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I had a passionate crush on The Elder Scrolls IV: Oblivion. Could it still thrill me 19 years later?

I had a passionate crush on The Elder Scrolls IV: Oblivion. Could it still thrill me 19 years later?

The Guardian30-04-2025

For a 10-day period the summer of 2006, in between handing in my resignation at my first job on a games magazine and returning to Scotland to start university, I did almost nothing except eat, sleep and play The Elder Scrolls IV: Oblivion on my Xbox 360. I hauled my TV from the living room of my small, unpleasantly warm flatshare into my bedroom so I could play uninterrupted; it was all I could think about. My character was a Khajiit thief, a kind of manky lion in black-leather armour with excellent pickpocketing skills. One afternoon, I decided to see whether I could steal every single object in the smallish town of Bravil, and got caught by the guards a couple of hours in. I did a runner, dropping a trail of random plates, cheese wheels and doublets in my wake, and the guards pursued me all the way to the other side of the map, where they finally got entangled with a bear who helpfully killed them for me.
I bet a lot of you will have had a similar experience with a Bethesda game – if not Oblivion, then Skyrim or perhaps Fallout 3. There's something intoxicating about these role-playing games, the way they lay out their worlds for you like a buffet, inviting you to gorge. Go where you like! Learn some weird spells and try them out on bandits! Nip into a cave to fight a necromancer and end up getting ambushed by vampires! Open-world games such as this are exhaustingly common now but Oblivion was the first one I ever played. Lately I've been devouring it all again, after Bethesda surprise-released a remake last Friday.
I say it was a surprise. In fact, the Oblivion remake/remaster has been one of the games industry's worst-kept secrets for months, just behind the Switch 2. Nonetheless, I am thrilled about it. Oblivion has, over two decades, become at least as famous for its technical weirdness and amusing glitches as for its pioneering design, and I was relieved to find Bethesda has not tried very hard to fix it. Characters still get stuck in walls, repeating their asinine lines of dialogue. The facial animations are still off. The game crashed on me two minutes into Patrick Stewart's opening lines as the soon-to-be-murdered emperor of Cyrodiil, and I have twice fallen through the world into the endless void beneath. Weird stuff happens all the time, and it's rarely intentional. They've even preserved an infamous voice-acting blooper. It is a perfect time capsule of 00s accidental gaming comedy, and I wouldn't change it for the world.
I remembered Cyrodiil as enormous and picturesque, full of gently glowing magical ruins and rivers that caught the light in just the right way. By 2025 standards, though, it is weeny, perhaps the size of the opening section of any current game's gigantic map. (I'm thinking particularly of Avowed, the recent Elder Scrolls-alike from fellow Microsoft studio Obsidian.) The imposing-looking Imperial City at the centre is a village of tiny interconnected districts with around 30 people in it. I don't know how I managed to spend more than 100 hours in such a relatively small space as a teenager, but as I rode around last weekend I found, unexpectedly, that I still knew it intimately. I'd meet a new character and remember details of some quest I hadn't thought about for years, or ride around a corner on my armoured horse and know exactly where I was from the view.
In Oblivion, your character develops according to what you do with them. You don't meaningfully have to choose between magic, stealth and strength; pick up a greatsword and start using it and your heavy-weapons stat will start increasing. (The trick back in the day was to crouch into a sneak position, use a rubber band to pull the controller's analogue sticks together, and spin around in circles until your stealth stat hit maximum.) This is part of what makes it feel like a buffet: you can become a master thief, run the mages' guild and be a combat arena champion all at once. It is a game of choice with no consequence, beguilingly frictionless and generous. A small world that revolves entirely around you.
I have a theory that the Bethesda RPG spell only really works once. You get one life-consuming experience with an Elder Scrolls, and then whatever you play next feels like a repeat; I played Skyrim and Fallout 3 for ages but never finished either. It turns out Oblivion is still my game; I can lose myself in it for hours where newer, more sophisticated open-world games start to get on my nerves. I still hate the Oblivion Gates, portals to a generic hellscape where you have to spend a tedious 20 minutes fighting demons in towers with flaming corpses hanging from the ceilings; their vibe is very 00s metal album art. But the beauty of a game like this is that you can effectively ignore the entire plot and fool around as you please.
The Oblivion remaster illustrates that old games don't always need fixing. It looks different, but it's got the same soul. I imagine my teenage self would say the same about me.
If you haven't yet played Blue Prince, stop whatever you're doing and download it now. You are the teenage heir to a giant mansion, with one catch: if you want to keep it, you must find its secret 46th room. Also, every time you go to sleep, the mansion resets, so your route through it will be different every day, drafting each room from a random selection of blueprints, occasionally finding a chamber you've never seen before.
I spent 40 hours playing through this with my eldest son, who acted as note-taker, and it is up there with the best puzzle games I've ever played. Even after you've found Room 46, there are deeper mysteries to probe at; a couple of people I know have truly gone off the deep end with it. Its sedate pace and intellectual challenge were both ideally suited to playing during a period of convalescence. Wonderfully, your reward for playing is always more knowledge.
Available on: PC, Xbox, PS5
Estimated playtime: 30-plus hours
Sydney Sweeney is to star in a film adaptation of Hazelight's co-op game Split/Fiction. How is that going to work? My partner and I are halfway through this game and, though it's a blast to play and enjoyably bizarre when it wants to be, the plot and characterisation are … not the most complex.
Via Video Game Chronicle, some details on October's Ghost of Yotei, the sequel to the gorgeous but bloated Ghost of Tsushima. 'The game will see the player hunt down the Yotei Six, a group of warriors who have caused death and destruction across Japan,' they report. 'As the player hunts them down, a sash worn by the protagonist, Atsu, will display the names of the Yotei Six that she is pursuing.' How very Arya Stark.
Call of Duty's Warzone has become famous for it's odd celebrity tie-ins, which have allowed you to, say, gun down dozens of peers as Nicki Minaj or Lionel Messi. The latest choice? Seth Rogen, as part of a new (lord help us) 'weed-themed' content package.
A very important essay here from Gizmodo: isn't it past time we got a good Predator game?
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Playing to win: are video game movies replacing superhero blockbusters?
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Atomfall might have been an apocalyptic classic if it weren't for all the walking | Dominik Diamond
Creepy Redneck Dinosaur Mansion 3 – reality-bending daftness | ★★★☆☆
Until Dawn – efficient, if unscary, video game horror | ★★★☆☆
This week's question comes from reader Toby:
'Video game movies and TV shows are all the rage, and I'm curious to see how they adapt The Last of Us Part II. I thought the interactive medium really enhanced its emotions and themes. Can its story still have the same impact in a passive medium? On that note, what great video game narratives do you think absolutely cannot be adapted into a movie or a TV series?'
I have just watched the third episode of the second season of The Last of Us, and it's clear that they're diverging more from the game's plot this time than they did in season one. They kind of had to, because as you point out, the game's impact largely comes down to playing it from both points of view, which won't necessarily work on TV. That said, the first game also owed a lot of its emotional heft to the fact that you, Joel, were the one doing terrible things, whether you as a player agreed with him or not. The TV series couldn't pull those same levers, so it expanded The Last of Us by showing new perspectives, going into deeper detail on things that wouldn't have been practical or fun to play through; I'm thinking particularly of that wonderful episode about Bill and Frank, which would never have worked in a game. This is the art of the adaptation: finding something fresh to offer.
On that basis: there is no great video game narrative that couldn't be adapted for film or TV by a sufficiently talented and understanding writer. The key word there is adapted, not transliterated – because a film or show has to offer a new interpretation or perspective. That said, there are plenty of games whose plots are simply too bad to ever make for a good TV show or film. It'd take a true visionary to get anything worth watching out of, say, Heavy Rain.
If you've got a question for Question Block – or anything else to say about the newsletter – hit reply or email us on pushingbuttons@theguardian.com.

