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Third consecutive fan interview released
Tue, 24 Jan 2006 19:11:32 +0000
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by Pantalaimon |
Never fully satisfied with interviews out of their control, the fans have once again united to form a fan-made interview, which has just been reviewed and answered by Bethesda developers. Head on over to the official Elder Scrolls forums to read it all. Here's a short excerpt:
NPCs and guards will stop to examine dead bodies that they come across. They'll kneel down and express their sorrow or wonder at the sight. The biggest worry you'll have is that it will cause more NPCs to congregate around it, raising your chances of being detected if you're tying to sneak through. You can drag bodies around using the Grab? button, but it's a slow process as bodies are heavy. |
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Full RSS feed trial
Mon, 23 Jan 2006 02:31:03 +0000
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by Paul |
You may of just noticed you're getting full news content over the RSS feed now, this may not be permanent (sorry), I'm just testing it out to get people's feedback on it.
Hopefully it won't keep too many of you away from the site itself and won't stop you clicking on the ads. Which is the fundamental problem of not always offering full content over the RSS feed. Anyway if you've got feedback send it my way or leave a comment. |
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Two new Oblivion previews
Fri, 13 Jan 2006 04:41:41 +0000
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by Wester |
Firstly, Gamespot have scampered up their new preview of the Xbox 360 version of TES4: Oblivion, straight from their CES 2006 coverage report. Here's an excerpt from that:
"Plunging further into the crypt, we discovered a wide-open area that contained some treasure for us to collect, as well as some hidden dangers. Stepping onto the wrong tile sent us directly up at a set of spikes embedded in the ceiling, though we merely lost a bunch of hit points for the error, rather than being killed instantly. The game seems to strike a good balance between such action-oriented elements and typical RPG-style equipment management and number crunching, and we're eager to see more of the adventure to see what else is in store." IGN have also strummed up their CES 2006 preview of the Xbox 360 version of TES4: Oblivon. Here's a portion from it:
"The size of the gameworld is several square miles and it's all brought before your eyes without a hitch as you run around. The structures and natural environments are super detailed with no stitching or anything else that would spoil the look of Oblivion. Projected fire and other energy effects look spiffy enough that the game will feel like an Xbox 360 RPG." |
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New 1up Oblivion preview
Wed, 11 Jan 2006 07:42:20 +0000
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by Wester |
1up have dabbled up their newly written 1-page preview of TES4: Oblivion. Here's a quota from it:
"This game aims to let the player feel not only immersed in the game world, but also tied to it in an integral way. Your actions will determine future events, and have lasting impacts. For example, during the demo, we learned that the character had accidentally set a villager on fire earlier; after that, when he tried to go join a guild that he had joined in every previous demo, the guildmaster told him he was not welcome. There's a way to fix this, of course -- you can pay a fine, or do something to rehabilitate your reputation so that other villagers will think more kindly of you. This little sequence underlines the importance of your behavior and choices throughout the game, but in a more subtle and less obvious way than having a morality bar, like Fable, or the dark side/light side dichotomy of KOTOR." |
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New Oblivion interview with Gavin Carter
Mon, 09 Jan 2006 16:14:55 +0000
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by Khajiit |
Beyond3D has conducted a brand new 3-page interview with Gavin Carter, executive producer at Bethesda Softworks. This is an interview largely focusing on hardware and the technology powering Oblivion, such as soft-shadows, HDR lightning, shader model 3.0, physics and much more!
Here's a rather large sample of it:
Beyond3D: Could you tell us what Shader Model range you're aiming for? In a recent interview you mentioned that you make use of SM 3.0; is this shader model used for a performance increase only or do you make use of SM 3.0-specific features like texture fetches in the vertex shader?
Gavin Carter: Shader model 2.0 to 3.0 is the targeted range. For shader model 3.0 effects, we do take advantage of some looping and branching, but mostly we use it for performance increases. In 3.0 we are able to do all lighting in a single pass, as well as full lighting on blended objects.
Beyond3D: Are you using any kind of pre-computed shadow technique for static shadows? If so, how well will they blend with the dynamic shadows?
