Wikipedysta:Holek/brudnopis/gry/Oblivion
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Szablon:Infobox CVG The Elder Scrolls IV: Oblivion, or Oblivion, is an award winning[1] fantasy-themed action oriented role playing game developed by Bethesda Softworks LLC for Microsoft Windows, Xbox 360 and PlayStation 3. It is the fourth installment of the Elder Scrolls series. The game's story focuses on a prisoner drawn into a Daedric Lord's plan to conquer the mortal plane.
Oblivion was released in March of 2006 for the Windows and Xbox 360 platforms, and by April 10 2006 it had sold 1.7 million copies,[2] and over 3 million copies by January 18 2007.[3] It was released for the PlayStation 3 on March 20 2007 in North America, and on April 27 2007 in the UK.[4]
The game continues the tradition of Elder Scrolls games of allowing the player to travel anywhere in the game world at any time, including allowing the player to ignore or postpone the main storyline indefinitely. Although it is set after the previous Elder Scrolls games chronologically, the game is not a direct sequel to The Elder Scrolls III: Morrowind or any other game.[5]
The Microsoft Windows edition of the game also supports a new version of The Elder Scrolls Construction Set that is available as a free download on Bethesda's website. The Construction Set allows for extensive expansion of the game and includes the entire basic world building tools used by the designers, giving users many of the same opportunities to create game content as the original designers.
Spis treści |
[edytuj] Gameplay
Oblivion is a fantasy-based role-playing adventure game and an example of open-ended or sandbox gameplay. The main quest may be delayed or completely ignored as the player explores the expansive game world, following side quests, interacting with NPCs, and developing a character according to their taste. The player is free to go anywhere in the land of Cyrodiil at any time while playing the game with no penalty, and even after completing the main quest storyline the game never ends. Oblivion allows the player to build their character in whatever way they want, with no restrictions on skills or equipment. The game contains many enemies for the player to fight, including monsters and animals. Many enemies, quests, and treasures are "leveled," or become increasingly difficult, as the player gains levels. The player, however, has the option of adjusting the difficulty level.
[edytuj] Changes from Morrowind
The fast-travel system found in Arena and Daggerfall, but left out of Morrowind, returned in Oblivion. In Oblivion, if a player visits a location, it appears as an icon on their map. The icon may then be clicked to visit that location, with time elapsing in the interim.[6] Oblivion also introduced ridable horses while removing Morrowind's transportation options, such as Mages' Guild teleporters, silt striders and teleporting spells. The game also removed all levitation spells and items, as the cities in Oblivion are separate cells from the rest of the world and thus must be entered into, and exited from, the town gate to avoid glitches.[7] Unlike in Morrowind, in Oblivion non-player characters may enter and exit areas at will, and will do so quite often, following the Radiant AI.[8]
One major focus during Oblivion's development was correcting Morrowind's imbalance between stealth, combat and magic skill sets.[5][9] The skills system is similar to Morrowind's, though the number of skills is decreased, with the medium armor and unarmored skill removed altogether, and the short blade and long blade skills condensed into a single blade skill.[10] The game also introduced "mastery levels," which give skill-specific bonuses when the player reaches a certain level in that skill. The combat system was also revamped, with the addition of "power attacks", generally given by mastery levels, and the removal of the separate styles of melee attacks present in Morrowind. Ranged attacks were also changed, so that the determination of a hit is based solely on whether the arrow struck the target in-game, rather than the character's skill level. Spears, throwing weapons, and crossbows were removed as well, while staffs no longer counted as weapons, but are only used for casting spells.[11] The choice came from a desire to focus all development efforts in ranged weapons on bows specifically, to "get the feel of those as close to perfect as possible", as perfect as the Havok physics engine allowed the team to do. Morrowind's passive Block skill became an active feature in Oblivion, activated by a button press. When, in the new system, an enemy is successfully blocked, they now recoil, offering an opening for attack.[12]
[edytuj] Plot
Emperor Uriel Septim VII (voiced by Patrick Stewart), the current reigning Emperor, arrives at his palace prison escorted by several Blade bodyguards to escape through a secret exit through the Imperial Sewers. By chance, the exit is located in the cell occupied by the player character, who is in prison for reasons that are never revealed. Through conversation with the main character, the emperor relates that assassins, later revealed to be a part of a Daedric cult known as the Mythic Dawn, have killed Uriel's three sons and are now after him. He is then led off into the catacombs beneath the palace. The protagonist follows, and, after being cut off from the Emperor and his guards, the main tutorial takes place, which teaches the basic game mechanics and collects information that eventually leads to the game suggesting which class the player should choose near the end of the dungeon. The player is asked at the end of the dungeon whether the class they chose was correct. In keeping with the open nature of the game, the player is not required to follow this suggestion, and may pick any premade or custom class.[13]
At the end of the catacombs, the protagonist meets up with the guards and Septim again, and they are quickly overwhelmed by assassins, which results in the player taking on the task of guarding the Emperor while the surviving Blades engage the enemy. While awaiting the result, Uriel entrusts the protagonist with the Amulet of Kings, a special amulet that can only be worn by those of the Septim bloodline, and orders him/her to take it to a man named Jauffre. Immediately afterwards, an assassin ambushes and kills the emperor before being defeated. The surviving guard, Baurus, questions the protagonist, and explains that Jauffre is the Grandmaster of the Blades, and can be found at Weynon Priory, near the city of Chorrol. The protagonist then leaves the sewers and begins his journey in the land of Tamriel; it is the player's choice to either follow these orders or go his or her own way.
