To cheese a fight in dark souls, you out level it and ignore dodging/parrying. To cheese a fight in oblivion you find a way to never get hit, like standing on top of a rock. In dark souls you aren’t meant to get hit very much, in oblivion, you are. I wish I had said that in the video. They just have completely different philosophies for combat.
i think what they meant with "making it similar" is they want to make the feed back more relevant with different type of deflecting property based on the type of shield. For example, don't know if you know, but in dark souls 1 when you block, the enemy weapon get deflected away in different kind of ways depending on the shape pf your shield (round, tower, small, wood etc.), also you cannot be staggered out of a block unless you loose all the stamina. It make sense that they want to improve the block mechanic in oblivion since it's almost impossible for the average player, or someone who desont have excel sheets of stats for his game, to understand why and how you get staggered in oblivion.
"To cheese a fight in oblivion you find a way to never get hit, like standing on top of a rock." Yeah, this is how I became the Grand Champion of the Arena in my first playthrough: Just climbing up the wooden fence and shooting cheap arrows at my enemies until they were defeated. You gotta love the cheese in this game - it just works!
It depends on what you mean for getting hit and which Dark Souls game you mean. In DS 1 & 2 you can play while getting hit a lot if you use your shield to block the damage of the hit and really you can mostly ignore dodging entirely; it isn't until the more recent games where everything became a hyperfast dodge spam fest (which is to the series' detriment, IMO). Hell, in DS2 with life gems you can even tank damage directly fairly effectively with high vitality to wear heavier armor and the use of life gems to heal mid-fight. I'd also say the distinction is the Souls games are basically only about fighting and exploring, whereas TES games have a ton of work put in to make a living, breathing world. Dungeon crawling is jut one aspect of the games; if you make a thief and g through their guild quest you really aren't doing much fighting at all and you might spend most of your time in cities and learn people's schedules, etc. Souls games have none of this and are just fighting simulators so they flesh out the moment-to-moment mechanics more whereas TES games are more wholistic in the adventure gameplay so combat isn't as specifically fleshed out in terms of immediate options since there are way more mechanics at play overall that impact combat on a meta level before you even start swinging your sword. I would love TES games to at least borrow different movesets as a mechanic so swinging each weapon didn't feel exactly the same, or bring back the thrust/chop/slash dynamic from earlier games so you have incentive to fight differently with different weapons.
I'm not going to lie, I'm pro "change fatigue to stamina". The word itself is weird to say since fatigue is such a negative connotation. "Ah, I've got full fatigue" like what, you're full tired? "Oh, I have no fatigue", so you're not tired at all?? It's not the best word for what that bar represents. I also got a question wrong on a health test because of Oblivion calling it "fatigue", because I said exercising would give you "more fatigue", lol.
Really old problem. Even worse when it's called multiple things like energy, endurance, stamina etc. depending on what game you play. Someone should've told the indo-europeans to make up three words for the three attributes and connote them with red, blue and green.
I wouldn't mind a light parry system where if you block at the right time you have a chance to make the enemy stagger and you do extra damage for a short amount of time. Make it based on block level to keep it more of an RPG though. Fatigue is really the wrong word for it though, isn't it? Maybe if they reversed it and had the bar start empty and fill up as you get tired.
That's a good idea. Also having a high fatigue should make it a higher chance to pull off. If you're running low on fatigue, then it should be a lower chance and less effective.
As someone who has played every souls game dozens of times oblivion doesn't need a dodge or a parry (maybe a perfect block is fine), because the point of the games is to combine skills, gear, and items to defeat enemies. In souls ganes you can use items, better gear, and skills as long you react to the bosses attacks you can no hit most of them easily at level 1. Just look at the popularity of level 1 elden ring builds. Oblivion is a game that is supposed to encourage thoughtful building of yourself and emphasize on winning the fight before the battle is fought
There is a Dodge roll. Level sneak to 50 or 75 and press jump while sneaking and you do a little silent roll forward. I have no clue what it's purpose is supposed to be here's hoping our old knight can tell us
You can also use acrobatics and obstacles like rocks or, as I did in the Bloated Float quest with a new character, a ships mast to constantly avoid getting hit. It’s a lot of work but it’s really fun to take out a stronger enemy by constantly jumping around like a ninja.
I love both the souls series and the scrolls series, and I love their differences. If there's one thing journalists love is their "soulslike" buzzword. I am taking everything with a grain of bitter salt. There's nothing modern day devs could do that would make everyone happy in an oblivion remake.
I think the combat system in Oblivion could be improved by adding some more complexity but I don't think darksouls combat is what it needs. Just of the top of my head, something like targeted strikes and weakpoints would be cool. Like, maybe hitting a scamp in the neck deals more damage, or hitting a clannfear in the legs slows it down, and it could add more of a use case for the movement based power attacks. I feel like this would be a good middleground because it adds more complexity for people who do want it, but can also just be totally ignored by lowering the difficulty/using spells/drinking more potions
A pure stealth, as in playing a thief, is surprisingly viable in Oblivion because you don't *have* to fight most of the enemies, and don't need to fight to level up. If you add crowd control from Illusion, some other spells you like and poisons, you get an incredibly fun character with a fairly unique playstyle. Making enemies fight each other never gets old, though you can't equip any armor. Spells that have 25 level cap can actually affect creatures of any level if you have 100% spell effectiveness.
Morrowind stagger is great. If you are getting hit, you can't respond. So, solution is to stop getting hit. It tells you "this enemy is too strong", so you need to improve your character
Yeah. For whatever reason, I find Oblivion combat annoying as shit sometimes. Especially because of the stagger on enemy block/getting hit, the weirdly low dmg numbers. But in Morrowind- literally none of this is a problem for me. Maybe because it's more math-focused and that's what I prefer idk.
Contrary to what Souls fans will tell you, people do actually still like stat-based RPGs, so this is depressing news if it ends up being true. Also I'm just imagining Bethesda using the jank stealth roll you unlock at level 50 sneak but every character gets it, so the whole game becomes extremely comedic with all the goofy rolling all the characters are doing everywhere
@@Ratface0007Obviously it has stats, but player skill/knowledge has a much larger role in combat. Kinda like Pokemon vs Zelda. Ocarina of Time has a few combat stats you can level-up (hearts, number of bottles, etc), but a skilled player can beat the game (glitchless) with 3 hearts and 1 bottle. But no matter how skilled you are, you're not beating a Pokemon game with a team of level 5s (barring a tactic like FEAR)
@chicksandwich I love em but I wouldn’t trust Bethesda to implement as kinetic and energetic a combat system as Fromsoft who've been iterating on their system since Oblivion released
I would like them to finally fix the acrobatics skill by making it so that it ACTUALLY reduces fall damage. It technically does in oblivion but due to the way that its coded it's something like 1% less damage at 100 acrobatics versus level 1.
Learning is fun! Maybe you should get your students to play Oblivion. I had a math teacher in 8th grade (2007) that taught me about the efficient leveling technique, lol.
That's cool I remember 8th grade finishing state exams end of year and laying my head down on my desk all I wanted to do was go home and play oblivion 😂
Combat changes sound good to me and I'm not even a fan of Souls-like games. Gives a use for the acrobatic flips in combat beyond retreating or catching a fleeing enemy.
Honestly, I think a stamina/stagger change is good...I cannot tell you how many times I get chain staggered over and over again despite being in heavy armor and while blocking with a shield with high fatigue...it feels random.