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Fallout 76 patch notes and how to start the fishing questline in the new season
Fallout 76 patch notes and how to start the fishing questline in the new season

Daily Mirror

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  • Daily Mirror

Fallout 76 patch notes and how to start the fishing questline in the new season

The Gone Fission update for Fallout 76 is here with a new fishing questline, new Season 21 rewards, and a whole host of patch notes to check out Whether you want to spruce up your C.A.M.P with some soggy, seaweed-riddled furniture or head out to the wasteland to get some fishing challenges under your belt, you can get as wet and wild as you like in the Gone FIssion update. Fallout 76 Season 21 has washed up alongside the Gone Fission update, bringing with it the fresh fishing gameplay mechanic, a new questline, new rewards and a ton of combat and Perk tweaks, after a longer-than-usual downtime. ‌ Kick off the Casting Off questline to get a rod, and you can start catching, eating and displaying fish to your heart's content. 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Caught fish can be eaten straight from your inventory or you can use a recipe to whip up something like Fish Bits (unlocked as soon as you catch a fish or trade with a player) that restores a little bit of health and hunger, or Grilled Fish, which reduces the time it takes to hook a fish for 20 minutes – and there'll be more to unlock. Fallout 76 patch notes Here's the full Fallout 76 patch notes taken from Bethesda blog. The update weighs in at 15GB ( Steam) or 32GB ( Microsoft Store) on PC, 32.6GB on Xbox, and 8.2gb on PlayStation, although my PS5 download was just under 126GB because apparently I hit the bug that makes you reinstall the entire game. It's okay, I hadn't gotten that far into Oblivion Remastered... Combat Rebalance – A Year in Update Last year we kicked off our long-term combat rebalancing project with the Skyline Valley update. We started this work wanting to make sure: combat felt interesting and engaging. most/if not all weapons felt satisfying to use. all builds and weapons should have a reasonable amount of viability. manual aim should be satisfying and effective while still allowing VATS to perform well in specialized builds. majority of players should have an opportunity to participate in group content. reduce the need for 'tag the mob' play styles. ‌ With the changes made so far, we've seen significant improvement in the variety of ranged weapons being used. There are also fewer difficulty spikes in early to mid-game locations which makes the leveling experience smoother for our newer players. Build diversity has also increased as we see people exploring the new opportunities that the Perk card changes have provided. While we've already made significant progress, the next few updates will include a few larger and more impactful changes and represent the culmination of much of the balancing work we've done. This gives us a solid new foundation for the future content we have planned. After these updates, we plan on slowing down to let things settle and evaluate how things shake out. ‌ Combat Balance Harpoon Gun Base Damage has increased from 175 -> 245 Barbed Mod: Range now matches base weapon and Bleed length lasts 15 seconds. Damage per tick has also increased as well. Fletchettes Mod: Range now matches the base weapon and Fletchettes now get a 20% buff to damage. Reload Speed increased by 10% Ammo Capacity increased from 1 to 3 Delay between shots increased by 25% Crit Mult increased from 2 to 2.5 Sneak Mult increased from 2 to 2.25 Weight Decreased from 16 to 14 Adjusted the Out-of-Range Damage Multiplier for the Following Weapons ‌ These weapons now keep more of their damage at longer ranges. Black Powder Pistol: 0.1 -> 0.5 Black Powder Rifle: 0.1 -> 0.5 Combat Shotgun: 0.1 -> 0.5 Crossbow: 0.1 -> 0.5 Double-Barrel Shotgun: 0.1 -> 0.5 Cold Shoulder: 0.1 -> 0.5 Gauss Shotgun: 0.1 -> 0.5 Pump-Action Shotgun: 0.1 -> 0.5 Pepper Shaker: 0.25 -> 0.5 Pipe Bolt-Action: 0.25 -> 0.5 Pipe Gun: 0.25 -> 0.5 Pipe Revolver: 0.25 -> 0.5 Lowered Base AP Costs for the Following Weapons ‌ Alien Disintegrator: 25 -> 17 Handmade Rifle: 32 -> 16 Assault Rifle: 32 -> 17 Combat Rifle: 25 -> 15 The Fixer: 25 -> 16 Radium Rifle: 25 -> 16 Submachine Gun: 35 -> 15 Tesla Rifle: 30 -> 17 V63 Laser Carbine: 40 -> 30 Increased Base Damage for the Following Weapons These values represent the weapons at their maximum level - all lower levels are scaled proportionally. ‌ Alien Disintegrator: 40 -> 66 Handmade Rifle: 45 -> 52 Assault Rifle: 33 -> 66 Now ~3.333 shots per second when semi-automatic, instead of 4 Combat Rifle: 40 -> 53 The Fixer: 40 -> 59 Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle. Radium Rifle: 37 physical, 15 radiation -> 42 Physical, 17 Radiation Submachine Gun: 29 -> 47 Railway Rifle: 95 -> 112 Laser Gun: 44 -> 72 Ultracite Laser Gun: 40 -> 80 Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5 Plasma Gun: 29 Physical, 29 Energy -> 39 Physical, 39 Energy Enclave Plasma Gun: 32 Physical, 32 Energy -> 57 Physical, 57 Energy 10mm SMG: 34 -> 42 