logo
Why I tried to beat Oblivion Remastered without ever using fast travel

Why I tried to beat Oblivion Remastered without ever using fast travel

Metro10-05-2025

A reader enjoys a return trip to the world of The Elder Scrolls 4: Oblivion and explains why ignoring one of its key features made it even more fun.
I sit here with a sense of accomplishment, pride, and somewhat of a headache.
I have earned all 50 of Elder Scrolls 4: Oblivion Remastered's base game achievements/trophies (not Shivering Isles… yet). I know, this is not much of an achievement in itself.
The original Oblivion game came out just under two decades ago, on the Xbox 360, setting the world up for its younger protégé Skyrim to take over some six years later.
Completing the main story quests, the four job guilds (fighter, mage, thief, and assassin) and the gladiatorial arena is pretty straightforward in the region of Tamriel known as Cyrodill. If anything, Oblivion is little more than a long checklist of fetch quests, battles, some mild stalking, and a not insignificant amount of murder.
The expansive world with hundreds of dungeons, caves, and various points of interest has never looked better with the recent (not much of a) surprise release, but you'd be forgiven if you never actually see any of it.
I chose, in this shiny new version, to roleplay as a Necromancer/Assassin Hunter (yes… I was Jinwoo from Solo Leveling, don't judge me). I could summon monsters from the planes of hell itself to fight for me, pull powerful daggers out of the air, and blink out of existence to swiftly dispatch my foes with stealth attacks. Speed, agility, and intelligence were key to my success, so I figured I'd make the most of one aspect I'd really ignored back in 2006: travel.
The remaster retains one of the original version's overpowered methods of travel. Simply click on a point of the map that you have previously visited, or one of the major town/city hubs, and you are whisked away to you chosen destination in the time of a mere loading screen.
If the target is within a stone's throw of a selectable point on the map you don't even have to walk for more than a couple of minutes to reach your destination. You travel the world by just warping door to door like some sort of Grim Reaper delivery service employee (Uber Reaps? Just Reap? DeReaperoo? OK, I'll stop).
That is why I decided not to use fast travel via the world map, ever.
I can spoil the story here by saying categorically it was a bad idea. A very bad idea.
The game has zero, and I mean not a jot of, forethought to pathing and logical world exploration.
At the start… oh at the start! Sure! Everyone has something to say, a cave to investigate, a missing family member to inevitably bring back a remnant of. By the time you've met everyone and monopolised the entire adventuring trade for yourself, you start to notice patterns in quests that, with the luxury of fast travel, are little more than an extra couple of loading screens and a quick chat.
Without fast travel it's an hour long round trip for something that could've been an e-scroll Modyrn Oreyn! Eh hem… excuse me.
Don't get me wrong, I got the absolute most out of my playthrough. The joy I got replaying old quests again, seeing old friends… and enemies. Rediscovering things I'd forgotten, like running along and finding an invisible sheep in the road before the 'Oh this is a quest not a bug!' penny dropped, was a wonderful dopamine drip directly into my rose-tinted veins.
I hit the credits with: 125 in-game days passed
140 quests completed
Level 100 in all major skills (without really trying)
336 places visited
1,500 potions made
59 Oblivion gates shut
121 nirnroot found
The game unfortunately doesn't track distance travelled, nor does it specify the units of distance on the compass. To work it out roughly I had to reconcile this with the fact that the world map seems to be scaled down compared to maps and accounts in books of how large certain areas should be. So it's complicated to try to work out how far anything actually is relative to the next.
The official lore says Tamriel (as in the entire continent) is roughly 80% the size of Australia. This could explain why everything is trying to kill me constantly but it doesn't help with my calculations.
