The Elder Scrolls 4: Oblivion Remake Will Reportedly Be Revealed Soon, and Released Not Long After That
-
That’s exciting. I wanted to play this again recently. I wanted specifically to play with a controller comfortably on a couch. This isn’t as easy as it sounds. My best bet was going to be getting the Xbox 360s digital version.
-
Can't wait for them to remaster skyrim again before TES6
-
Wait a moment. Oblivion is turning 20 years old ???
-
This remake is allegedly going to be in Unreal. Even if ES6 is in Creation, their next project can move to something better.
If it is in Unreal, that's going to be interesting. Presumably, mod support is out the window then.
-
Eh. I just want OGblivion on Android, since that's all I seem to get to play anymore.
-
Twenty eight year old engine?
Leonardo DiCaprio would be mortified.
The thing is, the age of the engine doesn't say anything. The Unreal Engine started its development before 1998. But you do have to put in work to upgrade an engine over time and Bethesda doesn't have Fortnite money for that.
-
If it is in Unreal, that's going to be interesting. Presumably, mod support is out the window then.
Why? I've definitely installed mods for Unreal games.
-
oblivion is my favorite in the series, but goddammit bethesda stop making remakes. make a make.
I don't think they've ever realized that Skyrim was a disappointment with better advertising.
-
Why? I've definitely installed mods for Unreal games.
Well, I mainly mean that they'd need to put in quite a lot of work to make the existing Oblivion mods work with it or to develop a new modding API. I doubt, they'd put that much work in for a cash grab remaster/remake.
I mean, I have heard of some weird constructs before, where games used their own engine for physics and whatnot, and only used Unreal for rendering. If that makes sense for them to do, that would preserve support for most mods.
-
The thing is, the age of the engine doesn't say anything. The Unreal Engine started its development before 1998. But you do have to put in work to upgrade an engine over time and Bethesda doesn't have Fortnite money for that.
No, they have Skyrim money for that. Imagine making money off of a game for over a decade, while barely putting money towards rereleases/ports. Didn’t even need a team for patches or content updates.
-
Well, I mainly mean that they'd need to put in quite a lot of work to make the existing Oblivion mods work with it or to develop a new modding API. I doubt, they'd put that much work in for a cash grab remaster/remake.
I mean, I have heard of some weird constructs before, where games used their own engine for physics and whatnot, and only used Unreal for rendering. If that makes sense for them to do, that would preserve support for most mods.
Gotcha. Yeah, I'd expect minimum mod support for this one, but if the next Bethesda game switches to Unreal along with this one, I'd expect normal support for modding that they usually provide.
-
Are they still using their twenty year old engine?
Unreal Engine is 26 years old. id Tech is 30 years old. What's your point?
-
Aww man, are they going to take down Skyblivion right when its done?
Bethesda has actually been consistently supportive of Skyblivion, Morroblivion, and Skywind.
-
Unreal Engine is 26 years old. id Tech is 30 years old. What's your point?
But it's not made on UE 1, now, is it?
-
But it's not made on UE 1, now, is it?
No, just like how the current Creation Engine version is not the same as the first one from 20 years ago.
-
No, just like how the current Creation Engine version is not the same as the first one from 20 years ago.
That's the issue with the current creation engine; it kind of is. That is what's meant with "20 year old engine".
The updates the creation engine has been having over the years are more like bandaids. Meanwhile unreal gets damn-near rebuilt from the ground up fir every major version release.
-
That's the issue with the current creation engine; it kind of is. That is what's meant with "20 year old engine".
The updates the creation engine has been having over the years are more like bandaids. Meanwhile unreal gets damn-near rebuilt from the ground up fir every major version release.
UE doesn't get "near rebuilt from the ground up every major release", that would be an absurd waste of time and resources every time. It's being updated and iterated over, just like how CE is.
The problem here is that you don't like Bethesda games and jumped on the bandwagon of armchair developers using the engine as a scapegoat, ignoring the fact that many other mainstream game engines are just as old or more.
Creation Engine is the least of Bethesda's games problems, it's their game design that's the big issue and the reason why thinks are so bleak.
-
the scope for starfield was just too much, it was doomed to fail from the beginning. i think they'll be fine going back to their TES roots.
Wishful thinking.
-
UE doesn't get "near rebuilt from the ground up every major release", that would be an absurd waste of time and resources every time. It's being updated and iterated over, just like how CE is.
The problem here is that you don't like Bethesda games and jumped on the bandwagon of armchair developers using the engine as a scapegoat, ignoring the fact that many other mainstream game engines are just as old or more.
Creation Engine is the least of Bethesda's games problems, it's their game design that's the big issue and the reason why thinks are so bleak.
You have... No idea what you're talking about.
I don't like Bethesda games? The amount of time I've spent on Oblivion, Skyrim, and Fallout 4 says otherwise. Hell, I'm right now doing yet another playthrough of Skyrim.
The best way to understand what's wrong with the creation engine, and how woefully out-dated it is, is to listen to what modders have to deal with constantly. The creation engine is hardly a serious upgrade of Gamebrio and BGE only puts in the minimal effort into actually updating it.
At its core, and the major reason why exploration is so stilted in Starfield, is that the creation engine just isn't capable of solving the floating point problems with seamless worlds, which other engines ARE capable of. Pathfinding generation and animation sorting hasn't been seriously updated since Oblivion, and the Papyrus script engine still has the same 200 limit it had since Morrowind, a limitation that was there because of hardware of that time, but forcing Papyrus to go over the 200 limit causes Bethesda games to become unstable.
Yes, it's BGE and their practices that are the problem, and it's reflected in how they maintain their engine too.
-
Mod support?
Between this and Skyblivion, the one with better mod support wins.