
The Elder Scrolls 4: Oblivion was a landmark release for open world games in 2006, and although it was soon bettered by other titles both mechanically and technically, it never lost its own magic.
Funnily enough, internet memes became a significant factor in keeping people's love and nostalgia for Oblivion intact. It's no exaggeration to say that it can be a genuinely hilarious game, filled with baffling NPC behaviour and a kind of moment-to-moment madness that you'd expect from an absurdist comedy.
It was so important, then, that Oblivion Remastered didn't lose the underlying weirdness that made the original work so unique and memorable. And with that in mind, developer Virtuos — with Bethesda looking over its shoulder — has done a remarkable job of remaking Oblivion without stripping the title of its beloved identity.

And make no mistake, this is definitely more remake than remaster, despite the naming convention. Graphically, the game has been rebuilt in its entirety using Unreal Engine 5, and the upgrade is spectacular. This is what you think Oblivion looked like back when you first booted it up some 19 years ago, bombarded with picturesque countryside vistas, bathed in glorious god rays.
Oblivion Remastered is a wise middle distance between being a total, potentially unrecognisable remake and a lower effort, higher resolution re-release. It makes important and welcome adjustments to core gameplay systems, mechanics, and animations, in a bid to create some kind of definitive experience — and for the most part, it succeeds.
There may be little details that we miss from the original game, but the pros far outweigh the cons — at least on consoles, where you don't have two decades' worth of mods to fall back on.
Outside of the obvious visual evolution, combat is probably the biggest beneficiary of Remastered. Oblivion's combat system, while impressively open-ended even back in 2006, has not aged well in terms of feel; attacks are erratic, and on-hit impacts barely exist.

Virtuos hasn't reinvented the action. Instead, it's introduced fresh animations, sound effects, and UI elements — like damage crosshairs — which add necessary weight and feedback to your more violent escapades.
Between a range of weapon types and hundreds of magic spells, forging your own style of play is an essential part of the game's appeal — and these reworkings are enough to elevate combat to a point where you can better appreciate Oblivion's commitment to player freedom.
Indeed, 'freedom' is a great descriptor for Oblivion as a whole. In 2006, players were blown away by the title's scope. Not just in an open world sense, but in terms of it being a true sandbox. Even though its towns and cities are populated by just tens of people, Cyrodiil maintains the illusion of life — like it would continue to exist if you weren't there.

Bethesda's RPGs have never been about delicate dialogue choices and heavy role-playing — the focus has always been on that aforementioned concept of freedom within a very deliberate open world. And in its relative simplicity, Oblivion actually manages to stand out from its more modern peers.
There's a straightforwardness to the exploration and quest design that feels surprisingly refreshing here in 2025. This is still a devilishly addictive adventure should you look past Oblivion's surface level oddities — something that's much easier to accomplish if you're already drunk on nostalgia.
Having said that, there are aspects of Oblivion that will try the patience of any current day gamer, nostalgic or not. By and large, the game's quests range from just fine to downright memorable, but there are also a handful of tasks that would make even the lamest MMO fetch quests blush.

Likewise, killing time becomes a chore as you progress. Many a quest giver will instruct you to return at a certain time of day, having just traversed half the map to collect their desired trinket. Such tedious quest structure is rife, and even with the boons of fast travel and a dedicated 'wait' option, Oblivion can feel like it's actively wasting your time.
The backtracking doesn't help, either. Bethesda made a very conscious effort to improve dungeon design in Skyrim, and playing Oblivion again, it's abundantly clear why. Monotonous caves and ruins are the order of the day, a seemingly infinite number of them dotting the landscape. Upon completion, many of them simply present you with a dead end, and ask that you walk all the way back to the entrance.
All of this stuff is rough by today's standards, and it's perhaps a shame that Remastered hasn't done more to alleviate the RPG's most questionable components.

Similarly disappointing — and less forgivable — is Oblivion Remastered's technical performance at launch. The original release was a stuttering mess back on the PS3, and here we are almost 20 years later, with its revival running into regular frame rate stutters and hitches on PS5. It would be comical if it wasn't so frustrating.
To be clear, much of the game runs at a pretty smooth 60 frames-per-second when you're indoors or within a city, but the open world is a different story. Some locales suffer near constant dips, while others present regular stutters. It's playable, but far from perfect.
Again, though, while we've gotten a little negative in the latter half of this review, we must stress that Oblivion's core strengths have stood the test of time. There's a reason why so many people look back on this title with wonderment; it's easy to understand its place in the RPG landscape when you're gazing across Cyrodiil's open plains, that iconic soundtrack twinkling away in your ears.