If the player chooses to continue the main storyline, and ventures to Weynon Priory, it is revealed that the Emperor's death has allowed multiple gates to Oblivion to open, and a Daedric invasion is to begin as a result. The only way to close down the gates permanently is to find someone of the Septim bloodline to retake the throne and re-light the Dragonfires in the Imperial City. Fortunately, it is also revealed that there is indeed still an heir to the Septim throne: an illegitimate son named Martin Septim (voiced by Sean Bean), who resides in Kvatch. The protagonist then must venture to the city and bring him to Weynon Priory. However, the Daedra have Kvatch under siege and the protagonist has to venture into the Planes of Oblivion and close down the gate.
Once the gates are closed, the player is praised as "The Hero of Kvatch" and becomes somewhat known throughout Cyrodiil. The protagonist gets to the Kvatch chapel and, while receiving some slight skepticism, persuades a somewhat oddly trusting Martin to join him to travel back to Weynon Priory. Upon arriving, the player finds that Weynon Priory is under siege by the Mythic Dawn and the Amulet of Kings has been stolen. Recovering from the attack, Jauffre orders the protagonist to escort himself and Martin to Cloud Ruler Temple, the stronghold of the Blades in the Jerall Mountains. At Cloud Ruler Temple, Martin is recognized as the Emperor and is given command of the Blades. After some planning, Jauffre orders the player to rendezvous with Baurus, the sole surviving Blade from the beginning of the game, in the Imperial City to find the Shrine of Dagon, a Daedric cult lair that is believed to be the location where the Amulet was taken.
After some investigating and a series of quests, the protagonist arrives at the Shrine of Mehrunes Dagon, infiltrating it or assaulting it depending on what the player chooses to do. Either way, it is too late, as Mankar Camoran (voiced by Terrence Stamp), the leader of the Mythic Dawn, escapes to his Paradise through a portal using a mystical book called the Mysterium Xarxes. The protagonist recovers this book and returns it to Martin, who deduces that the only way to recover the Amulet is to follow Camoran, and create a portal to the paradise as well. As Martin begins to decipher the book, the protagonist must hunt down and kill a pair of spies in Bruma, and gather intelligence. The player finds orders from Ruma Camoran, stating that the cult knows where Martin is, and ordering them to begin opening gates. A "collect-the-pieces" plot now begins, as the player must recover three key items that are necessary to recreate the portal. These include any Daedric artifact, which are gained via any Daedric quest, a Great Welkynd Stone, recovered from a dungeon, and the Blood of a Divine, also recovered from a dungeon. At this time, the player also has the option of securing reinforcement from the various cities of Cyrodiil. However, Cyrodiil's cities are all under threat themselves, and the player must close the gates menacing each city before the local ruler can afford to help reinforce the Bruma garrison. After this quest is concluded, Martin reveals a final item that needs to be used in order to create the portal, a Great Sigil Stone used in a Great Gate to the Planes of Oblivion, similar to the one that devastated Kvatch.
Martin and Jauffre create a desperate plan that involves allowing Bruma to be attacked by the Daedra so that a Great Gate can be opened. The "Hero of Kvatch" then must venture into the gate and obtain a Great Sigil Stone. Arriving on the battlefield of Bruma, Martin gives a moving speech before charging into battle against the Daedra. Many men are lost, but a Great Gate is finally opened. The protagonist rushes in and must locate the stone. However, there is a Daedric Siege Machine, the machine seen in the opening cutscene, heading slowly towards the gate. The hero recovers the stone, and the gate closes, leaving the deactivated Siege Machine out of Oblivion. Martin then tells the protagonist to meet him in Cloud Ruler Temple when he is ready to venture into Camoran's paradise.
