just another pointless mechanic. So what if Brucie likes me 70%, but respects me 90%? None of this had any effect, other than either they stay as my friend and bug me every now and then, or just un-friend me like some Facebook weirdo.

Disconnect with Niko

I've never been this disconnected when playing a character in a game, even compared to first-person shooters. Niko is likeable to an extent because he wants to keep on the down-low from his traumatic past, but as soon as he didn't want to let it go in the second to third Act, I just couldn't care less. The more I played, I couldn't empathise with this hired killer "off the boat" who always had a hard-on for more money. He's a man of action and I get that, but do you need to punch everyone you don't like?

Also, I don't particularly believe that he's unwilling to do these errand-boy missions, and the money doesn't sound like a good enough excuse. The blackmailing from EVERY gangster so he did their missions was also unconvincing. He's a psychotic serial killer, deep inside. On top of all the unconvincing motivation, he has some of the most unresponsive controls I've ever witnessed. His tank-like walking and steering to rotate him, the cover mechanic being so shoddy, and him dying very easily was not very empowering or enjoyable to play as him. Dressing him up was the only hilarious fun I could have with him.
 
 

Playing the Missions

So, onto the missions themselves. There are two types: shooting, and vehicle chases. Sometimes they have both! Ooh, the variety! No, but the missions get redundant/repetitive REAL fast. Chasing people brings out how badly scripted the whole thing is, to the point where you can't even flank. The ones that stick out are extremely hard to remember, because of the amount of crap and frustrating missions. Rockstar KNEW this, because they have a "mission replay" counter, and they add extra dialogue the 2nd time around for a mission.

Outside of Stranglehold, this is the worst cover system I've witnessed in a game. I'm actually right now trying to think of a worse one. The problem is with the inconsistency of some objects you can take cover against. In cover-based games, it's pretty obvious which objects you can take cover. However, in an open-world game like this, it's not obvious and you pay for it by dying while fiddling around with your Cover button. Most of the cover shootout areas felt very claustrophobic, and you don't have the ability to move from cover to cover, which is again outdated. Every shooting section felt like whack-a-mole, with a lock-on system no less, which made the game extremely unchallenging and more of a chore.

Everyone made me believe that "Three Leaf Clover" would be amazing, but then I realized they must have hated all of the missions in the game that they thought it would be worth putting up the only shooting mission that is fun, on a pedestal. People even mention it's like Heat, but I don't remember going into subways in that film. I told them, "Have you played Kane and Lynch? The two bank heist missions in that game are 10x better than Three Leaf Clover or at least they haven much more variety". Kane and Lynch is already the best (and most enjoyable) interpretation of Heat or any Michael Mann movie I'll ever see. With better shooting, health, weapon switching and cover mechanics to boot.

I'm not saying this is a bad game. I just enjoyed very little of it. The ratio of good missions to bad must be like 1:15. I can't point out specifically any part of the game I thought was more awesome in this game compared to any other game. Which just means, the game doesn't stand out against the crowd. Could Mafia II overtake it, as the best crime open world game?

A Few Good Elements

The Radio. That's the one overriding good factor. Listen to the Journey Station while murdering everyone on the street. Listen to healthcare issues, while someone gets chainsawed. Hear Laslow, the perfect right-wing lunatic. Hear Mr. T's law trials in the form of Judge Judy. The satire in the radio is just excellent, which is why I'm always confused why the main story and characters are so damn serious. This bi-polar split made me feel that there was no creative director for the game.

Good writing. Nothing Oscar-level, though! The story is nothing special and lacked an overall theme or message. Is it a revenge story? An immigrant story? Commentary on the American dream? A crime epic? Since all of these themes were scattershot, I couldn't really grasp what the game had to say. But the dialogue was good. Even though the only memorable dialogue to me was from all the trailers already shown. Ookayy, eef yuu put it dat vay, I'm eeeeeeeeeen.

Solid writing as every character is suitably over-the-top and yet believable. I won't say great characters (the few I've listed in the next paragraph), because they were all wannabe gangsters, that had nothing unique to them (you tell me the difference between Faustin, Jimmy Pegorino, Ray, that old dude in the hospital). Nothing memorable about them, except for maybe their quirks like Faustin always snorting drugs. So, I guess, what I'm meaning to say, the characters have really good mo-capping performances. Even though most of the characters in GTA 4 are way more unlikeable than Kane and Lynch (take that, Jeff!), I appreciate their great performances.

