“The story was planned to take the player across the northern regions of Tamriel, mainly focusing on High Rock, and be timed to take place as a second storyline during the main story in the main Oblivion game. Some of the levels were set in Moonguard, Anticlere, Glenpoint and even Daggerfall, each with their own explorable world areas and plane of Oblivion that was a unique reflection of the level location. The game took place at the same time as Oblivion, but wanted to express that the Oblivion Crisis was happening all over Tamriel, not just in Cyrodiil, so it was set in and around High Rock. #OBLIVION ON PSP PORTABLE#Even Todd Howard was really impressed with the design that the team was able to create for the portable version, that included all of Oblivion’s main core mechanics, plot, characters and playable areas related to TES4: Oblivion’s storyline. The team at Climax had access to early builds of Oblivion and played it heavily to be able to better get the feel of the main game. #OBLIVION ON PSP PSP#Oblivion PSP was designed in a way that would maximize the console limitations, but there was a lot of levels planned and at one point Climax even thought it might have to be split on to two UMDs. In the tech demo, this is why the Oblivion towers had no lifts, or vertical stairwells, and relied on the player walking through doors to load in the next level segment with a separate AI navmesh.”Įach area had multiple paths to be explored that were open or closed depending on which quest was active. If the project progressed it’s possible that this would have been resolved leading to more complex multi-tiered environments. This problem wasn’t successfully resolved in time to have a positive effect on the designed levels. floors above floors) because the NPCs wouldn’t ‘find’ their way up overlapping paths. I’m not sure if this was limited to just the Oblivion PSP version of Renderware, however this limitation led to the levels that were implemented having no overlapping tiers or level layers (e.g. “One of the problems faced with Renderware was the use of navigation meshes that lead to NPCs not being able to physically being located above the player in 3D space. The hub world would change and react to the events that went on in each area, for example going on a side mission in a level and rescue an NPC, that NPC may show up in the HUB world as a special vendor or quest giver. There was a hub world which contained various vendors, NPCs and story characters, and player would have used a teleportation crystal to go to each of the explorable areas of the game. Eventually development moved over to use Renderware Studio following successes found through the engine’s use in Ghost Rider PSP and Silent Hill PSP (both in different stages of development at other Climax studios at the time).”īecause of the Playstation Portable hardware limitations, Elder Scrolls Travels: Oblivion was going to be a more linear game than the original Bethesda Game Studios version. The engine used a BSP based renderer and early levels were prototyped using GTK Radiant. “The game was originally being created using an ‘inhouse’ game engine that was being developed alongside the Oblivion PSP game. The game was in development at Climax Group London (former Syrox Developments, from Kingston upon Thames, UK) with some help from Climax Group Los Angeles in 2005 / 2006, with new characters, inventory system, combat system, levels and more features exclusive for this PSP version. #OBLIVION ON PSP SERIES#The Elder Scrolls Travels: Oblivion is a cancelled action RPG in The Elder Scrolls series that was planned to be released for PSP, based on the main Oblivion game released for PC, Playstation 3 and Xbox 360 in 2006.
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