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~27 new Oblivion screenshots

syllogism

Member
Unfortunately they were probably taken on a low-end PC, or just an older build, so visually perhaps slightly disappointing. Still, can't wait. There's a preview too... in russian.

http://www.ag.ru/gallery/14028



Edit: Apparently the fog won't be that thick in the final product, it was just temporarily added because the detail wasnt set to reduce at distances yet
 
Obliviowned



but seriously, looks pretty good, I think the gameplay will determine whether or not it's a good game.


edit: it appears that horse has an apple for an eye.
edit 2: and strange lumps on its ass
 
LOOKING GOOD.

Nice to see some examples of the scaleable engine. I'm still trying to convince my friend that he'll be able to run it just fine, albeit with lesser graphical fidelity.
 
These screenshots were not taken on a low-end PC: P4 3.6 2GB RAM GF6800 256 mb

A few words about the preview and the screens. We played the PC version that was one or one-and-half months old (at least that we were told).

Our goal was not to take beautiful screens but just to play the game and feel the gameplay flow. And, by the way, those who say that the shots are retouched, do not have a slightest idea about Photoshop, graphics engines and game development in whole. These are genuine screenshots taken directly from that beta build. Sure, the graphics are not 100%, as well as AI, voiceovers, game logic and other aspects - just like in every other beta version of any high-caliber game!

The real question you should be asking, "Did it prevent them from enjoying Oblivion?". The answer is - no. Moreover, it is clear that Oblivion really is a *must have* game. It looks and feels MUCH better than on any screenshots. We almost forgot that we came to write an article, not just sit and play all day long. The story is very engaging!


Nomad, Santera
AG.ru

We published the first part of our preview. The second part will be available tonight (Moscow time). The first part concerns the "training" dungeon and game mechanics, the second one will be about our experiences in Tamriel itself.

And a few words more about gfx. We were playing in 1024x768x32 with all available options turned to the max. Now, when I say "available", I mean there were only three sliders. We didn't look in config files for in-depth tuning - we didn't have that much time to spend with the game.

BTW, a few options contained references to console controls.
Also, there were no 3D sound controls whatsoever, only various volume settings.
We won't be surprised if the final PC version ships with much deeper graphics and audio controls available either in-game or via an external config utility.

Here's the first preview translated by someone on RPGCodex forums:

A black, "IV" Roman numeral, streaked with lava veins, flashes on the white screen and is quickly replaced by the main menu. Looking at it, we await demonic invasions from other planes of reality, searches for an heir of a panic-stricken country's throne, fierce battles, intrigues, tens of quests, books, locations, and - obviously - our small part in saving the world. The "X" hour wil come in the end of November. The editors of AG had been given the chance to taste TES4 one and a half months before that date.

"You are the one from my dreams"
Adventurers are greeted with the avatar's portrait. There aren't many options - gender, race, and name. The player can choose any of the ten MW races - Elves, Humans, Orcs, Khajiits, Argonians... Right there is the appearance generator - using it you can control your age, build, hair, eyes color, nose shape(among others?). It is by far less powerful than face-generators in games like EVE Online, Star Wars Galaxies, and The Sims 2, but for a single-player game, where you don't have to show off your "image" to thousands of other users, it's enough.

After clicking "Done," Tamriel opens its doors to greet us. Stop! Our story starts slightly differently - the first thing to appear on the screen is the damp cell of a prison in the Imperial City. Right there we see our hero - having the generic "Prisoner" class - spending the first few minutes pushing chains, hanged there as an advertizement for the "Havok 2" physical engine. The chains represent one of the 9000 objects which you'll be able to throw, move, or push during the course of the game.

Our brief imprisonment is interrupted by the appearance of The Emperor, Uriel Septim VII surrounded by a couple of guards - the Blades. However, the point of this visit doesn't seem to be our hero - it's his lonely cell. The matter is that His Highness is actually here to use the secret tunnel under your bed to escape from assasins, who have already killed his sons.