Combat Shotgun: 97 -> 150 Tesla Rifle: 78 -> 112 Lever-Action Rifle: 88 -> 133 Double-Barrel Shotgun: 140 -> 204 Note: Now fires 2.5 times per second instead ~3.57 times per second Cold Shoulder: 91 Physical, 91 Cryo -> 122 Physical, 122 Cryo Note: Now fires 2.5 times per second instead ~3.57 times per second Hunting Rifle: 140 -> 171 Gauss Pistol: 115 -> 218 Note: Now deals 33% damage instead of 50% damage when uncharged Gauss Rifle: 146 -> 279 Note: Now deals 33% damage instead of 50% damage when uncharged Gauss Shotgun: 187 -> 285 Note: Now deals 33% damage instead of 50% damage when uncharged V63 Laser Carbine: 44 -> 59 Pump-Action Shotgun: 102 -> 172 Pipe Bolt-Action: 94 -> 150 Pipe Revolver: 85 -> 140 Pipe Gun: 28 -> 42 Pepper Shaker: 75 -> 95 Black Powder Rifle: 217 -> 449 The Dragon: 255 -> 541 The Following Weapons No-longer Receive an AP Cost Reduction from Their Automatic Receivers Alien Disintegrator Handmade Rifle Assault Rifle Combat Rifle The Fixer Radium Rifle Submachine Gun Note: this weapon is always automatic but still had its AP cost reduced by its receivers. ‌ Adjusted the Base Critical Attack Damage Bonuses for the Following Weapons Alien Disintegrator: 2.0 -> 2.25 Handmade Rifle: 2.0 -> 2.25 Assault Rifle: 2.0 -> 2.25 Combat Rifle: 2.0 -> 2.25 Radium Rifle: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Gamma Gun: 2.75 -> 2.5 Railway Rifle: 2.0 -> 2.25 Laser Gun: 2.0 -> 2.5 Ultracite Laser Gun: 2.0 -> 2.5 Plasma Gun: 2.0 -> 2.5 Enclave Plasma Gun: 2.0 -> 2.5 Submachine Gun: 2.0 -> 2.25 10mm SMG: 2.0 -> 2.25 Combat Shotgun: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Lever-Action Rifle: 2.0 -> 3.0 Double-Barrel Shotgun: 2.0 -> 2.25 Cold Shoulder: 2.0 -> 2.25 Hunting Rifle: 2.0 -> 3.0 Gauss Rifle: 2.0 -> 3.0 Gauss Shotgun: 2.0 -> 2.25 V63 Laser Carbine: 2.0 -> 2.25 Pump-Action Shotgun: 2.0 -> 2.25 Adjusted the Base Sneak Attack Damage Bonuses for the Following Weapons ‌ Alien Disintegrator: 2.0 -> 2.25 Handmade Rifle: 2.0 -> 2.25 Assault Rifle: 2.0 -> 2.25 Combat Rifle: 2.0 -> 2.25 The Fixer: 2.0 -> 2.75 Radium Rifle: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Gamma Gun: 2.0 -> 2.5 Railway Rifle: 2.0 -> 2.25 Laser Gun: 2.0 -> 2.5 Ultracite Laser Gun: 2.0 -> 2.5 Plasma Gun: 2.0 -> 2.5 Enclave Plasma Gun: 2.0 -> 2.5 Submachine Gun: 2.0 -> 2.25 10mm SMG: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Lever-Action Rifle: 2.0 -> 3.0 Hunting Rifle: 2.0 -> 3.0 Gauss Rifle: 2.0 -> 3.0 V63 Laser Carbine: 2.0 -> 2.25 Automatic Receivers for Semi-Automatic Weapons Now Have the Following 20% reduction in Critical attack damage 20% reduction in Sneak attack damage 30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers) ‌ Combat Shotgun Automatic Receivers No-longer increases AP cost by 10%. Now has a 30% increase in attack speed (up from 10%). Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damage. Increased Base Damage for the Following Melee Weapons ‌ Assaultron Blade: 40 > 51 Baseball Bat: 55 > 69 Baton: 40 > 47 Bear Arm: 50 > 63 Blade of Bastet: 52 > 61 Board: 50 > 68 Bone Club: 51 > 60 Bone Hammer: 80 > 94 Bowie Knife: 30 > 35 Boxing Glove: 34 > 40 Cattle Prod: 54 > 68 Chinese Officer Sword: 36 > 42 Combat Knife: 33 > 52 Cultist Blade: 41 > 52 Cultist Dagger: 32 > 38 Death Tambo: 45 > 53 Deathclaw Gauntlet: 55 > 69 Electro Enforcer: 35 > 44 Fire Axe: 72 > 84 Gauntlet: 50 > 63 Golf Club: 45 > 57 Grognak Axe: 85 > 107 Guitar Sword: 50 > 59 Gulper Smacker: 62 > 88 Hatchet: 40 > 51 Knuckles: 35 > 44 Lead Pipe: 39 > 49 Machete: 40 > 51 Meat Hook: 34 > 40 Mole Miner Gauntlet: 45 > 57 Multi-Purpose Axe: 69 > 87 Pickaxe: 60 > 76 Pitchfork: 47 > 59 Pipe Wrench: 30 > 38 Plasma Cutter: 26/68 > 30/86 Pole Hook: 71 > 90 Pool Cue: 46 > 58 Power Fist: 58 > 73 Revolutionary Sword: 44 > 56 Rolling pin: 28 > 35 Sheepsquatch Club: 60 > 76 Sheepsquatch Staff: 75 > 95 Shepherd's Crook: 50 > 63 Shishkebab: 27 > 34 Shovel: 40 > 70 Sickle: 36 > 45 Ski Sword: 50 > 63 Sledgehammer: 71 > 90 Spear: 58 > 68 Super Sledge: 85 > 107 Switchblade: 30 > 38 Tenderizer: 75 > 95 Tire Iron: 29 > 37 Walking Cane: 42 > 53 War Drum: 78 > 99 War Glaive: 82 > 104 Weapon Mod Adjustments Plasma Gun Mod Changes ‌ Removed the cone of fire increase on Plasma Gun Sniper mods Removed the action point reduction on Plasma Gun Standard and Bruising Grip mods. Plasma Gun Flamer mods now reduce action point cost by 10%. Gatling Plasma Beam Splitter Mod Adjustments Fire rate reduction: -20% -> -35% Damage bonus: 20% -> 35% Cone of Fire and Recoil increased Range reduced Projectile Count: 4 -> 5 Ammo capacity reduced by 50% AP cost increased by 50% ‌ Removed the AP Cost Increase on the Following Mods Light Machine Gun Standard/Prime Receivers Tesla Automatic Barrel Removed the Energy Damage Decrease on the Following Mods ‌ Tesla Automatic Barrel Plasma and Enclave Plasma Gun Splitter Mod Adjustments Fire rate reduced by 35% Range reduced Ammo capacity reduced by 50% Damage Bonus: 15.5% -> 35% Cone of fire reduced Recoil reduced AP cost: +100% -> +50% ‌ Plasma and Enclave Plasma Gun Flamer Mod Adjustments Ammo capacity: Set to 300 -> Increase by 400% Note: for a base Plasma Gun, this would result in 150 capacity. Removed 