The Elder Scrolls IV: Oblivion Is Still Better Than You Remember

The Elder Scrolls IV: Oblivion Is Still Better Than You Remember

I still remember the first time I stepped out of the Sewers into the Heartlands of Cyrodiil. It was 2006. The bloom lighting was so aggressive it practically blinded me, but it didn't matter. For the first time, a video game felt like a living, breathing place rather than just a series of levels. The Elder Scrolls IV: Oblivion wasn't just a sequel to Morrowind; it was a massive technical gamble that changed how we think about open-world RPGs forever.

Honestly, people talk about Skyrim like it’s the peak of the series, but they're wrong. They’ve forgotten the sheer weirdness of Cyrodiil. They’ve forgotten the way the Radiant AI system made NPCs act like absolute lunatics. But mostly, they’ve forgotten that Oblivion had a soul that later games in the franchise sort of traded away for polish and "streamlining." It’s a messy, beautiful, flawed masterpiece.

Why the Elder Scrolls IV: Oblivion Still Holds Up in 2026

It’s about the quests. Most modern RPGs treat side content like a checklist. Go here, kill ten wolves, come back for fifty gold. Boring. The Elder Scrolls IV: Oblivion did things differently. Think about the Dark Brotherhood questline. You aren't just an assassin; you’re a participant in a psychological thriller. One minute you're attending a house party in Skingrad to pick off guests one by one, and the next, you're realizing the "traitor" in your midst might actually be you.

The writing was just... bolder.

There’s a quest called "A Brush with Death" where you literally jump into a painted world. The textures change to look like oil brushstrokes. It’s a visual shift that felt revolutionary back then and still feels inspired today. You don't get that kind of creative risk in many AAA games anymore because everything is so homogenized for the "widest possible audience." Bethesda was still weird in 2006. They were still willing to let things get a little bit janky if it meant the player got to see something they'd never seen before.

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The Radiant AI Disaster (That We Actually Love)

Let's be real: the AI is hilarious. Bethesda’s "Radiant AI" was marketed as this groundbreaking system where NPCs had schedules and "desires." In practice, it meant a city guard might murder a civilian because they both tried to pick up the same piece of ham. It’s chaotic. It’s buggy. And it makes the world feel strangely more "alive" than the scripted, static NPCs in many modern titles.

You’ll be walking through the Imperial City and overhear two people having a conversation that makes zero sense.

"I saw a mudcrab the other day. Horrible creatures."
"I've heard others say the same."
"Take care."

It’s iconic. This weirdness created a community of fans who didn't just play the game; they lived in it. They made memes before memes were even a global currency. That specific brand of unintentional comedy gave The Elder Scrolls IV: Oblivion a personality that survives even as its graphics age into "potato face" territory.

The Combat and Magic Balance Nobody Talks About

If you go back and play it now, the first thing you’ll notice is the speed. Your character moves fast. Like, really fast. Compared to the heavy, sluggish movement of Skyrim, Oblivion feels like an arcade game. You can jump ten feet in the air if your Acrobatics skill is high enough. You can run across water.

And the magic? Don't get me started.

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The spell-making altars at the Arcane University allowed for broken, game-shattering combinations. You could create a spell that turned you invisible, healed you, and set everyone on fire simultaneously. Sure, it was unbalanced. But isn't that the point of being a high-level wizard? You should be a god. Modern games are so obsessed with "balance" that they often forget to let the player feel powerful. In Cyrodiil, if you put in the work to level your Alteration and Destruction, the world was your playground.

  • You could create custom spells with multiple effects.
  • Alchemy allowed for "super-potions" that lasted for minutes.
  • Enchanting was deep, albeit expensive.
  • You didn't just "shout"; you manipulated the fundamental laws of reality.

The Shivering Isles: The Gold Standard for DLC

We have to talk about Sheogorath. If The Elder Scrolls IV: Oblivion was a great game, The Shivering Isles expansion made it legendary. It’s arguably the best expansion Bethesda ever produced—yes, even better than Dragonborn or Far Harbor.

The realm of madness is split between Mania and Dementia. One side is neon-bright and hallucinogenic; the other is swampy, grey, and paranoid. It was a masterclass in environmental storytelling. Wes Johnson’s performance as the Daedric Prince of Madness is the stuff of legend. He wasn't just a quest-giver; he was an antagonist, a mentor, and a comedian all rolled into one. It felt like the developers were finally let off the leash to do exactly what they wanted without worrying about "Lord of the Rings" tropes.

Where the Game Actually Fails (And Why It Matters)

Look, I’m not saying it’s perfect. The level scaling is objectively terrible. If you play the game "wrong"—meaning you level up non-combat skills too fast—the world becomes a nightmare. Suddenly, every low-level bandit is wearing Daedric armor that costs more than a small kingdom, and a simple stroll to Kvatch becomes a slog through damage-sponge enemies.

It’s a fundamental flaw.

The "Oblivion Gates" themselves also got repetitive. The first one is terrifying. The tenth one is a chore. The fiftieth one makes you want to uninstall the game. We all know it. But even these failures are interesting because they represent a developer swinging for the fences. They tried to create a dynamic, scaling world. They failed in some ways, but that failure paved the way for the refinements we saw in later years. It was the necessary growing pain of the RPG genre.

The Music of Jeremy Soule

You can't talk about this game without mentioning the soundtrack. "Wings of Kynareth" is probably the most relaxing piece of music ever written for a video game. It captures the soul of the forest. Then, the combat music kicks in—those sudden, booming horns—and your heart rate spikes because you know a Clannfear is about to ruin your day. The music isn't just background noise; it's the emotional glue that holds the entire experience together. It makes the generic fantasy setting feel ancient and significant.

How to Play the Elder Scrolls IV: Oblivion Today

If you're going to dive back in, you have choices. You can play it on an Xbox Series X with Auto-HDR and a boosted frame rate, which honestly looks surprisingly good. Or you go the PC route.

The modding community for this game is still active, which is insane considering it’s nearly twenty years old. There are total conversion mods, graphics overhauls, and patches that fix that broken leveling system I mentioned. If you want the "true" experience, I'd suggest keeping it mostly vanilla but adding a "Leveling Fix" mod so you don't have to do "efficient leveling" math every time you sleep.

Real-world advice for a 2026 playthrough:

  1. Get the "Unofficial Oblivion Patch." It fixes thousands of bugs Bethesda never touched.
  2. Focus on the Guilds first. The Mages Guild and Dark Brotherhood are significantly better than the main "Close the Gates" questline.
  3. Don't fast travel everywhere. The beauty of Cyrodiil is in the random encounters. You’ll find shrines, hidden caves, and weird NPCs that you’ll miss if you just teleport from city to city.
  4. Lean into the jank. If an NPC walks into a wall or a horse flies into the sky, just laugh. It’s part of the charm.

The Elder Scrolls IV: Oblivion is a time capsule. It represents a specific era of gaming where the worlds were getting bigger, but the "corporate" polish hadn't yet sanded down all the interesting edges. It’s a game about choice, even if those choices sometimes lead to hilarious disaster. If you haven't been back to the Imperial City in a decade, it's time to go home. The gates are waiting.

To get started, prioritize your character build around a "Major Skill" set that you actually plan to use in combat, rather than trying to game the system. If you're on PC, look into the Skyblivion project—it’s a massive fan-led effort to recreate the entire game in the Skyrim engine, which is nearing completion and looks stunning. Otherwise, grab the GOG version for the best modern OS compatibility and start your journey in the Imperial Prison. Stick to the side roads, talk to everyone, and for the love of Akatosh, stay away from the Will-o-the-Wisps until you have a silver weapon.