The guards bellow at you to stay back under the fear of death. However, the prisoner is honored with a few words from the Emperor. For some cryptic reason, Uriel happened to see the player's face in his dreams - maybe this isn't as coincidential as it seems... The guard touches a stone in the wall, and the moulded bed comes crashing down.

Training grounds
So, a secret tunnel... It would be stupid to miss such an opportunity! Following our "liberators," we soon watch as the monarch and his suite are ambushed. As the battle ends, we collect the spoils, and discover that we're left alone. So, we'll have to try to find a way to freedom by ourselves - luckily, this part is quite linear. Here begins the tutorial dungeon, which lasts for about 20-30 minutes. The newbies are taught how to fight toe-to-toe, shoot, throw fireballs, and navigate around the interface.

Oblivion's dungeons are really dark, so the torch lying nearby served us well*like MW's dungeons weren't dark enough Mad*. The warm orange flame illuminate the surroundings, and cast patches of light on the walls. Right away, we find a richly decorated shield, a bow, and a quiver of arrows.

Next comes a battle with a fat rat, which jumps almost like a facehugger in the "Alien" movie - it's clear that we'll have to get used to the new battle system. In MW, all one had to do is tick "Always use the best attack," and click until the enemy was no more - now you'll be beaten easily unless you apply some tactics. Naturally though, the goblins, rats and zombies inhabiting the first dungeon weren't much of a hassle.

The main difference is that Bethesda completely eliminated the "chance" in close combat. It's like WYSIWYG - what you see is what you get. If your axe touched the enemy's body, it will cause some amount of damage. That amount is determined by your stats, skills, energy(stamina?), luck, and your weapon's quality and condition. The oponent's armor is taken into acount as well as their battle style - each NPC has a battle style which determines factors like reaction speed.

By advancing in the appropriate skills, our hero will learn special kinds of attacks or abilities. All is controlled by a mouse click, and a direction button. Blocking has improved as well - from now on we don't block automatically, like in MW, but manually by using shields, weapons, or our bare hands. Blocking doesn't only decrease the damage - it also causes a "rebounding" effect, enough to launch a counter attack. The AI seems to be doing well in this department, so be on your guard.

Not every battle in Oblivion ends with the death of any of the combatants - both you and the NPCs are able to ask for mercy, or simply run away. Whether the NPC will accept your apologies depends on their feelings towards you.

Not far from where you find the bow, there's an old well with a hanging battle - just what we need for some archery practice. When the bucket - demonstrating amazing physics - becomes as similar to a hedgehog a a bucket can get, we can come over and refill our emptied quiver.

A few steps later, we can find a chest - and a first thievery lesson. The fassion for lock picking mini-games which no stealth action manages to avoid nowadays has spread to The Elder Scrolls as well. The objectives are clear - all you have to do is raise and fix a number of bars with quick mouse clicks. Locks vary in difficulty, so while simple ones didn't require any effort, you might lose a dozen of lockpics while trying to pick others.

Another featured, apparently borrowed from Thief: The Dark Project is the stealth system. We just crouch, and the crosshair turns into an eye symbol - the lighter it is, the higher is the chance to be spotted. The developers claim that light and darkness plays a major role in the success of sneaking, but we could easily sneak behind a goblin holding a lighted torch. Who knows, maybe he was just so caught up in cooking his prey.

It's a kind of magic
Magic has improved thanks to the impressive visuals and the wide fantasy of Bethesda's art team. Now it has finally become dangerous even in the hands of a novice mage, wince mana reserves are regenerated all the time - even a simple fireball can wreck havoc. What's more important, is that you can cast spells whenever you want without having to sheath your weapons - with a single button press.

Poisonous herbs, which quickly found their way to the trash can in MW, are now quite useful - put some of their juice on your blade, and let the enemy worry about antidotes. The potion-quaffing system has been improved as well - the number of potions you can use at a time solely depends on your alchemy skill.