Gavin Carter: We are not using any pre-computed techniques. The main reasons are that pre-computed shadow maps don’t mesh well with our dynamic time-of-day system. Also, relying on a completely dynamic solution allows much more flexibility for the artists to create whatever environment they want in an entirely WYSIWYG work environment. |
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New Oblivion preview at Mygamer
Sat, 07 Jan 2006 01:51:22 +0000
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by Khajiit |
Mygamer has posted their own Oblivion preview. The preview does not contain as much new information as the preview below, but it's definitely worth reading!
Here's a small sample of it:
The characters are very lifelike and the backgrounds are extremely detailed. Indoor levels are remarkable with all the different texturing processes used. Bethesda used diffuse maps, specular maps, normal maps, and paralax maps to take advantage of everything Microsoft’s 360 had to offer. The stone walls of the cell you find yourself in at the beginning of the game look awesome, with the effects making them seem old and broken in some places. In other spots they look damp, dim, and achromatic. In addition, the glow from random torches paints everything with color and adds another level of detail and strategy to the game. The real-time dynamic soft shadows rival anything in critically acclaimed games like Doom and Half Life 2. |
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New Gamespy CES 2006 Oblivion preview
Fri, 06 Jan 2006 23:57:11 +0000
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by Wester |
Thanks John, for the heads-up, Gamespy have lobbed up their new CES 2006 preview of the PC version of TES4: Oblivion, proclaiming a new release date of March 21rst, 2006, here's a rather small excerpt:
"When we began walking through the forest and the ruins, it became immediately apparent that this is one of the best looking games we've ever seen. The level of detail is fantastic, from the pitted, scratched stone pillars lining the pathways to the various types of flora we came across. Oblivion features a huge game world (nearly 16 real-size square miles), yet you wouldn't know it just by looking around your immediate area. The forest was densely populated with trees, seemingly as far as the eye could see. Amazingly, even far off trees could be seen clearly." Although the rest of the preview doesn't really offer anything more insightful, you'd might as well give it a virtuous read anyway. |
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Happy New Year
Sat, 31 Dec 2005 22:02:29 +0000
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by Paul |
From Pantalaimon, Wester, Khajiit and myself, happy New Year. Just think guys, this coming year is the year you get to play Oblivion! |
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ElderScrolls.net Natalia Smirnova interview
Sat, 24 Dec 2005 06:20:12 +0000
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by Wester |
The folks over at ElderScrolls.net have whisked up their newly conducted interview with Natalia Smirnova; artist of Bethesda Softworks regarding TES4: Oblivion's GUI, other projects, and so on. Here's a snippet from it:
"ESN: What were your main goals while creating the interface for Oblivion? How did the multiplatform nature of the project affect your work and the final result?"
"Natalia: I had two main goals while working on the interface - to make it looking good and to make it easy to use. Interface graphics should never be 'pushing' the user or distract him. And at the same time the graphics should be bright and impressive, be easy to visualize and remember.
Because of the multiplatform nature of the project, I've created an additional set of buttons for Xbox360. They didn't change the style of the interface anyhow." For even more goodies to oblige to, the entire interview is only a click of a mouse away. |
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Team Xbox Oblivion preview
Thu, 22 Dec 2005 16:05:48 +0000
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by Khajiit |
Team Xbox has posted a 2-page preview of Oblivion. There's no groundbreaking news about Oblivion in this preview, but it's definitely worth reading!
Here's a snoop:
A standout feature seen in Morrowind, that is making its way into Oblivion as well, is the amount of customization players will have when it comes to the character they create. From the start, an initial roster of species can be selected (Imperial, Elf, Orc, etc), and the physical appearance of each can be adjusted as well. Tiny facial details can all be specified, down to skin type, eyes, cheeks, and lips, but the customization doesn’t stop there. Physical appearance in clothing and armor can be tinkered with as well, including specific areas like head, shoulder, torso, arms, legs, hands, and feet. The sky truly appears to be the limit, as the amount of combinations that occur between each developing species are huge. |
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