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When I play videogames, especially now on the Xbox 360, I get a
big feeling of satisfaction out of beating them - and in the instances
where I've earned every Achievement, I couldn't be more proud and
thrilled! One game finished as I move onto the next one - but this
wasn't the case when I finished Oblivion
last year - instead of feeling that excitement, I was sad. There
is no game, or game world, like Oblivion, and for it to actually
be finished was something I hated to admit. I wanted to go back
to it on many occasions, knowing that there could be so many more
hidden items out there. Luckily, Bethesda is always one to please
their fans and they've gone above and beyond the call of duty with
the first official expansion to Oblivion, Elder Scrolls IV: Shivering
Isles.
Let
us get one thing straight right off the mark: this is not
Oblivion in slightly different terrain. The missions and quests
in Shivering Isles are not a rehash of adventures that will feel
all too familiar; instead, Bethesda have created all-new missions
and dungeons that have features unseen in Oblivion and that are
much more story-oriented. For example, hidden within the Southern
edge of the Shivering Isles (I'll discuss the actual realm and why
we're there shortly) you'll find an ancient abandoned temple. Once
you get inside it comes to light that it's been infested with ghosts,
all looping through time and repeating their greatest moment of
failure again and again as they are overrun by the Knights of Order.
Unable to physically touch the ghosts, good or bad, you'll need
to find a way to help defend the temple and free the ghosts from
the curse.
Not
only is this a great standalone quest unlike anything from Oblivion,
but it ties in nicely with the overall story. In the realm of the
Shivering Isles numerous temples lay in ruin across the land. It
turns out every thousand years the Graymarch begins - the Knights
of Order storm the land and lay waste to everything, then the rebuilding
process begins again. Sheogorath, the Daedric Prince who rules the
land, does not enjoy this. Elder Scroll fans will remember this
Prince of Madness from Morrowind
and Oblivion fans will recognize him as one of the numerous Daedric
statue quests. Sheogorath rules this land and considering he is
a most unstable prince who loves madness, you can expect it to be
far removed from anything found in Oblivion's Cyrodill.
Speaking
of Cyrodill, before I get too far ahead of myself I realize there
are some people out there who have not experienced the original
Oblivion. While this is a travesty and they truly are missing out
on one of the most satisfying console experiences ever, I'll let
it slide! [Phew, thanks - I just haven't had time to look at it
yet! Ed]. Oblivion is a first person RPG that thrusts you into a
huge world and basically lets you go wild. You can build your characters
up to be thieves, magicians, warriors, or even vampires, using swords,
axes, staffs and more to fight enemies and cast spells. The game
features a huge world to explore, hundreds of quests and side quests,
dozens of dungeons to raid and treasure to collect, guilds to join
and some great voice acting and music to accompany your adventure,
which should last well over 100 hours. To this day it also remains
one of the best looking titles out there - and luckily for you you'll
have to play it to find the Shivering Isles, so if you haven't then
you really have no excuse now. The price of Oblivion is separate
to the price of Shivering Isles ($30), so new players will have
quite an investment on their hands... but one that is absolutely
worth it.
The
Isles are basically split into two halves, but not in a drastic
way. One side is very over-saturated, colorful and pleasing on the
surface, full of huge, bright mushrooms coming out of the ground;
however, the people of the towns are demented on the inside. They
play mind games, and the Duke of this half of the land, called Mania,
is obsessed with mind-altering food and drinks. The other side,
Dementia, does not hide its madness. The land is more claustrophobic,
dark, and tangled with roots shooting out of the ground. Each land
has its own guards, both stylized to fit their area perfectly -
the guards of Mania wear golden armor and shine as a beacon of hope,
playing up their manipulation skills. On the other side, the guards
of Dementia are gray in skin tone, and wear black and purple gear;
they do not hide much and are often referred to as the Dark Seducers.