A few great characters. Little Jacob may be a drug dealer, but he's so tolerant and lovable! Packie might be a kid gangster always getting in trouble, but his accent and positive, humorous attitude are for the win! Brucie might take bullshark testosterone and is too alpha macho for his own good, but he never tried to get into the murdering business like everyone else in the game. Roman may be annoying and frustrating and stupid and gambles too much and gets kidnapped a bajillion times, he's your conscience to move away from Niko's past and just lead a good life.

Niko himself is actually quite deep, even though he's so stuck for revenge that not even SPAWN would care. He always need money for no reason other than to buy nice clothes. No, you can't buy expensive cars even.

Nevertheless, he has moments of introspection after the killings he does, and even helps the pathetic Dwayne out of depression.

Notice how I only really liked the lighter-side characters? Maybe because the serious stories and characters came off as pretentious, predictable, annoying, and pointless.

What's Fun about Realism?

Why was it the most unrealistic parts of the Euphoria engine I found fun? Pushing down people to death (yes, you can do this!), and standing proudly over their bodies. Dragging people down the road as they hold on to my car door? The Indiana Jones "truck hustle". The very end of the game where you jump from a flying jet ski into a helicopter!

See, there is a debate about whether a game can be realistic and still be "fun". I can prove many already successful examples of that, and GTA 4 isn't one of them. Realism isn't meant to be fun, but it can be intense; such as your weapon jamming in the middle of a firefight (Far Cry 2), dying in a few shots (SWAT 4), and healing up your body through a detailed damage system (Call of Cthulhu).

I mean, Grand Theft Auto games were never meant to be realistic. They were cartoony-looking for a reason, to downplay all the violence that is central to the game. And now with this 4th entry (6th? 8th?), they played exactly into the censoring crowd's hands and made the game more disturbing than it should be, just by having the Euphoria engine, realistic blood spray, and graphics. I feel really bad killing people in this game. Swearing is through the roof, which would make Kane and Lynch blush (take that, Jeff!).

If you're going to spend a $100 million budget for a new graphics and animation Euphoria engine, why not make them fun? A realistic driving model, having to get armour for every mission, using a phone for a lot of things while not being able to pause, and having an almost unplayable framerate on top of all the action, shows they spent more time on the tech than the gameplay. Graphics over gameplay, as we call it. Just like sty.le over substance in the films business.

The violence is taken way up to such realistic levels that it's gruesome to kill people in this game. I guess that's an artistic achievement, of making such sensitizing violence in a game. However, this doesn't make the game enjoyable. It feels like work. There is a difference between a challenge, and homework.

Finally, my last piece of criticism and possibly the most important.

Is this Game Bi-Polar?

The game's bi-polar tones. It has an utterly amazing and always entertaining satire of American life on the radio and in the world through the NPCs, bundled with a pointlessly dark murderfest of a story that drags on forever to no meaning. The radio talk shows, billboard ads, NPC talk, and the world is so over-the-top that it's the only part where Dan Houser's writing shines. To be topical, they even had healthcare satire which even though kept on repeating on PLR, was just so poignant.

However, the main story itself is so pointlessly serious, and heavy-handed, I just couldn't get into it. The gangsters are so generic, and forgettable. Niko is such a lapdog, yet he's a man of action only when he wants to be. I'm not playing this for a dramatic crime tale, because I've already experienced those (The Darkness, Max Payne, Kane and Lynch, Mafia). I thought I was in for some brilliant satire, mindless fun, and stupidly memorable missions.

There clearly wasn't a game director or creative director behind this, to let the themes stay or have a natural conclusion. This is the problem with game development when you have 200 people working on a game, and there's no overarching auteur to steer everyone into the whole point of the game. Imagine if other games had conflicting design like this? Duke Nukem had mindless killing, but the Duke would be moping in every cutscene. Max Payne would have gritty voice-over and a tragic story, but he would have Final Fantasy magic powers, and had stupid dancing idle animations.

Conclusion

Hopefully, you get what I'm saying by now. Grand Theft Auto 4 is a game of missed opportunities, misleading freedom, annoying linearity, outdated gameplay, and bi-polar storytelling. Nearly all of the missions just sucked. There's not a single innovation here. There's barely anything worth writing home about. You're not missing out on much from the status quo by passing on this game. It's still a game worth playing, because of some fun with the Euphoria engine, but the focus here is not on mindless fun like previous incarnations; it's on misplaced realism. The most fun I had with this game were the lighter side such as the few characters, the few unrealistic missions, and the unrealistic lengths of the Euphoria animations.