Upon arriving at the Temple, a portal is created and the protagonist ventures through, arriving at Camoran's dystopian vision of paradise. During this time, several interesting points are revealed, including that the dead god Lorkhan was actually a daedric prince, and that Tamriel is another plane of Oblivion that used to belong to Dagon (whether this is true or merely a madman's talk is left for the player to decide). After fighting through Camoran's men, the protagonist finally confronts Camoran in his throne room. The player battles Camoran. Upon his death, the player pries the Amulet from Mankar's neck, and Paradise evaporates around him. The protagonist returns to Cloud Ruler Temple. The Amulet is returned to Martin, and the Blades travel to the Imperial City to re-light the Dragonfires, ending the Oblivion invasion. However, the Daedra begin a desperate assault of their own and overrun the Imperial City. In a very difficult and heated battle, the protagonist and Martin fight their way to the Temple of the One, in the Imperial City Temple District, to find that a 200-foot tall beast is wreaking havoc in the city, revealed to be the Daedric Lord Mehrunes Dagon himself. Martin fights his way into the Temple, and shatters the Amulet of Kings to merge himself with the spirit of Akatosh, the Dragon-God of Time, becoming his Avatar. He defeats Dagon in a heated final confrontation. The Amulet of Kings is destroyed, Martin has disappeared, the Temple of the One's dome is destroyed, the stone Avatar of Akatosh standing in it's place, the gates of Oblivion are shut forever, and the throne of the Empire again lies empty. A final monologue by Martin, however, describes this in an optimistic light, claiming that the future of Tamriel is now in the player's hand and that this is the beginning of the Fourth Era. After the battle, Lord Chanceller Ocato of the Elder Council proclames the player Champion of Cyrodil. [14]
[edytuj] Setting
Oblivion sets its scene in Cyrodiil, a province of varied climate, and the heart of Imperial power in the greater continent of Tamriel.[15] The political landscape of the game is "fractured" by the assassination of the Emperor, and prospective comers would well be cautious in whom they trust. In the bleak days following the Emperor's death, there are rumors that some have turned to the dark arts—to necromancy—and now seek to raise armies of the dead for malevolent ends.[12]
In preparation for the game, developers gathered together materials from all manner of sources—"mountains of photographs snapped from ventures outside the dark confines of our office...huge numbers of nature books that our artists use for recreating authentic trees, grasses, and plants." "Texture images, reference photography of architecture, natural formations" that the team has drawn from personal trips overseas also form a part of the collection. "We pull," says producer Gavin Carter, "from as many sources as we can get our hands on."[12] Where, in Morrowind, the chief graphical focus of the team was on water, the chief focus in Oblivion lay on its forests, "big, photorealistic forests".[16] Using IDV’s SpeedTree technology, Bethesda artists were able to "quickly generate complex and organic tree shapes with relative ease". "Using parent/child hierarchies and iterative branch levels comprised of highly modifiable cylinder primitives, an entire tree shape can be created in a manner of minutes, just by adjusting numerical values and tweaking spline curve handles".[17] Oblivion does not offer terrain destructibility, although, like Morrowind, it does offer dynamic weather and time, shifting between snow, rain, fog, sunny skies, overcast skies, etc.[18] Developers pushed the game's view distance "extremely far out", so that the player character can see "for miles - mountains, towns on the horizon, grand forests in the distance, everything", according to Carter. Oblivion makes more use of multi-level environments than did previous games, varying the topology to a greater extent than did Morrowind.[9] The populations represented in Oblivion do not match those previously suggested in the literature, in the range of ‘thousands upon thousands'. The development team tried to scale the populations to a level that plays well, rather than match the lore.[8] Oblivion's game world is approximately 16 square miles in size.[19]
Oblivion, unlike previous series games, offers no loading screens, no breaks in the action, as the player moves through the game world. Only when moving from interior to exterior environments, or when fast-traveling, does the game pause to load.[20] The gameworld of Oblivion is cordoned off at its edges by an invisible wall. In most places, the development team built this limit around a physical barrier, like a mountain, but as this was not always possible, there are places where the screen displays a "you've reached the edge - go back" message, and prevents the player further access. The player character may still look into these regions, however, as the team still built in landscape several miles deep.[21]
[edytuj] Development
[edytuj] Early development
The first rumors of another Elder Scrolls release after The Elder Scrolls III: Morrowind began to circulate in June 2004, following Bethesda's posting of an e-mail searching for new staff. The new staff were to participate on a team that would "[push] the bleeding-edge of RPG development for the PC and future-generation consoles".[22] Suspicions of a new Elder Scrolls release were confirmed on September 10, when Bethesda officially announced the identity of the game in question: The Elder Scrolls IV: Oblivion, followed with a feature in the October 2004 issue of Game Informer.[23][24]
As of the announcement, Bethesda had been working on Oblivion for 2 years, since 2002,[24] just as Bethesda was finishing up with Morrowind.[25] In the same timeframe, Bethesda's Elder Scrolls team was split in two: half, mostly designers and artists, were sent to work on Morrowind's expansions; and the rest, mostly programmers, were sent to work on technology for Oblivion.[11] The team's goal then was, in the words of executive producer Todd Howard, to "create the quintessential RPG of the next generation", with a focus on a "combination of freeform gameplay and cutting-edge graphics."[5] Producing for next generation machines, rather than a cheap upgrade, gave Bethesda an additional four years of development: four years that "all but guaranteed" a punctual launch alongside the Xbox 360, four years that offered room for Bethesda to start from scratch.[26] Howard describes this as an aspect of Bethesda's greater goal of "Reinvention", where the team's goal is to make "a new game that stands on its own, that has its own identity".[11]
