So, another day, another
Ahem. On that note, I've decided to run through all the things I loved and loved to hate in Oblivion for the general reading of me, the two people I'll tell about this blog post and the occasional visitor who misspelled the name of a far more interesting blog featuring fan art of that one game that you used to love that doesn't seem to have any rule 34. Yes, you. Bugger off.
Fallout 3 and New Vegas. After growing up faster than a child soldier, being healed by the most hideous doctor seen in any video game outside of Silent Hill and cutting off The Overseer's head before placing it before a crying Amata and daring her to love again (just me?) the character emerges into the wastes. The camera flares, the drums roll, the vast wasteland spreads out before you as a lone piece of tumbleweed floats by like a lesser armed metaphor for the next 30 hours of your life. None of that occurs in Oblivion. There's no flare, no sudden influx of vast epic music. After being asked for one last time if that huge nose was really such a great idea you're kicked from the sewers into an area not unlike any other spot of Tamriel with no greeting other than a mudcrab eyeing you up from the nearby embankment, claws raised in the universal 'come at me, bro!' I'm certainly not trying to say that Oblivion wouldn't benefit from such an epic entrance (I can guarantee Skyrim will have one), I'm simply saying that it does not need it. Why, you ask? Is it because you suddenly know you can go in any direction you want and no one's going to stop you? Is it because that angry looking mudcrab with the overly-epic battle theme is one of the many little things in this game you'll find incredibly funny? Is it because you'll probably be back here again in an hour or so after restarting because making Alchemy one of your major skills didn't let you click blasts of fire into existence or seal your brother's soul in a washing machine? It is, of course, all of these things and more. Incidentally, if you're having trouble spotting where my vast amount of compliments toward this game become one of my few criticisms then simply scroll down to the bottom of this post for my shortened synoptic point based scoring for the game. Then, after you've spotted that such a score system isn't actually there, go to IGN's review, you sap.
Somewhere in the marsh of words I literally mashed out without review or afterthought that is the above paragraph lies one of the reasons I love Oblivion so very much. And that reason is that even when the game does something wrong, it does it so right. From the lone pissed off tiny goblin trying to beat me to death with his dinner spoon to the chorus of One Winged Angel. From the times an enemy suddenly realises their planet needs them so much more than this place and rockets into space, limbs flailing like a badly executed Rufio caught in a closing door. From Guard Captain Burd, who charged valiantly into the teeth of Oblivion by my side only to run off, get lost, and eventually get stuck on a rock in a huge pool of lava patiently awaiting rescue. From its glitches to its hiccups to its habit of not letting you fast travel because somewhere, out there in big old Tamriel, a farmer is chasing you across miles of land for accidentally electrocuting his favourite dog. Through all that Oblivion rises like a huge, clunky, clumsy Phoenix made of mismatched armour and all those Grand Soul gems that were never at the end of that one 'abandoned' fort, before letting out a stifled snort and bursting into teary-eyed laughter.
A recent titbit of news I read on Skyrim stated the writer's confusion and disdain at the designers choice to leave in some of the glitches they had found. I don't know why, I understood completely. In this day and age of hugging against walls assuming a more realistic pose because simply crouching behind cover would look silly, of perfectly streamlined buildings it's impossible to jump up to the roof of using nooks and crannies the game developers never intended to be used, of vast amounts of cutscenes to stop NPCs talking to one another through walls or solid objects, it's brilliant to see games that understand these accidental quirks for what they are: a good bit of fun. Give a gamer a limit, something they're not supposed to be able to do and they'll immediately want to do it. See level one playthroughs of RPGs, glitching through walls in Zelda to skip whole chunks of the game, impossible speed runs utilizing every trick in the book. Show them one clear, spotless path with a dragon and a tied up princess at the end and they'll be seized with a deep desire to shoot a hole in the roof before running off into an infinity of grey. Bugger that princess. Mine's in another castle. Oblivion, whether completely accidentally or, as I suspect, with something akin to a mild case of reckless abandon, made us love it for what was there, and love it more for what wasn't fully meant to be there.
Oh, you can bring up immersion. You can complain that this blew a hole in any chance of Oblivion being a game that zoned you entirely from reality like a good game should (right up until I start wondering around my local streets touching strangers faces with cries of "it's so realistic!"), but there are two types of immersion when it comes to games. There's the kind that keeps you awake at night, lay in your bed, turning the plot over and over in your mind, wondering why on Earth you didn't notice he was the killer sooner (killers eat cabbage), pondering how things would have gone if Snake had never made it down that irradiated corridor, tears rolling down your face every time you think about how touching that ending to that game really was. Then there's the other type of immersion, the type that keeps you up at night shivering or giggling into your pillow, the sort that leads to loud, laughter filled conversations containing "Oh yeah, that happened to me, but I _______", the sort of immersion that brings up a dozen personal stories by the mere mention of a phrase related to the game. For example, remember back in paragraph one, when I said Dive Rock? Remember when you threw the Adoring Fan off that? Course you do, and remember that other time when that Yeti-thing chased you up there and you...
And so we wait for the 11th. I know this seemed like a strange thing to talk about for a retrospective. I probably should have brought up the games graphics or storylines or the gameplay that actually took up most of your time. Let's face it though, I don't need to. You already know how much fun you had in Oblivion, waltzing into some town or another, ignoring the guard by the door as he spouts the same line you've heard everywhere else, heading to that one house your current quest is telling you to go after about an hour of looking for it amidst all the other little shanties, having that conversation with the woman that ends your current quest, gives you free reign to pick from the quest you had intended to do before this one or the four that popped up over the course of your trip here, and gives you that shiny piece of loot you'll probably just sell to buy that house in the Waterfront District because frankly, you thought it was quaint, while all the while fighting down the constant urge to kill her when she isn't looking directly at you so you can steal all her nice silverware (but not that iron shit) and sell it your fenc- Stop right there, criminal scum.
About the author: metutials sits night after night at his PC, too terrified to go to bed due to the goblin living in his wardrobe that only eats pencils. The other night he ran out and was forced to try feeding it a pen. When he awoke, all his socks were gone.