Every good thing I have to say about GTA 4, there is a bad point to counter-act it. I'm now scared for Max Payne 3 and Red Dead Redemption, and I'm going to check if it's not the same team. Please, Rockstar as the publisher, don't screw up the sequels to my favourite character-driven games!!!

Grand Theft Auto 4 and Assassin's Creed are now red flags for me to not follow the design teams. Both games seem to adore creatively dry linearity and lack of choice. Both games have only 1 solid mechanic. Both games are examples of graphics over gameplay. Both are products of wasted development time for the tech, instead of the gameplay content. I'll be cautious before I play games made by these guys.

Even if I lose some friends over this inconsequential blog post, I at least had fun writing it.



Added by Palantas on Sept. 2, 2009


I could wrap things up here, but inevitably, I have to compare Mass Effect to Oblivion. It's not my fault this time, though, it's my girlfriend's fault. While watching me play, she asked, "Why is it I can watch you play this game, but watching you play Oblivion makes me want to kill myself?" 
 
Wow. Burn
 
It took me a second to form a response, which was basically, "Because the story in Oblivion sucks!" Yeah, Oblivion is light as hell on story. Now, the overall plot of Oblivion (emperor dying, demonic invasion, finding a lost heir) is solid enough, and would probably be interesting if it were novelized. However, in terms of actually playing the game, the presentation of the story is very weak. 
 
My number one reason for this: Oblivion has next to no characters. In place of characters, Oblivion has plot devices. Some people dispense quests, other people are the object of quests. None of them have anything very interesting to say, you never really get to know them, and you certainly don't think of them as real people. There are occasional exceptions to this (i.e., Martin Septim), but when compared to Mass Effect, Oblivion's characters run from bland to non-existent. Without good characters, even a well-conceived story is no more interesting or emotionally engaging than reading a history book. 
 
Back to Mass Effect, after leaving the Citadel for the first time, I landed on an uncharted planet and began exploring the surface for survey-able resources, bits of space junk, and one side quest. My girlfriend remarked that watching me drive the Mako around, hunt for stuff, and fight some scavengers wasn't very interesting. I agreed, but then it occurred to me: If you completely removed Mass Effect's main quest and took away all the characters (your companions, Saren, Cpt. Anderson, others), and all you had in the game were the uncharted planets and the sides quests…you'd have Oblivion! Yeah, it's a perfect analogy:

 

Mako: Shadowmere. (Both are annoying on hills.)

Resources to survey: Ingredients to collect.

Combat that isn't as good as real shooters: Combat that isn't as good as real action adventures.

Lance Henrikson giving you missions in monotone voiceovers: Unrecognizable actors giving you missions in monotone voiceovers.

Space junk to find: Fantasy junk to find.

Hunt and fetch missions in similar looking planetary outposts: Hunt and fetch quests in good-but-similar looking dungeons.

Space pirates: Bandits (e.g., Random people who attack you for no reason: Random people who attack you for no reason).

Quests which have you kill a certain number of monsters and then are resolved by a simple window of text: Quests which have you… Yeah, you get the idea. 
 
There you go. Oblivion is Mass Effect minus the characters and main quest, just much longer. Think about it: The Cerberus side missions are about as interesting as any faction questline in Oblivion. The sidequests on the Citadel are as emotionally involving as the main quest in Oblivion. Compared to Mass Effect, the only thing Oblivion has going for it is that you can play for 500 hours and still not see all the game's content. This I've said before: Oblivion is a breadth over depth experience.    



Added by natetodamax on Aug. 10, 2009

So this weekend, we actually went somewhere! In case you didn't know, my family hardly goes anywhere, so this summer so far has been kinda dull. Thankfully, we actually did something Sunday.
 
We drove down to Virginia to go to the Luray Caverns. It's a large commercial cave that was discovered in 1878 that goes way underground and is filled with different cave formations (stalagmites, stalactites, mirrored pools, etc). It was simply awesome. It took us about an hour to get through the whole thing, and it was really cool seeing all of the different aspects of its interior. I've uploaded some photos below. I took a crazy amount of pictures while we were there, but most of them were pretty generic, and Giant Bomb's image editor is pretty hard to work with.
 
Besides that, I played some games. I got back into Oblivion, and I'm almost at an S rank for that game. Just finishing up the Thieves Guild, which is a pain. Also, I downloaded the Batman: Arkham Asylum demo, convinced I would hate it, and I was shocked to see how fun the game was. Combat was satisfying, the controls were easy, and the visuals were impressive. Voice acting was a little awkward, but other than that I was really surprised by the quality of the game so far. I'm considering picking it up later this month when it comes out. Finally, I spent 800 points on Map Pack 3 for World At War. The new multiplayer maps are terrible, but the Zombie map, Der Riese, is a lot of fun.
 
