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It's early 2012 and I'm playing The Elder Scrolls IV: Oblivion. Why? Because I (finally) can. Join me on my path to glory and the stabilization of the status quo in almost-Tolkien-land.
It's early 2012 and I'm playing The Elder Scrolls IV: Oblivion. Why? Because I (finally) can. Join me on my path to glory and the stabilization of the status quo in almost-Tolkien-land.
I press my horse onwards
and leave the Imperial Capital behind in order to get some more
adventuring done for the second time. Is there anything going to stop
Martor from exploring new towns, finding ancient ruins, discovering
new lands? Definitely not and the stupid localization won’t stop me
from enjoying this game, even if it breaks in-game riddles (sometimes
I wonder how these people make money with these sorts of
translations. Strongly reminds me of the German version of Futurama
where you could totally notice whenever the translators failed to
understand a joke and pathetically failed at delivering any
resemblance thereof or, worse, simply translated badly). So I decide
to head towards a nearby city named Skingrad that Martor and Martin (what a duo)
must have passed while fast-travelling to the Blades’ secret
fortress but that I haven’t seen in-game yet.
I haven’t gone too far
when I notice a path leading off the road. I get out of the saddle
and decide to explore a bit – after all, that’s what I’m here
for, right? I sneak through the bushes and spot some ruins (“Dungeon
time!” My RPG-instinct chirps happily) and –to my terror- an imp
stalking around said ruins. Luckily, monsters in Oblivion don’t
have a very good sight-range so it hasn’t spotted me yet but Martor
and I find the fact that these fiends from the plains of Oblivion are
now roaming around here in the countryside rather distressing. After
all, haven’t we fought our way to hell and back to close that gate?
I spot another one and decide to do my old strategy of baiting them,
one at a time, with arrows, dodging their fireballs until they charge
and then cut them to pieces in close combat. Having a far superior
weapon compared to my last conflict with the denizens of hell, the
imps prove to be less of a problem than anticipated and a total of
three of them, which were guarding the entrance of the ruins fall to
Martors katana. Into the dungeon we go.
Upon entering the expected
underground complex, Martor spots, separates and kills three more of
the imp-creatures. They are much less dangerous now that the
equipment is right. Sneaking further down, I hear human voices, going
“Who's there?” or somesuch things. For a moment I'm fooled into
believing that there are people down here who need rescue from the
creatures of hell. Then I remember that I cannot even talk to bandits
and that there are pretty much no neutral characters outside of
cities and Inns in this world. Sneaking forwards I spot a man in
black robes who, upon seeing me, conjures up another imp to attack
me. “Kill the caster first!” says my RPG-instinct and Martor cuts
him down without much trouble, upon which the imp disappears too.
Well that was surprisingly easy. I look at the dead body. Is he with
the order that is trying to kill the emperor? It doesn't seem so,
after all, they were wearing red and turned into armored
knight-things when fighting. Also I have never seen any actual demons
in their company. As it would also be somewhat weird to stumble upon
a bit of the main quest just off the road like this, I search the
room and move deeper into the dungeon.
The dungeon is a typical
ancient ruin from a greater time with glowing crystals lighting the
vast chambers made from nicely chiseled stone. There are more
cultists and imps roaming the place and it's obvious that the
cultists have set up shop in here: There are alchemical apparati on
the tables and mystical ingredients in the chests. The cultists and
their demonic little pets aren't really a match for Martors brute
force so one by one they die. The deepest recess of the place goes
through a natural cave which ends up having an exit to the forest,
not too far away from the regular ruins with the main entrance.
Martor is heavy with loot but this time there is no turning back to
the capital. If I'd go back there after every single dungeon I'd
never get anywhere as, there seems to be one about every fifty meters
along the road. It's nice that the game gives you a lot of content on
the map but it's also irritating and a bit harmful for my suspension
of disbelief. I ride on.
The next thing I notice is
a winged little creature in the forest, a bit off the road. Assuming
another daedric incursion into our world, I get off the horse, draw
my bow and attack...
continued here
continued here
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