Herbarium collectors can find a way to pass their time in Cyrodiil, since there're over 120 types of harvestable plants - from aloe to the exotic "nirnroot," which has a quest associated with it by the way.

Fantasy Excel
The awful infentory system from MW has been ditched in favor of a neat table. Its columns include item icons, names, prices, wight, condition, damage(weapons), and armore rating(armor). You can also filter the items through 5 filters*care to elaborate?*. The spell system is organized in a similar fassion.

Hovering the cursor over an item reveals a few tips. From them you can discover, for example, that rat meat decreases stamina*Huh? I'd think it increases stamina, or decreases fatigue Confused* and possesses three more effects that you can uncover if you follow the trade of herbalism. In the lower left corner of the screen, you current/maximum allowed weight - unfortunately it is invisible when you're picking up items, so you might get suddenly stuck when you're in the middle of looting a nice piece of armor off a corpse.

However, the game keeps track of all your scores, such as jokes told, monsters killed, fame, infamy, and bounty. One of Bethesda's devs surely spent at least a few nights playing Fable.

…And a hero will rise
Having fried a dozen of rats, smaked a couple of rude goblins, opened a fair share of chests, we find ourselves inside the palace cellars, where we meet Uriel and his guards again. The tutorial is nearing its end, as is the Emperor's life. He talks to you, letting you choose a birthsign, and giving the Amulet of Kings, which can close shut the gates of Oblivion and save the world from its doom. Unfortunately, the artifact can be used only by a person whose veins are filled with the blood of the Dragon; the Emperor's last living sun, who's been lost long ago.

Here Septim is killed by the traitorous blow of the assasin*Traitorous blow? Does that imply that the killer is well known?*. The last living guard tells us how to get out, and lets you choose - or create - a class.

This part of the game has undergone extensive changes. The main stats have been kept from MW, but skills are cut down to 21 - 7 major and 14 minor. The skills are logically divided into 7 parts, each having their key attribute. It seems that the game is much more balanced than MW.

To advance a skill, use it as much as you can. A player whose hobby is to tear his enemies with a sword, or stab them with a dagger is likely get good at "Blades." There're 5 levels of each skill - Novice, Apprentice, Journeyman, Expert and Master. Each rank grants a tangible improvement. A skilled swordsman can easily stun or paralyze their opponent for example. What's worth noting is a skilled trader can even invest in shops that bring constant profit.

* * *
We didn't spend much time choosing a class - Spellsword looked like a good choice, so we went with it. Leaving the dark castle undergrounds, we were presented with a suggestion to change our class, race and stats, but that offer was ignored.
 
That's at max settings?! That looks quite a bit worse than many of the other shots we've seen then.

That horse shot at the top could have been from another game. >_<
 
TekunoRobby said:
LOOKING GOOD.

Nice to see some examples of the scaleable engine. I'm still trying to convince my friend that he'll be able to run it just fine, albeit with lesser graphical fidelity.

And I keep telling you, I'M NOT GOING TO PLAY IT.
 
"That's at max settings?! That looks quite a bit worse than many of the other shots we've seen then.

That horse shot at the top could have been from another game. >_<"

Looks like I know which version I'm going to be getting. Unless this is a case of "The game ain't finished so lots of stuff isn't included in this build yet."
 
You are deluding yourself if you believe X360 version is going to look any better than the PC version with everything maxed.
 
Read the second half of my post.

Secondly, from the videos of Oblivion that I've seen (assuming they were from the 360 version), looks a shitload better.
 
Warning: Xbox guys skip over this post.

Ugh, atrocious user interface made for viewing on a TV from 2 meters and not on computer monitor from 50 cm.
Big-ass font that's made for viewing on a friggin TV when playing on a console.

I smell a DX2, PC gamers get quick & dirty port of a console game.