Conclusion
Oblivion Remastered is a welcome reminder of just how special the 2006 RPG can be. Performance issues and tedious design elements aside, Virtuos and Bethesda deserve real credit for bringing Oblivion back in such a way that doesn't detract from the original vision, and the meme-worthy identity that it's fostered over the years. This is, arguably, the definitive Oblivion experience — or at least it will be, once the awkward wrinkles have been ironed out.





Comments 49
If anyone's got any questions about the game or the review, let me know and I'll try to answer them.
Must say, it's been a pleasure playing Oblivion again after all these years. Nostalgia overload. Just hoping its more annoying technical issues are ironed out soon.
I'm loving it. I used to think Skyrim was better, but this remaster reminds me how ahead of Skyrim Oblivion actually was.
I'll get to it at some point as I never played the original and I'm keen to correct that error, but it's all about Clair Obscur for the foreseeable future - the best RPG release for so so long.
I plan on getting this remaster sometime soon since I've only put a few hours into the original Oblivion back in like 2007 or 2008 on the PS3.
Brilliant review - I read about a unicorn plaguing another journalist's playthrough by following him around, being invincible and generally a hostile menace. Apparently, the creature was considered his mount, so it explains how it could keep up with appearances.
Also, boring dungeons should just teleport/catapult you out of the end immediately. Like press 'X' to return to surface.
"This is what you think Oblivion looked like back when you first booted it up some 19 years ago, bombarded with picturesque countryside vistas, bathed in glorious god rays."
This statement is so true. Felt the same wondrous sensation of leaving the sewer and the world truly opening up, in 2025 as I did way back on '06!
Very fair and unlike some publications you put the hours in. I do actually prefer the quests and dungeons in Oblivion over Skyrim but that's probably nostalgia too. I'm at (checks) 75hrs now, lvl21, it's been nearly impossible to put the game down. Elden Ring was the last game to take up that much of my time. My personal life and professional life are all being impacted by the game and I couldn't be happier.
7/10?! I am incensed. This excellent remake of a 10/10 absolute classic deserves more. 40 hours in and it's everything I could have wanted and more, besides removing the original Argonian voice acting and changing the Hack & Slash merchant's voice, too.
Thanks @ShogunRok It is sounding a bit boring and repetitive honestly. I'm currently 10 hours into Visions of Mana and I think the bright colors and nonstop chatter are really more my speed. I do have a question though. That picture in the middle of the review, with the guys face and the white line going across the bottom. Is that white line supposed to be words, in English? Is there no accessibility slider to make the font larger option in the game b/c nobody is reading that from their couch.😂
@Bentleyma Absolutely. I thought the game world and terrain in Skyrim was better too until I saw the draw distance and terrain in the remaster. A little too much of Skyrim felt like verticality for the sake of verticality. This feels a lot more natural which adds to the realism. I haven't found much flat land anywhere in Oblivion. It doesn't feel like some locations/forts were built separately then dropped as assets into the game world either. Where they are placed seems to exist for that asset, not the other way around.
Right now I'm on Gnoll Mountain looking down on the city of Bruma, it looks like it's always been there and was built there for actual fortification. I missed details like that on the original, we didn't have the draw distance. Now we do and the world is breathtaking, especially when you increase the FOV.
@rjejr Yeah you can make the text bigger — but honestly, not by much.
So great to get lost in a game with that extra level of depth that Todd trimmed away for Skyrim. I think it's more like an 8/10 but this is a fine review.
Given how awful Starfield is, this is could be the last opportunity to get truly drawn into a Bethesda world
Honestly the “leaks” were such great marketing that they didn’t need to pay for much if any. All video game media sites ate up every rumor so it was free advertising. That and the existing fanbase enabled it to shadowdrop. Props to them for the successful launch. They’ve probably made a buttload off of it
Play skyrim on steam deck. About 30 minutes i got bored and refund. So agreed with the on hit impact feel weightless. Maybe just not my cup of tea
@ShogunRok Is Cyrodill Somewhere you could see yourself visiting for the Summer.
@Areus Yes, I'd like to finally try eating a mudcrab.
Only problem I have with these remaster reviews is that they say it’s the best way to play a game that was highly rated to begin with but then give it an average review score. Makes it seem like it’s actually worse than playing the original.
Not going to happen but it seems like the best solution would be to have a rating for the game itself and then a separate rating for the remaster effort.
@ShogunRok That and taking a tour of those lovely oblivion gates they advertise on their brochure.
im sorry but 7/10 just no
The number sounds like a bit of lowball, but I’ll judge for myself in due time.
