• Welcome to RolePlay.ro Community. Please login or sign up.
April 14, 2024, 11:11:02 AM

Oblivion

Started by Ktav, May 27, 2005, 07:24:59 AM

Previous topic - Next topic

Ktav

De curand am vazut trailerul de la E3, e pur si simplu breathtaking...
See it yourself: http://downloads.computergames.ro/fh/movie..._2005_hires.zip
"I see a thousand graveyard planets and an eternity of hate and hunger."

Red

Ma intreb ce configuratie imi va fi necesar sa joc??... Cred ca pot deja sa arunc FX5200-ul al meu...
Si inca ceva ce vazut tot cititind review-uri de la E3 ca s-a shimbat sistemul de dialog si gasim de data asta voice acting mai mult ... ceva ce lipsea TES3 :)
"The problem of leadership is inevitably: Who will play God?"
Muad'Dib

N'drew

Tocmai vazui si eu trailerul.Grafica beton, sa vedem cum o sa fie gameplay-ul. Cred o sa ne mearga cam prost pe sistemele actuale   :(( .

Raool

Eu pt jocul asta am dat 450E pe Asus V9999 GT Deluxe in iarna ... sper sa nu ma lase la greu co rup in doua :p jk

Red

May 27, 2005, 06:06:17 PM #4 Last Edit: May 27, 2005, 06:07:18 PM by Red
Din ce am citi la mininum requirement la nouratile postate de bogy un upgrade nu mi-ar strica nici mie: oscilez intre un 9800 Pro si o placa de PCI express de ultima generatie... dar ultima optiune ar insemna sa imi schimb si placa de baza :(.. in orice caz astept jocu sa-l vad si cred ca incep sa pun la ciorap :)
"The problem of leadership is inevitably: Who will play God?"
Muad'Dib

Keeper

mda... cred ca o sa-l joc sub forma de screenshoturi daca o sa-mi intre in  joc ^_^
"Nestiinta nu-i o dovada, ignoranta nu-i un argument" - Spinoza

Sorryn

Deh, eu cu Ndrew ce sa mai spunem( Ndrew e frate-meu). Noi avem un AMD 2000+ si cu un GF4 Ti4200 cu 64RAM. Nu prea cred ca o sa ne mearga  
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them

Bogy

Am scos un interview despre The Elder Scrolls IV: Oblivion pentru cei interesati:

QuoteGCM:   Thanks for taking time out to talk with us. If you would please start by introducing yourself and telling us a little bit about the team that is behind Oblivion.
Todd Howard:   I’m Todd Howard, boy-in-charge. The team that’s making Oblivion is comprised of the same folks who made Morrowind and a whole slew of new amazing talent.

GCM:   Since Oblivion’s story will revolve around a character the player will design, could you tell us a little about the plot of the game, and perhaps a favorite sequence of yours?
Todd Howard:   The game starts inside a prison cell, which happens to be a secret escape route the Emperor and his guards, the Blades, are using to evade an assassin. You make your escape and before the Emperor dies he hands you the Amulet of Kings, the token of the true emperor, and implores you to find the rightful heir to the throne and shut the jaws of Oblivion. Favorite sequence, hmmm, there’s a part after you find the heir and reunite him with the Blades that I love.

GCM:   One of the things highlighted during the E3 demo of Oblivion was a fairly advanced physics engine in the game world, did you use the Half-Life 2 engine for this or was it something of your own creation?
Todd Howard:   We use Havok for all our physics. It’s fantastic.

GCM:   Could you detail for us how the forests in the game were constructed, and how this was integrated into the rest of the game?
Todd Howard:   It’s one of those things we’ve always wanted to do in a game â€ââ,¬Å" full real-time forests for you to explore. Our tech for creating forests is something we spent a long time on. We’re combining procedural generation of landscape (based on its soil type and years of erosion), trees (based on species and random growth clustering), and grass (base on regional patterns) to create some really amazing areas. Combine this with full canopy shadows from the trees and it really takes you to another place.

As far as gameplay â€ââ,¬Å" a forest really is one of the richest environments you could explore. The dynamic compass helps you find things because the first thing we experience with the forest was â€Ã...“I’m lost.â€Ã, Being lost in the forest was not the kind of heroic experience we envisioned.