As they had done with previous games in the series, Bethesda threw out their old content and technology and began work anew. A new engine was envisioned, one which would take advantage of advanced lighting and shader routines, like high dynamic range rendering and specular mapping.[25] The final product was shipped with an engine formed of a mixture of in-house tech and Numerical Design Limited's Gamebryo engine,[27] "tricked out" in collaboration with Bethesda's graphics programmers and NDL.[12] Cheng has described the game as "pixel-shader heavy", taking advantage of the feature in rendering "metal, wood, stone, blood, skin," in addition to water, which was the only use Morrowind made of the technology. In particular, Oblivion uses normal maps, diffuse maps, specular maps, and parallax maps,[28] which Howard described as "kind of like displacement mapping".[29] Oblivion makes use of Radiant AI, a new artificial intelligence system that allows non-player characters to dynamically react and interact with the world around them. Features introduced for the new release that had been absent in Morrowind included "full facial animations, lip synching, and full speech for all dialogue".[30] Oblivion uses Havok (software) as its physics engine, following in the footsteps of Half-Life 2. Havok is involved in modeling the game's representations of telekinesis, theft, traps, tumbling,[31] paralysis, area effect fireball explosions,[32] and the contact between arrows and their targets. Arrows, in Oblivion, may lodge themselves in objects and thereby increase their mass.[31]
Keeping with the spirit of past games, Howard promised to keep with the spirit of "big-world, do-anything"-style games, feeling that a certain size and number of choices were needed to make role-playing feel "meaningful";[5] but now there was to be greater emphasis on keeping the game focused.[11] Vice President of PR and Marketing for Bethesda Pete Hines saw the developments between games as less an issue of design focus and more as a "natural side effect of improving and refining how the game works".[33] Oblivion would include fewer NPCs and quests than Morrowind, and mindless filler, which Howard felt the team had been guilty of in the past, would be avoided.[11] In exchange, Producer Gavin Carter later explained, there would be greater focus on length and depth in the quests, quests which are "all so much more complex, more rich", quests "with more alternate paths, more chararcters [sic] to connect with, who actually have personalities," while there would be less focus on aspects of gameplay too far removed from the game's central plot.[34]
The role of the player character in the main quest was to be changed as well. In contrast to past games, where the player character would play a type of "chosen one", Oblivion would have the player character "find him, protect him, and help him."[35][36] Aside from that, in the opinion of Hines, "the main quest has similar themes and tones as in past Elder Scrolls games", and should still feel "epic", simply because of the way the gamespace is designed: with openness in mind.[36] Improving that aspect of the experience, said Hines, came mostly in the form of improved information presentation.[35]
On February 3 2005, Bethesda entered into an agreement with Take-Two Interactive regarding the publication and release of Oblivion. Under the agreement, Bethesda would retain full control over Oblivion's development and the rights to any possible sequels, and Take-Two would agree to publish the game under its recently-formed 2K Games sub brand.[37] Carter described Take-Two's role as one of minimal interference, and the company mostly left Bethesda's development teams alone, trusting them to produce a "fantastic product" with minimal bureaucratic interference or "red tape".[38]
[edytuj] E3 2005 and onwards
On May 16 2005, Bethesda announced that they would be releasing Oblivion on Microsoft's Xbox 360, and that the game's public debut would come at the Electronic Entertainment Expo in Los Angeles on May 18 2005, with a slated release date of winter 2005.[39] The version shown at E3 was a substantially finished game. Most content was already in the game, leaving aside only the polish that the final months of development would bring. The game's world, for example, had already been fully constructed, and only needed to undergo its "clutter pass", wherein minor game items—"books, weapons, and thousands of forks and plates"—are dropped into the game world.[40] Oblivion's showing was impressive. In the words of one reporter, "The Elder Scrolls IV: Oblivion isn't just one of the brightest gems in the Xbox 360's upcoming launch lineup, but it's also perhaps a perfect example of a next-generation role-playing game."[41] Oblivion won a flurry of "best of" awards from a variety of game journalists: GameSpy's "RPG Game of Show"[42] GameSpot's "Best RPG",[43] IGN's "Best PC RPG",[44] RPGFan's "Best Overall Game of E3 2005",[45] and, most prestigiously, the "Best Role Playing Game" in the 2005 E3 Game Critics Awards.[46]
Although preliminary reports from Reuters suggested an Oblivion release in tandem with the Xbox 360 release on November 22 2005,[47] Take-Two Interactive announced, during a conference call with analysts on October 31 2005, that Oblivion's release was to be delayed until the second quarter of Take-Two's fiscal year, which would put it between February and April 2006. The delay surprised many, especially as online retailers had already begun bundling Oblivion with the console in pre-orders.[48] News of the delay came amidst a worrying flurry of bad news from the company, including a 60% drop in expected earnings per share, the ongoing Hot Coffee minigame controversy, worse than average sales for the company's flagship Grand Theft Auto: San Andreas, sudden drops in share prices, and delays for various other company products.[49]
After an almost four-month delay, Oblivion went gold on March 2 2006[50] and was released for Microsoft Windows and Xbox 360 on March 21 2006.[51] The game was the first RPG title to be released for Microsoft's Xbox 360 console.[50] In addition to the standard release, a "Collector's Edition" is available for both Windows and Xbox 360 which includes the 112-page Pocket Guide to the Empire, a Bonus DVD containing concept art, renders, and an approximately 45-minute long documentary on the making of Oblivion, and a coin replica of the in-game currency of Tamriel.[52] The game was released for the PlayStation 3 on March 20 2007.