The little waypoint markers have a real-time counter of how far your goal is. This is measured with a 'footprints' symbol, which could be as simple as literal 'feet' or even just 'steps'.
For the sake of staying somewhat true to the world I've gone with yards. If nothing else, it does feel more appropriate for somewhere with the 'Imperial' City at its centre.
(Note: After some quick googling the majority of Elder Scrolls lore does indeed seem to reference inches/feet/yards/miles/leagues as the default, but the scale of the world size is vague at best.)
Using the bridge between Imperial City and the settlement of Weye as my marker, my maxed out speed and athletics stats took me 100 'units' in just under nine seconds.
If I translate that to yards it would put me close to Olympic athlete pace (around 23 miles per hour); not quite Usain Bolt, however I can keep that pace up indefinitely .
At this point I effectively gave up trying to go any deeper into my potential travel time. Between speaking, sneaking, and spelunking I wouldn't even venture a guess as to how much of my time was spent standing around or moving at a snail's pace. That doesn't even begin to mention the pace increase as I levelled up my stats. (Oh… my headache is back again.)
I did give myself one caveat. One beautifully, cruel moment of respite. I had Frostcrag Spire as my homebase. Settled way up north, at the top of Gnoll Mountain, was my little beacon of safety. Visible from miles away, I could see it towering above the world. Inside, my vault filled with millions of gold worth of loot, my flame atronach standing to attention inside the entrance and, most importantly, my mage guild warp points.
Every time I was nearly over-encumbered with magical tat I began the trek up that mountain path. Over and over. Dodging bears, bandits and yet more bears I tipped my swag bag out into various chests and then I could make that wonderful choice: 'Which city's Mage Guild should I portal over to?'
It was a rare treat to simply be able to skip the next 4,000+ yard sprint back to Leyawiin for the 18th time.
One thing I can confidently say is that, by the end, a little part of me died every time I stepped out of a city and saw '3,721' units next to my next quest marker.
The game has a horrible habit, during its faction quests, of the following: Meet your local contract vendor in City A. Meet the client in City B (3,000 yards away). Complete the quest in a nearby cave (if you are lucky). Return to the client. Return to City A (another 3,000 yards). Get told there's a new contract vendor with work for me in City C. Travel 2,000 yards to City C. Meet the client in City A ( I just came from there ) Complete quest… in City B?! for the client (that's another 3,000 yards). Return to City A (sure, OK pal). Return to the vendor in City C. Realise I'm over-encumbered, so travel to Frostcrag Spire. Teleport to City C (thank goodness my thumb is actually starting to hurt from holding forward). Get promoted! 'You should talk to the first vendor again in City A for more work' (…you're joking). Return to step 1.
For a perfectly sane player, with the use of fast travel, this is a 15 minute burst of action-packed questing. For me, it was nearly two hours of swimming, sprinting, jumping back and forth… and back… and forth.
This wasn't an isolated incident either, it happened again and again. I travelled hundreds of unnecessary miles (yes, I know almost all of the miles I travelled were unnecessary) for what could have just been a message left for me at the guild hall I'd just been to.
It was rewarding, frustrating and easily the best way to experience Oblivion again after all these years. Catching details I'd missed way back when, meeting people I'd never met before, becoming an overpowered monster in my own right.
I'd recommend that absolutely no one plays without ever using fast travel. It's really not worth it. More Trending
Do it. You'll love it.
By reader Jay Parry
The reader's features do not necessarily represent the views of GameCentral or Metro.
You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won't need to send an email.
MORE: GTA 6 and price rises are going to destroy gaming forever – Reader's Feature
MORE: How Game Pass led me to abandon my PS5 – Reader's Feature
MORE: 5 memorable gaming moments that no one ever talks about – Reader's Feature

Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

Dundee games boss Chris van der Kuyl investing millions in new technology
Dundee games boss Chris van der Kuyl investing millions in new technology

The Courier

time30-05-2025

  • The Courier

Dundee games boss Chris van der Kuyl investing millions in new technology

Chris van der Kuyl spent more than a decade helping Minecraft become a global phenomenon – but believes his new game could keep his Dundee company busy for the next 20 years. Chris has several surprises in store for his appearance at The Courier Business Conference next month. These include a demonstration of what a new 'world-class' Dundee virtual production studio is capable of. And Chris, who co-owns 4J Studios with Paddy Burns, will give a sneak peek of its new game which is the culmination of more than five years of work and millions of pounds of investment. The conference will take place at the new events space, The Real Deal, within the Water's Edge building he and Paddy own at the City Quay. The Courier Business Conference, held on June 24 in partnership with Henderson Loggie, has the theme of Powering Scotland's Creative Economy. 4J Studios will celebrate its 20th anniversary this year. It started off as – in Chris' words – a 'scrappy, work-for-hire games developer' with dreams of building a game based on its own intellectual property. After a series of successful projects, the company was recommended to Swedish games developer Mojang as a good option for creating a console version of Minecraft – now the best-selling video game of all time. The 4J team spent a year creating Minecraft for Xbox 360, which was released in 2012. 'We always knew that the game was quite special but we had absolutely no idea what it was to become,' Chris said. 'By the time it was getting close to launch, you could feel there was a different kind of anticipation for it compared to anything else. 'I think we hit a break-even point in the first five minutes of launching it. 'Then it went on to become the biggest ever selling Xbox 360 title. 'Our console versions sold almost 70 million copies. It was an incredible period.' 4J created seven console editions of the game, the last being for the Nintendo Switch in 2017, and it continues to provide updates for its existing versions. For more than five years, 4J has developed its own games engine – software from which games can be developed. This multi-million-pound investment on its Elements engine has been the basis of 4J developing its own original game, Reforj, which has reached the testing phase. Chris continued: 'If you told me we'd have had even three or four years of involvement with Minecraft I would have gone, 'wow, that's such a long time, that's mad'. 'To still be involved 13 years later blows my mind. 'But there was definitely a point where 4J had a real desire to reach out and start to develop our own games. 'We released Manic Mechanics a couple of years ago. That was us just really exercising our creative muscles again. 'The Elements engine is about five years of work from our top technical team. 'It's the core technology that allows us to build out new game Reforj, which will be 100 times higher performance than Minecraft.' Like Minecraft, Reforj is a 'sandbox' game which allows players to create and modify the game's world. It has recently been released to a few hundred fans to test and give feedback. Its full launch will likely be next year. 'The worlds in the game are generated faster than anybody's ever seen before,' Chris said. 'You can traverse our worlds at the speed of a jet plane and nothing pops up. 'The reaction's been incredible. Within minutes people had spun up YouTube channels about Reforj. Within days somebody had written a fan-based soundtrack. It's amazing. 'One of the key features of Reforj, is it's beyond blocks. You can shape and sculpt the blocks so people are able to create amazing structures. 'It's been millions of pounds of investment, but we're only at the beginning. 'We wholly expect Reforj to be something we work on for the next 20 years. 'And it's all ours, so we're very excited about where we can take it.' The other major project Chris has been working on is the next stage of the Water's Edge office development. It has won numerous awards since opening in 2019 and houses several of the city's most entrepreneurial firms, including 4J. These include some of the local businesses that have received financial investment from Chris and Paddy – Broker Insights and Ace Aquatec. The final part of the development is a new events space, The Big Real, which contains one of Dundee's most exciting developments, a virtual production studio. Abertay University's CoSTAR Realtime Lab specialises in the use of computer-generated imagery (CGI), augmented reality, and motion capture to create immersive virtual film, game and performance sets. Its vast screen will be the backdrop for this year's Courier Business Conference. Partnership working was key to securing funding for this facility to come to Dundee. Chris explained: 'Professor Gregor White from Abertay approached me about the project. The funding from the Arts and Humanities Research Council relied on partnerships with existing creative studios,' Chris said. 'Water's Edge is a perfect home for it – we believe it's the beginning of something very special. There's nothing else like it in Scotland. 'It's phenomenal that the first major event we're hosting is the Courier Business Conference, and it'll be a showcase for the potential for this technology in this space. 'I think once they see what it's capable of, people's imaginations will run riot. 'It's a world-class facility. It's perfect for film and television units to do music videos, advertising or small parts of much larger productions. 'It can act as a catalyst for businesses to come to Dundee and we want local companies to use it. 'At the Courier Business Conference I'll also talk about how the games industry's next chapter is going to stretch way beyond what people think of as games today.' This year's conference will feature a keynote speech from Geoff Ellis, the chief executive of DF Concerts, which is behind the T in the Park and TRNSMT music festivals. There will also be a panel discussion featuring local business success stories on the theme of monetising creativity. The conference will run from 8.15am to 1pm followed by lunch and networking. Tickets are available at

Blades of Fire review – forging a new style of hack-and-slash combat
Blades of Fire review – forging a new style of hack-and-slash combat