@ShogunRok What is meanig of that "Distraction pop-in" in cons?
BTW I love shadow releases because I'm tired of marketing taking years... It is much better way "You like it? So go play it right now!"
I'm sorry but in 2025, the gameplay is awful. Fairplay to all enjoying it (nostalgia is OP) but I'm just further convinced BGS have been getting away with mediocrity for decades.
@djlard Like seeing items, NPCs, the environment "pop in" to existence.
I played the original a couple of weeks ago, just got out of the sewers and wandered around a bit. At 4K it still looked pretty good. At that point I was expecting the remaster to be a fake.
Seeing the remaster looked incredible. It’s still Oblivion, but looking at the vistas or the sun coming up through a trees leaves is just gorgeous.
The more I’ve played it, the better it feels. Getting the skeleton key, now I can throw fireballs. It feels good through levelling empowerment rather than BG3 level quest complexity (they’re obviously very different games).
Plus I’ve really not seen any major drops except near Kvatch on the Pro (about 25 hours in)
I was deep in it and loving it until Expedition 33 arrived and now I'm obsessed. Ill get back to it later on.
The amount of compliments and criticisms make this read as an 8 not a 7. I think considering how flawed the original product was and the intent to maintain authenticity, this review was a bit on the harsh side.
To all those surprised by a 7/10, this site did just undercut pretty much every review ever of Forza Horizon 5 by giving that an 8. Reviewers are acting a bit like Craig Revel-Horwood on Strictly Come Bloody Dancing recently. (Incidentally I can’t stand that show but my family never miss an episode)
It captures every bit of the wonder I felt when first playing it, I must have put hundreds and hundreds of hours into the original.
This remake/remaster has been done with a surprising amount of love. It captures a real sense of exploration that Skyrim somehow lost, and the guilds feel like real institutions with interesting storylines.
I can understand the 7/10, it’s clunky and still gloriously broken, but it’s also a game responsible for far too many late nights before work.
Most every negative point here is totally fair. I haven't had any distracting pop-in (like towns in Xenoblade X or Ys X), so that one sticks out for me. I've said as much elsewhere, but I've always held that Oblivion could not be remade. As a huge videogame nerd, I am impressed at their solution. I don't know how else they could have done it.
It can't be perfect, it's Oblivion. I love it though. And it gives me some faith that there's at least one person making decisions at BGS who still gets it.
Clair Obscur will be next.
A 6/7 out of ten feels about right. It's just so dated in nearly every aspect by today's standards. The glow up does nothing to address that, nor does it address the greatest probable the game has that practically breaks all progression: the enemy level scaling. In an RPG, this is just a huge downer and completely removes the power fantasy and hinders most of its rpg mechanics. For those of you playing on adept or higher, that want to discount this, get to level 23 or higher and go visit the first available dungeon in the game. Lol
It looks great but the dungeons are very repetitive and the quests pretty terrible by today's standards. It was great for its time, but to give it a high rating in our time would be crazy and extremely biased. Couple that with the less than ideal performance, it's just a bit underwhelming for the asking price when the nostalgia wears off.
Between the awful performance and the lackluster new art style and dull colours i think its a pretty underwhelming remake/remaster. Its not awful but choosing Unreal Stutter 5 as the new engine was such a bad move.
@Nepp67 @djlard I'm assuming they mean when loading into a new area, because objects and detail don't pop up like a jump scare and the draw distance is crazy.
@KundaliniRising333
They tweaked the level scaling pretty significantly in the remaster. It's still there, but they've added health and other stat caps to enemies. People that have spent time with the game so far have noted the brick wall you hit around level 26 in the original release is thankfully no longer present here.
There's actually a lot of similar sneaky changes they made players are still discovering, pretty much all for the better. For example, a dungeon that was glitched to be forever locked (no key for the door existed in the game) has been opened up, things like that.
The cool thing about this release is Virtuous did a lot more tinkering under the hood than people first thought.
@UnlimitedSevens I'm playing it.
Literally today I made it to level 23, first mission I actually engaged in, A very early introductory one in the imperial city, now has a body guard wearing daedric armor that took 8-12 hits to down with a decent weapon and very high strength and agility (near 90/100),and took 1/3 of my health per hit with level 85 endurance.
From what I have seen the level scaling hasn't been toned down at All And. Many Independent reviewers familiar with and Having recently Revisited the non remastered version agree. If it's toned down it's so minor as to be indistinguishable.
I intentionally leveled up without really doing a single quest to test this myself. It's as awful and as equally game breaking as I remember. Unless you don't mind not engaging in the progressions systems and/or turning the difficulty to easy, which I don't think is a solution.
