Vaporware Chronicles – The Elder Scrolls Travels: Oblivion

<p>I had never known that in 2006 or so Todd Howard had the crazy idea to bring <em>The Elder Scrolls IV&colon; Oblivion<&sol;em> to Sony&&num;8217&semi;s PSP&period; <a href&equals;"https&colon;&sol;&sol;bethesda&period;net&sol;en&sol;dashboard">Bethesda<&sol;a> proper wasn&&num;8217&semi;t working on the game&comma; but <a href&equals;"http&colon;&sol;&sol;www&period;climaxstudios&period;com&sol;">Climax Group London<&sol;a> was tapped to bring a new story set in the world of the main game to mobile gamers everywhere&period; Well eleven years later Howard made his dreams come true by bringing <em>Elder Scrolls V&colon; Skyrim<&sol;em> to the Nintendo Switch&period; I&&num;8217&semi;m actually more interested about the failed attempt to bring an<em> Oblivion<&sol;em> tie in to the fledgling PSP&period; I wonder if the PSP version would have been as epic in scope as its Xbox 360 counterpart&comma; or just another forgotten PSP game&period; Unfortunately the world will never know if <em>The Elder Scrolls Travels&colon; Oblivion<&sol;em> was any good or if it was just the first <em>Fallout 76<&sol;em>&period;<&sol;p>&NewLine;<p>Climax Group London took the lead on the development of this cancelled title&comma; while Climax Group Los Angeles did help the London team&period; Since the PSP&&num;8217&semi;s hardware was so limited&comma; the developer decided to create a much more linear game than its predecessor&period; A big chunk of the game was to take place in a hub world that had venders&comma; NPC&&num;8217&semi;s that gave our quests and the like&period; The player would have a teleportation crystal that would allow them access to the areas of the game they could explore&period; Their decisions in the explorable areas would affect the Hub world&comma; if you saved a certain NPC they may appear in the actual hub world with some sort of affect on your game&semi; whether that be a new quest or a new shop for you to barter with&period; Personally&comma; this sounds great to me&comma; my favorite Souls game was <em>Demon&&num;8217&semi;s Souls<&sol;em> and they had this type of mechanic in the game&comma; and that is what made it my favorite&period; In Demon&&num;8217&semi;s Souls if you rescued a certain NPC he would come into your hub world and murder the other NPCs there&semi; I thought that was so unique&excl;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;143391" aria-describedby&equals;"caption-attachment-143391" style&equals;"width&colon; 640px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-143391" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;03&sol;03004205&sol;The-Elder-Scrolls-Travels-Oblivion-DEMO-iso-PPSSPP-4&period;jpg" alt&equals;"" width&equals;"640" height&equals;"363" &sol;><figcaption id&equals;"caption-attachment-143391" class&equals;"wp-caption-text">&lpar;<em>The Elder Scrolls Travels&colon; Oblivion<&sol;em> &&num;8211&semi; Bethesda&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Combat would have changed a bit seeing as the PSP only has one stick&period; With one stick the combat would have been nearly impossible&comma; so Climax decided to implement a mechanic that would focus on certain limbs&comma; kind of like the V&period;A&period;T&period;S&period; system&period; This wasn&&num;8217&semi;t the only mechanic developed&comma; they also had the menus ready&comma; inventory&comma; the class system and the dialogue system ready to go&period; Sadly after all this time and effort put into the title it was cancelled in 2007 much to the chagrin of <em>Elder Scrolls<&sol;em> fan who wanted to take the journey with them&period;<&sol;p>&NewLine;<p>High Rock was going to be the main area that was explored in this PSP game&comma; the developers wanted to show that the Oblivion scourge was taking place in the entire realm of Tamriel&comma; not just <span style&equals;"display&colon; inline &excl;important&semi; float&colon; none&semi; background-color&colon; transparent&semi; color&colon; &num;333333&semi; cursor&colon; text&semi; font-family&colon; -apple-system&comma;BlinkMacSystemFont&comma;'Segoe UI'&comma;Roboto&comma;Oxygen-Sans&comma;Ubuntu&comma;Cantarell&comma;'Helvetica Neue'&comma;sans-serif&semi; font-size&colon; 15px&semi; font-style&colon; normal&semi; font-variant&colon; normal&semi; font-weight&colon; 400&semi; letter-spacing&colon; normal&semi; orphans&colon; 2&semi; text-align&colon; left&semi; text-decoration&colon; none&semi; text-indent&colon; 0px&semi; text-transform&colon; none&semi; -webkit-text-stroke-width&colon; 