The Elder Scrolls IV: Shivering Isles Trailer

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Bethesda sends along a trailer for The Elder Scrolls IV: Shivering Isles, which you can grab from FileShack. The movie offers gameplay footage from the Oblivion expansion, which will be released on PC and Xbox 360 in the week of March 26. There is also a trailer for the PS3 version of Oblivion.

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From The Chatty
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    March 8, 2007 9:13 AM

    I really hope they address some of the complaints. My biggest issues with Oblivion were the cookie cutter prefab extra dungeons and gates. Why did they just crate like a dozen rooms and connect them randomly? It's like something you'd see in diablo, only at least theres far more variation to be found there. After the 10th cave I stopped bothering because I'd seen it all, and there wasn't anything to be rewarded with anyway. Just the same old enemies and useless daggers/scrolls.

    I love to explore, but not without purpose. Put some rare swords and armour in the caves and craft them by hand and I'll be hooked.

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      March 8, 2007 9:42 AM

      yeah, once you had seen a dungeon, mine, fort, etc. you had seen them all.

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        March 8, 2007 9:53 AM

        i'm gonna have to disagree with you gentlemen. after 120 hours on the same character, there are still dungeons, forts, ruins, that i come across that have something unique.

        for example, just last week i found an abandoned mine full of aggressive argonians who were all naked. not something i had seen ever before. maybe the fact that you stopped looking meant you didn't find the things that stood out?

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          March 8, 2007 10:01 AM

          Are you telling me you couldn't see the same rooms over and over again? I played for 100 hours too, but I gave up exploring because there was just nothing to see. I did the Nirnroot quest so I'd seen the outdoors too. So much wasted space. Morrowind had this exact problem. I like the idea of wide open RPGs, but for god sakes fill it with something. ANYTHING.

          They put the motherfucking Umbra two seconds from the first town for crying out loud. I expect a long search for weapons and they handed me the weapon I'd use for the rest of the game to me right away. Some arrows and she was dead. *sigh* I had a great time with this game but it's far from the masterpiece I'd hoped it would be.

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            March 8, 2007 10:04 AM

            Thus the danger of having an open world design for a game like Oblivion.

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              March 8, 2007 10:13 AM

              Yeah, because if you stuck to side quests and the interesting stuff it comes off like a great game. They could have lost 60% of the map and still had the same content. This is why I prefer RPGs with smaller areas, but more solid character development and storylines.

              Can you imagine if Oblivion replaced it's generic characters, repeated voices and dungeons? It would be orgasmic. Instead it's just "good".

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                March 8, 2007 10:14 AM

                It would be a much smaller game. Personally, I'd rather they keep aiming higher, rather than lower. I've got plenty of small games with well-developed characters, but not nearly enough massive, open-ended worlds to explore.

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            March 8, 2007 10:17 AM

            The problem in that case wasn't the distance, but the auto-leveling. If that character had been 30 right off the bat, you wouldn't have taken it.

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              March 8, 2007 10:18 AM

              This is very true. It would have given you a high level goal to work towards, as opposed to breaking the game from the beginning.

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              March 8, 2007 10:28 AM

              No, but I would have still been quite pissed at having found such a weapon so close to the starting position. Thats like finding power armour in vault 15. They could have easily hid it in an advanced cave somewhere.

              Levelling aside, what possible use did all the caves and ruins have? They all looked the same. :( The only ones that differed were the ones they forced you to go in for quests. The optional ones (non-subquest I mean) were empty and barren. I became a demi-god without even exploring 20% of the dungeons and thats not acceptable.

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            March 8, 2007 1:38 PM

            morrowind did not have the exact same problem.. yes it had cookie cutter dungeon design, but atleast the items were very unique in certain hard-to-get-to places.

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        March 8, 2007 11:25 AM

        some of the caves DO have crazy little stories like secret temples, sunken ships and other things. I think the real issue people start running through the main quest and by the time they're done it feels pointless to do much more. what are you leveling up/getting stuff for if you've beat the main quest... if I could do it over I would never take the main quest but do absolutely everything in the game first.

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          March 8, 2007 11:52 AM

          [deleted]

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          March 8, 2007 12:21 PM

          I did that exact thing. I spent 100 hours on the side quests, looking in every nook EXCEPT for the caves. I knew better. Then I went off and did the main quest and regretted it. The monsters were too easy with that gear, magic and items. If I had done the main quest first it might have been more enjoyable, because the gates would have seemed unique.

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      March 8, 2007 11:21 AM

      Avatar_58 is filled with nerd rage!!!

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        March 8, 2007 12:18 PM

        YOUR DAMN STRAIGHT :D

        Actually I'm just bored. Luckily some printers broke down and I was given a task for the last 2 hours.

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      March 8, 2007 11:53 AM

      [deleted]

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        March 8, 2007 12:35 PM

        I'm pretty sure they didn't...thanks to the scaling system most of us hate.

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