After ~$350 spent on Bethesda's products (Arena, Daggerfall, Morrowind + XP1 + XP2, Redgurad) I am being treated like shit, worse than those fucks that only spent $50 on Morrowind for the Xbox.

No thanks, fool me once (Deus Ex 2)... I'll stick to Gothic 3 this time.
 
Ugh, atrocious user interface made for viewing on a TV from 2 meters and not on computer monitor from 50 cm.
Big-ass font that's made for viewing on a friggin TV when playing on a console.
For one thing, they were playing the game at a LOWER RESOLUTION than the what you will see on 360. I suppose, in both cases, they could get much lower. I doubt the HUD was designed only for 640x480, though.

I think Morrowind is proof enough that there won't be any major interface/dumbing down problems.
 
Borys said:
Warning: Xbox guys skip over this post.

Ugh, atrocious user interface made for viewing on a TV from 2 meters and not on computer monitor from 50 cm.
Big-ass font that's made for viewing on a friggin TV when playing on a console.

I smell a DX2, PC gamers get quick & dirty port of a console game.

After ~$350 spent on Bethesda's products (Arena, Daggerfall, Morrowind + XP1 + XP2, Redgurad) I am being treated like shit, worse than those fucks that only spent $50 on Morrowind for the Xbox.

No thanks, fool me once (Deus Ex 2)... I'll stick to Gothic 3 this time.


Overreact much?
 
dark10x said:
That's at max settings?! That looks quite a bit worse than many of the other shots we've seen then.

That horse shot at the top could have been from another game. >_<

Well, they said that's at max settings for the 3 sliders available for that build, which is probably not all of them.
Yeah, the horseshitshot looks quite different, but that's not meant to be the forest we've always been seeing, it's a completely different area.
Textures are quite low res and fogging is definately present.
Maybe Steve can tell us what will change in the final version compared to these shots ? :)
 
Teknopathetic said:
Read the second half of my post.

Secondly, from the videos of Oblivion that I've seen (assuming they were from the 360 version), looks a shitload better.

The consensus on official forums is that the 21-minute DVD video is from the PC version

Borys said:


Ugh, atrocious user interface made for viewing on a TV from 2 meters and not on computer monitor from 50 cm.
Big-ass font that's made for viewing on a friggin TV when playing on a console.

I'm sure the PC UI can be resized.

Borys said:


I smell a DX2, PC gamers get quick & dirty port of a console game.

Considering two distinct versions haven been developed side by side from day one, it will hardly be a "port".
 
Borys said:
Warning: Xbox guys skip over this post.

Ugh, atrocious user interface made for viewing on a TV from 2 meters and not on computer monitor from 50 cm.
Big-ass font that's made for viewing on a friggin TV when playing on a console.

I smell a DX2, PC gamers get quick & dirty port of a console game.

After ~$350 spent on Bethesda's products (Arena, Daggerfall, Morrowind + XP1 + XP2, Redgurad) I am being treated like shit, worse than those fucks that only spent $50 on Morrowind for the Xbox.

No thanks, fool me once (Deus Ex 2)... I'll stick to Gothic 3 this time.
I've been saying that for a long time. :\ But I still hope..
 
syllogism said:
You are deluding yourself if you believe X360 version is going to look any better than the PC version with everything maxed.

The Oblivion people here said that the 360 version looks better
 
syllogism said:
The "Oblivion people" on official forums disagree
Ha ha, that sounds almost like a threat or something.

"Yeah? Well, the employees "I" know think YOU'RE FULL OF SHIT!!!"
 
syllogism said:
"Oblivion people" as in the devs on official forums, obviously.


Hm. Well, it's strange devs would say different things.

Wait, actually it's not: since it's been developed by 2 different teams it's not hard to understand why they disagree on this point :)
 
Shompola said:
yah the developers have been saying in interviews that the xbox 360 version is the better running, better looking one.