40% damage bonus Plasma and Enclave Plasma Gun Automatic Mod Adjustments ‌ Removed increase to cone of fire Removed increase to AP cost Removed 10% ammo capacity penalty Base Damage Adjustments for the Following Weapon Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy ‌ Removed an Unintended Additional Damage Bonus on the Following Mods for the Western Revolver The damage removed from these mods was already accounted for with prior base damage increases. Calibrated Receiver Vicious Receiver Severe Receiver Refined Receiver ‌ Miscellaneous Combat Changes Fixed an issue where the automatic receivers for the Assault Rifle and Ultracite Laser Gun didn't include the fire rate decrease seen in their semi-auto variants. Reduced the maximum cone of fire for the Gatling Plasma. Reduced recoil for the Gatling Plasma. Added missing text for Sneak Attack Damage when modifying weapons. Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. For reference, those changes are listed below: Reduced the damage of the Auto Axe: 31 > 24 Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64 Adjusted the non-VATS aiming behavior (recoil, cone of fire, etc.) for the Submachine Gun to be easier to use. Railway Rifle AP cost increased from 15 to 17. Ultracite Laser Gun AP cost increased from 14 to 17. The Submachine Gun Armor Piercing Receiver no-longer has an extra 40% armor penetration in addition to the intended 20% armor penetration. Increased durability for most weapons. Fixed an issue where the multi-shot canister and Quad legendary mods for the Broadsider would result in additional reload animations (one per Cannonball). Fixed an issue where the Black Powder Pistol/Blunderbuss, Black Powder Rifle, and The Dragon would repeat their reload animations for each .50 Caliber Ball when these weapons have the Quad legendary mod. Increased the delay after firing (between shots) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second. Note: This only applies when using the Quad legendary mod. Increased the delay after firing (between shots) for The Dragon from 0.5 seconds to 1.5 seconds. Note: This only applies when using the Quad legendary mod. Limb Damage and Crippling Changes ‌ We are making changes to the way that enemy limbs are affected by various effects. The mods, perks, and weapons mentioned below previously had a chance to instantly cripple a target, but now they deal a percentage increase to the amount of limb damage dealt. We expect that these changes will make most enemies easier to cripple while making limb damage more consistent and predictable. It will also result in making crippling enemies like Region Bosses more difficult, requiring more focused fire. These changes will also allow us to remove cripple immunity from many creatures and leverage limb and crippling in more engaging ways moving forward. ‌ Limb Perk Changes Bashers Rank 1: Gun bashing does +35% limb damage. Rank 2: Gun bashing does +75% limb damage. Enforcer Rank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage. Rank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage. Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage. Modern Renegade Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage. Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage. Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage. One Gun Army Rank 1: Heavy guns gain 4% stagger chance and a +25% limb damage. Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage. Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage. Tormentor Moved from LCK to PER Rank 1: You deal 20% more damage per crippled limb your target has. Point Cost increased from 1 to 2 Removed Ranks 2 and 3 Bone Shatterer Rank 1: Your melee weapon attacks deal +25% limb damage. Rank 2: Your melee weapon attacks deal +50% limb damage. Rank 3: Your melee weapon attacks deal +75% limb damage. Mutations ‌ Twisted Muscles Standard: +25% melee, unarmed and bashing damage and +50% limb damage. With Strange in Numbers: +35% melee, unarmed and bashing damage and + 62% limb damage. Weapons These weapons all now have +50% limb damage instead of a chance to cripple. ‌ Black Powder Rifle Bone Hammer The Dragon Weapon Mods These weapon mods now have +50% limb damage instead of chance to cripple the target. Baseball Bat – Bladed Baseball Bat - Bladed Rocket Baseball Bat - Heated Rocket Baseball Bat - Puncturing Rocket Baseball Bat - Rocket Baseball Bat - Searing Puncturing Rocket Baseball Bat - Spiked Rocket Bear Arm - Heavy Boxing Glove - Lead Lining Golf Club - Heavy Club Golf Club - Spiked Golf Club Lead Pipe - Heavy Pipe Wrench - Extra Heavy Pipe Wrench - Heavy Sheepsquatch Club - Heavy Sheepsquatch Staff - Heavy Sledgehammer - Heavy Sledgehammer - Heavy Rocket Sledgehammer - Heavy Searing Sharp Rocket Sledgehammer - Heavy Sharp Rocket Sledgehammer - Heavy Spiked Sledgehammer - Heavy Spiked Rocket The Tenderizer – Salty ‌ Enemies No-Longer Immune to Crippling Grimm Bot Dr. Blackburn Sheepsquatch Imposterling Imposter Sheepsquatch Blue Devil Ogua Jersey Devil Lesser Devil Trog Fledgling Glowing Trog Trog Trog Superior Strangler Grafton Monster Cultists (Daily Ops) Includes related enemies Fanatics (Daily