Daily Mirror

time20-05-2025

  • Daily Mirror

Blades of Fire review – forging a new style of hack-and-slash combat

MercurySteam have created a deep and intriguing fantasy world where creative melee combat is unequivocally the main attraction. Providing you don't mind getting turned around every so often, Blades of Fire delivers a worthy twist on the Soulslike template thanks to its unique combat and weapon-crafting system. Don't be fooled by the protagonist's broad shoulders and burly beard. There's far more thought given to Blades of Fire than what its Xbox 360 era aesthetic and character designs may initially suggest. It's a third-person action-adventure about going on a quest to protect a fantasy kingdom from the forces of evil, yes, but beneath this relatively ho-hum premise is a new kind of combat system that quite literally puts out the more you put in – thanks to the ability to create and modify your own weapons. ‌ As such, taking on enemies is always stuffed with a lot more meaning and risk than you'd find in other typical hack-and-slash fare. And while the systems outside this core hook aren't quite as exciting, it's hard to deny the thrill that comes from repairing, recycling, and creating your own spin on the game's namesake whenever heading back to the forge. ‌ At the centre of this fiery tale is Aran De Lira, part-time reluctant hero and full-time master forger, who finds himself in the rather unique position of being one of very few still able to craft steel following Queen Nerea's spell that has since turned everyone else's weapons into stone. His determination to do something about this properly begins after being gifted with a magical hammer by a young squire, Adso, that inspires the pair to fight their way to the queen's royal palace. It results in a road trip of sorts that challenges Aran to fight and forge through all kinds of interlocking dungeons and areas. From here Blades of Fire falls into a structure that is very Dark Souls in style, although in a way that reshapes your expectation due to the nature of weapons that will over time become blunt and degrade. Knowing that the weapons you've hammered into shape and spent time gathering better materials to make will eventually wear might sound disheartening. And yet, it's a core part of the Blades of Fire experience, one that forced me to think better about my actions both in and outside of combat. See, specific weapons are more and less susceptible to different enemy types, to the extent that, say, a polearm won't do as much damage to someone in full body armour. From here you can either switch weapons from the four Aran can carry at any one time, or you have two other options: change the stance with your equipped weapon or try to target a part of the enemy's body that is vulnerable to a certain directional swipe. As you can probably already tell, developer MercurySteam has placed a lot of depth into the way you not only can – but should – approach combat scenarios; a fact that quickly prevents you from being able to just continually button mash your way through crowded areas. The god of war Aran De Lira is not, and therefore it always pays to seek out the green outline on enemy limbs, being the best way of quickly telling whether your crafted weapon will deal out the most damage it's capable of. ‌ From Twin Axes to Greatswords to Spears, there are seven different weapon types you craft at the forge in total. The better you hammer the metal into each one's shape at the forge, the more damage they'll do when swung – not to mention the more times you'll be able to quickly repair it so as to avoid the need to start forging entirely from scratch. Forged in fire Once you get past how to swap weapons in and out on the fly and how to switch stances to slash, thrust, or otherwise, facing down goblins, spirit creatures, and bosses becomes a delicate dance of knowing not just when to attack, but how. The result is a genuinely unique and refreshing mode of third-person hack-and-slashing that is more meaningful than it is mindless, and something totally different to the usual combat language of 'attack, parry, block' that most modern action games can sometimes use as a crutch these days. Outside of combat is where the light that usually burns bright within Blades of Fire tends to dim somewhat, since story-wise there's not a whole lot going on here surprisingly. I spent a good ten hours, for example, barrelling my way through zones before I was reminded about Aran and Adso's mission, and it's still a while longer before Queen Nerea makes a full appearance. ‌ Sure, this makes the extent of her evil and power all-encompassing. But in terms of actually having a tangible adversary present in the narrative? Meh, I personally would have enjoyed learning more about her whole deal much earlier on. Thankfully, there's a small but impactful cast of quirky characters that the central pair bump into, such as the magical witch Glinda and Melcart the old and forgetful spirit. As opposed to the villain, these personalities help coat Blades of Fire's world with some much-needed texture. Speaking of which, the locations you visit throughout Blades of Fire could have absolutely been the stars of the show, were they not a tad irksome to navigate. The huge map being interconnected is one of the most effective ways MercurySteam sold me on Aran and Adso's adventure being a colossal road trip. However, it's when exploring each individual zone, fort, or dungeon that navigation can often be a real pain, where more than a few times me working out where to go next simply boiled down to guesswork. There's a compass on screen at all times that points to the closest forge or previously dropped weapon, but they weren't enough to keep me set on the correct path. Thankfully, some areas like The Doyen Graves are better laid out than others. So often, however, did I find myself turned around due to some inconsistencies in layouts more than I'd like, which led to me being occasionally frustrated with traversal and exploration. Shallow narrative hooks in the early game and the odd annoying biome aside, Blades of Fire excels in presenting an alluring and brand-new fantasy world I couldn't wait to dive into and chip away at further. Even in instances where I was bashing my head at a wall unable to find the next best route forward, I knew that persevering would be worth it since it meant getting to test out my newly forged, more powerful weapon at the next gaggle of enemy soldiers who lined up for slaughter. I can't say I ever truly invested in Aran's personal plight, but I very much enjoyed the way he goes about resolving it, all thanks to one of the most unique and thoughtful melee combat systems I've experienced in the past few years. Blades of Fire borrows from the past, but when it comes to combat and creativity it also forges its own way forward.