Pretty sure the article says specifically that the inspiration form soulslikes is just going to be the blocking, like the Timed Block from Ordinator Perks of Skyrim where you can time your block to stagger the enemy, but also that blocking might use a lot more stamina when you get hit.
I think one thing this oblivion remake needs is to make your damage done be unchanged on higher difficulties, because it's just too boring when all enemies are hit-sponges that take forever to kill, also oblivion combat is not centered in dodging/parring so if you want to engage in melee combat you WILL have to get some hits, but when an ogre punch eats a third of your health even when you are equipped in great armor, blocked the hit and have minmaxed the attributes/skills to be tankier, all while your hits damage about 1/250 of their health, then the game become unplayable unless you cheese it with some exploits or choose another playstyle, just make your damage do the same (and fix the weapons formula) and you can kill enemies more easily even on hardest difficulty if you just take care to avoid getting hit and time your attacks better
This is oblivions fundamental problem. Its levelling system is absolutely awful. If the remake doesn’t overhaul this system, it’s really not worth playing.
@@stevowilliams8279 I don't agree. Oblivion has a great leveling system. Most people don't know how to interact with the system properly. That's an intelligence issue, not a game issue.
Heard the Matty vid stating the damage calculation was going to be corrected. Good call. Stealth in Oblivion can be OP, even without the chameleon route. You can practically dance around in front of NPCs in a sufficiently dark area, to the point I've leapt over enemies within touch range while in stealth & avoided detection. It is rewarding to be able to fire & reposition so as to remain undetected in Oblivion. Unfortunately, the AI often has GPS tracking to whatever your position was when you fired. You'll find the same problem in Skyrim & Fallout 4. Place a rune and the NPCs charge to wherever you are. Fire at ghouls from 200 yards away with a suppressed weapon and they'll hone in on your location, which is impressive given they're supposed to suffer from literal brain rot. A Nord ranger/nightblade aka stealth archer has always been my first character since Daggerfall. Archery in Daggerfall & Morrowind meant a lot of running away & trying again. Oblivion's archery is workable & Skyrim's is a bit much. Don't get me wrong, I loved it the first time because I finally had a chance to feel the limitless power coursing through my fingers which used to be restricted to mages. They have hit location mechanics in their Fallout games. It shouldn't be too much to implement something similar in TES. Charged by a minotaur or ogre? Weaken its legs. Mage starts casting? Hit him with an arrow that snaps his head back 45° to break his concentration. What I'd like to see but likely never will are composite bows which take advantage of having high strength on an archer. Slower draw/zoom time but more punch per release. Maybe add in the stamina drain mechanic on keeping a bow drawn.
Oblivion is being remade by Virtuos, and they don't mess up remakes. Maybe Bethesda could mess with it a bit by adding paid mods like they did with Skyrim, but that's about it.
@@infinitedeath1384 they didn't mess anything up. They gave modders a way to make money for their hard work, if the modders want to. The modders can still make free mods if they choose to. If you should be mad at anyone, it's the modders who are choosing to make money for their time given making you extra content. But you'd sound like a selfish prick, so instead we get the braindead "Bethesda bad" statement.
If I wanted to play a souls game, I'd go play dark souls. The Elder Scrolls should never be made 'soulslike' because it will destroy the reason people play any of the Elder Scrolls games. If every souls game vanished overnight, I would never shed even a single tear over the event.
Real big brained people shake their heads at people being excited about BGS spending time on a remake, than working on the proper sequel announced 7 years ago.....
More like the big brained people are shaking their head at you spouting nonsense without knowing about the subject. It's being made by virtuous, not Bethesda.
I like the Stealth in Oblivion, I remember having some real fun and close moments during the Thieves Guild and Dark Brotherhood quests, especially when they incentivized it through bonuses and made it a requirement you couldn’t kill innocents. I would use things like leaving poison apples out, pickpocketing, frenzy, etc. I also love Souls Games, but they’re not like Elder Scrolls games where I can just turn it on and play comfortably, it’s a lot more unforgiving and methodical.
I found agility does factor in to stagger alot, i feel like i get staggered when draining my agility, however with buffed fatigue, I stagger enemies ALOT more, i personally believe the formula is as simple as a multiplier attached to damaged recieved divided by armor and attributes or something, its mainly damage received or damage output that affects stagger IMO
archery can be improved with sniper shot, perfect release timing, scatter shot, and obviously elemental/poison improvements. or it can be something simple like different draw speeds.
I've got to find which video it's in, but JustBackgroundNoise has timers for his buffs. I think it was by changing a value from 0 to 1 in one of the game folders and not a mod. Only a partial fix, but it's a start.
If i want to be as optimistic as possible, i hope that the "inspiration" they take from souls likes is fatigue/stamina management playing a bigger role - or more visible at least. Understanding it is already a big part of oblivion so there being more visible effects from running low on it would be nice. Your weapon could be bouncing off the enemies with low stamina swings, even if the attack speed and damage remains the same, an exhausted jump sound and so on. Draw attention to it being something to worry about instead of just being a power attack meter the majority of casual players think it to be. Being a console player myself, i would also be in favor of souls-style quick use items as an option, where you cycle through what you have selected and a dedicated key will just use the repair hammer/potion/welkynd stone you have up. The same could work for spells, like it does in souls games. Both hotkeys and the quick select wheel should still remain as an option ofc, as should opening inventory and pausing everything to use things. These two changes i don't think would affect the core of the game at all and instead would just make the experience smoother.
Stealth: changes to detection/aggro would be welcomed, its strange that you can stealth shoot a wolf from 100 yards away and then it beelines straight to you and knows where you are. Archery: Archery in Oblivion is perfect, the only positive improvement would be a shot cancel Block: Block has room to improve, Feels weak early game because you take health and stamina damage, and the perks let you dodge which I don't think anyone actually uses unironically Hit Recovery: If they wanted to add a stagger bar or making stagger more consistent I wouldn't care too much, maybe I'm misunderstanding Hit recovery. I agree I want Oblivion combat and not combat like another game, Oblivion has a unique combat system unlike any other, with free range of movement, I love leaping through the air over my enemy's head and slashing about at multiple enemies, or running around and bunny hopping with a bow using it as a melee weapon basically, casting while attacking, its the only game where you have this much freedom in combat. Especially movement, if they added movement momentum or limited movement while attacking like Skyrim it would kill the game. (I do think you make a flawed argument at this point in your video because in a way, in Oblivion you DO watch your opponent's attack animation and dodge it at the right time, its just a manual dodge by literally running out of the way instead of utilizing a dodge button) Stamina: Stamina is almost inconsequential in Oblivion, especially compared to morrowind, if they wanted to make Stamina more consequential I would be in favor, Its already very forgiving. Modernized HUD: Visual update would be welcome, your ideas here are good.
Hey man, I've been loving your content, and it's been real entertaining watching you stream! :) I hope you can keep up with this for the long term, because you're awesome! :D Anyway! Have a nice day!
It Might Sound Strange; but one of my major niggles with the game is the general topography, its too steep/sloped, feels like your playing inside of a large bowl/cup once your outside of the IC, maybe with the new engine they can level this out a little bit..