Ops) Overgrown (Daily Ops) Aliens (Daily Ops) Includes Drones and Invaders Robots [all types] (Daily Ops) Blood Eagles (Daily Ops) Mole Miners (Daily Ops) Communists (Daily Ops) Scorched (Daily Ops) Includes related enemies Super Mutants (Daily Ops) Perks We're removing the Perk requirements from crafting. Since you already need to have learned the plan, we feel that requiring you to change your Perk loadout to craft is cumbersome. ‌ Ghoul Perks are no longer able to be picked when leveling up as Human Human specific Perks are no longer able to be picked when leveling up as a Ghoul When leveling up, Perk Cards now sort alphabetically in all languages Updated the loading screen tips for Perks Added a Help entry for Kill Streak Fireproof No longer required to make the Flamethrower Trap Home Defense Workshop traps no longer require Home Defense to make Renamed Perks Science -> Science! Science Expert -> Pyro-Technical Science Master -> Cryologist Rifleman -> Down Ranger Rifleman Expert -> Scoped-up Rifleman Master -> Smart Shot Commando -> Center Masochist Commando Expert -> Fast Fighter Commando Master -> Number Cruncher Shotgunner -> Easy Target Shotgunner Expert -> Love the Spread Shotgun Master -> Shotgun Champ ‌ Perk Balancing Armor Reduced to a single rank Power Smith Reduced to a single rank Slow Metabolizer Rank 1: All food satisfies hunger by an additional 50%. Rank 2: All food satisfies hunger by an additional 100%. Removed Rank 3 Dromedary Rank 1: All drinks quench thirst by an additional 50%. Rank 2: All drinks quench thirst by an additional 100%. Removed Rank 3 Hydro Fix Rank 1: Chems restore thirst. Rank 2: Chems restore twice as much thirst. Munchy Resistance Rank 1: Chems restore hunger. Rank 2: Chems restore twice as much hunger. Chem Fiend Rank 1: Any chems you take last 100% longer. Point Cost increased from 1 to 2 Removed Ranks 2 and 3 Travel Agent Rank 1: You can Fast Travel while over encumbered at an increased cost. Dodgy Rank 1: Evade now costs AP and no longer has a cooldown. Gain +5% chance to Evade. Point Cost increased from 1 to 2 Dev Note: The AP cost is 10x the cooldown time. The cooldown scales with damage avoided, meaning higher damage attacks cost more AP to avoid. If you would not have enough AP to pay for the evade, it cannot occur. Removed Ranks 2 and 3 Adrenaline Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills. Now only one rank Science! (Old Name: Science) Rank 1: Increase energy damage based on your INT. Point Cost increased from 1 to 2 Now only one rank Pyro-Technical (Old Name: Science Expert) Rank 1: Increase fire damage based on your INT. Point Cost increased from 1 to 2 Now only one rank Cryologist (Old Name: Science Master) Rank 1: Increase cryo damage based on your INT. Point Cost increased from 1 to 2 Now only one rank Makeshift Warrior Rank 1: Melee weapons break 40% slower. Rank 2: Melee weapons break 60% slower. Rank 3: Melee weapons break 80% slower. Removed Ranks 4 and 5 Gunsmith Rank 1: Guns break 20% slower. Rank 2: Guns break 35% slower. Rank 3: Guns break 50% slower. Removed Ranks 4 and 5 White Knight Moved from AGI to INT Down Ranger (Old Name: Rifleman) Rank 1: You do +10% ranged damage to far enemies. Rank 2: You do +15% ranged damage to far enemies. Rank 3: You do +20% ranged damage to far enemies. Scoped-up (Old Name: Rifleman Expert) Rank 1: Your scoped weapons have 50% more range when aiming. Point Cost increased from 1 to 2 Removed Ranks 2 and 3. Smart Shot (Old Name: Rifleman Master) Rank 1: Deal +25% weak spot damage while aiming a scoped weapon. Point Cost increased from 1 to 3 Removed Ranks 2 and 3. Sniper Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes. Removed Ranks 2 and 3. Longshot Rank 1: Your scoped weapons have 30% more range and accuracy when aiming. Removed Ranks 2 and 3. Center Masochist (Old Name: Commando) Rank 1: +25% ranged damage when targeting the torso. Rank 2: +50% ranged damage when targeting the torso. Rank 3: +75% ranged damage when targeting the torso. Fast Fighter (Old Name: Commando Expert) Rank 1: Your movement speed bonus is also applied to your reload speed. Point Cost increased from 1 to 2 Removed Ranks 2 and 3. Number Cruncher (Old Name: Commando Master) Rank 1: Weapon damage is increased by AP cost. Point Cost increased from 1 to 3 Removed Ranks 2 and 3. Ground Pounder Rank 1: Your small guns reload 10% faster and have better hip fire accuracy. Rank 2: Your small guns reload 20% faster and have better hip fire accuracy. Rank 3: Your small guns reload 30% faster and have better hip fire accuracy. Skeet Shooter Rank 1: Your small guns have improved accuracy and spread. Removed Ranks 2 and 3. Easy Target (Old Name: Shotgunner) Rank 1: +25% ranged damage to crippled targets. Rank 2: +50% ranged damage to crippled targets. Rank 3: +75% ranged damage to crippled targets. Love the Spread (Old Name: Shotgunner Expert) Rank 1: Weapons that fire 3 or more projectiles gain 30% range. Point Cost increased from 1 to 2 Removed Ranks 2 and 3. Shotgun Champ (Old Name: Shotgunner Master) Rank 1: Each projectile your weapon fires increases your damage against crippled targets by 10%. Point Cost increased from 1 to 3 Removed