EDIT: Got featured review!
 
Pictures Of Luray Caverns:

There were many opportunities to impale your skull on the ceiling
There were many opportunities to impale your skull on the ceiling

The lower half of this image is water
The lower half of this image is water

This thing was really tall
This thing was really tall

My dad and I
My dad and I

One of the 50+ pictures I took
One of the 50+ pictures I took


Added by mattamusprime on Aug. 8, 2009

 The consequences of our actions is something we never want to deal with. We don't want to deal with the fallout of a relationship, the dissolution of a friendship, or the forehead-slapping stupidity of a mistake. As human beings, we don't want to make mistakes, or if we have made them, learn from them and move on as soon as possible. It's no surprise then, that we don't want to deal with them in our videogames either.

Why should we, though? Games are meant to entertain us, let us escape from reality, or be someone completely different than ourselves. The experiences of our digital avatars become manifestations of what we aspire to become or fantasize about doing since the real world certainly doesn't allow you to attach chain blades to your arms and destroy a god.


Yet, what do we do when we are forced to face the consequences of our actions in videogames? We reload a previous save and make sure we don't make that mistake again.


I propose that in certain games, this feature be banned. Outraged? Hear me out.
 

 
 

One of my favorite games is one that was lambasted for having a limited save system: Dead Rising. In Dead Rising, you were only allowed one save slot that was constantly overridden with each new autosave. This was implemented to force the gamer into multiple playthroughs of the game as it was meant to played. Pretty sadistic on the surface, but I saw it under a different light.


See, in the game you had to rescue survivors scattered around the zombie infested mall. Get them back to the safe room in one piece and you gained bonuses. If they died, that was it, they were done for, and you couldn't reload to save them. What made it even better: If one of the them died, you would see them as a zombie later on, further reinforcing the fact that you let them die and have to live with that. This created tension every time I ventured out to find more helpless souls. Would I be able to save this group? Am I up to the task?


I may be projecting feelings that probably weren't there, but that is the point. I felt something toward this game because I was forced to deal with my consequences. It elicited an emotional response out of me, something that many games strive for today and fail at miserably. How can you feel an emotional connection to anything you do in The Elder Scrolls 4: Oblivion if you can simply reload a previous save if you made the wrong moral choice?


Or how about in the original Fable? Toward the end, you are faced with a final choice: Throw in the evil sword won from Jack of Blades or keep it and succumb to the evil. You can simply save before this moment, make your choice and then reload to see the other ending. While this does make it easier on gamers, it robs you of any emotion you may feel toward this decision.
 

Are you ready to deal with the consequence?
Are you ready to deal with the consequence?

 

There are games that do force you to face your decisions. But do it without being so overt as not letting you reload, and many of us will consider them the greatest games ever. BioShock made you the puppet of Atlus by using the common progression of a game against you with three simple words spoken before each objective. By the time you reached Andrew Ryan, you were forced to watch as you acted against your will, and then you were presumably left to die. This made you feel an "Oh my God" moment and made the game's story stick in your mind.

In Shadow of the Colossus, you bring a loved one to an altar in the hopes that you can find a way to resurrect her and are told to slay the 16 beasts roaming this land to achieve this. As the player, you are not given a concrete reason, but your goal is to save this girl. As you progress along this path, you feel more and more apprehensive about your actions, but this is part of the game. You must kill these colossi in order to achieve victory and get the girl. For those of you who know how the game ends, you know the consequences, and it almost certainly got a response out of you.
 

You'd do anything for a loved one. Why not in a game too?
You'd do anything for a loved one. Why not in a game too?
 
This way of thinking doesn't need to be the only way to make us feel anything about our games, but it's an important step on the way there. In order to gain the emotion and storytelling that we as gamers want out of the medium, we have to embrace the fact that we must face the consequences of our actions. Only then can the game grab us, make us apart of its world, and tell a story that we can react to emotionally. It's then that games can become the medium where the greatest stories can be told.