Thanks for putting this together, because I sure hate giving gamerant a click. Definitely worrisome, because boy oh boy am I 110% Uninterested in souls mechanics coming to my a Oblivion
Rollslop is the call of duty of action "RPG". Soulslike games are so much focused on action and player agency they become dance and rhythm games. If you can do the dance with the boss you circumvent 100% of RPG elements. The invulnerability frames are a compromise mechanic because hitboxes are atrocious. And the irony is kids think they are playing some hardcore games, while their character phases trough bosses weapon on demand by pressing the roll button. While they get bothered by the weapon missing in Morrowind.
The worst part is that they used the wording "knockdown" on the MP1st article, did these guys play Morrowind and confuse it for Oblivion? That does not give me hope for this remake.
I really don't want a souls like. I would like the weapon damage formula to change that .5 multiplier, and i could really appreciate some improved 3rd person movement for aesthetic reasons (though I generally prefer to fight in 1st). I always wanted oblivion horse combat, but that is highly unlikely without completely reworking how horses work, and, if they did, it seems probable that that would mess something up. If they didn't mess it up, however, that might be where the extra endurance and strength gain possibilities come from? Riding as a skill in endurance and poelarms as a skill in strength. Again, this would almost certainly unbalance something, so it's probably a bad idea on my part.
I'd definitely say we need to wait and see what it actually looks like. Souls-like is a buzzword right now so people always lean on them but I'd imagine it won't be a huge deal. What they likely mean is that stamina will be more of an active resource that you drain and recover quicker, rather than something like in OG Oblivion that is slowly (ostensibly) depleted and recovered. I will say Skyrim does have a block perk that I think the game is heavily designed around, the slow time when an enemy power attacks, that does in fact let you dodge or counter-bash to interrupt the attack, so TES has already had the dodge/parry mechanic introduced just in a different flavor than in Dark Souls. Also lots of people use 3rd person in TES games that have it so that's not really a meaningful difference, though I do agree Oblivion's combat is better suited for first person. Honestly, the thing that I think would make a TES game better like in the Souls games is not being able to just pause and jug a bunch of potions. I like needing to find/create space to use potions in combat rather than just pausing and giving yourself a million buffs. Best magic system goes to Arx Fatalis or things like Ultima for sure though, the rune system to build your own spells is so incredible and creative. I do love TES magic in every game though, they all do it in cool ways (though Daggerfall has the best with being able to make custom spells that scale with your level). I totally agree with all of your UI comments. I hate the modern minimalist UIs and I love the design of Oblivion though it definitely could use some more info like you mention. Also just to be a dick, technically Demon's Souls existed before Skyrim so there was a "souls-like" before Skyrim (though it was not hugely influential so that's just a technicality). Fun video as always! You have gotten me back into Oblivion with a couple different characters and I enjoy that you have a unique perspective that you don't compromise on. We need more of that for genuine and good online discussion (and you are right, learning is fun)
I really like stealth and i am quite concerned for this. The skyrim perk system made stealth after level 40 basically the best thing in the game and killed it for me. In oblivion and Morrowind unless you are using magic using stealth to actually clear out areas requires pacing and combining with skills like acrobatics to manuever around and position (yes stealth is broken in every game maxed out but every mechanic is broken when maxed out as it should be) I am really worried we are going to get a detection meter similar to Star field which would be really bad imo as they always suck since enemies spend a painfully long time looking for you when they halfway see you and their perception range is just wonky. I think games with stealth mechanics should try to keep them simple meaning that at low levels it should be largely ineffective and as you practice and coordinate it should become more viable like every skill. Please do not give stealth a perk tree or at least do not give it one similar to Skyrim. We want to enhance stealth play styles at higher levels not make it so i can stand in front of someone and take everything they own.
@@theoldknight85 I went the other way -- after a few hundred hours of Skyrim, I recently played Oblivion for the first time -- and the differences to stealth are *wild*. Stealth in Skyrim is awful unless you invest perks, or you power-level it early (i.e. face a corner near a stationary NPC, hold down W and go AFK for a few hours). If you do invest a perk or two, then it's suddenly OP. Most caves are well-lit (more so than Oblivion), the draw distance is longer and environments often more complex. As far as I can tell, in Oblivion NPC alertness is binary -- if you sneak-attack an enemy, they become alert and can no longer be sneak-attacked. In Skyrim, they go into a "huh, better go investigate" behaviour until they find you or give up. In this state, you can still sneak-attack (though they're running about, so are harder to hit). e.g. you could crouch at the top of a mountain or ridge, and attack enemies in the valley below (with archery or magic). They'll go looking for you, perhaps following a path that spirals around the mountain. If the path is too long, they'll give up and slowly walk back to their original spot. There's no behaviour resembling "we can't find the archer, but they're evidently still somewhere north, so we'll stay alert and try to stick to cover". I tried playing a non-stealth, heavy-armour archer once. But past the first few levels, most enemies are suddenly really good at dodging shots, provided they're aware of you. So even if you compare a high-Stealth, low-Archery character against a non-Stealth, high-Archery character -- i.e. the latter deals more damage per shot even though the former has a sneak attack multiplier -- the game still heavily favour the stealth character.
Oh, also arrows in Skyrim have no weight. Conversely, in my second Oblivion game, I'm playing a mostly-nonmagical acrobat. My Strength is low enough that carrying lots of arrows noticeably hinders how much loot I can pick up. Around level 8 I used console commands to set Agility and Sneak to 100, but it's still really hard to sneak past castle guards without a Chameleon spell. It's easier to stay stationary and wait for them to walk past me, but that's still unreliable.
I think if they added the poise system from Dark Souls 1 specifically it could work in something like Oblivion, especially since you're supposed to get hit a lot more often in Oblivion but I doubt the Bethesda devs would even consider that tbh I looooooooooooove my anti-stagger and somehow it wasn't ever consistent for me in Oblivion no matter how much heavy armor I had on or even if I was blocking but in all fairness not even the Fromsoft devs applied it consistently in their games either
Khajit definitely prefers Skyrim's stealth feedback system to Oblivion's and swears he had nothing to do with your coin purse being lighter. A bit more seriously though, it is very hard to argue that melee doesn't need some expanding if they're going to bring other systems up to how they improved the stealth mechanics, but going soulsbourne would really be the wrong direction (and I am a fan of that genre). I would take that description with a grain of salt though, as a lot of people are very quick to say soulslike, even where it absolutely doesn't apply (I even saw some who thought Hogwarts Legacy was one). A bit more weight, a few actual differences in power attacks between weapon classes, someone giving Tod Howard some thwacking until spears are back in. I think those are the sort of changes needed. Archery I have mixed feelings on the term 'upgrade', since Skyrim's and Oblivion's archery are more favoring different things. No, what I want is something like how in Morrowind you could quickly check which skills you'd increased that level so you can keep track across multiple play sessions. I get attributes don't need to be perfect, but I would like to know if I'd get an extra point somewhere if I'm deciding between two skills for my 10th increase.
I genuinely really like dark souls but this is like asking for a Reese's peanut butter cup and getting a Payday. Like sure they're both peanut and they're both like a candy bar or a candy but despite sharing some similar elements, I don't want them confused with each other and I don't want one to go away in favor of the other. This is very disappointing. Bethesda already burned me on pre-orders with fallout 4 but it looks like even the Oblivion remake will be another game I have to wait months for them to fix or the modders to to actually play if i even play it, oblivion is right there on steam, I'm doing a mage playthrough now as we speak, if they want to ruin the remaster they can.
