The Elder Scrolls IV: Oblivion – Everything You Wanted to Know About RPG… [RETRO – 2006]

RETRO – I got completely lost in it. That’s the feeling that hit me the hardest after spending several days testing Oblivion. There was just so much to try, so many ways to develop my character, that I eventually gave up trying to play Bethesda’s masterpiece the “normal” way. Sure, I could have forced myself to focus solely on the main quest—after all, the fate of an entire empire hangs in the balance—but doing so would have meant missing out on countless side missions, never joining the many guilds or cults, and not being able to shape my character into exactly the kind of hero I truly wanted.

 

And really, who can resist an NPC’s desperate call for help, especially when the reward is promising—and let’s be honest, you’re dying to know how it all turns out? It had been a long time since I’d experienced this kind of immersion in a single-player RPG: Oblivion completely and utterly consumed me, sucking away every spare minute like a black hole. While I was playing, nothing and no one else existed—only my character and the world Bethesda had crafted.

We haven't been spoiled with too many RPGs lately, but every minute waiting for Oblivion was worth it.

Just Got Free…

 

After being under the spell of World of Warcraft, I honestly didn’t expect another single-player RPG to pull me away. But maybe that’s exactly what was missing: a completely offline RPG, full of quests, level-ups, and a story with real depth and meaning. A place where you could truly mold your character into whatever you wanted, not just another mage or warrior.

Of course, like many RPGs, you start as a weak, scrawny nobody—a simple prisoner in a filthy cell of the Imperial Palace. Escaping that hellhole, even killing the first rat, can be a challenge. But soon enough, you grow stronger, gain access to nastier weapons and magical artifacts, letting you wipe out feral beasts—or innocent bystanders—however you choose.

But brute strength alone won’t carry you. The game lets you specialize through various factions: Mages Guild, Fighters Guild, Thieves Guild, and the infamous Dark Brotherhood, each with its own questlines and rewards. And if you’re thirsty for blood, why not enter the Imperial City Arena and battle for cash? The real magic of Oblivion lies in its freedom—you do whatever the hell you want.

From the very start, you explore at your own pace. Jump into the main quest, dive into the faction missions, help random townsfolk with their quirky problems, or just wander through breathtakingly diverse landscapes, forests, and open fields. Lose yourself however you like.

We haven't been spoiled with too many RPGs lately, but every minute waiting for Oblivion was worth it.

So, What’s the Story?

 

Freedom is great and all, but any game needs a narrative anchor — a framework to tie it all together. Otherwise, it risks feeling like an offline MMORPG or a Sims knockoff. If you played Morrowind, you’ll remember that game gave you perhaps a bit too much freedom and not enough structure. The main quest felt so irrelevant at first, many players didn’t even realize it existed. Only much later did the plot pick up, and while it eventually got interesting, some players had already checked out by then.

Thankfully, the devs at Bethesda got the message. Oblivion comes packed with a compelling, character-driven story, and the main character is thrown into the thick of it right away. Your adventure begins in the empire of Cyrodiil, in a grimy prison cell where you rot alone—until a strange group approaches down the corridor…

Leading the group is none other than Emperor Uriel Septim himself, voiced by Patrick Stewart. He’s fleeing the city through a secret tunnel—which just so happens to run through your cell. Naturally, you tag along, stumbling through dark tunnels (and a cleverly embedded tutorial), as the Emperor and his guards are ambushed again and again by members of a mysterious cult. Eventually, they get him. Uriel is assassinated.

But before he dies, the Emperor reveals a prophecy: he foresaw these events and believes you have a crucial role to play in what’s to come. The central story revolves around a mysterious amulet and Uriel’s last surviving son, Martin—voiced by Sean Bean. Together, you must stop a rising cult bent on opening more and more Oblivion gates across the realm and summoning a pagan god.

These gates are blazing portals to hellish realms straight out of Doom, filled with demons and infernal terrain. You’re not just sealing these gates to save the world—you’re also investigating the origins and inner workings of the cult itself. At some point, you even infiltrate them.

I won’t spoil the rest, but it’s safe to say the main story here is far better written and more prominent than in Morrowind. And the side quests? Also top-tier. Nearly every one has some hilarious twist, clever setup, or memorable ending. NPCs are much more fleshed out, making Oblivion dangerously addictive—you’ll keep saying “just one more side mission,” while ignoring the main plot entirely.