[edytuj] Audio
The game features the voices of Patrick Stewart, Lynda Carter, Sean Bean, Terence Stamp, Ralph Cosham and Wes Johnson. The voice acting received mixed reviews in the game press. While many publications characterize its voice acting as excellent,[53][54][55] others found fault with its repetitiveness, even while commending its general quality. [56][57] The repetitiveness' cause has been attributed to both the small number of voice actors[58] and the bland written dialogue.[59] Lead Designer Ken Rolston found the plan to fully voice the game "less flexible, less apt for user projection of his own tone, more constrained for branching, and more trouble for production and disk real estate" than Morrowind's partially recorded dialogue. However, Rolston also stated that voice acting "can be a powerful expressive tool", and that certain aspects of Oblivion's dialogue contribute significantly to the charm and ambience of the game.[60] In addition to numerous awards won by the game itself, Patrick Stewart's voice role as the Emperor won an award at the Spike TV awards,[61] and the musical score by composer Jeremy Soule won the inaugural MTV Video Music Award for "Best Original Score" through an international popular vote. The music was also nominated for a British Academy Award.
[edytuj] Reception
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Critical reaction to the English version of Oblivion was almost entirely positive. Oblivion holds an average review score of 94% for the Xbox 360, making it the 2nd highest rated game of 2006 and the highest rated Xbox 360 game released to date,[69] 93% for the PC, making it the 5th highest rated game of 2006, and 93% for the PS3 version, making it the highest rated game overall for the PS3; PC Gamer UK, PC Gamer US, PC Zone, GameSpot, IGN, Electronic Gaming Monthly, and OXM have all awarded the game 9/10 or more, and praised the game for its immersiveness and scope, winning the game awards from various outlets.[2] The television program X-Play, citing similar reasons, awarded the game a rare 5/5, with Eurogamer awarding it a perfect 10/10. GameSpot called the game "simply one of the best role-playing games ever," awarding a score of 9.6 for the Xbox 360 and 9.3 for the PC[70]. PC Gamer UK did, however, criticize the repetitive and occasionally absurd nature of conversations between in-game NPCs, saying that it broke suspension of disbelief, but still awarded the PC version a high 93%. OXM also said that the Xbox 360 version of the game suffered from occasional frame rate drops, though they were not as frequent as the Windows version, as well as slightly longer loading times on a Core system which lacks a hard drive. Although the Xbox 360 version is slightly more favored by critics, many noted that when tested on a high-end system, graphics and performance on the PC were considerably better than those of the console version.
However, even with these flaws still being pointed out, IGN stated that "none of those criticisms hold back Oblivion from being a thoroughly enjoyable, user-friendly, gorgeous experience with enough content to keep you returning time and time again", awarding it a score of 9.3.[71]
[edytuj] Re-rating
On May 3 2006, Oblivion was re-rated from T (Teen) to M (Mature) by the ESRB.[72] The ESRB chose to re-rate the game due to the discovery of partially nude textures included deep within the game's files, accessible only through a third-party modification for the Windows version, and the existence of more blood and gore than was originally revealed to ESRB. The new rating of M causes some stores to require a valid government ID to prove that the consumer is 17 or older. This restricted sales for most teenage players since they would typically require a parent to assist in purchasing. Even after Bethesda removed the textures from the game, both available versions of the game kept their M ratings,[72] and the PS3 version has also since been rated M.
[edytuj] Modifications
Bethesda Softworks has released several small plug-ins, which are available for purchase as downloads for both the Windows and Xbox 360 versions of the game. These plug-ins include new quests, houses for the character to own, and other extras such as horse armor or spell tomes. These plug-ins currently cost from one to three US dollars.[73] Two of these add-ons (The Wizard's Tower and the Thieves Den) are available for free with the February issue of Official Xbox Magazine on the pack-in disc.