GCM:   We’d like to know more about the radiant AI that was used for the NPC’s, aside from saving time and space, what advantages does it have over scripting these characters?
Todd Howard:   Using the Radiant AI system, we have the ability to do things on a larger scale. Where other games’ NPCs require individual scripting, we can simply provide our NPC’s with goals and our system allows them to think on their own and complete the task. It allows us to have that same advanced behavior, but on a massive scale.

The other thing it does is give the game a more organic feel than scripting could. NPC’s won’t always be standing there doing the exact same thing at the same time. The fact that your experience and what’s going on in the world around you in your game is a bit different than other people is pretty cool. The conversations you’ll overhear and subsequent quests you’ll be able to get as a result will vary. It makes the world feel much more realistic and alive.

GCM:   Oblivion is scheduled to be released for the Xbox 360 and high end PC’s. Will it be a launch title for the 360? What sort or system requirements will be needed in order to run Oblivion from a PC?
Todd Howard:   We’re shooting for the holidays, but can’t give you an exact date yet. As far as system specs for the PCâ€Ã,¦ you know us! If you want the full-on graphics, expect to buy the best thing you can when the game comes out. We plan on having it run on as many systems as possible, but it’s too early to say how far we can drop the spec right now. We do have that as a goal â€ââ,¬Å" having it run on a wider variety of systems than Morrowind did.

GCM:   What was different about developing this title for the PC and for the 360?
Todd Howard:   The content in the game is the same, but the interfaces differ and the rendering pipelines are different. We use the same source art on both, but how they get drawn in-game differs.

GCM:   One of the things Microsoft is pushing with the 360 is the ability to connect with anyone anywhere in the world. Will Oblivion take advantage of the online capabilities of that system?
Todd Howard:   We’re planning some cool Xbox Live things, mostly involving lots of downloadable content and mods, but I can’t really get specific yet.

GCM:   Moving on to some game play specifics, how in depth will character creation be? Will all the original races (including Khajiit & Argonian) be playable? Will there be any new ones introduced, such as the various races of Akavir? What form of Khajiit will be prevalent in this game?
Todd Howard:   You can expect all the classic Elder Scrolls races to be available. All the beast races will be there again. The appearance of your character can be customized much more than ever before.

Character generation is very different than our previous games. It takes the Morrowind paradigm â€ââ,¬Å" that you play the character generation â€ââ,¬Å" even further. We let you play the game for a while and watch what kinds of things you do before you get to the point where you pick your class. We offer up a class suggestion based on your style of play, but ultimately you can be whatever you want to be.

GCM:   Are you planning on including features that were found in Daggerfall but left out of Morrowind, like banks, mounts, wagons, or the ability to climb or buy/own a ship or a house?
Todd Howard:   We’ve added a lot of new features, including some you mention. We’ve brought back the fast travel map to allow you to instantly travel to any location you already know about, and there are mounts you can buy and use for traveling â€Ã...“on footâ€Ã, more quickly. Yes, there will be houses you can buy in each major town where you can keep all of your stuff. At the same time, we spent a lot of time and energy on â€Ã...“featuresâ€Ã, that people do and experience all the time in our games: talking to people, killing stuff, NPC AI, etc. We wanted to do some new things in these areas to make the overall experience more enjoyable. More time having fun and less â€Ã...“down time.â€Ã,

GCM:   Will characters be encouraged to wear different types of clothing based on situation (i.e. more favorable reaction from NPCs if character is wearing formal clothing for a formal occasion)?
Todd Howard:   The clothing you wear does affect certain NPC's, but not in a big way, it’s subtle.

GCM:   Many old fans of the TES series were disappointed that the clothing customization options in Morrowind did not match up to that in Daggerfall. Will Oblivion remedy that?
Todd Howard:   Hard to say, it’s different in Oblivion. We have much better looking clothing, and it mixes and matches better, but you don’t have the huge range of options you could in a 2D system like Daggerfall’s.

GCM:   How much of Tamriel outside of Cyrodiil will the player be able to explore?
Todd Howard:   The game takes place entirely in Cyrodiil and in Oblivion itself. It’s huge.

GCM:   What familiar guilds/factions will be available for player membership?
Todd Howard:   The four main guilds are the mages, fighters, thieves, and Dark Brotherhood (assassin’s guild). Each of these is a main quest unto itself and you can join all four if you like. There’s also the Arena, which is a lot like a guild in that you can spend a lot of time fighting in the Arena circuit and improving your status. We feel all of the guilds are a lot more rewarding and polished than ever before and each will be a lot of fun if it’s the only thing you do in the game.