We haven't been spoiled with too many RPGs lately, but every minute waiting for Oblivion was worth it.

The Elder Scrolls Travel Agency at Your Service

 

So yeah, not only are the quests in Oblivion more fun and better written, they’re also a lot clearer. Like, it’s actually possible to find some dude with a tongue-twister name in a random alley in a massive city without losing your mind. Another big quality-of-life upgrade is “fast travel.” Open the world map, click on a known location, and boom—you’re there. As long as you’ve visited it once before on foot or horseback, it’s unlocked. Cities and major districts are available from the get-go.

Time still passes when you fast travel, so it’s not some game-breaking teleport. It just means you don’t have to slog through the same long, often uneventful routes over and over again. Huge win.

 

Lately, devs haven't spoiled us with too many RPGs, but every second waiting for Oblivion was worth it.

Built Just for You

 

Like any good RPG, Oblivion lets you sculpt your hero into an unstoppable champion—or a chaotic menace. And the character creation? Wildly detailed. From the fullness of your upper lip to the arch of your eyebrows or the depth of your facial wrinkles, you can tweak everything. Want to play as a Nordic brute, a slick Imperial, a spooky Dark Elf, a jungle-born Argonian, or an ugly green Orc? Go for it. You can make them look exactly how you imagined.

Honestly, I didn’t even care about this stuff in games like The Godfather. But here? I spent at least 30 minutes making my Dark Elf look precisely how I pictured him. Even better, you don’t just stare at stats on a static screen. The game builds your class organically during the tutorial. As you sneak, stab, cast spells, or bash rats, the game asks questions and helps you shape your playstyle.

You can pick from predefined classes or create your own from scratch, including the name. I made a “Táltos” class that slashes with swords and burns fools with destruction magic. As you play, you level up what you use. Talk a lot? You’ll get better at persuasion. That helped me sweet-talk better prices from merchants later on.

Most of the skill system is well thought out, though not every stat is worth investing in. Acrobatics and athletics level up naturally from jumping and running, so don’t waste your upgrades there—you’ll be sprinting and bunny-hopping everywhere anyway.

We haven't been spoiled with too many RPGs lately, but every minute waiting for Oblivion was worth it.

Master of Intelligence

 

Morrowind was ahead of its time, but let’s be honest—the NPCs were dead inside. They just stood around staring blankly, like mannequins with dialogue trees. Thankfully, Bethesda didn’t just patch it—they revolutionized it. Enter Radiant A.I., where the wax figurines of The Elder Scrolls suddenly felt alive.

People chat in taverns, grab lunch when hungry, train with swords at the barracks, or practice spells at the Mage’s Guild. Alchemists mix potions, scholars read books, and everyone goes to bed at night. Conversations reference the world around them—rumors about Oblivion gates or the Emperor’s death. It’s still not perfect. Sometimes a husband greets his wife like a stranger, or you hear the same dialogue loop a bit too often. But it’s miles better than before.

Funny stuff happens too. I once ducked into a monastery to escape a bandit. The monks slaughtered him on sight, then immediately returned to chatting like nothing happened. Even reactions to crimes have evolved: trespass in someone’s home, and they’ll politely ask you to leave. Stay too long, and they call the guards. Some still bug out and let you rob them blind, but overall, it’s impressive.

One clever restriction: stolen items (marked red) can’t be sold to regular vendors—only shady Thieves Guild fences will take them. Oblivion’s AI blows away even the vaunted systems of Gothic II. No complaints here.

We haven't been spoiled with too many RPGs lately, but every minute waiting for Oblivion was worth it.

 

Sometimes the Best NPC is a Dead NPC

Let’s be honest—this is an RPG. Not every conflict can be solved with nice words. Combat in *Morrowind* was clunky and often criticized, and while *Oblivion* improves it a lot, it’s still not perfect.

You’ve got three core styles: melee with swords and shields, ranged archery, and magic. A key melee tactic is the shield bash, which stuns enemies long enough for a clean hit. And yeah, it works both ways—if you get bashed, you stumble like a drunk for a few seconds, wide open to attack. Super annoying if you’re stuck in a cave corridor with no room to dodge.

Best tactic? Pull enemies into open space so you’ve got room to strafe and retreat. Group fights are even messier—miss a swing and hit your ally too many times, and they’ll turn on you fast. Friendly fire? Oh yeah, it’s real.