0px&semi; white-space&colon; normal&semi; word-spacing&colon; 0px&semi;">Cyrodiil&period; All of the explorable areas would have branching paths&comma; an Oblivion world that mirrored the area and it&&num;8217&semi;s own Mage to help the player close the Oblivion gates&period; Each area&comma; of course&comma; would have it own boss as well&comma; unique to the area&semi; just to keep players on their toes&period; Climax London really wanted to make this game large&comma; their rough plans were to have about 180 quests for the player to conquer&period; They also wanted to have some backstory for certain characters in the main <&sol;span><em>Oblivion<&sol;em><span style&equals;"display&colon; inline &excl;important&semi; float&colon; none&semi; background-color&colon; transparent&semi; color&colon; &num;333333&semi; cursor&colon; text&semi; font-family&colon; -apple-system&comma;BlinkMacSystemFont&comma;'Segoe UI'&comma;Roboto&comma;Oxygen-Sans&comma;Ubuntu&comma;Cantarell&comma;'Helvetica Neue'&comma;sans-serif&semi; font-size&colon; 15px&semi; font-style&colon; normal&semi; font-variant&colon; normal&semi; font-weight&colon; 400&semi; letter-spacing&colon; normal&semi; orphans&colon; 2&semi; text-align&colon; left&semi; text-decoration&colon; none&semi; text-indent&colon; 0px&semi; text-transform&colon; none&semi; -webkit-text-stroke-width&colon; 0px&semi; white-space&colon; normal&semi; word-spacing&colon; 0px&semi;"> game&period; Lucien Lachance was to be an integral part of the Dark Brotherhood storyline&comma; which would have fleshed out his character before he met his end in <&sol;span><em>Oblivion<&sol;em><span style&equals;"display&colon; inline &excl;important&semi; float&colon; none&semi; background-color&colon; transparent&semi; color&colon; &num;333333&semi; cursor&colon; text&semi; font-family&colon; -apple-system&comma;BlinkMacSystemFont&comma;'Segoe UI'&comma;Roboto&comma;Oxygen-Sans&comma;Ubuntu&comma;Cantarell&comma;'Helvetica Neue'&comma;sans-serif&semi; font-size&colon; 15px&semi; font-style&colon; normal&semi; font-variant&colon; normal&semi; font-weight&colon; 400&semi; letter-spacing&colon; normal&semi; orphans&colon; 2&semi; text-align&colon; left&semi; text-decoration&colon; none&semi; text-indent&colon; 0px&semi; text-transform&colon; none&semi; -webkit-text-stroke-width&colon; 0px&semi; white-space&colon; normal&semi; word-spacing&colon; 0px&semi;">&period; I wonder what other tales they had ready for us to enjoy in this world thrust into chaos by the Oblivion gates&period; <&sol;span> When the deal between Bethesda and Climax was signed there was just too little time and too little money to get the project done properly and timely&period; Climax had planned to develop the game with their own 3D engine built for the PSP&comma; sadly this proved to be too arduous a task and instead they opted for using Renderware&period; Had this been done sooner in the development cycle the game may have been saved&comma; but it was too little late and we had to wait quite some time to play any <em>Elder Scrolls<&sol;em> game on the go&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;143395" aria-describedby&equals;"caption-attachment-143395" style&equals;"width&colon; 640px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-143395" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;03&sol;03011942&sol;JRwk2mB&period;jpg" alt&equals;"" width&equals;"640" height&equals;"362" &sol;><figcaption id&equals;"caption-attachment-143395" class&equals;"wp-caption-text">&lpar;<em>The Elder Scrolls Travels&colon; Oblivion<&sol;em> &&num;8211&semi; Bethesda&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>What do you this about this title going the way of the Dodo&quest; Personally I would have loved to have played this on my PSP as I played it&&num;8217&semi;s sister title on the Xbox 360&period; The Elder Scrolls&colon; Oblivion was the game that got me use to first person shooters and showed me what was possible in an RPG&period; Yes I had loved <em>Star Wars&colon; Knights of the Old Republic<&sol;em>&comma; but <em>Oblivion<&sol;em> was the game that showed me what I was missing in all of these massive RPG&&num;8217&semi;s that were hitting the video game market&period; Playing this on the comfort of my couch while I watched whatever TV show was on in 2007 with my parents would have been a nice dream come true&period; Sadly I&&num;8217&semi;ll need to invest in a Switch soon to make this dream happen&period;<&sol;p>&NewLine;

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