GCM:   Will reskinning existing game objects be made easier in the TES Construction Set?
Todd Howard:   That still works pretty much the same. The TES Construction Set was not designed to modify existing objects â€ââ,¬Å" we have other programs that do that much better. Rather, it’s designed to help create and edit the game world itself and the objects in that game world. To that end, it’s enjoyed the benefit of a number of enhancements and improvements that made creating the game easier for us, and will making modding the game much easier for fans. The whole system of creating a quest is exponentially better than it was in Morrowind.

GCM:   The title name Oblivion sounds pretty final. Where do you see the series going from here?
Todd Howard:   I can’t imagine a scenario where this is the last game, but I do love the title. The series after Oblivion? We always have crazy ideas, so we’ll see.

GCM:   Thank you again for answering our questions. Are there any final thoughts, comments, jokes, anecdotes you’d like to leave us with?
Todd Howard:   There’s a certain theme to your questions, and it’s natural, which is to ask for or compare features from one game in the series to the next. And in a nutshell, everyone should expect Oblivion to be its own unique game, just like Arena, Daggerfall, and Morrowind were. Each game is pretty different from the last, and has evolved the series into new directions, and that’s what keeps it going. We certainly look at things we think worked in each game, but we’ll always try new things, some will work great, some won’t, but we’ll keep trying them. Thanks for listening, and we hope you enjoy the game.
Bogy the Great Druid

himself

Io am citit toate interviurile de pe site si sunt membru si pe forum si vad ca exista un interes enorm. Ma bucur. E jocul pe care il astept cel mai mult, dar cu calc meu nu cred ca imi merge nici README-ul, dapai Manualul. :D  

Bogy

Alt interviu despre oblivion. Se dau mai multe informatii despre lumea din Oblivion:
QuoteAlexander:
A few questions. Will the players once again be able to get a house, just like in Morrowind, and, if so, in what way will it be possible? Can you touch anything about that?

Gavin:
Yeah, you will have houses. So we've nine major cities, and there should at least be at least one house in every city that you can, you can purchase. So we've nine major cities, and there should at least be at least one house in every city that you can purchase. So, it's really a high level economic goal. So, you know, houses are gonna be thousands and thousands of gold pieces. It's something you're gonna really have to adventure a lot and save up a lot of your money for, and then you can get your place, so definitely a lot of that.

Alexander:
And how does it work? You go into the town, speak to the contact?

Gavin:
Yeah, pretty much. There will be a real estate agent or somebody. So, you might have a quest that will give you a house. I think in one of the cities there's a quest that you have to go clear up this haunted place. And if you do then the house is restored.

Alexander:
So something like Ahnassi's quest in Morrowind - in Pelagiad.

Gavin:
Exactly.

Alexander:
And speaking of real estate agents is there like a bank in cities?

Gavin:
I don't think we're doing banks this time, no. No plans for that.

Alexander:
So no earning interest and such?

Gavin:
Nothing like that this time, no.

Alexander:
On miscellaneous items, since we're talking about houses, in Morrowind modders made a lot things like mannequins that you could store armor on and have it on display, alchemy jars, alchemy sorters. All those sorts of things. And wondering, will we this time get those things? Or once again will they be left to modders?

Gavin:
Um... I mean, you know, the mod community for Morrowind was gigantic, and they've done everything that you could possibly dream of under the sun. We couldn't possibly incorporate all those ideas. There were a lot of good ideas. We play a lot, a lot - it's a lot, a lot, a lot. And we take a lot of those ideas and so, but the specific ones, I don't know, we can probably say "yeah, we stole that idea from that person". A lot of things that people wanted to see, I know they were mount mods that people did, you could get - you could ride all these horses and things like that. So, we've got really cool horses that you can ride around on and stuff like that, definitely influenced by the mod community.

Alexander:
Have you got anything else to say about other mounts being in the game?

Gavin:
Not right now.

Alexander:
In Morrowind we had many items like spades and brooms and such; will we actually be able to use them this time? Can we actually sweep the floor with brooms?

Gavin:
You can probably imagine yourself doing that. We've poured all our effort into, you know, the weapons. Their activity. I mean, there's lots of added interactivity in the world because we're using Havoc physics. So you swing your sword and you knock - you know, you can wreak Havoc in stores by knocking stuff off the shelves with your sword. That's a whole lot of fun. But as far as things as digging holes and sweeping the floor, not right now.

