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Multiplat Oblivion Remaster

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Oblivion remaster likely dropping this week. I wish more devs snuck titles up on us rather than the tiresome drip-feeding of content over years.


Never finished the original due to the levelling system, and rumours suggest there is some QoL improvements in this and other areas so heres hoping. The inclusion of the horse armour dlc made me lol.
 
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I guess the next 2-3 days will tell if this remaster is released. Bethesda, who you would think would know if another studio was remastering their own game, tweeted this two weeks ago



I have never played Oblivion and this would be a very good opportunity to play it, so I am hoping this remaster is true and releasing imminently.
 
I wonder why they are going with "remastered" over "remake" when the game has been completely rebuilt in another engine. It's not like a PDF that you can just open in another program. You can't even ctrl+c-ctrl+v the C++ scripts from one to the other because the actual libraries are completely different so every quest and every single bit of logic has to be re-written from scratch. If they're reusing many of the original assets though but just creating new higher resolution textures as well as recycling the old animation skeletons and rigs (but they would still need to be remapped and a locomotion library created from scratch too) then maybe that's why they're going with "remaster" and the gaming community can yet again argue the semantics in what constitutes a remake vs remaster.
 

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I wonder why they are going with "remastered" over "remake" when the game has been completely rebuilt in another engine. It's not like a PDF that you can just open in another program. You can't even ctrl+c-ctrl+v the C++ scripts from one to the other because the actual libraries are completely different so every quest and every single bit of logic has to be re-written from scratch. If they're reusing many of the original assets though but just creating new higher resolution textures as well as recycling the old animation skeletons and rigs (but they would still need to be remapped and a locomotion library created from scratch too) then maybe that's why they're going with "remaster" and the gaming community can yet again argue the semantics in what constitutes a remake vs remaster.
Nerd.
 
I wonder why they are going with "remastered" over "remake" when the game has been completely rebuilt in another engine. It's not like a PDF that you can just open in another program. You can't even ctrl+c-ctrl+v the C++ scripts from one to the other because the actual libraries are completely different so every quest and every single bit of logic has to be re-written from scratch. If they're reusing many of the original assets though but just creating new higher resolution textures as well as recycling the old animation skeletons and rigs (but they would still need to be remapped and a locomotion library created from scratch too) then maybe that's why they're going with "remaster" and the gaming community can yet again argue the semantics in what constitutes a remake vs remaster.

A guy on steam said unreal is only being used for the graphics? I dont know enough about these things to comment.
 
A guy on steam said unreal is only being used for the graphics? I dont know enough about these things to comment.

It doesn't work like that. An engine is a complete environment and code wise works on a massive inheritance tree. Everything in UE inherits from something called UObject and you can't affect a single Actor (object) without referring to something that comes from UObject. If you take a peak at the UE5 class reference even without knowing what it all means you'll see things stick out. If they just wanted to polish the visuals it would be easier to port it to Bethesda's Creation Engine as that is an iteration of the Gamebyro engine that Oblivion was originally made on and presumably the core code base is still intact even if they've developed stuff over it.

It would be like saying you have an UE project and you wanted to port it to CryEngine for the visuals or maybe UE 5's current technical issues are too much, you can't just plug it into CryEngine. As you can see right at the top of CryEngine's documentation it inherits from something called IEntityComponent and because of that you would have to rewrite every single line of code and manually reworking every 3D model and animation.
 
Really hoping this is true. Loved Oblivion on PS3, it's a seriously good game, but the levelling system does allow it to be nerfed:

When you go to the College of Illusion, learn the invisibility spell, then cast it repeatedly and constantly sneak around the guard out front. It'll take an hour or so, but you can have Invisibility and Sneak maxed out to the point where you can just sneak around the end game. The Thieves Guild final quest goes from very difficult to incredibly easy. Can't believe I remember all this...
 
It doesn't work like that. An engine is a complete environment and code wise works on a massive inheritance tree. Everything in UE inherits from something called UObject and you can't affect a single Actor (object) without referring to something that comes from UObject. If you take a peak at the UE5 class reference even without knowing what it all means you'll see things stick out. If they just wanted to polish the visuals it would be easier to port it to Bethesda's Creation Engine as that is an iteration of the Gamebyro engine that Oblivion was originally made on and presumably the core code base is still intact even if they've developed stuff over it.

It would be like saying you have an UE project and you wanted to port it to CryEngine for the visuals or maybe UE 5's current technical issues are too much, you can't just plug it into CryEngine. As you can see right at the top of CryEngine's documentation it inherits from something called IEntityComponent and because of that you would have to rewrite every single line of code and manually reworking every 3D model and animation.

Yeah it didn’t seem to make sense to me.
 

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