Even if that is true, for how long though? Till next video card hits, etc.
 
madara said:
Even if that is true, for how long though? Till next video card hits, etc.
Does that even matter?

My current PC runs Half-Life 2 great, for example, but the PC I originally played it on did not handle it nearly as well. The FIRST experience is far and away the most important experience. If your initial experience is tainted in some way, you will never come to love the game as much as you could have otherwise.

I don't know how this will all work out with Oblivion, but the whole "future video card" thing never made sense to me.
 
Some of the shots make it look like this gen, especially with the characters still looking strange and the wall textures being pretty boring.

Lighting and some of the shots make it look really next gen.
 
madara said:
Even if that is true, for how long though? Till next video card hits, etc.

Dont ask me. I am just saying what one of the developers said in an interview posted here on GAF. Things can change I am sure, PC version might exceed the xbox 360 version when they are released.. But that is what he said anyway.
 
How scaleable are the graphics in this game?

Should it run okay on a 1.5ghz Centrino Notebook, 768mb ram with a mobility radeon 9700 64mb?

I dont care if the detail is brought down to Morrowind levels (which runs fine on this notebook), as long as I can play the game!
 
Grug said:
How scaleable are the graphics in this game?

Should it run okay on a 1.5ghz Centrino Notebook, 768mb ram with a mobility radeon 9700 64mb?

I dont care if the detail is brought down to Morrowind levels (which runs fine on this notebook), as long as I can play the game!
I'm not sure anyone really knows yet, but I have a feeling it won't run very well at all. We don't know how scalable it is yet, though.
 
Well, well...

In the past couple days, an unfinished build of Oblivion was leaked to a Russian gaming site. You may have seen screenshots and information about this build online. The site in question was not authorized in any way to post the information that it did. The build in question was not in any way intended to be used for the purposes of demoing the game.

The screenshots that got posted clearly show that the game was not properly configured by whoever was playing. The ini file alone contains over 300 settings that can be used to customize the visuals and performance of the game, and we tweak and test and change these settings daily. Because the build they are using was not one that we locked away for the specific purposes of demonstration, the likelyhood that any number of those options are incorrectly configured is very high. This can result in any manner of aberrant behavior from the game including improper visuals and reduced performance.

The upshot is that we feel the quality of the screenshots released is very far from the final game. This combined with the fact that the they are completely unauthorized by anyone representing Bethesda to publish screenshots or info means that we have to shut down threads relating to this leak.

Hopefully soon, as we get closer to release, you will see legit sites posting previews based on actual preview builds of the final game.

edit: even gone from ag.ru
 
Apparently the test machine this was played on was a P4 3.4 GHz, 2 Gb RAM, GeForce 6800c 256 Mb, with all settings maxed out and resolution 1024x768 averaged about 20 FPS outdoors and noticeably more indoors. It was a month old beta, but it appears you're gonna need a pretty beefy machine to run it.

Also, apparently they were limited to only 3 toggle bars, meaning that some graphics adjustments were turned off in this beta.
 
syllogism said:
Well, well...

SIGH OF RELIEF

Yes, I overreacted. Can't help it, I want to support game devs by buying games for my platform of choice - in this example, PC - and what do I get in return? A game made with consoles in mind?

Hopefully, I'm dead wrong and the UI will be scalable as dark10x've said.
 
Phoenix said:
Horse seems to have a red-eye problem. Must have been out late drinking...

Yeah, all the horses have red eyes, because our artists suck and we're stupid and don't know any better.

This is why developers don't allow unauthorized screenshots to be published -- the game isn't finished yet. The website was given access to a build a couple months old by Russian publisher 1C, who has a build for preliminary localization. 1C was not authorized to provide that build to anyone. It's looking like there was a misunderstanding, and that's why the screenshots are down.
 
There is nothing wrong with admitting that you can get the horses drunk in the game... or are you having ratings issues that prevent you from revealing that feature :D
 
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