Is Oblivion's combat really that unique? To me, at least the melee combat, feels very similar to every other first person hack 'n slash game except the attacks basically lack any impact. The magic system is obviously great and it's awesome that you don't need a free hand to cast spells but that's about it.
I assume the remake... whenever it drops... will have steam achievements. Cannot wait to have two different versions of oblivion at the top of my profile lol. Also the potential "souls like" stuff sounds ridiculous depending on what they mean exactly. Oblivion was NEVER supposed to be like that.
4:15 That's what i don't like about skyrim. Out of all TES games skyrim feels like Far Cry in european fantasy with more side quests. The armor design is very bland and generic and lacks the personality like in previous games. When i see ebony armor or orcish armor in morrowind or oblivion, i can see an honor, a culture behind it, that it was made for great warriors, while in skyrim it's just "generic 2010s game fantasy rpg armor". Oblivion's ui represent that european-folklore with trolls and ogres, while morrowind lacks personality, has unique spell and skill icons made in Dunmer style that shows their deep culture. If skyrim's ui is what nordic culture looks like i guess nords are office workers who work with google docs in dark mode
I would agree with this but if its true that the Oblivion remake is going to use UE5 layered with Creation Kit then this could have been a long term technical test for TES6 to do the same which could open the doors for Bethesda devs to actually be able to make something from this century without being hindered
@@snaker9er I think youre missing my point. The fact that they made Skyrim the way it is, and that they consider it a "Massive Success", means that there is a near 0% chance that we are going to get a game anything like Oblivion or Morrowind.
Your first mistake was reading "games journalism"; The print (or I suppose digital text) side of the industry is engagement-bait, advertising, and slop. Most of the video side is too but theres 1 of you for every 1000 mouthpieces
If they change the mechanics to make it dark souls like or to screw it in any significant way then I'm out I hate those games I will never play a game like that
I agree they shouldn't copy Dark Souls. Not everyone finds that combat system fun. There are many ways you can do combat in action RPG. To me, many games with completely different combat were really fun, and none were like Dark Souls. Just to name few, you've got Fable 1 and 3 (I didn't play 2), Gothic 1-2 and 3 (different systems, both good), Witcher 1 and 2-3 (different systems, both good), Diablo 2, Shadow of Mordor/War. And also, Elders Scrolls have pretty good combat, as it is. In Oblivion, melee is my favorite part, and in Morrowind magic is the best. Skyrim is just good for having smooth animations, and melee and stealh is good, with only magic being too simplified.
you should play skyrim on legendary thereis o lot of stagger from enemies :D otherwice i agree compleetly with you. and they should adress levelling system and anoying levelling enemies with you and their gear. I hate bandids in glass and daedric armor. lore-braking
I don't think making Oblivion more reaction-based means turning it into a Souls-like, it's just those gaming journalists have heard of a single franchise with a good combat system and now can't help but keep wiping their mouths with it. But making the game more skill-based is an objectively good news because Oblivion has a difficulty slider so you only have to interact with combat system's intricacies if you choose to. I happen to know one game similar to Oblivion and you already know which one I mean kek
I would suck at a soulslike game, so I don't play them. I really don't want a remake to take inspiration from a souls game. It's pretty disheartening seeing so many different things take style choices from the souls games.
Everyone sucks at dark souls at first. You just gave up before you gave yourself a chance to actually learn and improve. Dark souls is a game about learning. You're but a hollow now.
timing-based combat is SO FUCKING BORING to me yes I want to have to be PATIENT with every single low-level enemy sent my way in order to pad out the playtime YES PLEASE
I don't think it will be like Elden ring i have noticed this is what journalist always they said the same about veillgaurd they always say this or god of war i think uts the only games they play
Dark souls is a rhythm game, I'm not sure this idea fits into an elder scrolls game and I would be really surprised if Bethesda actually went through with that. More likely I think that article is just drawing clicks
As someone who started TES games with Skyrim and just recently started playing Oblivion, I honestly hope the majority of the changes are just graphical and some awkward formula adjustments. Like I agree we don’t need souls-like blocking. A shield bash to push an enemy back a couple feet would be nice, but it doesn’t need to stun them and shouldn’t be about timing. Oblivion already works as a game. It doesn’t need to be a different game. Just minor tweaks here and there and making it look more modern is all it needs
I just want the oblivion remake to have the original gameplay with no changes, except for enemy scaling. Like you i think enemies should stop scaling at a certain level. Besides that, the combat, magic, quests etc need to be untouched. The major change should be making the game look as good as possible. I wouldn't mind if they changed some animations either, as long as they don't interfere with the block/cast trick.
Omg... dark souls is good, but it is one of the most if not THE most overrated series. All the CoD players parrot the opinions of someone praising them as the best thing since jesus, so devs copy it and we drown in souls-likes.
They are clearly great, people love them, but I really don't think there is another game that could qualify as a "skyrim-like" and CERTAINLY not Oblivion or Morrowind-like. I guess if the Devs/company knows it works and sells that is what they do.
@theoldknight85 that's true. There aren't really any other games that have a progression system like elder scrolls. Perform actions and get better at them. Off the top of my head I think Mount and Blade has some similarly, as does Kenshi, and Final Fantasy 2 kinda, but that's it.
Parrying is incredibly satisfying in Souls games, but the problem is that shield bashing and other shield utility moves have fallen behind, nothing defensive feels as decisive and rewarding as a parry. Not exactly on topic just something I've been thinking about.
To cheese a fight in dark souls, you out level it and ignore dodging/parrying.
To cheese a fight in oblivion you find a way to never get hit, like standing on top of a rock.
In dark souls you aren’t meant to get hit very much, in oblivion, you are.
I wish I had said that in the video. They just have completely different philosophies for combat.
i think what they meant with "making it similar" is they want to make the feed back more relevant with different type of deflecting property based on the type of shield. For example, don't know if you know, but in dark souls 1 when you block, the enemy weapon get deflected away in different kind of ways depending on the shape pf your shield (round, tower, small, wood etc.), also you cannot be staggered out of a block unless you loose all the stamina. It make sense that they want to improve the block mechanic in oblivion since it's almost impossible for the average player, or someone who desont have excel sheets of stats for his game, to understand why and how you get staggered in oblivion.
"To cheese a fight in oblivion you find a way to never get hit, like standing on top of a rock."
Yeah, this is how I became the Grand Champion of the Arena in my first playthrough: Just climbing up the wooden fence and shooting cheap arrows at my enemies until they were defeated. You gotta love the cheese in this game - it just works!
It depends on what you mean for getting hit and which Dark Souls game you mean. In DS 1 & 2 you can play while getting hit a lot if you use your shield to block the damage of the hit and really you can mostly ignore dodging entirely; it isn't until the more recent games where everything became a hyperfast dodge spam fest (which is to the series' detriment, IMO). Hell, in DS2 with life gems you can even tank damage directly fairly effectively with high vitality to wear heavier armor and the use of life gems to heal mid-fight.
I'd also say the distinction is the Souls games are basically only about fighting and exploring, whereas TES games have a ton of work put in to make a living, breathing world. Dungeon crawling is jut one aspect of the games; if you make a thief and g through their guild quest you really aren't doing much fighting at all and you might spend most of your time in cities and learn people's schedules, etc. Souls games have none of this and are just fighting simulators so they flesh out the moment-to-moment mechanics more whereas TES games are more wholistic in the adventure gameplay so combat isn't as specifically fleshed out in terms of immediate options since there are way more mechanics at play overall that impact combat on a meta level before you even start swinging your sword.
