Key Details About the Remake

  • Development Studio: Virtuos is developing the remake. Known for supporting major titles like Horizon Forbidden West and more.
  • Engine and Technology: The game will use a hybrid engine approach combining Unreal Engine 5 with Bethesda’s original Creation Engine, promising modern enhancements while preserving gameplay mechanics.
  • Platforms: Expected on Xbox Series X|S, PlayStation 5, and PC. Likely to be included in Xbox Game Pass at launch due to Microsoft’s ownership of Bethesda.

Relation to Other Projects

  • Separate from Skyblivion, a fan-project recreating Oblivion within the Skyrim engine. The lead developer of Skyblivion will continue working on this project regardless of an official remake.
  • Multiple insiders have corroborated these rumours, suggesting a significant shift in plans after initial hints during Microsoft’s acquisition of Activision Blizzard.

How do you think The Elder Scrolls IV: Oblivion holds up to other games in the series?

  • DarkThoughts@fedia.io
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    6 days ago

    Engine and Technology: The game will use a hybrid engine approach combining Unreal Engine 5 with Bethesda’s original Creation Engine, promising modern enhancements while preserving gameplay mechanics.

    Uh-oh…

    • ByteOnBikes@slrpnk.net
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      6 days ago

      I’m for it.

      The Creation engine is showing its age. Starfield was graphically attractive. But load screens everywhere.

      • DarkThoughts@fedia.io
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        6 days ago

        And how do you think a combination of both engines would look like? This smells like a disaster with the worst of both worlds.

          • DarkThoughts@fedia.io
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            6 days ago

            That was my thought too to be honest, I don’t even know how they’d go about doing that, or even why.

          • Magiilaro@feddit.org
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            6 days ago

            The amount of work that would be needed to combine two completely and fundamental different engines makes it unrealistic in my eyes. Engines are huge and complicated beasts, they can’t be put into a blender and mixed together.

            • FooBarrington@lemmy.world
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              4 days ago

              It honestly doesn’t seem that bad, as long as the scripting and rendering parts of both engines are sufficiently encapsulated. It only gets hard if the engines exchange data bidirectionally, but that doesn’t seem to be the plan. Of course you won’t get goodies like UE5 physics, but that seems to be their goal.

          • LANIK2000@lemmy.world
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            6 days ago

            Unreal is great, that’s the point. Why should it have to work along with the bs that is the creation engine? I honestly don’t see any value in keeping it alive.

          • DarkThoughts@fedia.io
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            6 days ago

            And how many of those are some odd combination of Unreal and a heavily altered Gamebryo engine? What I expect to happen here is to see a lot of jank with a lack of moddability - the worst of both worlds basically.

    • ATDA@lemmy.world
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      5 days ago

      Hi welcome to my YouTube channel today we’re making a v10 out of a small block Chevy and two random lawnmower engines?

      Guess we’ll continue the Bethesda bug memes indefinitely but I wouldn’t have it any other way .

    • djsoren19@yiffit.net
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      5 days ago

      Yeah this sounds seriously disgusting.

      I can understand the intent of “we want to allow people who knew how to mod the old game to be able to develop for the new game.” but Oblivion was 8 years ago. This game might get released in time for the 10th anniversary. Who is going to go back and update 10 year old mods?

      You can have good modding support working off a base of UE5, just use full UE5 instead of a weird frankenstein of the two engines mashed together.