 


 
 




Added by natetodamax on Aug. 3, 2009

Last week wasn't a very exciting one as far as games go. I simply went about my day doin' whatevs. I did manage to get back into The Elder Scrolls IV: Oblivion and started mopping up some achievements I missed. I managed to finish the Mage's Guild and I'm currently in the middle of completing the Thieves Guild. The latter of which is hard for me because sneaking in video games really isn't my thing. I prefer to go in guns blazing (or in Oblivion's case, swords a-swingin'). Other than that, I was either playing Call Of Duty:
It's likely my dad was caught in that explosion
It's likely my dad was caught in that explosion
World At War or watching my dad play some Battlefield 1943, which happens to be hilarious. It's the only thing he plays now, but he gets mad frustrated. He can't seem to grasp the fact that it isn't Call Of Duty, meaning the other players won't die in three shots. Whenever he jumps on the turret of a friendly tank, he gets furious if the driver doesn't immediately start moving somewhere. Instead of getting out the immobile tank, he'll sit there and then get upset when he gets sniped. Everyone on his team is an "A-Hole" to him, and he turns into a maniac when the planes are gone. Besides that, we got more Microsoft Points. I'm saving 800 points for World At War's Map Pack 3, and I spent the other 800 points changing my gamertag to iTz LuchaDeer because my last one sucked. Before anyone else calls me a moron, please know that I realize "iTz" is the Halo 2 clan In The Zone. Because, you know, "a3ec" is obviously a much better gamertag. Anyway, moving on.
 
RACIST!!!
RACIST!!!
A few days ago I posted a thread in the Left 4 Dead 2 forum regarding a comment someone made about the game. Apparently, Left 4 Dead 2 is racist because there are african-american zombies in it. This kind of ridiculous thinking is the reason why I'm beginning to question the sanity of humans. Why can't we live like the world of Oblivion, where humans can be considered a race? Why does the color of your skin have to determine what race you are? We are all human, but some people in this world fail to see that. Saying that a game is racist because the zombies are not just Caucasion is ignorant to say the least.
 
Now it's time to discuss something that isn't game related. I need some help with my guitar. If you play, perhaps you can help me. Today we went out to get guitar strings. I hadn't played in nearly a month, which was kind of a bummer because of my broken G string (lulz) and the move to Maryland. When we got there, the lady asked us what gauge of guitar strings we wanted. I had never been asked that before. She explained it by saying it meant different thicknesses. Confused, I told her to just give me whatever was the medium/normal size. When I got home, I attempted to put it on my guitar, but something is wrong. I put it on correctly, and I made sure it was the right one. But for some reason, it won't tune. I use an electric tuner that works fine for every string but the new one, the G. Whenever the display says it's at G, the string sounds like an A or a D. I've tried tuning by ear, but it still won't cooperate. What should I do to fix the situation? I'm 100% sure it's the right string, because the package says the green knob on the end of the string means it is a G. 
 
This photo is extremely insignificant
This photo is extremely insignificant
Last week I finished a book I've been reading for a few weeks now. Flags Of Our Fathers by James Bradley is a fantastic novel detailing the lives of the six men who raised the American Flag on Mount Suribachi during the Battle Of Iwo Jima. It talks about their lives beginning with their childhood, their enlistment, their training, the actual battle, the flagraising, and finally the post-war events and the 7th Bond Tour the surviving flagraisers reluctantly attended. What makes this book even more special is the fact that the author's father was one of the soldiers in The Photograph that touched a nation. Fantastic read.
 
Because nothing too exciting happened this week, I spent a lot of time on Giant Bomb going around the forums, making some wiki edits, watching some videos, you name it. Hopefully by my next few updates I should have some more exciting news because I have some family coming over to spend the week. We'll be visiting some places in Maryland and hopefully we'll be able to visit Washington D.C. because I've never been. I figure I'll know my way around after spending so much time with Fallout 3.
 
Until next time, children.
 
EDIT: Oh, and I got my second S-Rank in the Giant Bomb Achievements!


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Pandemic Shutdown Leads to Office Space Tribute
If there was a TV channel called "men beating office equipment," I'd DVR every minute.
EA Announces The Next Mercenaries Game
"Mercs Inc." to continue Pandemic's legacy of explosions and open-world-type stuff.
New Resident Evil 5 Single-Player Content Starts Feb. 17
Two new story-based episodes, a bunch of costumes, and a catch-all Gold Edition package are on the way for your horror-shooting needs early next year.
Hands-On: Ridin' Zelda's Spirit Tracks
A few minutes with Nintendo's next DS Zelda installment.
Play The Zelda Trivia Challenge, Part Two
Five more questions to tease your brain and maybe net you some cool stuff.
Most Popular Achievements (11/14 - 11/20)
As the year winds down, it's clear that one game will stand alone... well, for the next few weeks, anyway.
Brad Pitt Plunges Into Dark Void
Pitt's Plan B production company options the film rights to Capcom's upcoming jet-packs-and-aliens adventure.
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