@KundaliniRising333
What difficulty are you playing on? I've heard the consensus is the difficulty spike from Adept to Expert is massive and a little broken.
I've been sailing through, currently level 19 with a Redguard warrior and nothing at all like what you are describing. Enemies are getting spongier for sure but 4-5 hits does it almost every time. Don't even have the best equipment available for my level, just a very casual playthrough - no min/maxing. Not that there is much min/maxing to do with the changes they've made.
I can see a player getting themselves in trouble around where I'm at if they dump all their level gain stats into non-combat attributes at the beginning. From what I've seen, the enemy scaling is toned down massively but they've done nothing with item scaling, which itself was also problematic. So you still see poor bandits wearing Daedric armor around level 20.
I'll have to wait to get to level 26 to see how re-tuned it all is. I have it on Adept difficulty.
@UnlimitedSevens yah maybe that's what I'm referring to with what I'm seeing is the item scaling? Most of my stats are in strength, agility, endurance though. It seems highly unlikely that they would leave the item scaling unadressed and have basic bandits in the best gear, and yet refine the enemy dmg and health scaling. It seems far more likely both were untouched.
I started the game on expert but quickly switched to adept when I saw how unplayable expert was.
I'm talking a bit out of my butt because I don't play on PC and this is beyond my technical knowledge of the game's behind the scenes number crunching and math, but from what I was watching, PC players have already been digging under the hood and found new, lower caps to health and other stats for enemies of a given level.
Maybe this comes more into play after level 26 when you really had to plan around how tanky enemies became while your player strength stagnated.
I'll grant you even if they did tweak the level scaling of enemies, there are still some noteworthy issues with the leveling and item systems that I hope are patched further.
I really wish they just had zones like pretty much every other game does, where enemies are a certain level range in a given area. Would solve all this and you don't have bandits running around in God tier armor, giving you the fight of your life.
@UnlimitedSevens thanks for sharing that, appreciate it. I'll look into that. Maybe they have and I just need to get past 26 or just am not noticing it. I am going to set the game aside for Now to see if they put out meaningful patches.
Onto Clair obscure and Indy
And still no fix for the Go Fishing mission. Sometimes the fish are nowhere to be found and sometimes if you kill one it will sink to the bottom and disappear making it impossible to get its scales, so the mission cant progress. Just make the fish float when you kill them, thats what they did in the original game.
Thanks for this review.
It does seem to reflect my own time with the title and I've put this to one side hoping they will fix it and at least make it not stutter so much when traveling fast across the land...
there's plenty of other titles to play whilst I wait for them to fix this one.
20 years of quality-of-life mods ignored. For 50 euros.
I've got this downloading today while I'm at work and I'm looking forward to actually giving it a proper go. I didn't really bother with it much first time around.
My eldest loves it and can't wait to play it, he's been mithering me to death for this
@ShogunRok I must confess, I've never really been sold on Bethesda games — tried many of them, some multiple times, but they've always failed to keep me after a few hours. As much as I did like how the Oblivion remake looked, is it unlikely to change my mind?
Playing this again after all the years have passed makes me look at games like Avowed and wonder how did we regress so much with games and their designs.
It also make me think that reviews should do more comparisons between new games and those that came before them but I guess that won't happen as it'll just make new games look bad all the time...
@Andee If you're not a fan of the Bethesda formula I don't think Oblivion Remastered will change your mind. Oblivion is very much the origin point of modern Bethesda design.
You could always check out some gameplay videos or people playing it live, though, see if it truly tickles your fancy. But yeah, might be a tall order.
@ShogunRok Yeah I've been watching a few, and while every time a new game in Fallder Scroults comes out I always get a big rush of interest, but every time time I've played them I just zone out really early on — I think "wide as an ocean, deep as a puddle" sounds unduly harsh, but that's generally how I find them.
@Andee Definitely sounds harsh to me personally, but then I tend to gel with Bethesda's formula — I just like to get lost in how dynamic the open worlds can be.
Totally understand why they might not hold your attention, though. They can be very passive games (for lack of a better word), and I do agree that they can feel a bit shallow at times — especially in the role-playing department.
I got 66 hours in before the crashing became so frequent that I had to chance it and to my surprise Sony refunded it. That is not normal, so I’m sure there are a lot of people struggling here. It breaks my heart because I love oblivion, and have always said Skyrim was a major step backwards and will still die on that hill.
But holy moly, this is OG Skyrim levels of instability. It really is not reasonable at all, and I’m patiently waiting for a patch to fix it so I can jump back in.
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