Alexander:
With many rumors now about things like eating and drinking being compulsory, about marriage and relationships and such. Can you be clear on those things? Will they be in the game?

Gavin:
You could get a drink and it'll raise your stats, not compulsory. You know, I kinda hate (compulsory eating and drinking). I don't think that's fun at all. You know, we wouldn't do that. We have like all the food - there's all kinds of different food for the NPCs to eat. They boost your fatigue. Marriage - I don't think we're gonna do marriages. I think we don't really need that stuff. I don't think and I'm not sure we really need that stuff. We really want the focus to be on the plot, fighting these demon lords, I think all that other stuff is tertiary and takes away.

Alexander:
And these relationships are they part of the game?

Gavin:
All the 1000 NPCs we're tracking all throughout the game. All the disposition is still there, and it's reflective on their face. So God give us Vikings are gonna be really, really angry looking. There's also, you know, fame and infamy. Ratings from famous to infamous. So if you're famous people are going to generally like you, and if you're infamous they're going to stay away.

Alexander:
So if you're famous you'll also have better prices and from merchants in bartering and such?

Gavin:
Pretty much, yeah. We're trying to make that mean more than in Morrowind, so, um, quests might open up. If you have a really high infamy, you might get a quest, you might not otherwise get stuff like that.

Alexander:
We've just found out, while viewing the demo that vampirism will be in the game. Can you tell us a bit about it? Obviously, can you tell us what will be different from Morrowind?

Gavin:
The answer is no haha we can't talk about that right now, It's something we'll be talking about in the future. We've got some good ideas this time, and I think people will be happy.

Alexander:
And speaking of vampirism, lycantrophy. Can you at least tell us if that's to be in the game or not?

Gavin:
I cannot. No comment.

Alexander:
Then about Children - will they be in?

Gavin:
No children. The basic reason is our character systems, how they change clothes, and everything like that. Everything comes built the same scale to fit on characters. So we scaled them up and up a little bit, but drastic things like that can break our character system. We do have a great range of ages in the game. For example, when you make your character, there's an age slider. So you can make them look young or old. And take the ranges like early twenties to late sixties and what falls between that range.

Alexander:
And so you won't be able to play as a teenager, then

Gavin:
Yeah, you can make your face look very young. But as a teenager -

Alexander:
Not that young.

Gavin:
Yeah.

Alexander:There's been a lot of speculation of fans about famous characters in Morrowind, like Caius Cosades and Fargoth. Will they make a special appearance in Oblivion?

Gavin:
They might, they might. It's one of those things, you know, we're like, each game is gonna stand on its own, and what we don't like to do a lot is kinda winking at the camera, have a few things that only players of the last game are gonna get. No, we don't do a lot of that. So they might make a small appearance, maybe. Nothing like plot central, I think.

Alexander:
In Morrowind, there was a very nice skill and leveling system. In Oblivion, once again, to develop yourself, you develop your skills. But of course, there are a few skills that would work beautifully. Like climbing, for instance. Will there be such things?

Gavin:
No climbing, no. Yeah, you know, the main problem with climbing is you don't really, like in Daggerfall, where you would go up and the wall is flat and you could just climb a wall, I mean, come on, that's kinda silly, I think. And you just start going up that wall. Our environments are so complex this time we don't have flat walls. Everything is curved, it's cranky, with nooks. Also, you know, it would totally change the way how we'd have to build up. I mean, we'd have to build places were climbing makes sense. Which is, it's not a problem, it's just something we'd have to plan for from the beginning. I mean, we're building places where your acrobatics skill is gonna come into play. You'll reach different places. But no, no climbing skill.

Alexander:
And when you say "reach different places", can you - there are things that let you jump up after something and then the player automatically grabs it and pulls himself up?

Gavin:
There will be places you can reach as far as you're an acrobat. Or things like that. We've had games like Prince of Persia and things like that. It's not too great, but we create stuff for those kind of players who like to do that sort of thing.

Alexander:And the skill system in general, are there significant changes in that? Anything you can tell us about that?

Gavin:
We've looked at the skill list and made it so it's a little easier for us to balance. So now there are 7 skills in each category, combat, magic and stealth. Each have 7 representative skills. For example, the blade skills are combined. So short blade and long blade are now only skill. But it works a bit better. So, there are a few more changes like that.

Alexander:
Well, we've just talked about having banks and such. But will there be alternative means to get money? I'm thinking like shops. Maybe me being paid for opening a shop?