I would love TES games to at least borrow different movesets as a mechanic so swinging each weapon didn't feel exactly the same, or bring back the thrust/chop/slash dynamic from earlier games so you have incentive to fight differently with different weapons.
I'm not going to lie, I'm pro "change fatigue to stamina". The word itself is weird to say since fatigue is such a negative connotation. "Ah, I've got full fatigue" like what, you're full tired? "Oh, I have no fatigue", so you're not tired at all?? It's not the best word for what that bar represents. I also got a question wrong on a health test because of Oblivion calling it "fatigue", because I said exercising would give you "more fatigue", lol.
Really old problem. Even worse when it's called multiple things like energy, endurance, stamina etc. depending on what game you play.
Someone should've told the indo-europeans to make up three words for the three attributes and connote them with red, blue and green.
say fatigue 23 times fast
Oblivion: The only game to receive two remakes.... ON THE SAME DAY!
I wouldn't mind a light parry system where if you block at the right time you have a chance to make the enemy stagger and you do extra damage for a short amount of time. Make it based on block level to keep it more of an RPG though.
Fatigue is really the wrong word for it though, isn't it? Maybe if they reversed it and had the bar start empty and fill up as you get tired.
That's a good idea. Also having a high fatigue should make it a higher chance to pull off. If you're running low on fatigue, then it should be a lower chance and less effective.
@@infinitedeath1384 So like Morrowind, minus the bar direction.
Like in Vermintide? When you block at right time it will not reduce you stamina as much as regular block, for example?
I watch "The Old Knight" therfore I must be "BigBrained"
As someone who has played every souls game dozens of times oblivion doesn't need a dodge or a parry (maybe a perfect block is fine), because the point of the games is to combine skills, gear, and items to defeat enemies. In souls ganes you can use items, better gear, and skills as long you react to the bosses attacks you can no hit most of them easily at level 1. Just look at the popularity of level 1 elden ring builds. Oblivion is a game that is supposed to encourage thoughtful building of yourself and emphasize on winning the fight before the battle is fought
Perfectly said 💯
There is a Dodge roll. Level sneak to 50 or 75 and press jump while sneaking and you do a little silent roll forward. I have no clue what it's purpose is supposed to be here's hoping our old knight can tell us
@qwopiretyu it is intended as an alternative to whirlwind sprint, but one that won't alert the draugr
@@qwopiretyu In Oblivion it’s 50 acrobatics.
You can also use acrobatics and obstacles like rocks or, as I did in the Bloated Float quest with a new character, a ships mast to constantly avoid getting hit. It’s a lot of work but it’s really fun to take out a stronger enemy by constantly jumping around like a ninja.
I love both the souls series and the scrolls series, and I love their differences. If there's one thing journalists love is their "soulslike" buzzword. I am taking everything with a grain of bitter salt. There's nothing modern day devs could do that would make everyone happy in an oblivion remake.
So that means that all those thousands of mods won’t be compatible with the Oblivion Remake? That's the real casualty here.
I think that's obvious. But people will make new mods the day it's released
@@Chrysamer77 Making mods for the Remake will take time. I'll stick to the OG Oblivion regardless. But I will keep an eye on the Remake and it's mods.
@@Chrysamer77 If it's in Unreal Engine, you are not gonna have basic bethesda mods.
100%
Im interested for the achievements lol. Depends what they change. Wouldn't be surprised if they effed it up
I think the combat system in Oblivion could be improved by adding some more complexity but I don't think darksouls combat is what it needs. Just of the top of my head, something like targeted strikes and weakpoints would be cool. Like, maybe hitting a scamp in the neck deals more damage, or hitting a clannfear in the legs slows it down, and it could add more of a use case for the movement based power attacks. I feel like this would be a good middleground because it adds more complexity for people who do want it, but can also just be totally ignored by lowering the difficulty/using spells/drinking more potions
A pure stealth, as in playing a thief, is surprisingly viable in Oblivion because you don't *have* to fight most of the enemies, and don't need to fight to level up. If you add crowd control from Illusion, some other spells you like and poisons, you get an incredibly fun character with a fairly unique playstyle.
Making enemies fight each other never gets old, though you can't equip any armor. Spells that have 25 level cap can actually affect creatures of any level if you have 100% spell effectiveness.
Morrowind stagger is great. If you are getting hit, you can't respond. So, solution is to stop getting hit. It tells you "this enemy is too strong", so you need to improve your character
Yeah. For whatever reason, I find Oblivion combat annoying as shit sometimes. Especially because of the stagger on enemy block/getting hit, the weirdly low dmg numbers. But in Morrowind- literally none of this is a problem for me. Maybe because it's more math-focused and that's what I prefer idk.
Contrary to what Souls fans will tell you, people do actually still like stat-based RPGs, so this is depressing news if it ends up being true. Also I'm just imagining Bethesda using the jank stealth roll you unlock at level 50 sneak but every character gets it, so the whole game becomes extremely comedic with all the goofy rolling all the characters are doing everywhere
How is dark souls not a stat-based rpg?
@@Ratface0007Obviously it has stats, but player skill/knowledge has a much larger role in combat.
Kinda like Pokemon vs Zelda. Ocarina of Time has a few combat stats you can level-up (hearts, number of bottles, etc), but a skilled player can beat the game (glitchless) with 3 hearts and 1 bottle. But no matter how skilled you are, you're not beating a Pokemon game with a team of level 5s (barring a tactic like FEAR)
Fuggn hate souls games. Hope they dont ruin this classic game.
@chicksandwich
I love em but I wouldn’t trust Bethesda to implement as kinetic and energetic a combat system as Fromsoft who've been iterating on their system since Oblivion released
I would like them to finally fix the acrobatics skill by making it so that it ACTUALLY reduces fall damage.
It technically does in oblivion but due to the way that its coded it's something like 1% less damage at 100 acrobatics versus level 1.
Learning is fun! Maybe you should get your students to play Oblivion. I had a math teacher in 8th grade (2007) that taught me about the efficient leveling technique, lol.
thats sick. what a great guy he mustve been
That's cool I remember 8th grade finishing state exams end of year and laying my head down on my desk all I wanted to do was go home and play oblivion 😂
F-A-T-I-G-U-E, find out what it means to me, F-A-T-I-G-U-E.
Best read in the voice of Aretha Franklin.
A lil bit of fatigue now, just a lil bit~🎶
Combat changes sound good to me and I'm not even a fan of Souls-like games. Gives a use for the acrobatic flips in combat beyond retreating or catching a fleeing enemy.
Honestly, I think a stamina/stagger change is good...I cannot tell you how many times I get chain staggered over and over again despite being in heavy armor and while blocking with a shield with high fatigue...it feels random.
Pretty sure the article says specifically that the inspiration form soulslikes is just going to be the blocking, like the Timed Block from Ordinator Perks of Skyrim where you can time your block to stagger the enemy, but also that blocking might use a lot more stamina when you get hit.