In addition to the commercial plug-ins from Bethesda, there are many free third-party modifications, also known as mods, available for the Windows version. These mods change many aspects of the game, such as adjusting the visuals, gameplay, user interface, adding features such as multiplayer gameplay, or adding content such as new races, explorable game areas, armor, and weapons. The availability of modifications for the PS3 version is currently unknown. [74]
[edytuj] Expansion packs
[edytuj] The Elder Scrolls IV: Knights of the Nine
The Elder Scrolls IV: Knights of the Nine was a content expansion released for the Xbox 360 and Windows.[75] The Windows retail release includes all of the previously released add-ons from Bethesda (see 'Downloadable content'), allowing players without an Internet connection to play them. Knights of the Nine is included in the PlayStation 3 version.[76] Knights of the Nine added a new guild, the eponymous Knights of the Nine, which the player may join. The quests for this faction are centered around a pilgrimage to find holy relics while abstaining from evil deeds. Other content included in the Knights of The Nine downloadable content (P.C.) includes: Horse armour (allows you to buy armour for your horse), Wizard's Tower (a livable tower ideal for role-playing mages), Vile Lair (an underground lair ideal for vampires and members of the Dark Brotherhood), Mehrunes' Razor (a quest where you discover the Mehrunes' Razor), the Orrery (an observatory in the Arcane University), Spell Tomes (books found in dungeons that teach you spells), and Thieves' Den (a base for pirates to give you treasure).
[edytuj] The Elder Scrolls IV: Shivering Isles
An official expansion pack entitled The Elder Scrolls IV: Shivering Isles was released on March 27 2007 for Windows and Xbox 360. The expansion offers 30-plus hours of new adventuring, features new quests, monsters, expanded freeform gameplay and a new land "that you can watch change according to your vital life-or-death decisions."[77] A PlayStation 3 version is confirmed and is expected to be released in 2007.[78]
Shivering Isles takes place in the realm of madness ruled over by the daedric prince Sheogorath.[3] The player is tasked by Sheogorath to save the realm from an approaching cataclysm known as the Greymarch.
Przypisy
- ↑ Oblivion Awards. Bethesda Softworks, 2007-05-07. [dostęp 2007-04-07].
- ↑ 2,0 2,1 Oblivion enjoying epic sales. W: GameSpot [on-line]. CNET Networks Entertainment, 2006-04-10. [dostęp 2006-09-24].
- ↑ 3,0 3,1 Bethesda Softworks Announces The Elder Scrolls IV: Shivering Isles™ — Official Expansion for Oblivion. Shacknews, 2007-01-18. [dostęp 2007-05-26].
- ↑ Bethesda Softworks Announces Oblivion™ for PLAYSTATION®3 System Now Shipping. Bethesda Softworks, 2007-03-19. [dostęp 2007-03-21].
- ↑ 5,0 5,1 5,2 5,3 Staff: The Elder Scrolls IV: Oblivion Q&A - Overview, Character Development, Fallout. W: GameSpot [on-line]. CNET Networks Entertainment, 2004-10-28. [dostęp 2007-05-26].
- ↑ The Elder Scrolls IV: Oblivion Interview. W: GameBanshee [on-line]. UGO, 2004-12-09. [dostęp 2007-06-01].
- ↑ The Elder Scrolls IV: Oblivion Review. Game Chronicles, 2006-04-10. [dostęp 2007-03-22].
- ↑ 8,0 8,1 APY: Fan interview December 2004. GameSpy, 2004-12-08. [dostęp 2007-06-03].
- ↑ 9,0 9,1 The Elder Scrolls IV: Oblivion - An Interview with Bethesda Softworks. GamesFirst!, 2005-03-09. [dostęp 2007-06-02].
- ↑ To the Death, or to the Pain?. Bethesda Softworks. [dostęp 2007-03-26].
- ↑ 11,0 11,1 11,2 11,3 11,4 The RPG for the Next Generation. Bethesda Softworks. [dostęp 2007-03-26].
- ↑ 12,0 12,1 12,2 12,3 Elder Scrolls IV: Oblivion - Q&A. TVG, 2005-07-20. [dostęp 2007-06-02].
- ↑ Szablon:Cite book
- ↑ Szablon:Cite book
- ↑ The Seat of Sundered Kings: Cyrodiil. W: The Pocket Guide to the Empire, 3rd Edition. Packaged with the Collector's Edition of The Elder Scrolls IV: Oblivion [on-line]. Bethesda Softworks. Reprinted in The Imperial Library, 2006-03-21. [dostęp 2007-05-27].
Cyrodiil. W: The Pocket Guide to the Empire, 1st Edition. Packaged with the Collector's Edition of The Elder Scrolls Adventures: Redguard [on-line]. Bethesda Softworks. Reprinted in The Imperial Library, 1998-10-31. [dostęp 2007-05-27]. - ↑ KingSix: Interview: The Elder Scrolls IV: Oblivion. 2005-07-30. [dostęp 2007-06-02].
- ↑ A Brief History of Cyrodiil. Bethesda Softworks. [dostęp 2007-06-02].
- ↑ The Console Wars' Exclusive Interview: Pete Hines of Bethesda Softworks (Oblivion). The Console Wars, 2005-08-19. [dostęp 2007-06-02].
- ↑ Reinventing Oblivion. W: Xbox.com [on-line]. Microsoft. [dostęp 2007-04-17].
- ↑ Finger: The Elder Scrolls IV: Oblivion Interview With Bethesda's Todd Howard. TeleFragged, 2005-06-20. [dostęp 2007-05-27].
