System Reqirments:
Minimum Requirements
Pentium 4 1.3GHz
Athlon MP
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GeForce 7500 LE
Radeon X300 Series
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512 MB
Win 2000
DX 9
5 GB
Recommended Requirements
Pentium 4 3.0GHz
Athlon XP 3000+
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GeForce 6800 GS
Radeon X800 GTO
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1 GB
Win Xp 32
DX 9
5 GB
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Description:
Oblivion incorporates open-ended (or "sandbox") gameplay. The main quest can be postponed or ignored as the player explores the expansive game world, follows side-quests, interacts with NPCs, slays monsters, and develops their character. Players are free to go anywhere in the realm of Cyrodiil at any time while playing the game, even after completing the main quest; the game never ends, and players may build up their character indefinitely. The fast-travel system found in Arena and Daggerfall makes a return in Oblivion. When players visit a location, it appears as an icon on their map. From then on, they can travel to this location instantly (though the in-game time is adjusted to reflect the length of the journey).
Character development is a primary concern in Oblivion. At the beginning of the game, players select an anthropomorphic race, each of which has different natural abilities, and customize their character's appearance. A perpetual objective for the player is to improve their character's skills (numerical representations of their ability in certain areas), seven of which are selected early in the game as Major Skills. Each time a player improves their Major Skills by a total of ten points, they level up; this gives them the opportunity to improve their Attributes, which are broader character qualities such as "Strength" and "Willpower". The game's 21 skills fall evenly under the categories of Melee, Magic, and Stealth. Melee skills are used almost exclusively for combat, and incorporate armor and heavy weapons like blades, axes, and hammers. Magic skills rely on the use of spells to alter the physical world, to affect the minds of others, to injure and debilitate enemies, to summon monsters to help fight, and to heal wounds. Stealth skills allow players to crack locks; haggle for goods and use speech to manipulate people; and to use cunning in combat, either through the use of a bow or in the way of a sneak attack.[16] The spells, weapons, and other tools (e.g. lockpicks) players need to employ and enhance these skills can be purchased in shops, stolen from NPCs, or found as loot on the bodies of foes or in dungeons.
Oblivion is played in either a first- or third-person view. At all times, the player is required to monitor their heads-up display, which provides information about the character's Health, Magicka, and Fatigue. Health is depleted primarily through combat and can be restored by spells and potions; the loss of all Health results in death. Magicka allows for, and is depleted by, the use of spells; it is rejuvenated naturally over time, but can be restored in similar ways to Health. The character's effectiveness in combat and general efficiency are functions of Fatigue.[16] In the wilderness and during quests, players are pitted against a wide variety of enemies, including monsters and animals. Enemies become stronger, and weapons and armour more effective, as the player levels up. This game mechanic keeps the difficulty of combat constant throughout the game. The difficulty at which the game is set can be adjusted at any time by the player.[17]
A major focus during Oblivion's development was to make the gameplay simpler and more balanced than it had been in Morrowind, particularly with respect to combat.[18][19] The skill system is similar to Morrowind's, but in Oblivion there are fewer skills. The "Medium Armor", "Unarmored", and "Spear" skills are removed altogether, the "Short Blade" and "Long Blade" skills are condensed into a single "Blade" skill, and the "Axe" skill is merged with the "Blunt" skill. Mastery Levels, which give skill-specific bonuses when the player reaches milestone levels, were introduced in Oblivion. The combat system was revamped, with the addition of Power Attacks (endowed to the player with the attainment of Mastery Levels) and the removal of the separate styles of melee attacks present in Morrowind. Ranged attacks were changed so that hits are based on the player's firing skill rather than the character's numerical skill level. Spears, throwing weapons, and crossbows were removed in favour of the bow the choice came from a desire to "get the feel of [ranged weapons] as close to perfect as possible" as the Havok physics engine allowed. Morrowind's passive "Block" skill became an active gameplay mechanic in Oblivion: activated by a button press, it causes enemies to recoil and be left open for a follow-up attack.[20] Enchantment as a skill by which items are imbued with special powers was not carried over from Morrowind to Oblivion; items are instead enchanted through plot-specific processes. The ability to "forget" (discard) spells was also not included.[21] Most of these changes were received well. GameSpot commended the strengths of the game in each area, finding the game's melee combat "faster and smoother" than Morrowind's, the stealth combat "at least as satisfying" as the melee combat, and the magic combat diverse and uncomplicated.
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