Ranks 2 and 3. Scattershot Rank 1: 20% of the damage delt to a limb is applied to all limbs on your target. Point Cost increased from 1 to 2 Removed Ranks 2 and 3. Moving Target Rank 1: Gain +5% chance to Evade while sprinting. (No Power Armor) Rank 2: Gain + +10% chance to Evade while sprinting. (No Power Armor) Rank 3: Gain +15% chance to Evade while sprinting. (No Power Armor) Goat Legs Rank 1: Take no damage from falling. Removed Rank 2. Blood Sacrifice Rank 1: Using AP in VATS now consumes HP instead at 150% more cost. Rank 2: AP in VATS now consumes HP instead at 125% more cost. Rank 3: Using AP in VATS now consumes HP instead at 100% more cost. Rank 4: Using AP in VATS now consumes HP instead at 50% more cost. Nerd Rage Reduced to a single rank Now costs 2 points at rank 1 Removed the Damage Resist effect Rank 1: While your Health is low, gain increased Damage and AP regen. Legendary Mods Conductor's Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius Nocturnal – New Effects Weapon: +50% Damage while Cloaked Armor: +4 Perception and Agility while Cloaked Bloodied Increased peak damage bonus from 95% to 130% Bully's Changed to +25% damage per crippled limb the target has Junkies Increased limit from 50% to 100% Resilient Now increases all resistances by 500 when reloading Two Shot Increased damage buff from 25% to 75% Stalkers – New Effect Now increases sneak attack damage by 100% Mutants Increased limit from 25% to 50% Gourmand Increased limit from 24% to 40% V.A.T.S. Optimized Increased bonus from 25% to 35% Instigating +50% Damage Against Targets above 60% Health Juggernaut's Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP. Pin Pointer's Changed to +20% Weak Spot Damage ‌ Mutations Adrenal Reaction Now grants +5% damage per kill (6.25% with Stranger in Numbers) Workbench Moved the following into the Heavy Guns group at the Weapon workbench Gauss Minigun Plasma Caster Tesla Cannon Moved Fusion Core from the Chemistry Bench to the Tinker Bench You can now repair items at 100% health if you have the correct perks Gameplay Added setting to change Quick Heal priority Reduced the cost to Fast Travel by 25% ‌ Accessibility We have re-enabled Speech-to-Text and Text-to-Speech functions. Armor and Outfits The Liberty Prime Silent Mode Helmet now properly suppresses noise. Fixed an issue where the Vault Tec Yellow Hazmat Suit was missing its face visor. Fixed an issue with the Nuclear Waste Backpack Flair having broken textures. Fixed an issue where the Chinese Stealth Helmet clips when placed on Male & Female Mannequins. Fixed an issue where the Holiday Belle Outfit would clip behind player under certain conditions. Fixed an issue where the Escaped Patient Outfit clips when placed on Female Mannequins. Fixed an issue where the Blue Ridge Scout Outfit clips when placed on Female Mannequins. Fixed an issue that prevented players from making Switchback, V63, Deep Space, Heartbreaker, and Dark Star versions of the Union Power Armor Jet Pack if they learned the Union Power Armor Jetback from a recipe. Fixed an issue where the Feral Meter was not visible when in Power Armor. Fixed an issue where Power Armor was greyed out in the Pip-Boy when a disguise was equipped for Ghoul players. Apparel is properly equipped back on Ghoul characters after removing the disguise. C.A.M.P. & Workshop Updated the Apothecary Sign Build mode preview to match its built item appearance. Fixed an issue where the Concrete Extractor power wire now correctly hooks to the power connector. Updated the Potted Succulent Build mode preview to match its built item appearance. Toxic Tinctures Chemistry Station now allows items to be placed onto it. Fixed an issue where the Wasteland Wealth Door did not have sound effects when opening or closing. Updated the description of the Radiation Glove Box to include its effects. The Tip Jar Stash Box no longer collides with items placed on top of it. All Nuka-Cola Rockets now play the correct sound when destroyed. Fixed an issue where a Slime Cake in a C.A.M.P. or workshop could not be built if you already have a Birthday Cake built. Fixed an issue where the Pavillion Walls could not be destroyed. Fixed an issue where the Enclave Repair Collectron could be incorrectly built at other players' C.A.M.P.s. Fixed an issue where the audio played by the "Cosmic Capture" continued after you stopped playing. Fixed an issue where it could be difficult to place items on Ohio River Adventure Dock objects. Fixed an issue causing some items to appear in the incorrect C.A.M.P. Category. Fix issues with FETCH, Junkyard Dog and Red Rocket Collectrons reverting to default resource collection type. Additionally, the Red Rocket Collectron now correctly supports newer resource types after auto parts. Fixed an issue where Big Fred's Trailer could not be removed from some C.A.M.P.s Fixed an issue where the Door from Fort Fortress bundle was no longer accessible and couldn't be built, removed, or repaired. Dev Note: A green variant of the Fort Fortress Door has been added. Now players with this door will have both the base and green variant. They are both named appropriately. Explosions and projectiles from player camp