I think one thing this oblivion remake needs is to make your damage done be unchanged on higher difficulties, because it's just too boring when all enemies are hit-sponges that take forever to kill, also oblivion combat is not centered in dodging/parring so if you want to engage in melee combat you WILL have to get some hits, but when an ogre punch eats a third of your health even when you are equipped in great armor, blocked the hit and have minmaxed the attributes/skills to be tankier, all while your hits damage about 1/250 of their health, then the game become unplayable unless you cheese it with some exploits or choose another playstyle, just make your damage do the same (and fix the weapons formula) and you can kill enemies more easily even on hardest difficulty if you just take care to avoid getting hit and time your attacks better
This is oblivions fundamental problem. Its levelling system is absolutely awful. If the remake doesn’t overhaul this system, it’s really not worth playing.
@@stevowilliams8279 I don't agree. Oblivion has a great leveling system. Most people don't know how to interact with the system properly. That's an intelligence issue, not a game issue.
Heard the Matty vid stating the damage calculation was going to be corrected. Good call.
Stealth in Oblivion can be OP, even without the chameleon route. You can practically dance around in front of NPCs in a sufficiently dark area, to the point I've leapt over enemies within touch range while in stealth & avoided detection.
It is rewarding to be able to fire & reposition so as to remain undetected in Oblivion. Unfortunately, the AI often has GPS tracking to whatever your position was when you fired. You'll find the same problem in Skyrim & Fallout 4. Place a rune and the NPCs charge to wherever you are. Fire at ghouls from 200 yards away with a suppressed weapon and they'll hone in on your location, which is impressive given they're supposed to suffer from literal brain rot.
A Nord ranger/nightblade aka stealth archer has always been my first character since Daggerfall. Archery in Daggerfall & Morrowind meant a lot of running away & trying again. Oblivion's archery is workable & Skyrim's is a bit much. Don't get me wrong, I loved it the first time because I finally had a chance to feel the limitless power coursing through my fingers which used to be restricted to mages.
They have hit location mechanics in their Fallout games. It shouldn't be too much to implement something similar in TES. Charged by a minotaur or ogre? Weaken its legs. Mage starts casting? Hit him with an arrow that snaps his head back 45° to break his concentration.
What I'd like to see but likely never will are composite bows which take advantage of having high strength on an archer. Slower draw/zoom time but more punch per release. Maybe add in the stamina drain mechanic on keeping a bow drawn.
I have no faith in Bethesda. It is likely that they will mess this up somehow.
Oblivion is being remade by Virtuos, and they don't mess up remakes. Maybe Bethesda could mess with it a bit by adding paid mods like they did with Skyrim, but that's about it.
Fortunately beth isnt making this one
@@infinitedeath1384 they didn't mess anything up. They gave modders a way to make money for their hard work, if the modders want to. The modders can still make free mods if they choose to. If you should be mad at anyone, it's the modders who are choosing to make money for their time given making you extra content. But you'd sound like a selfish prick, so instead we get the braindead "Bethesda bad" statement.
maybe its because of health that he wasnt getting staggered in the beginning
If I wanted to play a souls game, I'd go play dark souls. The Elder Scrolls should never be made 'soulslike' because it will destroy the reason people play any of the Elder Scrolls games. If every souls game vanished overnight, I would never shed even a single tear over the event.
Real big brained people shake their heads at people being excited about BGS spending time on a remake, than working on the proper sequel announced 7 years ago.....
More like the big brained people are shaking their head at you spouting nonsense without knowing about the subject. It's being made by virtuous, not Bethesda.
Sounds like GameRant clickbait to me, but I guess only time will tell.
"we're updating the HUD" "yeah the oblivion og HUD is awful but i'll probably hate whatever they do with it" for sure man
I like the Stealth in Oblivion, I remember having some real fun and close moments during the Thieves Guild and Dark Brotherhood quests, especially when they incentivized it through bonuses and made it a requirement you couldn’t kill innocents. I would use things like leaving poison apples out, pickpocketing, frenzy, etc.
I also love Souls Games, but they’re not like Elder Scrolls games where I can just turn it on and play comfortably, it’s a lot more unforgiving and methodical.
I found agility does factor in to stagger alot, i feel like i get staggered when draining my agility, however with buffed fatigue, I stagger enemies ALOT more, i personally believe the formula is as simple as a multiplier attached to damaged recieved divided by armor and attributes or something, its mainly damage received or damage output that affects stagger IMO
archery can be improved with sniper shot, perfect release timing, scatter shot, and obviously elemental/poison improvements.
or it can be something simple like different draw speeds.
Wow that making it souls like thing is a bummer to me because I'm so bored of them at this point.
I've got to find which video it's in, but JustBackgroundNoise has timers for his buffs. I think it was by changing a value from 0 to 1 in one of the game folders and not a mod. Only a partial fix, but it's a start.
I wonder how big the install size will be with it using UE5.
I knew they couldn't resist adulterating it.
If i want to be as optimistic as possible, i hope that the "inspiration" they take from souls likes is fatigue/stamina management playing a bigger role - or more visible at least. Understanding it is already a big part of oblivion so there being more visible effects from running low on it would be nice. Your weapon could be bouncing off the enemies with low stamina swings, even if the attack speed and damage remains the same, an exhausted jump sound and so on. Draw attention to it being something to worry about instead of just being a power attack meter the majority of casual players think it to be.
Being a console player myself, i would also be in favor of souls-style quick use items as an option, where you cycle through what you have selected and a dedicated key will just use the repair hammer/potion/welkynd stone you have up. The same could work for spells, like it does in souls games. Both hotkeys and the quick select wheel should still remain as an option ofc, as should opening inventory and pausing everything to use things. These two changes i don't think would affect the core of the game at all and instead would just make the experience smoother.
You really need to play Dark Souls with a sorcery build
Stealth: changes to detection/aggro would be welcomed, its strange that you can stealth shoot a wolf from 100 yards away and then it beelines straight to you and knows where you are.
Archery: Archery in Oblivion is perfect, the only positive improvement would be a shot cancel
Block: Block has room to improve, Feels weak early game because you take health and stamina damage, and the perks let you dodge which I don't think anyone actually uses unironically
Hit Recovery: If they wanted to add a stagger bar or making stagger more consistent I wouldn't care too much, maybe I'm misunderstanding Hit recovery. I agree I want Oblivion combat and not combat like another game, Oblivion has a unique combat system unlike any other, with free range of movement, I love leaping through the air over my enemy's head and slashing about at multiple enemies, or running around and bunny hopping with a bow using it as a melee weapon basically, casting while attacking, its the only game where you have this much freedom in combat. Especially movement, if they added movement momentum or limited movement while attacking like Skyrim it would kill the game.
(I do think you make a flawed argument at this point in your video because in a way, in Oblivion you DO watch your opponent's attack animation and dodge it at the right time, its just a manual dodge by literally running out of the way instead of utilizing a dodge button)
Stamina: Stamina is almost inconsequential in Oblivion, especially compared to morrowind, if they wanted to make Stamina more consequential I would be in favor, Its already very forgiving.
Modernized HUD: Visual update would be welcome, your ideas here are good.
Fingers crossed they don't screw this up too bad! 🤞
Hey man, I've been loving your content, and it's been real entertaining watching you stream! :) I hope you can keep up with this for the long term, because you're awesome! :D Anyway! Have a nice day!
It Might Sound Strange; but one of my major niggles with the game is the general topography, its too steep/sloped, feels like your playing inside of a large bowl/cup once your outside of the IC, maybe with the new engine they can level this out a little bit..
There is a posibility that this game will somehow in some aspects will look like soulseries ??????
