Things I've learnt from Oblivion
Posted: Sun Jul 12, 2009 11:39 am
After playing this game over the past 3 years, I have come up with a small list of things that i managed to glean from playing it. Seriousness not guaranteed.
1) Beware nooks, crannies and corners. This is mainly due to the evil clipping issues i have encountered en masse in the game. When forced into tight corners for easier 1v1 combat, enemies can sometimes fall through unseen "holes" and vanish from sight. I have lost count of the number of swords/shield/bows that have eluded my grasp because of this.
2) Crabs walk in straight lines. They can charge at you head on! It seems the crabs of Tamriel have a unique anatomy previously unseen by man.
3) If at first you don't succeed... Use the console. I mean c'mon. How many of us seasoned Oblivion, or the Elder Scrolls series players haven't resorted to the tilde key?
4) Guards have ESP. They can summon colleagues with a thought and seem to be able to sense crimes from miles away. Too bad that ESP ability doesn't translate into smart fighters. They are only too happy to supplicate themselves to the player's slaughtering blade.
5) It is possible to fail to pick up a leaf. "You find nothing of use"
6) A horse is a man's best friend. What will we do without them? They defend you with their lives, if possible, speed up travel to unexplored locations, and in the case of Shadowmere, makes for an excellent pack mule.
Warning: Violence cannot be avoided if that statement is to hold true. Player discretion is advised.
7) Respect the zombies. They are much hardier than your average bandit or marauder. Beware the diseases. And they don't always need a full set of appendages to kick your butt.
8) Glass is unbreakable. Be it glass hammers, glass armor, or glass windows. All seem to be magically tempered to withstand the strongest of blows.
9) Small talk is interesting.
"Have you heard word about the other provinces?"
"Nothing I'd like to talk about"
"Goodbye"
"Good day" *Walks off into the night*
10) Rats can join guilds. Killing Schemer, the Dark Botherhood pet rat, counts as a guild murder, and gets you expelled in a jiffy. And gets you a date with the charming Will of Sithis.
To be continued... if my brain allows it. Feel free to add any ideas or leave comments.
1) Beware nooks, crannies and corners. This is mainly due to the evil clipping issues i have encountered en masse in the game. When forced into tight corners for easier 1v1 combat, enemies can sometimes fall through unseen "holes" and vanish from sight. I have lost count of the number of swords/shield/bows that have eluded my grasp because of this.
2) Crabs walk in straight lines. They can charge at you head on! It seems the crabs of Tamriel have a unique anatomy previously unseen by man.
3) If at first you don't succeed... Use the console. I mean c'mon. How many of us seasoned Oblivion, or the Elder Scrolls series players haven't resorted to the tilde key?
4) Guards have ESP. They can summon colleagues with a thought and seem to be able to sense crimes from miles away. Too bad that ESP ability doesn't translate into smart fighters. They are only too happy to supplicate themselves to the player's slaughtering blade.
5) It is possible to fail to pick up a leaf. "You find nothing of use"
6) A horse is a man's best friend. What will we do without them? They defend you with their lives, if possible, speed up travel to unexplored locations, and in the case of Shadowmere, makes for an excellent pack mule.
Warning: Violence cannot be avoided if that statement is to hold true. Player discretion is advised.
7) Respect the zombies. They are much hardier than your average bandit or marauder. Beware the diseases. And they don't always need a full set of appendages to kick your butt.
8) Glass is unbreakable. Be it glass hammers, glass armor, or glass windows. All seem to be magically tempered to withstand the strongest of blows.
9) Small talk is interesting.
"Have you heard word about the other provinces?"
"Nothing I'd like to talk about"
"Goodbye"
"Good day" *Walks off into the night*
10) Rats can join guilds. Killing Schemer, the Dark Botherhood pet rat, counts as a guild murder, and gets you expelled in a jiffy. And gets you a date with the charming Will of Sithis.
To be continued... if my brain allows it. Feel free to add any ideas or leave comments.