The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Any major gameplay changes?
Still on my first ever Morrowind play through so want to finish that before I jump into this.
I've only ever got to the first oblivion portal back in the day and could never get into the game (kinda wanted to play that before this game out but I didnt expect a surprise announcment)
I would like to know if this is faithful or if they've changed fundamental things like how leveling works etc
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Showing 1-11 of 11 comments
So far, it seems mostly faithful, like think around 80% or so.
surprisingly faithful. small change in how the physics of jumping works likely due to UE5, sprint is an odd duck addition. the new leveling system is probably the best they could have done while keeping the flavor of the original, feels like worse for min maxers but better for everybody else. some unsettling art direction changes (I REALLY dislike the heads for the argonians and khajiit). but as a whole? this is oblivion. im happy with my money spent, and i say that with genuine surprise
Originally posted by NegativeXP:
surprisingly faithful. small change in how the physics of jumping works likely due to UE5, sprint is an odd duck addition. the new leveling system is probably the best they could have done while keeping the flavor of the original, feels like worse for min maxers but better for everybody else. some unsettling art direction changes (I REALLY dislike the heads for the argonians and khajiit). but as a whole? this is oblivion. im happy with my money spent, and i say that with genuine surprise
This. I'm so glad the leveling got changed because leveling in the OG Oblivion was awful.
Combat is still as dog water as it was which was my main hope for the remastered. Unbelievable that nobody at these big western studios can do proper fps melee combat
Originally posted by NegativeXP:
surprisingly faithful. small change in how the physics of jumping works likely due to UE5, sprint is an odd duck addition. the new leveling system is probably the best they could have done while keeping the flavor of the original, feels like worse for min maxers but better for everybody else. some unsettling art direction changes (I REALLY dislike the heads for the argonians and khajiit). but as a whole? this is oblivion. im happy with my money spent, and i say that with genuine surprise
Yeah khajit look so odd from what I've seen. How is the leveling different as I really like the way morrowind does it and I know OG oblivion was the same?
Originally posted by Masquerade:
Originally posted by NegativeXP:
surprisingly faithful. small change in how the physics of jumping works likely due to UE5, sprint is an odd duck addition. the new leveling system is probably the best they could have done while keeping the flavor of the original, feels like worse for min maxers but better for everybody else. some unsettling art direction changes (I REALLY dislike the heads for the argonians and khajiit). but as a whole? this is oblivion. im happy with my money spent, and i say that with genuine surprise
Yeah khajit look so odd from what I've seen. How is the leveling different as I really like the way morrowind does it and I know OG oblivion was the same?
It's kinda similar to oblivion, but they did made the change that now you get to assign attribute points individually.
Mr.Fish Apr 23 @ 3:14am 
Originally posted by Masquerade:
Originally posted by NegativeXP:
surprisingly faithful. small change in how the physics of jumping works likely due to UE5, sprint is an odd duck addition. the new leveling system is probably the best they could have done while keeping the flavor of the original, feels like worse for min maxers but better for everybody else. some unsettling art direction changes (I REALLY dislike the heads for the argonians and khajiit). but as a whole? this is oblivion. im happy with my money spent, and i say that with genuine surprise
Yeah khajit look so odd from what I've seen. How is the leveling different as I really like the way morrowind does it and I know OG oblivion was the same?
morrowind and oblivion's levelling systems were completely different.

morrowind the world was fixed, all gear in place and you levelled to the challenges or you died, oblivion the world spawned gear to match your current level and was always the same challenge regardless.

morrowind you level up and your character got stronger, oblivion you level up and the world got stronger.
Originally posted by Wruce Bayne:
Combat is still as dog water as it was which was my main hope for the remastered. Unbelievable that nobody at these big western studios can do proper fps melee combat
What would you want changed about the combat?
Main changes:
Leveling. All skills grant level experience, major skills just progress faster. When you level up, you get 12 points to distribute to any stats you want, with a spread to 3 stats at a time. Luck takes 4 points to increase by 1, everything else is raised by 1 per point with a max of +5, so you can go +5 +5 +2, +4 +4 +4, or +4 +4 +1 Luck to maximize whatever gains you want. Considering that minor skills contribute to levels as well, level cap is innately higher but maxing stats is slower than they were with efficient leveling in the original.

Few perks were changed around, like armorer repairing magic armor is at apprentice and swapped places with longer-lasting hammers, acrobatics can jump off water at expert and gets better fall damage reduction at master instead and some perks were completely redone like Athletics lets you get 100% stamina regen while running at Apprentice instead of Master and Journeyman/Expert/Master just reduces the cost of sprinting (a new thing) and block gets just stacking reductions to fatigue impact from blocks as well as a shield bash attack instead of the passive recoil/disarm perks.

The Lord sign was made useful, copying more of the Skyrim standing stone being 15 Armor and 15% Magic Resist instead of small heal and suicidal fire damage taken.

