The Elder Scrolls IV: Oblivion cover art

The Elder Scrolls IV: Oblivion

2006Bethesda Game StudiosPlayStation 3, PC (Microsoft Windows), Xbox 360

The Elder Scrolls IV: Oblivion, the fourth game in the Elder Scrolls story, is set within the province of Cyrodiil, the heartland and Imperial capital of Tamriel. Emperor Uriel Septim VII is assassinated in flight from his own palace, but just before he dies he passes on to you the mystic Amulet of Kings. The adventure proper begins with the quest to find Uriel's lost and illegitimate son who is the only heir to the throne. In a world where the forces of darkness seek their ultimate dominion over the ranks of man and mer alike, you alone stand between the future of Tamriel and the gates of Oblivion.

What it feels like

The story and world-building are presented with sincere, unironic heartfelt-ness despite campy dialogue at times. Secrets, hidden lore, and enigmatic lore fragments pull the player to explore and piece together the world's history.

Earnest68%
Mysterious58%

What it's about

An epic secondary world of magic, gods, daedra, and a world-threatening apocalypse is the central setting. A classic hero's journey to prevent daedric invasion and find the rightful heir drives the main narrative.

High Fantasy85%
Heroic Quest70%

How it plays

Deep stat and skill combinations enable theorycrafting with attributes, magic schools, and gear combinations. Close-quarters sword, axe, and hand-to-hand combat is a core interaction mode alongside magic. Players define a character class at the start, establishing roles and initial skill affinities.

Character Builds78%
Melee Combat75%
Class System72%
Reputation & Factions72%
Loot & Drops68%
Dialogue Trees65%
Inventory Management62%
Resource Management58%
Skill Checks55%
Lock-On Targeting50%
Moral Choice45%
Crafting35%

How it looks and sounds

The default perspective places the player's eye directly in the character's head, defining the core immersion of the experience. An expansive orchestral score sweeps across the game, scored by Jeremy Soule. High-fidelity 3D rendering aims for visual realism, though stylization and age show limitations.

First-Person85%
Orchestral Score72%
Photorealistic68%
Full Voice Acting65%
Dynamic Music60%
Third-Person50%

How it's structured

A vast, seamlessly explorable province of Cyrodiil forms the core experience, allowing players to tackle content in largely non-linear order. Designed exclusively for solo play with no multiplayer component. The world is traversed without loading screens between major areas, maintaining immersion across the continuous landscape.

Open World95%
Single-Player90%
Seamless World88%
Handcrafted World85%
Nonlinear Progression82%
Campaign70%
Wide-Linear65%
Meta-Progression60%

Shares Open World, High Fantasy, Seamless World, Handcrafted World.

Both lean into Open World, High Fantasy, Seamless World, Single-Player.

Open World95%High Fantasy85%Seamless World75%Single-Player70%

Shares Open World, High Fantasy, Seamless World, Handcrafted World.

Both lean into Open World, Single-Player, High Fantasy, Seamless World.

Open World95%Single-Player95%High Fantasy95%Seamless World75%
Gothic 365% match

Shares Open World, High Fantasy, Handcrafted World, Melee Combat.

Both lean into Single-Player, Open World, High Fantasy, Handcrafted World.

Single-Player90%Open World85%High Fantasy80%Handcrafted World70%

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High Fantasy80%Campaign85%Handcrafted World65%Class System70%
Battle Realms30% match

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Both lean into High Fantasy, Campaign, Handcrafted World, Character Builds.

High Fantasy75%Campaign70%Handcrafted World50%Character Builds55%

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Both lean into Single-Player, Nonlinear Progression, High Fantasy, Handcrafted World.

Single-Player70%Nonlinear Progression75%High Fantasy70%Handcrafted World62%
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