Gavin:
Not implementing like jobs for the player - the whole job experience is not really focusing on our new play. Radiant AI is more for when you're walking around the world and you want to feel like people are going around their business, you've got to feel like you're part of this living world. As far as getting a job, other than like the quests laid out, like lower level finder guild quests, where you have to go out and do things to help other characters, (you can't actually get a job). But as far as opening a shop, the closest you can do is going out through the world, gathering things and selling them to merchants.

Alexander:
Like bartering in Morrowind?

Gavin:Right, right.

Alexander:
Ok. Um, well, so far we've heard there are six guilds, six factions. Is that all there is? Only six factions? Because of course in Morrowind we had lots of factions.

Gavin:
Yeah, lots of factions in Morrowind with lots and lots of very, very simple quests and not so, not so many great characters. So this time we are doing fewer quests, but they are all so much more complex, more rich, with more alternate paths, more chararcters to connect with, who actually have personalities, things like that. In essence, most take longer than for example doing quests in Morrowind where someone asks you to deliver some clothes and that's the whole quest: deliver clothes. So our quests are much deeper experiences this time around. The factions themselves play out like their own mini storyline. And their own character archs, their own plots parts, that are connected to the main quest but not integrated with it, just like in Morrowind, so that's the kind of thing we're aiming for.

Alexander:
And 6 factions, will it stay like that?

Gavin:
Everything is subject to change at this point. We do have the new Arena faction, which we have now. It's awesome. You can fight in the arena or you can bet on arena matches themselves. It's a lot of fun.

Alexander:
It does sound a lot of fun, but so this Arena faction, doesn't it appear to be a bit one-sided? I mean, the Arena is about fights, so all the quests in the Arena guild will be fights? Will that really be a lot of fun?

Gavin:
I don't know, maybe it could need some work on that. It's, the essence of the Arena faction will be fighting in the Arena. You know that's what it is, but like any other faction it's got its own characters and it's got it's own storyline.

Alexander:
Will there be more clothing options than we had in Morrowind? We've had a lot of outcries on the forums like "we need more clothes!" and petitions for more choice.

Gavin:
On the forums the output in there is always going to be "we want more". You know, we're doing everything at such a high level of detail, that kind of art takes time, so we're definitely going to try to do as many as we can. But a specific number, I don't know. We'll do as many as we have time.

Alexander:
And any specifics about clothes, like hooded robes - will they be in?

Gavin:
Nah, no specifics on that.

Alexander:
Then on magic, aside from the announced improvements to spells, 7 skills per category means one less magic school?

Gavin:
Right, maybe I got the numbers wrong.

Alexander:
Well seven means one less skill in magic, is that right?

Gavin:
Yeah, sorry I don't think that's right, I might have got the numbers wrong.

Alexander:
So will there be any more skills than like nine, maybe?

Gavin:
There might be. Off the top of my head, I think I got the numbers wrong so, but all the magic schools from Morrowind are there.

Alexander:
Speaking of magic - spells and schools, will they be improved? Have you also added new spells maybe?

Gavin:
We have done both of those things. We talked about this a lot. We're trying for the most part, to have all the spell effects stand on their own. Looking at each one, what can we do to make this better? We have physics, so - telekinesis. So you can grab items and it's like force push and force pull. Or you can grab items across the world and manipulate them. Or a fireball, you cast a big fireball into the crowd and you will see people flying and stuff like that. It's great fun.

Alexander:
And speaking of telekinesis, you mentioned pushing and pulling things, Can you also lift things up? And throw them around and at people?

Gavin:
Yes, those are all possible, yes.

Alexander:
Will stealth and combat skills then also be limited to seven or nine skills each?

Gavin:
Don't try and pin me down there, I'm obviously confused about the numbers myself.

Alexander:
Because I was wondering if maybe you had combined skills then?

Gavin:
I don't know, I don't really want to go into details on skill stuff, not right now.

Alexander:
We just saw in the video manipulating things like the chains and such. Is that possible for everything? like can we even move tables and such?

Gavin:
For the most part, some of the items we've bolted down because you know, there's no perfect A.I. system for NPCs. They fall over stuff once in a while and just randomly knock all this stuff over, for example. So, except for larger items like really big tables and stuff like that are solid objects that you can't move, most of the moving stuff around is based for parts on your stats, your strength. Unless you have like a real strong character you won't be able to pick up some things. So all that stuff is all movable but there are limitations.