Oh that is blasphemy 😨
Thanks for putting this together, because I sure hate giving gamerant a click. Definitely worrisome, because boy oh boy am I 110% Uninterested in souls mechanics coming to my a Oblivion
Rollslop is the call of duty of action "RPG". Soulslike games are so much focused on action and player agency they become dance and rhythm games. If you can do the dance with the boss you circumvent 100% of RPG elements. The invulnerability frames are a compromise mechanic because hitboxes are atrocious.
And the irony is kids think they are playing some hardcore games, while their character phases trough bosses weapon on demand by pressing the roll button. While they get bothered by the weapon missing in Morrowind.
ok grandpa let’s get you to bed
Truth
The worst part is that they used the wording "knockdown" on the MP1st article, did these guys play Morrowind and confuse it for Oblivion? That does not give me hope for this remake.
I cant stop watching your videos! You say kids hate learning, what would be your best tip to get my 4th and 2nd graders ready for middle school?
I really don't want a souls like. I would like the weapon damage formula to change that .5 multiplier, and i could really appreciate some improved 3rd person movement for aesthetic reasons (though I generally prefer to fight in 1st).
I always wanted oblivion horse combat, but that is highly unlikely without completely reworking how horses work, and, if they did, it seems probable that that would mess something up. If they didn't mess it up, however, that might be where the extra endurance and strength gain possibilities come from? Riding as a skill in endurance and poelarms as a skill in strength. Again, this would almost certainly unbalance something, so it's probably a bad idea on my part.
protect and serve it's what we do
Most of the comments section likes Dark Souls but does not want dark souls in their Oblivion game? Seems legit.
So does increasing the game's difficulty increase stagger chance?
Yes, because the enemies are dealing more damage to you. More damage = higher stagger chance.
they better include spears
I'd definitely say we need to wait and see what it actually looks like. Souls-like is a buzzword right now so people always lean on them but I'd imagine it won't be a huge deal. What they likely mean is that stamina will be more of an active resource that you drain and recover quicker, rather than something like in OG Oblivion that is slowly (ostensibly) depleted and recovered. I will say Skyrim does have a block perk that I think the game is heavily designed around, the slow time when an enemy power attacks, that does in fact let you dodge or counter-bash to interrupt the attack, so TES has already had the dodge/parry mechanic introduced just in a different flavor than in Dark Souls.
Also lots of people use 3rd person in TES games that have it so that's not really a meaningful difference, though I do agree Oblivion's combat is better suited for first person. Honestly, the thing that I think would make a TES game better like in the Souls games is not being able to just pause and jug a bunch of potions. I like needing to find/create space to use potions in combat rather than just pausing and giving yourself a million buffs. Best magic system goes to Arx Fatalis or things like Ultima for sure though, the rune system to build your own spells is so incredible and creative. I do love TES magic in every game though, they all do it in cool ways (though Daggerfall has the best with being able to make custom spells that scale with your level).
I totally agree with all of your UI comments. I hate the modern minimalist UIs and I love the design of Oblivion though it definitely could use some more info like you mention.
Also just to be a dick, technically Demon's Souls existed before Skyrim so there was a "souls-like" before Skyrim (though it was not hugely influential so that's just a technicality). Fun video as always! You have gotten me back into Oblivion with a couple different characters and I enjoy that you have a unique perspective that you don't compromise on. We need more of that for genuine and good online discussion (and you are right, learning is fun)
I really like stealth and i am quite concerned for this. The skyrim perk system made stealth after level 40 basically the best thing in the game and killed it for me. In oblivion and Morrowind unless you are using magic using stealth to actually clear out areas requires pacing and combining with skills like acrobatics to manuever around and position (yes stealth is broken in every game maxed out but every mechanic is broken when maxed out as it should be) I am really worried we are going to get a detection meter similar to Star field which would be really bad imo as they always suck since enemies spend a painfully long time looking for you when they halfway see you and their perception range is just wonky. I think games with stealth mechanics should try to keep them simple meaning that at low levels it should be largely ineffective and as you practice and coordinate it should become more viable like every skill. Please do not give stealth a perk tree or at least do not give it one similar to Skyrim. We want to enhance stealth play styles at higher levels not make it so i can stand in front of someone and take everything they own.
Thanks for sharing your perspective, I never really used stealth much in Skyrim so I didn’t know how it changed
@@theoldknight85 I went the other way -- after a few hundred hours of Skyrim, I recently played Oblivion for the first time -- and the differences to stealth are *wild*.
Stealth in Skyrim is awful unless you invest perks, or you power-level it early (i.e. face a corner near a stationary NPC, hold down W and go AFK for a few hours).
If you do invest a perk or two, then it's suddenly OP. Most caves are well-lit (more so than Oblivion), the draw distance is longer and environments often more complex. As far as I can tell, in Oblivion NPC alertness is binary -- if you sneak-attack an enemy, they become alert and can no longer be sneak-attacked. In Skyrim, they go into a "huh, better go investigate" behaviour until they find you or give up. In this state, you can still sneak-attack (though they're running about, so are harder to hit).
e.g. you could crouch at the top of a mountain or ridge, and attack enemies in the valley below (with archery or magic). They'll go looking for you, perhaps following a path that spirals around the mountain. If the path is too long, they'll give up and slowly walk back to their original spot. There's no behaviour resembling "we can't find the archer, but they're evidently still somewhere north, so we'll stay alert and try to stick to cover".
I tried playing a non-stealth, heavy-armour archer once. But past the first few levels, most enemies are suddenly really good at dodging shots, provided they're aware of you. So even if you compare a high-Stealth, low-Archery character against a non-Stealth, high-Archery character -- i.e. the latter deals more damage per shot even though the former has a sneak attack multiplier -- the game still heavily favour the stealth character.
Oh, also arrows in Skyrim have no weight.
Conversely, in my second Oblivion game, I'm playing a mostly-nonmagical acrobat. My Strength is low enough that carrying lots of arrows noticeably hinders how much loot I can pick up. Around level 8 I used console commands to set Agility and Sneak to 100, but it's still really hard to sneak past castle guards without a Chameleon spell. It's easier to stay stationary and wait for them to walk past me, but that's still unreliable.
@@theoldknight85 I should clarify that I meant level 40 in the skill
I think if they added the poise system from Dark Souls 1 specifically it could work in something like Oblivion, especially since you're supposed to get hit a lot more often in Oblivion but I doubt the Bethesda devs would even consider that tbh
I looooooooooooove my anti-stagger and somehow it wasn't ever consistent for me in Oblivion no matter how much heavy armor I had on or even if I was blocking
but in all fairness not even the Fromsoft devs applied it consistently in their games either
Khajit definitely prefers Skyrim's stealth feedback system to Oblivion's and swears he had nothing to do with your coin purse being lighter.
A bit more seriously though, it is very hard to argue that melee doesn't need some expanding if they're going to bring other systems up to how they improved the stealth mechanics, but going soulsbourne would really be the wrong direction (and I am a fan of that genre). I would take that description with a grain of salt though, as a lot of people are very quick to say soulslike, even where it absolutely doesn't apply (I even saw some who thought Hogwarts Legacy was one). A bit more weight, a few actual differences in power attacks between weapon classes, someone giving Tod Howard some thwacking until spears are back in. I think those are the sort of changes needed.
Archery I have mixed feelings on the term 'upgrade', since Skyrim's and Oblivion's archery are more favoring different things.