Honestly, a proper targeting system would’ve helped. In the heat of battle, you’ll be juggling weapons, spells, health potions, mana potions, and more. The game gives you a circular hotkey wheel for quick access—but eight slots just isn’t enough. You’ve got hundreds of spells and potions, and the game isn’t smart enough to auto-select the next best one when you run out. Good thing the inventory menu freezes combat, or I’d be dead more often than not while digging around for a health potion.

Also, despite having a third-person view, combat is so janky in that mode that the game basically forces you into first-person. There’s not even a crosshair unless you install a mod. So yeah—stick with first-person unless you enjoy guessing where your sword will land.

Lately, devs haven't spoiled us with too many RPGs, but every second waiting for Oblivion was worth it.

Jaw. Dropped.

Alright, if you’ve been scrolling looking for the graphics talk—here it is. Let’s not even pretend: *Oblivion* is absolutely stunning. It’s hands-down the best-looking game we’d seen at the time.

Trees have finely detailed leaves. Grass sways realistically. Tree bark shows veins. Stones and walls have visible cracks and aging. Cities, temples, castles—everything is built with insane style and detail. It legit feels like stepping into a high-budget medieval world. The weather and sky? So real it gave me chills when a storm rolled in on a cloudy day.

Bethesda also finally nailed character models and creatures, which were a weak spot in *Morrowind*. Faces are way more detailed and unique. No more copy-pasted NPCs. Everyone looks different.

The creature designs? Fantastic. Especially the undead—these things are straight-up nightmare fuel. My only gripe? Distant mountain textures are blurry as hell. Looked like *Black & White 1*. I get it—they had to cut somewhere to keep it running on normal hardware, but damn, I wish there was a setting to crank that up just in case your rig can handle it.

Lately, devs haven't spoiled us with too many RPGs, but every second waiting for Oblivion was worth it.

If Jeremy Plays, We Listen

Tech issues aside, Oblivion‘s graphics raised the bar—and the audio matches the vibe. Who else would handle the music but the master himself, Jeremy Soule? He didn’t reinvent the wheel here (you’ll recognize some melodies from *Morrowind*), but honestly, it fits perfectly. That brooding, medieval tone? Chef’s kiss.

Even crazier: nearly every single line of dialogue in the game is fully voiced by actual actors. Yeah, there are a few weird mismatches (like teens speaking in grandpa voices), but overall, the performances are solid and immersive.

Sound design? Flawless. Sword clashes, maces hitting shields, magic blasts, undead groans, goblin shrieks—it all slaps. If you’re playing with headphones, prepare for adrenaline spikes.

Lately, devs haven't spoiled us with too many RPGs, but every second waiting for Oblivion was worth it.

The Real MVP

Devs haven’t exactly showered us with RPGs lately, but every second we waited for Oblivion paid off. Bugs, crashes, stutters—sure, it’s not flawless. But what Bethesda built here is wild: a beautifully designed, ridiculously deep RPG that somehow still plays smooth and intuitively.

It’s so addictive it physically hurts to stop writing this and not just alt-tab back into Cyrodiil to continue my journey as a badass Dark Elf. So if you’ll excuse me… I’ve got somewhere I need to be. Just one more quest. I swear.

-Bad Sector (2006)

Pros:

+ Thousands of well-crafted quests
+ Jaw-dropping graphics that push your hardware
+ Incredible atmosphere

Cons:

– Bugs
– Crashes
– Performance hiccups…


Publisher: 2K Games
Developer: Bethesda Game Studios
Genre: Role-playing Game
Release: 2006

The Elder Scrolls IV: Oblivion

Gameplay - 9.8
Graphics (2006) - 9.6
Story - 9.1
Music/audio - 9.5
Ambiance - 9.3

9.5

EXCELLENT

We’re dealing with an astonishingly complex role-playing game featuring stunning graphics: a vast explorable world, countless quests, and incredible character customization options.

User Rating: Be the first one !

Spread the love
Avatar photo
BadSector is a seasoned journalist for more than twenty years. He communicates in English, Hungarian and French. He worked for several gaming magazines - including the Hungarian GameStar, where he worked 8 years as editor. (For our office address, email and phone number check out our impressum)

No comments

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.