- ↑ Preview: Elder Scrolls IV: Oblivion. Oblivion Source. [dostęp 2007-06-06].
- ↑ New Job Opening's. W: News 2004-2003 [on-line]. Bethesda Softworks, 2004-06-16. [dostęp 2007-05-26].
Development of next-gen Elder Scrolls under way?. W: GameSpot [on-line]. CNET Networks Entertainment, 2004-06-16. [dostęp 2007-05-26]. - ↑ The Elder Scrolls IV: Oblivion announced. W: News 2004-2003 [on-line]. Bethesda Softworks, 2004-09-10. [dostęp 2007-05-26].
- ↑ 24,0 24,1 Elder Scrolls IV coming to PC, next-gen. W: GameSpot [on-line]. CNET Networks Entertainment, 2004-09-10. [dostęp 2007-05-26].
- ↑ 25,0 25,1 The Elder Scrolls IV: Oblivion E3 2005 Impressions. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-05-18. [dostęp 2007-05-26].
- ↑ Bethesda: The Right Direction. The Escapist, 2007-02-06. [dostęp 2007-06-01].
- ↑ Oblivion interview - Gavin Carter of Bethesda. Elite Bastards, 2005-10-20. [dostęp 2007-06-01].
- ↑ The Elder Scrolls IV: Oblivion Interview. Gameplay Monthly, 2005-03-25. [dostęp 2007-06-02].
- ↑ The Elder Scrolls IV: Oblivion. IGN, 2004-11-22. [dostęp 2007-06-03].
- ↑ New details on Elder Scrolls IV. W: GameSpot [on-line]. CNET Networks Entertainment, 2004-10-22. [dostęp 2007-05-26].
- ↑ 31,0 31,1 Living in Oblivion. 2006-05-23. [dostęp 2007-06-02].
- ↑ The Elder Scrolls IV: Oblivion Interview. Gameplay Monthly, 2005-03-25. [dostęp 2007-06-02].
- ↑ The Elder Scrolls IV: Oblivion Preview. Shacknews, 2006-02-24. [dostęp 2007-05-27].
- ↑ Stargleman: E3 2005 Coverage: Gavin Carter. GameSpy, 2005-05-29. [dostęp 2007-05-27].
- ↑ 35,0 35,1 Elder Scrolls IV: Oblivion Interview. Gamecloud, 2005-09-26. [dostęp 2007-06-02].
- ↑ 36,0 36,1 The Elder Scrolls: Oblivion - An interview with Pete Hines. Mygamer, 2005-10-20. [dostęp 2007-06-02].
- ↑ Bethesda Softworks® Signs Co-Publishing Agreement with Take-Two Interactive for The Elder Scrolls® IV: Oblivion™. Bethesda Softworks, 2005-02-03. [dostęp 2007-05-26].
Take-Two to copublish Elder Scrolls IV, Cthulhu. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-02-03. [dostęp 2007-05-26]. - ↑ Interview: Oblivion Game Producer Gavin Carter. Game Producer.net, 2006-05-25. [dostęp 2007-05-27].
- ↑ Bethesda Softworks and 2K Games announce The Elder Scrolls IV: Oblivion for Microsoft's Xbox 360 video game and entertainment system. Bethesda Softworks, 2005-05-16. [dostęp 2007-05-26].
- ↑ Staff: The Elder Scrolls IV: Oblivion Q&A - Oblivion at E3 2005. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-05-17. [dostęp 2007-05-26].
- ↑ Staff: The Elder Scrolls IV: Oblivion Q&A - After E3. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-07-08. [dostęp 2007-05-26].
- ↑ GameSpy Staff: The Annual E3 Awards: 2005. GameSpy, 2005-05-24. [dostęp 2007-06-03].
- ↑ GameSpot Staff: E3 2005 Editors' Choice Awards: Best Role-Playing Game: The Elder Scrolls IV: Oblivion (PC). W: GameSpot [on-line]. CNET Networks Entertainment, 2005-05-31. [dostęp 2007-06-03].
- ↑ IGNPC Staff: Best Role-Playing Game: The Elder Scrolls IV: Oblivion (PC). IGN, 2005-05-31. [dostęp 2007-06-03].
- ↑ Games of E3 2005. RPGFan, 2005-05-23. [dostęp 2007-06-03].
- ↑ 2005 E3 Game Critics Awards Winners Announced. Gamasutra, 2005-06-08. [dostęp 2007-06-03].
- ↑ Nine more games target 360 launch. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-10-06. [dostęp 2007-05-26].
- ↑ Elder Scrolls IV missing Xbox 360 launch. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-10-31. [dostęp 2007-05-26].
Valerias: Oblivion: Release Date Dramas. GameSpy, 2005-12-10. [dostęp 2007-05-27]. - ↑ Street does double-take over Take-Two stock. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-10-20. [dostęp 2007-05-26].
