The Elder Scrolls IV: Oblivion Review |  Gammick

A truly open world

One thing that really impressed gamers in 2006 was Oblivion’s open world design. You can travel on foot or on horseback to every corner of the world, collecting new missions as you go.

This game is a little more directive than Morrowind because you are given the main quest chain almost immediately. However, you can abandon that search and go wandering the world whenever you want.

And it really seems like anything can happen at any time. Your simple exploration of a mountain could lead to you being bitten by a vampire. At that point, you can decide whether to frantically seek a cure or settle into your new life as a lurking creature of the night.

Oblivion also introduced a feature we now take for granted: fast travel. Whenever you’re done exploring at your leisure, you can quickly return to the places you discovered earlier.


Dark morality

One of the strangest things this game lacks is a morality system. For example, it doesn’t keep track of your good and bad choices like a Bioware game would. Your morality has little effect on the main story.

This is doubly frustrating because you have a lot of chances to “break badly” in this game. You can steal, you can kill, you can become a killer. And as mentioned above, you can gladly remain a monstrous vampire.

At the end of the day, none of these choices really impact your overall mission. And it’s hard not to see it as a truly missed opportunity.

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Philip Owell

Professional blogger, here to bring you new and interesting content every time you visit our blog.