turrets should no longer damage another player's camp items if not PVP flagged against each other. Wood Performance Stage can now be placed on various terrains and player made structures. Fixed an issue where the "Toxic Tinctures Chemistry Station" would not correctly play its SFX while characters were in proximity. ‌ Miscellaneous Fixes Updated missing Spanish localizations in the crafting menu. Fixed an issue with missing French localization on some Season 4 items. Fixed multiple typos in the Help menu. Scrap kits will no longer move Legendary Mod Boxes to the Stashbox. Mr. Handy Fuels tanks will now count towards the Daily and Weekly Challenge: "Collect a Fuel Tank or Gas Canister". Fixed an issue where non-perishable food could be placed into the Cryo Freezer. Nuka-Orange in-game labels now match its artwork. Seasonings are now back to spawning correctly in The Brown House - get to cookin! Fixed an issue that caused the Ghoulification load screen to appear on Atlantic City's loading screen. Fixed an issue where the Eagle tattoo would not display on masculine bodies for Ghouls. Resuming from suspend on PlayStation 4/5 no longer results in backed up audio playback. Fixed an issue where Smooth Ghoul Females could have wounds mirrored on their temple. Frag grenade and mine explosions no longer have a delayed bright flash. Players not on a team can now correctly practice Cannibalism to those who are. Fixed issue where Ghoul players may sometimes appear as default appearance characters on load. Toxic Water can no longer be mistakenly bought from the vendor at the Skyline Valley Trading Post. Fixed an issue where Pumpkin Pie and Carnival Pie food items did not count for Herbivores. Fixed an issue where the Nukashine player icon was no longer available to players. Fixed an issue where there was no audio on the Player Title tab of the Pip-Boy. Daily Ops now properly displays "Legendary Cores" as a reward. Mods Fixed an issue where the Scrap Rat and Canteen mods did not change the name of the backpack after being applied. Fixed an issue where the Scrap Rat Backpack excluded some Junk items from the weight reduction benefits. Perk Cards Fixed an issue where the Evasive perk flyout animation would activate when a player takes damage from environmental hazards. Fixed an issue with Ghoul Perk Cards missing their glowing green outline and scorch marks. Updated the description for the 'Breathe It In' Perk to correctly display that it can be up to 0 rad resistance. 'Bomb Scientist' should now correctly work on only grenades. 'Bomb Scientist' now properly drains Glow upon use of grenade weapon. 'Rad Specialist' Pip-Boy description now contains accurate effects. Updated our sense of humor with new jokes on the Perk Bubblegum Packs. Fixed an issue with 'Radioactive Strength' applying incorrectly to Automatic Melee Weapons. ‌ Quests Fixed an issue where players may get stuck needing to talk to Pennington during Wayward Souls. UI Fixed an issue where the text for items in the workbench that do not produce materials were misaligned. Fixed an issue where Entry Titles would lose color while scrolling up and down in the Help Menu. Fixed an issue where the Gumball Machine Planter Build mode thumbnail was incorrectly zoomed in. Fixed an issue with the Motorcycle Build mode icon being misaligned. Fixed an issue with the R.I.P. Roof Build mode icon being misaligned. Fixed an issue with the Apothecary Sign Build mode icon being misaligned. Fixed an issue where the 'Back' button could skip sections after selecting Outfits option at the Armor Workbench. Fixed an issue where the Glowing Robot Fasnacht Mask was missing its description. Fixed an issue where debug text could appear above the favorites wheel when changing favorites. Fixed an issue where some item stats tables would overlap when viewing. Fixed an issue where enemy health bars had a sliver of health left in the health bar when they died. Fixed an issue where items in workbenches would have a zoomed in preview. Explosive Mod damage is now added as a modifier on the base damage display of weapons in the Pip-Boy. Fixed an issue where vendor history button was visible in the pets customization menu. Weapons Fixed an issue where players were not able to repair the V63 Laser Carbine at the workbench. The Lucky Piece Paint for the Pepper Shaker will now correctly change the name of the weapon after being applied. Fixed an issue with effects not animating on the Gauss Shotgun. The Nuka-Dark Paint for the Pump-Action Shotgun will now correctly change the name of the weapon after being applied. ‌ Introducing All Out Gaming, a dedicated gaming brand providing the best gaming news, reviews, previews, interviews and more! Make sure you don't miss out on our latest high-quality videos on YouTube, TikTok, and Facebook, where we'll be posting our latest reviews, previews, interviews, and live streams! Article continues below You can also subscribe to our free All Out Gaming newsletter service. 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Fallout 76 Season 21 rewards – all the fishy-themed goodies you can unlock
Fallout 76 Season 21 rewards – all the fishy-themed goodies you can unlock

