With Oblivion done, it’s time to look for a new game. While I’m replaying, it’s unlikely I’ll be doing a walkthru. For one thing, I’d have to suffer through that 15-minute time limit with the last gate. And for another, I really have no desire to join the Assassins Guild. Outright murder just isn’t my thing.
The end? Yes. Not the end of gaming, but the end of the game. All too often, game finales leave much to be desired. Not so much the usual Foozle Fight - though some have been less than stellar - but what comes after in terms of the final reward or payoff for the player. Too often, designers put a lot of effort into making a very fancy intro sequence, and little into the closing one.
Fourth in the Elder Scrolls series, Oblivion takes us to the imperial province of Cyrodiil, home of the emperor. Naturally, sinister events are taking place, and your character will have to set things right.
The goal, as usual, is to save the world. Mehrunes Dagon, nasty daedra (demon) lord, through his pals the Mythic Dawn cult, has the current emperor and his sons assassinated. The magical dragonfires die, and the daedra can now open gates to invade the world.
I’ve been meaning to mention that some of these side quests - not for the guilds - are interesting. For instance, there was the vampire hunter, the man who vanished from a locked room, the brothers who wanted their farm back (that was a two-parter, which netted me a couple of good items), and the woman who bought a cursed staff, among others.