No, what I want is something like how in Morrowind you could quickly check which skills you'd increased that level so you can keep track across multiple play sessions. I get attributes don't need to be perfect, but I would like to know if I'd get an extra point somewhere if I'm deciding between two skills for my 10th increase.
I want Oblivion not OblivionSouls
I genuinely really like dark souls but this is like asking for a Reese's peanut butter cup and getting a Payday. Like sure they're both peanut and they're both like a candy bar or a candy but despite sharing some similar elements, I don't want them confused with each other and I don't want one to go away in favor of the other. This is very disappointing. Bethesda already burned me on pre-orders with fallout 4 but it looks like even the Oblivion remake will be another game I have to wait months for them to fix or the modders to to actually play if i even play it, oblivion is right there on steam, I'm doing a mage playthrough now as we speak, if they want to ruin the remaster they can.
Is Oblivion's combat really that unique? To me, at least the melee combat, feels very similar to every other first person hack 'n slash game except the attacks basically lack any impact. The magic system is obviously great and it's awesome that you don't need a free hand to cast spells but that's about it.
Learning is fun guys just FYI
@@jonathan_e_holmberg thank you, send the memo to my students as well
@ I wish I could. Have a great day with the crazies
I assume the remake... whenever it drops... will have steam achievements. Cannot wait to have two different versions of oblivion at the top of my profile lol. Also the potential "souls like" stuff sounds ridiculous depending on what they mean exactly. Oblivion was NEVER supposed to be like that.
4:15 That's what i don't like about skyrim. Out of all TES games skyrim feels like Far Cry in european fantasy with more side quests. The armor design is very bland and generic and lacks the personality like in previous games. When i see ebony armor or orcish armor in morrowind or oblivion, i can see an honor, a culture behind it, that it was made for great warriors, while in skyrim it's just "generic 2010s game fantasy rpg armor". Oblivion's ui represent that european-folklore with trolls and ogres, while morrowind lacks personality, has unique spell and skill icons made in Dunmer style that shows their deep culture. If skyrim's ui is what nordic culture looks like i guess nords are office workers who work with google docs in dark mode
the best magic system ever created definitely doesn't go to oblivion. not even close. that one goes to Two Worlds 2.
Brilliant as usual. ❤
Hot Take: a graphical reskin of Oblivion would be objectively better than anything the Bethesda Team could possibly produce for ES6
I would agree with this but if its true that the Oblivion remake is going to use UE5 layered with Creation Kit then this could have been a long term technical test for TES6 to do the same which could open the doors for Bethesda devs to actually be able to make something from this century without being hindered
@@snaker9er I think youre missing my point. The fact that they made Skyrim the way it is, and that they consider it a "Massive Success", means that there is a near 0% chance that we are going to get a game anything like Oblivion or Morrowind.
yo is this stalker as a doom mod? regardless, looks sick 🩷
agree. We don't need more dark souls
Your first mistake was reading "games journalism"; The print (or I suppose digital text) side of the industry is engagement-bait, advertising, and slop. Most of the video side is too but theres 1 of you for every 1000 mouthpieces
For the love of god at least fix the awful level system and dungeons then im sold 🙏
If they change the mechanics to make it dark souls like or to screw it in any significant way then I'm out I hate those games I will never play a game like that
I agree they shouldn't copy Dark Souls. Not everyone finds that combat system fun. There are many ways you can do combat in action RPG. To me, many games with completely different combat were really fun, and none were like Dark Souls. Just to name few, you've got Fable 1 and 3 (I didn't play 2), Gothic 1-2 and 3 (different systems, both good), Witcher 1 and 2-3 (different systems, both good), Diablo 2, Shadow of Mordor/War. And also, Elders Scrolls have pretty good combat, as it is. In Oblivion, melee is my favorite part, and in Morrowind magic is the best. Skyrim is just good for having smooth animations, and melee and stealh is good, with only magic being too simplified.
you should play skyrim on legendary thereis o lot of stagger from enemies :D otherwice i agree compleetly with you. and they should adress levelling system and anoying levelling enemies with you and their gear. I hate bandids in glass and daedric armor. lore-braking
I just think iy will be perry system
I don't think making Oblivion more reaction-based means turning it into a Souls-like, it's just those gaming journalists have heard of a single franchise with a good combat system and now can't help but keep wiping their mouths with it. But making the game more skill-based is an objectively good news because Oblivion has a difficulty slider so you only have to interact with combat system's intricacies if you choose to.
I happen to know one game similar to Oblivion and you already know which one I mean kek
Dont dare they ruin my favourite game with Shit Souls!!! FFFFFFF
I would suck at a soulslike game, so I don't play them. I really don't want a remake to take inspiration from a souls game. It's pretty disheartening seeing so many different things take style choices from the souls games.
Ditto -- I bought Armored Core because I love some smashy robot action, but can't beat the first boss, and there's no difficulty slider :-(
Everyone sucks at dark souls at first. You just gave up before you gave yourself a chance to actually learn and improve. Dark souls is a game about learning. You're but a hollow now.
@@wereoctopusArmored Core plays nothing like Souls.
timing-based combat is SO FUCKING BORING to me
yes I want to have to be PATIENT with every single low-level enemy sent my way in order to pad out the playtime YES PLEASE
It's gonna be a remake of the mobile game, haha
I don't think it will be like Elden ring i have noticed this is what journalist always they said the same about veillgaurd they always say this or god of war i think uts the only games they play
Dark souls is a rhythm game, I'm not sure this idea fits into an elder scrolls game and I would be really surprised if Bethesda actually went through with that. More likely I think that article is just drawing clicks
As someone who started TES games with Skyrim and just recently started playing Oblivion, I honestly hope the majority of the changes are just graphical and some awkward formula adjustments. Like I agree we don’t need souls-like blocking. A shield bash to push an enemy back a couple feet would be nice, but it doesn’t need to stun them and shouldn’t be about timing. Oblivion already works as a game. It doesn’t need to be a different game. Just minor tweaks here and there and making it look more modern is all it needs
I just want the oblivion remake to have the original gameplay with no changes, except for enemy scaling. Like you i think enemies should stop scaling at a certain level. Besides that, the combat, magic, quests etc need to be untouched. The major change should be making the game look as good as possible. I wouldn't mind if they changed some animations either, as long as they don't interfere with the block/cast trick.
Omg... dark souls is good, but it is one of the most if not THE most overrated series. All the CoD players parrot the opinions of someone praising them as the best thing since jesus, so devs copy it and we drown in souls-likes.
They are clearly great, people love them, but I really don't think there is another game that could qualify as a "skyrim-like" and CERTAINLY not Oblivion or Morrowind-like. I guess if the Devs/company knows it works and sells that is what they do.
@theoldknight85 that's true. There aren't really any other games that have a progression system like elder scrolls. Perform actions and get better at them. Off the top of my head I think Mount and Blade has some similarly, as does Kenshi, and Final Fantasy 2 kinda, but that's it.
@@slinkyslink5161your crew in _FTL_ level up their skills through use, though there's only 3 levels per skill (including 0).
Parrying is incredibly satisfying in Souls games, but the problem is that shield bashing and other shield utility moves have fallen behind, nothing defensive feels as decisive and rewarding as a parry. Not exactly on topic just something I've been thinking about.
Guard counters from Elden Ring are at least something, I found them a welcome addition and good reason to use a shield.
@@5dollarfootlongcat Ah you're right, I've been doing Return to Lordran so forgot about Guard Counters.