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Should Bethesda follow the Oblivion Remastered route for TES VI? (Creation Engine + Unreal Engine 5 Layer)

Creation Engine + Unreal Engine 5 layer for TES VI?

  • Yes

    Votes: 43 29.7%
  • Nah

    Votes: 83 57.2%
  • I don't know

    Votes: 19 13.1%

  • Total voters
    145
Oblivion Remaster could have been great, if they had gone through and bug fixed as well as deal with the performance issues. As it stands it's disappointing. I'm not buying ESVI day one as I've been burned by Bethesda a few too many times over the last few years, but I don't want to see multiple engines being used. They can't even use one properly.
 
Only thing they need to do is avoid a similar gameplay loop to star field. I'm dreaming but I'd also love if they went back to Morrowind esque quests where you aren't just following an arrow to your destination. Is it that hard to just give a hint for the location and you have to find it urself (and inevitably stumble upon something else while doing it)?
 
The remaster is already going to struggle to look good while doing everything a sprawling RPG/sim needs to. Running dual engines won't do the next one any favors. Besides, I don't know that a new ES needs to run on or even like the Creation Engine games to achieve the impression of a persistent, breathing world.

Back in the day, it was impressive that a wheel of cheese you dropped in the wildreness would still be there a month later. Now it's more immersion-breaking. And, while I'm always advocating for more and better physics in games, I'd love it if bumping a table or display case didn't set every individual thing on it dancing/sliding/juddering all over the place. At the very least have NPCs who restore order to your accidental chaos. Tables and displays coule be reset, shelves could be restocked, and bodies of slain invaders don't need to be lying in the streets for weeks.

Only thing they need to do is avoid a similar gameplay loop to star field. I'm dreaming but I'd also love if they went back to Morrowind esque quests where you aren't just following an arrow to your destination. Is it that hard to just give a hint for the location and you have to find it urself (and inevitably stumble upon something else while doing it)?
Or give you an optional companion(s) who can guide you through every quest. Those who want to be guided can have them join. Those who want to go it solo can go out there blind.

It would also be nice if there was some actual variability/randomness to each playthrough. I'm not talking procedural generation. Just having failstates (both for combat and NPC interactions) that allow the story to go forward but affect your relationships and rep would be lovely. That and have the large players make a few key decisions on their own or win or lose a few battles on a dice roll.
 
You're supposed to shoot down that cadaver and abomination, not expand this cancerous practice.

Oblivion Remake is still broken on PC with no way of fixing it because both engines are barely working together.
 
You cannot develop a game on 2 engines simultaneously. It's ridiculous. It (sort of) works if one engine for all intents and purposes is locked and finished and you are writing code to interface with a finished game, and has the advantage of ensuring that gameplay logic you want to be the same is the same (instead of having to reverse engineer or port which introduces issues). but working on both simultaneously? Insane.
 
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