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Zero Punctuation: Oblivion

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    You know me: I'm a twitchy,
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    instant-gratification kind of gamer,
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    the sort who isn't happy unless
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    there's a gun the size of a motorbike
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    in his hands and a severed alien willy
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    bouncing off the front of his space helmet.
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    But every now and again, the planets would
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    align and I'll be affected
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    by weird cosmic rays, and suddenly
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    all I want to do is play a nice fantasy RPG.
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    Not a JRPG, God no - it's just space radiation,
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    not the infinite power of Christ
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    but a Western RPG, something with goblins
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    and swords and men in loincloths
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    going on about wenches; so this time,
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    I pumped steroids into my video cards
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    and had a crack at Oblivion.
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    My only previous experience with the Elder
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    Scrolls series was a brief spell of Morrowind
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    during the previous planetary alignment,
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    in which I ran around some muddy countryside
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    in the rain for a few hours fending off
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    weird sub-human creatures (so basically it
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    was just like Glastonbury Festival).
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    In Oblivion, you start off in a dungeon in
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    the imperial palace. You're never told what
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    crime you committed - I guess you're supposed
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    to fill in that blank for yourself
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    so I choose to believe I was in there
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    for shagging the emperor's wife and daughter
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    at the same time while playing
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    a rock guitar solo
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    on the desecrated corpse of God.
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    Anyway, then the emperor showed up
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    (played by Captain Picard -
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    and I have to say I liked him a lot;
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    he was the only character who actually
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    seemed to know they were in a fantasy RPG),
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    he took one look at me, noticed the camera
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    floating behind my head, and said,
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    "Oh, bugger; you're the protagonist,
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    guess I have to die now." And die he did,
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    but not before giving me the address of
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    a mate of his for advice on the
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    world-saving quest I could maybe think
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    about following in between
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    looting bodies and fast-traveling.
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    I chose to play as a Nord
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    (a race of brave William Wallace-types
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    big on football violence)
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    and I picked specialization
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    in swords and heavy armor -
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    partly out of a total lack of creativity,
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    but mostly because I'd tried playing
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    a mixed class in Morrowind and found that
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    switching between magic and weapons
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    mid-battle was as smooth and intuitive
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    as shifting from fifth to reverse
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    in a car with a missing gear lever.
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    Oblivion's interface, however, seems
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    a lot more user-friendly - for a PC RPG,
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    anyway; I still had to check the manual
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    to figure out how to fucking drop things,
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    but if you can at least swing a sword
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    without cutting your own legs off, then
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    it's still a hell of a lot more intuitive
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    than anything Richard Garriott ever made.
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    But even if Oblivion had the most perfect
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    interface ever devised and dispensed milk
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    and cookies while cooing gentle reassurances
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    in a soft motherly voice, it would still be
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    condemned by its biggest flaw.
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    Let me tell you about immersion: Immersion
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    is when you go for a midnight walk after a
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    weekend marathon of Thief II and catch yourself
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    looking for your visibility gem.
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    Immersion is when you're playing Condemned
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    and your cat suddenly jumps onto your lap,
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    only to be immediately launched off by a
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    reflexive cannon-like blast of terrified piss.
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    If a game can truly draw you in,
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    it can make up for a lot of flaws.
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    Take something like Assassin's Creed -
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    so stuffed with bad design choices
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    they were leaking out of its pores,
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    but I didn't despise it because
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    Assassin's Creed presents itself so well;
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    and if you go into it with the right mindset,
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    it'll suck you in like a thousand-dollar whore.
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    Immersion can save the life of a bad game,
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    and inversely, a lack of immersion can be
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    a dog-shit bullet right between the eyes.
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    For a game that is obviously trying so hard,
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    Oblivion is one of the least
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    immersive RPGs I've ever played.
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    The world map is huge - granted,
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    if you intend to walk from one end to the other,
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    you better pack a few sandwiches,
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    but frankly, take one good look around
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    the moment you first emerge blinking
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    into the daylight, and you've pretty
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    much seen everything.
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    It's like they took two hundred
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    square yards of medieval English countryside,
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    added a few wolves, then copy-pasted it
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    until it was roughly the size of Yorkshire.
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    Fortunately, you can bypass the insipid
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    landscape and instantly teleport to anywhere
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    you want, but that defeats the point of
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    having a huge gameworld in the first place.
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    I really hate to say this,
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    but compare to that electronic smack-
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    addition World of Warcraft -
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    every territory has different terrain,
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    colors and monsters, and the fast-travel
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    system (while badly in need of an in-flight
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    movie) at least gives the impression of a
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    huge epic world. Oblivion, by comparison,
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    might as well be entirely taking place
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    in the same fucking meadow.
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    And then there are the characters:
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    They all have this weird, stiff, unreal
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    quality about them, indicating that Cyrodiil
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    is apparently located inside
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    the uncanny valley.
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    And that's before you try
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    to talk to them -
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    besides the main characters,
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    there are about a hundred million
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    individuals with maybe two actual
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    personalities between them
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    (neither of which are particularly
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    well characterized).
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    One crazy beggar woman switched between
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    a grackled drawl and a well-spoken
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    aristocratic tone from line to line,
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    so either she's pulling a very inept con,
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    or the dialogue assignment is fucked.
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    The attempt to create a
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    procedurally-generated NPC conversation
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    system was courageous, but then, so is
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    jumping into a skip full of used syringes.
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    The tiny number of voice actors just makes
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    it laughable, with characters frequently
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    found conversing with themselves about
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    how much they enjoy buying from the
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    shop owned by themselves. On top of that,
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    the endlessly repeated lines are so badly
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    written and awkwardly delivered, it's like
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    you're trapped in a middle-school amateur
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    dramatics production of The Lord of the
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    Rings adapted for stage by a deaf budgerigar.
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    Oblivion might be incredibly deep
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    and full of interesting quests that
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    all end with foxy night elves giving you
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    soapy tit-wanks, but it's all for naught
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    because it just won't let me in.
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    Whenever I thought I was starting to lose
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    myself in the experience, some NPC
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    would get stuck on a paving stone
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    or force me to feed them that
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    stupid conversation pie, and I'd
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    come crashing back to reality,
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    where I am nothing more than an
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    Anglo-Australian tit trying to outsmart
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    a cloud of ones and zeros.
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    The root of the problem is simply that
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    they try too hard to impress us,
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    so if nothing else, remember this:
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    Spinning a plate on a stick is impressive,
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    but try to spin three at once,
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    and you'll just end up digging
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    porcelain out of your face.
Title:
Zero Punctuation: Oblivion
Description:

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Video Language:
English
Duration:
04:39

English, British subtitles

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