Daily Mirror

time15 hours ago

  • Daily Mirror

Fallout 76 Season 21 rewards – all the fishy-themed goodies you can unlock

Get ready to give your C.A.M.P. the soggiest of makeovers with the Fallout 76 Season 21 rewards. Fallout 76 Season 21: Gone Fission is set to launch today, offering players the chance to indulge in one of the most calming hobbies around within the Appalachian landscape once the update is live post the scheduled maintenance period. You'll have the opportunity to reel in a variety of fish with varying rarities including the Noxious Sawgill, the Bloodwhisker, the Glowing Gulpy and rare axolotls. Bethesda has stated that it will be rotating the fish available for catching in-game every month – all you need to participate is a fishing rod and bait. Additionally, you can give your C. A.M.P. a marine-themed makeover with the Fallout 76 Season 21 rewards available in the Season Pass, which include a Hanging Dolphish, a display for your fishing rods, and various pieces of seaweed-strewn furniture and items, such as a Seaweed Stashbox. One of the major highlights we're eagerly anticipating in today's update is the Cannery, which was postponed from its Season 20 debut and shifted to Season 21 instead, according to reliable dataminer, NukaKnights. Fallout 76 Gone Fission trailer It also appears that we might be getting a new weapon, if the one featured in the Fallout 76 Season 21 rewards showcase video isn't just an Ice Breaker reskin. You can peruse the full list of Fallout 76 Season 21 rewards below, and once the maintenance is completed today, you'll be able to get your hands on them. Fallout 76 Season 21 rewards Bethesda has unveiled the Fallout 76 Season 21 rewards on its website, providing fans with a detailed glimpse of some of these in a blog post centred around the Gone Fission update. The eleven pages are brimming with player titles, while some of the more imaginative content, such as Lily Pads, is exclusive to Fallout 1st members, sparking debate over whether this constitutes filler content or not. We'll leave it to you to decide!

Fallout 76 maintenance schedule for today's update and when you can start
Fallout 76 maintenance schedule for today's update and when you can start

Daily Mirror

time16 hours ago

  • Daily Mirror

Fallout 76 maintenance schedule for today's update and when you can start

Fallout 76 maintenance is scheduled for today, with the Season 21: Gone Fission starting after the downtime is over. Here's everything you need to know. The new season of Fallout 76, named 'Gone Fission', is set to go live today, introducing a fresh fishing mechanic and more. Today we welcome Fallout 76 Season 21: Gone Fission, as we say goodbye to Season 20: Glow of the Ghoul. If you've not made the transition from a smooth skin to a ghoul just yet, we've got a guide to get you on your way. Hopefully, you've managed to complete the current season pass in time for the Fallout 76 maintenance, as those hard-earned tickets won't be carried over. ‌ There's plenty to anticipate this season, which allows us to make the most of our time in Appalachia with a new hobby. Fishing is coming to the wasteland, although you might not want to grill and serve your catches without having any RadAway at hand. The rewards for Fallout 76 Season 21 are in line with the theme, allowing you to display fish and rods, as well as furniture and items adorned with seaweed. ‌ The Cannery is also set to drop after today's Fallout 76 maintenance with the full list of available recipes shared on the game's Discord server. We've included the full list below but feel free to scroll past if you're eager to get straight into the details of when today's Fallout 76 maintenance begins and ends. Naturally, there'll be more to come as the season progresses, but that's the entire list for now. Fallout 76 maintenance schedule Bethesda has confirmed that Fallout 76 maintenance will commence at 7am PDT / 10am EDT / 3pm BST, today, Tuesday June 3. This aligns with previous instances of Fallout 76 maintenance which typically occur on a Tuesday at this time. As for when the servers will be back up and running, we reckon that Fallout 76 maintenance could last roughly three hours, which is pretty standard. So the game might be back online by 10am PDT / 1pm EDT / 6pm BST. There was an exception with the delayed Milepost Zero downtime, which resulted in a prolonged downtime of six hours. However, nothing from the game's social accounts suggests anything similar occurring with today's Fallout 76 maintenance; at least not yet! Make sure you don't miss out on our latest high-quality videos on YouTube, TikTok, and Facebook, where we'll be posting our latest reviews, previews, interviews, and live streams! You can also subscribe to our free All Out Gaming newsletter service. Click here to be sent all the day's biggest stories.

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