Take-Two lowers guidance, reveals new PSP GTA. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-10-31. [dostęp 2007-05-26].
Take-Two clobbered on Wall Street. W: GameSpot [on-line]. CNET Networks Entertainment, 2005-11-01. [dostęp 2007-05-26]. - ↑ 50,0 50,1 Elder Scrolls unrolls this month. W: GameSpot [on-line]. CNET Networks Entertainment, 2006-03-02. [dostęp 2007-06-06].
- ↑ Oblivion ships to stores. W: GameSpot [on-line]. CNET Networks Entertainment, 2006-03-20. [dostęp 2007-06-06].
- ↑ Bethesda Softworks Newsletter. Bethesda Softworks, 2006-01-24. [dostęp 2006-08-27].
- ↑ The Elder Scrolls IV: Oblivion Review - Another Take. IGN, 2006-03-24. [dostęp 2006-08-24].
- ↑ The Elder Scrolls IV: Oblivion Review. W: GameSpot PC Games [on-line]. Gamespot, 2006-03-25. [dostęp 2006-08-24].
- ↑ The Elder Scrolls IV: Oblivion Review. Pro-G, 2006-04-18. [dostęp 2006-08-24].
- ↑ The Elder Scrolls IV: Oblivion - Xbox360. W: Xbox 360 Reviews [on-line]. Game-Revolution, 2006-03-30. [dostęp 2006-09-20].
- ↑ The Elder Scrolls IV: Oblivion Review (Xbox 360) - Audio. TeamXbox, 2006-03-23. [dostęp 2006-09-20]. 5.
- ↑ Oblivion's vocal and line repetition. Joystiq, 2006-09-18. [dostęp 2006-09-20].
- ↑ Jake: Bethesda, I Write Cheap!. The Game Chair, 2006-09-17. [dostęp 2006-09-20].
- ↑ Oblivion's Ken Rolston Speaks. HardOCP, May 23, 2006. [dostęp 2007].
- ↑ 61,0 61,1 Oblivion nabs Spike TV top honors. W: GameSpot UK [on-line]. CNET Networks UK Consumer, 2006-12-09. [dostęp 2007-05-27].
- ↑ The Elder Scrolls IV: Oblivion Review. IGN, 2006-03-24. [dostęp 2007-02-12].
- ↑ The Elder Scrolls IV: Oblivion Review. Game Informer, 2006-05-01. [dostęp 2007-02-12].
- ↑ The Elder Scrolls IV: Oblivion Review. GameSpy, 2006-03-27. [dostęp 2007-02-12].
- ↑ The Elder Scrolls IV: Oblivion Review. GameSpot, 2006-03-25. [dostęp 2007-02-12].
- ↑ The Elder Scrolls IV: Oblivion for PC. W: PC Reviews [on-line]. Game Rankings. [dostęp 2007-01-21].
- ↑ Elder Scrolls IV: Oblivion, The (PC: 2006). W: PC Reviews [on-line]. Metacritic. [dostęp 2007-01-21].
- ↑ Shack Staff: Game of the Year 2006 Winners. Shacknews, 2006-12-31. [dostęp 2007-05-27].
- ↑ The Elder Scrolls IV: Oblivion for Xbox360. W: Xbox 360 Reviews [on-line]. Game Rankings. [dostęp 2006-12-23].
- ↑ The Elder Scrolls IV: Oblivion Xbox360 Review. GameSpot. [dostęp 2006-12-23].
- ↑ The Elder Scrolls IV: Oblivion IGN Review (Xbox 360). IGN. [dostęp 2006-12-23].
- ↑ 72,0 72,1 Oblivion rerated M for Mature. W: GameSpot News [on-line]. GameSpot, 2006-05-03. [dostęp 2006-09-24].
- ↑ Oblivion Downloads. Bethesda Softworks. [dostęp 2006-12-20].
- ↑ Questions over Oblvion PS3 Online Plans. W: http://www.next-gen.biz [on-line]. Next Generation, 2007-02-23. [dostęp 2007-03-23].
- ↑ Oblivion's Knights of the Nine Coming to Windows, X360. IGN, 2006-10-17. [dostęp 2006-10-27].
- ↑ Bethesda Softworks Announces Knights of the Nine™ for Xbox 360™ and Windows. Bethesda Softworks, 2006-10-17. [dostęp 2007-05-27].
- ↑ Oblivion expansion: First concrete details. 2007-01-04. [dostęp 2007-01-16].
- ↑ Interview: Bethesda Softworks' Pete Hines. Shacknews, 2007-02-08. [dostęp 2007-02-15].
- Callaham, John: Jeremy Soule Interview & PLAY!. Firing Squad, 2006-05-22. [dostęp 2007-05-27].
[edytuj] External links
- Oblivion Overview - Official home page
- OblivionWiki - An Oblivion Wiki.
- UESPWiki - A wiki focusing on Oblivion as well as the other Elder Scrolls games.
- The Elder Scrolls IV: Oblivion Mods
Szablon:Elder Scrolls games
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