Stats have slightly different impacts, endurance is now retroactive in health per level, strength also increases health, shortswords and daggers are governed by agility instead of strength, things of that nature.

Races get the choice between two starting 'background bonuses' in addition to the normal racial abilities on character creation, considering I have only made one character and haven't dug too deeply on it, they appear to be minor flavor changes.

Weapons function a little differently, two-handed weapons seem to have a one-two combo where the second swing starts up a lot slower while a longsword would have a one-two-three combo. Weapon reach/spacing also seems a little different, starting a block is slower after coming off of a swing or spell cast, and holding block no longer lets you speed-cast spells. Bows still have pretty strong arrow drop but it is a little better than it was in original.

Power attacks are stronger baseline and instead of having directional styles for power attacks, they just grant a different benefit based upon your weapon type which get buffed by perks.

Out of Combat health regen happens normally, without needing to wait an hour. It may seem small but it vastly reduces the reliance on Restoration or potions outside of combat, making Atronach an easier choice to work with.

Lockpicking is still thematically the same but is a little more difficult than the original as baiting the tumblers are less consistent to the point I rushed to get the Skeleton key as soon as I could.

You also don't get barraged by the DLC quests the second you step into the sewers, you generally hear about them from random NPC dialogue and rumors instead.

Considering most of the voice acting, quests, dungeon layouts and the like all appear to be the same, the game is still just Oblivion again but with some better mechanics.
Originally posted by Mr.Fish:
Originally posted by Masquerade:
Yeah khajit look so odd from what I've seen. How is the leveling different as I really like the way morrowind does it and I know OG oblivion was the same?
morrowind and oblivion's levelling systems were completely different.

morrowind the world was fixed, all gear in place and you levelled to the challenges or you died, oblivion the world spawned gear to match your current level and was always the same challenge regardless.

morrowind you level up and your character got stronger, oblivion you level up and the world got stronger.
Oh really? like I said I didnt play far at all I just remember the major and minor skills selection
Originally posted by He Who Is Vile:
Main changes:
Leveling. All skills grant level experience, major skills just progress faster. When you level up, you get 12 points to distribute to any stats you want, with a spread to 3 stats at a time. Luck takes 4 points to increase by 1, everything else is raised by 1 per point with a max of +5, so you can go +5 +5 +2, +4 +4 +4, or +4 +4 +1 Luck to maximize whatever gains you want. Considering that minor skills contribute to levels as well, level cap is innately higher but maxing stats is slower than they were with efficient leveling in the original.

Few perks were changed around, like armorer repairing magic armor is at apprentice and swapped places with longer-lasting hammers, acrobatics can jump off water at expert and gets better fall damage reduction at master instead and some perks were completely redone like Athletics lets you get 100% stamina regen while running at Apprentice instead of Master and Journeyman/Expert/Master just reduces the cost of sprinting (a new thing) and block gets just stacking reductions to fatigue impact from blocks as well as a shield bash attack instead of the passive recoil/disarm perks.

The Lord sign was made useful, copying more of the Skyrim standing stone being 15 Armor and 15% Magic Resist instead of small heal and suicidal fire damage taken.

Stats have slightly different impacts, endurance is now retroactive in health per level, strength also increases health, shortswords and daggers are governed by agility instead of strength, things of that nature.

Races get the choice between two starting 'background bonuses' in addition to the normal racial abilities on character creation, considering I have only made one character and haven't dug too deeply on it, they appear to be minor flavor changes.

Weapons function a little differently, two-handed weapons seem to have a one-two combo where the second swing starts up a lot slower while a longsword would have a one-two-three combo. Weapon reach/spacing also seems a little different, starting a block is slower after coming off of a swing or spell cast, and holding block no longer lets you speed-cast spells. Bows still have pretty strong arrow drop but it is a little better than it was in original.

Power attacks are stronger baseline and instead of having directional styles for power attacks, they just grant a different benefit based upon your weapon type which get buffed by perks.

Out of Combat health regen happens normally, without needing to wait an hour. It may seem small but it vastly reduces the reliance on Restoration or potions outside of combat, making Atronach an easier choice to work with.

Lockpicking is still thematically the same but is a little more difficult than the original as baiting the tumblers are less consistent to the point I rushed to get the Skeleton key as soon as I could.

You also don't get barraged by the DLC quests the second you step into the sewers, you generally hear about them from random NPC dialogue and rumors instead.

Considering most of the voice acting, quests, dungeon layouts and the like all appear to be the same, the game is still just Oblivion again but with some better mechanics.
This is exactly what I wanted, thank you! Sounds like a much better exxperience overall. The leveling system seems like a step down unless I'm mistaken. I really enjoy (at least coming from morrowind) actually having to think about my choice of skills and build in order to level.
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Date Posted: Apr 23 @ 2:38am
Posts: 11