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Oblivion Elder scrolls The Elder Scrolls IV: Oblivion, or Oblivion, is a single player fantasy-themed action-oriented computer role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks and the Take-Two Interactive subsidiary 2K Games. It is the fourth installment in the Elder Scrolls video game series. It was released on March 21, 2006 for Windows PCs and the Xbox 360. A Playstation 3 release was shipped on March 20, 2007 in North America,[3] and April 27, 2007 in Europe.[4] One expansion pack, Shivering Isles, and a number of downloadable minor content releases have followed; Shivering Isles will be the last major expansion though. The game was well-received by critics, winning numerous awards[5] and scoring an average of 94% in Metacritic's aggregate.[6] Oblivion sold 1.7 million copies by April 10, 2006,[7] and over 3 million copies by January 18, 2007.[8] A package including both Shivering Isles and the official plug-in Knights of the Nine, The Elder Scrolls IV: Oblivion Game of the Year Edition, was announced on July 9, 2007,[9] and released in North America on September 10, 2007 for Windows PCs and the Xbox 360.[10] The Playstation 3 version of the Game of the Year edition followed on October 16, 2007. Oblivion's story focuses on a former prisoner drawn into a Daedric Lord's plan to invade the mortal realm of Cyrodiil. Gates to the hellish realm of Oblivion are opened, through which many daedra flow. The game continues the open-ended tradition of previous Elder Scrolls games, allowing the player to travel anywhere in the game world at any time, including the option to ignore or postpone the main storyline indefinitely. Developers opted for a tighter pacing and greater focus than past titles; a design choice that was well-received in the gaming press.

Gameplay Oblivion is a fantasy-based role-playing adventure game and an example of open-ended or sandbox gameplay. The main quest may be delayed or completely ignored as the player explores the expansive game world, following side quests, interacting with NPCs, and developing a character according to their taste. The player is free to go anywhere inside the land of Cyrodiil at any time while playing the game, and even after completing the main quest storyline the game never ends, allowing the player to build their character in whatever way they want, with no restrictions on skills or equipment. The game contains many enemies for the player to fight, including monsters and animals. Many enemies, quests, and treasures are "leveled", or become increasingly difficult, as the player gains levels. The player, however, has the option of adjusting the difficulty level.[11] The fast-travel system found in Arena and Daggerfall, but left out of Morrowind, returned in Oblivion. In Oblivion, if a player visits a location, it appears as an icon on their map. The icon may then be clicked to visit that location, with time elapsing in the interim.[12] However, the player cannot fast travel from certain locations or when enemies are nearby. Oblivion also introduced ridable horses while removing Morrowind's transportation options, such as Mages' Guild teleporters, silt striders and teleporting spells. The game also removed all levitation spells and items, as the cities in Oblivion are separate cells from the rest of the world and thus must be entered into, and exited from, the town gate to avoid glitches.[13] Select non-player characters may enter and exit areas at will, and will do so quite often, following the Radiant AI's commands.[14] One major focus during Oblivion's development was rebalancing Morrowind's stealth, combat and magic skill sets.[15][16] The skills system is similar to Morrowind's, though the number of skills is decreased, with the medium armor, unarmored, spear, and enchant skills removed altogether, with the short and long blade skills condensed into a single blade skill, and the blunt and axe skills made into the blunt skill.[17] The game also introduced "mastery levels," which give skill-specific bonuses when the player reaches a certain level in that skill. The combat system was also revamped, with the addition of "power attacks", generally given by mastery levels, and the removal of the separate styles of melee attacks present in Morrowind. Ranged attacks were also changed, so that the determination of a hit is based solely on whether the arrow struck the target in-game, rather than the character's skill level. Spears, throwing weapons, and crossbows were removed as well, while staffs no longer counted as weapons, but are only used for casting spells.[18] The choice came from a desire to focus all development efforts in ranged weapons on bows specifically, to "get the feel of those as close to perfect as possible" as the Havok physics engine allowed the team to do. Morrowind's passive Block skill became an active feature in Oblivion, activated by a button press.