In
the middle of all of this lies the capital New Sheoth, where you
can find Sheogorath and his palace - one side of the palace garden
is blooming with mushrooms and green grass, while the other side
is dead and entangled with roots. Each side has a flame that represents
their form of madness, as well as a carpet that is split in half
by the colors red and green. This all leads to Sheogorath himself,
who wears split armor that represents both forms of madness - luckily
it's not a drastic change in his armor and you'll actually have
to look closely to even notice that it changes from one side to
the other. Sheogorath himself is one of the best characters I've
come across in a videogame; he's absolutely hilarious and demented,
perfectly representing both forms of madness. If you hit him, he
summons you to the top of the Isles where you promptly fall for
about fifteen seconds and land on top of a hill full of other dead
bodies. He's a Madgod and an absolute joy to talk to... he perfectly
sets the tone of the Shivering Isles and makes the game a hell of
a lot of fun.
But,
why are we here? How did we get to the Isles? Well, as soon as you
download the expansion and twenty-four in-game hours pass you'll
be notified that a strange portal has opened in the middle of the
sea. Despite some warning from guards nearby, who say that nothing
ever comes out the same, you head in and find yourself in a beautiful
land called The Fringe. The sky is full of purple celestial bodies,
strange yet lovely colored plants and mushrooms are blooming; overall
it's a great looking place that has little resemblance to Cyrodill
or Oblivion. After defeated a monstrous gatekeeper you're allowed
entry into the Shivering Isles, where you find yourself proving
your worth to Sheogorath, who wants to help you prevent the Graymarch
from happening yet again. The game is full of some nice twists and
a lot of open-ended quests, some of which will ask you to make some
drastic choices that will affect the storyline and cannot
be undone.
Even
the minor quests are a lot of fun though; not only are they unique
to Shivering Isles, but they're some of the most open-ended yet.
One quest simply wants you to rid the town of a thief who is despised
by just about everyone. You can kill him, find the last five flawless
pearls he needs and he'll leave, or you can even wait until you
come into "higher power" in the Shivering Isles and throw him into
a dungeon yourself. The more you progress, the more ways you can
complete each quest - it really is up to you how you proceed and
the sheer number of options and possibilities is staggering! Another
unique quest involves a part of the land called the Hill of Suicides.
If you happen across this area by chance then you'll simply see
some ghosts standing atop a hill, as if they're contemplating jumping
off. Later you encounter a man on a quest who wishes to die, but
refuses to kill himself because he knows he'll end up on the hill.
Plenty of unique characters like him await you, such as a man who
speaks in English but most of the words make little sense and are
simply hysterical to hear, while another man can see the future,
but it's so bleak and hopeless that he doesn't even bother trying
to do anything about it, as it is already written.
Though
Shivering Isles contains no new music, it does have thousands of
additional lines of dialogue, some new and very unique weapons,
a couple of sets of armor and, of course, new enemies aplenty. In
the wild, most of the enemies you encounter are bizarre creatures
formed from plants, known as Gnarl Bark (perhaps a pun on Gnarles
Barkley?) and amphibious creatures that make you never want to set
foot near a pond ever again. They all have new attacks and put up
a bigger fight than just about any creature you'd come across in
Cyrodill.
Graphically,
Shivering Isles is better than I could have hoped. The Isles look
spectacular in their two forms of Madness, the sky is breathtaking
at night, the weapons and new enemies all look great and overall
you'll be pleased that the expansion does not look like Cyrodill
with a different layout. It truly feels like its own realm and though
there are no performance enhancements or new technology added, it
at least looks amazing. The sound is very good as well; as mentioned
above, it has no new compositions, which is a shame, but luckily
the Oblivion music is great anyway, so I'll let that slide. All
the new lines of dialogue are done by mostly familiar voices, with
the exception of the main characters, and they all do a stellar
job, performing one of the best video game scripts I've had the
pleasure of hearing and reading. Overall the sound and graphics
have had a lot of extra work put into them to make the expansion
worthwhile in every way.
The
Elder Scrolls IV: Shivering Isles is an experience that shouldn't
be missed by anybody. Elder Scrolls fans will appreciate the shout
outs to Morrowind that await you around every corner (there's even
a store called The Missing Pauldron, a joke only fans of Morrowind
and Oblivion will get), and Shivering Isles not only lives
up to but actually surpasses Oblivion in many respects. It has everything
that made the original so fantastic and then some. Depending on
how you play, you'll be in the Isles for a good thirty hours and
I recommend milking that for all you can. Find all the hidden treasure,
complete all the side quests, explore every dungeon and cavern;
exhaust it completely and fall in love with it again, because you
don't find a game as enjoyable and refreshing as this very often.
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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