Alexander:
And the final question. Could you tell us a bit about the workings of the new Construction Set?

Gavin:
It's a lot like in Morrowind. The biggest changes are probably the added tools that help us generate areas a lot faster. You put in your area parametirs, what kind of objects you want, what kind of grass types, and there are all sorts of variables, plus there are all sorts of parameter types, cluster, how close they are, stuff like that. And you say generate and it makes the area. So if you make really, really big pieces then it can take a long time because it takes time, but it's so much faster and so much better than doing it all by hand like we had to do in Morrowind. It's really amazing. Other then that, there's not like a sea of tabs that you get as in Morrowind's. It has a few more tree organisation systems. The whole layout is pretty much redone from scratch so it's a lot easier to actually work with the CS and say: here's a quest. In Morrowind it was very difficult to actually pick out, you had to go through all sorts of different tables, and pick out the different objects and stuff. Now we have quests that are easier to acces.
Bogy the Great Druid

allah

Un joc extrem de promitator.Dar ce facem cu cerintele de calculator?.Mi-ar merge cat de cat acceptabil cu rezolutia si detaliile grafice setate pe minimum la urmatoarea configuratie:amd athlon xp2400+,512ram,fx5200 128ram 64bit?  
Nerevar Moon-an-Star
----------Old name: Dan--------

Red

QuoteMi-ar merge cat de cat acceptabil cu rezolutia si detaliile grafice setate pe minimum la urmatoarea configuratie:amd athlon xp2400+,512ram,fx5200 128ram 64bit?
No... and the reason why is yours video card...
"The problem of leadership is inevitably: Who will play God?"
Muad'Dib

himself

Io cu GeForce 4 MX ce sa mai spun?...de fapt...mai spun? :))  

Sir Punky

Las ca spun eu in locul tau.   :D

Asteptam pana apare, dupa care ne facem un upgrade sanatos la comp.
Si nu numai.  :p

SP
NU CITESC REGULAMENTE!

allah

Nerevar Moon-an-Star
----------Old name: Dan--------

RedDevil

Da, stiam...Am mai gasit pe un site si tricouri, pixuri si alte accesorii cu logo-ul de la Oblivion. Eu nu vreau decat jocul !:hmm:  

allah

Tot ce sper e sa rezolve minorele probleme din morrowind cum ar fi timpii de incarcare desi, lungi si enervanti... :hmm:  
Nerevar Moon-an-Star
----------Old name: Dan--------

himself

Probabil nu vor exista timpi de incarcare vizibili, kindda like Gothic! :D

Ktav

"I see a thousand graveyard planets and an eternity of hate and hunger."

Ktav

(apropo de filmul de mai sus, luati'l ca nu stiti ce pierdeti :) )

voiam sa va mai anunt ceva:
QuoteTo create the perfect tone and timbre for its upcoming epic role playing game, The Elder ScrollsÂÃ,® IV: Oblivion™, Bethesda Game Studios announced today an all-star voice cast of British stage and screen legends. Developed for both the Xbox 360™ videogame and entertainment system from Microsoft and PC platforms, Oblivion is one of the year's most highly-anticipated games and sequel to the best-selling role playing game of 2002, MorrowindÂÃ,®.

Leading the lineup is Patrick Stewart, playing the role of the Emperor. Stewart is best known among genre fans as Captain Jean-Luc Picard on Star Trek: The Next Generation and as Professor Charles Xavier from the X-Men feature films.

Providing the voice for the Emperor's lost son and heir to the throne is Sean Bean. Bean skyrocketed to the public's attention as Lord Boromir in the Academy Award-winning Lord of the Rings trilogy. While Oblivion will be his first video game role, Bean is well known for starring in a variety of films, including memorable roles in National Treasure, Goldeneye, and Patriot Games.

"Oblivion is something unique, an epic entertainment experience unlike anything I had seen before," said Bean. "I decided this was a project I really wanted to work on creatively and I hope fans of the game enjoy the results."

Terence Stamp will lend his talents to the game's heavy plot, a sinister force bent on the destruction of Tamriel, the game's geographical setting. Stamp starred in Star Wars: Phantom Menace as Supreme Chancellor Valorum and as General Zod in the legendary Superman films. Oblivion is Stamp's first foray into voice work for a video game.

restul aici: http://www.elderscrolls.com/news/press_093005.htm
"I see a thousand graveyard planets and an eternity of hate and hunger."