Overall, I love it, but I can understand those wanting a more modern experience being turned off. This is, more or less, the same game from 2006 with a new coat of paint. There's some tweaks - I'll talk about those - but this is Oblivion, for better and worse. For me, that's a good thing - this just so happens to be one of my favourite games of all time. I recently put about 30 hours into it on my Steam Deck. Wandering around Cyrodiil always feels like going home, in a way Skyrim could never manage. Having it captured in this way is a dream come true. Those wanting Skyrim 2 will likely walk away disappointed.
The visuals are, frankly, astounding. So much so that I'm doubtful that Bethesda's own ES6 is going to match these. The lighting and materials in particular are industry leading. Super impressive - doubly so for a game of this size. The animations let it down, they're still Bethesda's brand of janky, though they're cleaner than anything in the original game. The geometric details are really impressive, and combined with the realistic lighting, provide a mood and atmosphere that we just don't see in games. It's darker than the original - literally and figuratively - but that taps into some of the artistic choices present in the original. Beneath the feeling of wonderous forests always ran an undercurrent of melancholy; narratively, the Empire is slowly coming to an end, and the world as it was is nearly over. The music drove this home more so than the visuals. Here, they're unified, deliberate or not. The visuals change the tone, but only so much so - this is still Oblivion, just now with a twinge of the narrative's literal doom.
The gameplay has some minor, but important, changes. The moment to moment feels the same on the surface, but there are some clear differences that aren't immediately apparent unless you're doing back-to-back comparisons. The animation timings have been changed, casting speeds sped, hit reactions lengthened. This gives the combat a more visceral feeling, without re-developing the core of the game. The result is combat that is slightly faster, slightly more open to different approaches, and slightly more engaging. The long game has also been changed. The attributes have been tweaked to provide more reason to use them all, the birth signs have had their effects altered, and the leveling system removes the unnecessary complication of needing to pick skills that don't push into higher level brackets too soon. This all serves to take the friction out the game, while still adhering to Oblivion's brand of character development. For example, I'm using The Lord birth sign for perhaps the first time ever - because it now provides substantial defensive improvements. That alone opens up new builds, new playstyles, without simply doing things differently for the sake of it. This area was always my single biggest complaint with Oblivion, and it's fixed completely here.
The music is, as it always has been, absolutely God-tier. One could make the case this is the best original soundtrack for a video game ever made - and it's represented here untouched. The sound effects are different, but not completely re-done - they've re-used some, and implements new ones elsewhere. However, they're given much more room to be enjoyed thanks to modern audio presentation systems. It's not industry leading sound design and presentation, but it's still good. Probably the weakest point in the remaster, but not bad - simply not as good as the other changes. The new voice lines are generally pretty seemless - however, I know basically all of the voice lines from the original game by heart, so it's easy for me to pick them out. However, they're recorded to match the originals in both wording and length, so it never feels like voice lines from 2025 inserted into a 20 year old game. It's a fine line to walk, but they've managed to walk it - a welcome addition in my books.
The UI is a mixed bag. Oblivion's UI was never good - UI mods were amongst its most popular for a reason - but it's better than the original. Some of the choices are pretty baffling and poorly explained. I need to press an extra button when I've opened a container to see my own inventory and details - a button that ISN'T listed at the bottom with the other controls? Fucking stupid. I prefer the more themed stylings of the original over this half-way point between Oblivion and Skyrim, too. In this aspect, the UI feels like a modern intrusion - one of the few in the whole Remaster. Game UIs in 2025 are generally dog shit and lack any form of personality, and unfortunately that's bled in here. It works, but it could be so much more. I do enjoy the more formally presented item information, though. Nice little boxes, borders, and information - feels like someone actually thought about theme there.
Technical performance is a mixed bag, which is basically the tag line of Unreal Engine at this point. My rig: i910900k, RTX3090, 64GB RAM, nVME drive. All settings at Ultra, save for the usual Unreal Engine resource hogs set to High - shadow quality, GI quality, and reflection quality (they never seem to make much difference, anyway). In houses I hit around 120FPS, in Dungeons and Cities I'm between 50-70, and in the open world I bounce between 30-60, usually landing in the high 30s / low 40s. My monitor supports VRR, so it's playable, but boy-oh-boy is thing unstable. The open world was always demanding back in the day - but here, it's almost ludicrous given the performance highs elsewhere. Walking forward one meter can drop your FPS by 25 because fuck you. Unreal Engine just cannot handle open world games that actually have stuff in them, and Oblivion Remastered is just the next piece of evidence in that long trial. I imagine we'll see some minor improvements through patches, but this game is fucking heavy when you're wandering the world. For me, it's worth it, because the game is legitimately incredible, so I'm prepared to accept such wild performance differences. I suppose that's always been true of Bethesda games.