Oblivion Remastered reminds me of when Bethesda were the true RPG masters
Oblivion Remastered reminds me of when Bethesda were the true RPG masters

Daily Mirror

time18-05-2025

  • Daily Mirror

Oblivion Remastered reminds me of when Bethesda were the true RPG masters

If Bethesda wants to be back on top by the time next Elder Scrolls game rolls around, it should take more lessons from Oblivion Remastered than Starfield. Oblivion Remastered demonstrates the kind of inspiring world and storytelling experience any studio worth its RPG weight should be aiming to recapture. For the longest time, the RPG video game arms race was dominated by the two Bs: BioWare and Bethesda. Specialising in creating titles with memorable characters set in incredibly detailed worlds – the kind where you, the player, can make an impact through your own gameplay decisions – it's clear that this style of game, in 2025, has only become harder to make for both studios. ‌ As a result, there's a lot less of these 'all-encompassing' style RPG experiences to be found in general, which means when a disappointment of, say, Starfield 's calibre arrives, it's no fun for anyone. Particularly the players and developers who adored the genre-defining experiences of BioWare and Bethesda's heyday. ‌ While not a bad game per se, Dragon Age: The Veilguard 's more action-oriented approach caused long-time series fans to wonder why it was even called Dragon Age at all. As for Mass Effect? Time will tell whether BioWare can put lightning back in that bottle. Meanwhile, as for the other big B, I've been dipping in and out of Oblivion Remastered since its release this month. It's showing age in places, true, yet still reminds me of when a Bethesda RPG was something to be savoured. Is it full of jank and barmy voice acting? Yes, but it also nails (as Skyrim also did) the feeling of being transported to another place, a feeling that's further cemented once you gain influence over it through your decisions. Starfield lacked a lot of this texture, by comparison. The difference with Oblivion is that it cuts the clutter. Now, what do I mean by 'clutter'? Part of this is the size of the world, of course. Whereas Starfield was largely sold on the premise of being limitless, what with procedurally generated planets making up a vast solar system that seemed ripe for exploration alongside a few central hubs, Oblivion's Cyrodiil is almost the exact opposite. In a little under 10 minutes, I can run from its capital all the way to the county of Kvatch, where I'm immediately besieged by countless narrative threads to pull on – almost all of them interesting. By nature of being substantially smaller, not only is Oblivion Remastered more manageable, but less intimidating when wanting to become invested in the several stories it presents. Starfield's more procedural approach feels more like a chore. There's an interesting concept at its centre, one involving some sort of ancient prophecy that quickly sees your main mission to hunt down a series of Artefacts as part of Constellation's effort. This narrative throughline quickly gets muddled soon after you've first launched off the starting planet, however, and it isn't helped by the avalanche of continuous load screens as you board, fly, and then exit your shuttle. Oblivion Remastered has absolutely none of these extra trimmings, and therefore very little bloat. You're quickly out there, exploring Cyrodiil at your own pace, meeting all kinds of quirky races and characters. ‌ A dying age Funnily enough, where Oblivion Remastered is most like Starfield is in the raft of dungeons I'm encouraged to plunder. Absolutely all of them I've explored so far feel like the same copy-and-paste underground design, only with a slightly different layout and objective. This isn't an issue exclusive to Oblivion, mind you, Skyrim still has a similar sense of repetition. However, it never bothers me too much since you're never forced to spend exorbitant amounts of time in them, meaning it's never too long before you're back out into Cyrodiil's beautiful open scenery – which obviously looks better than ever due to being rebuilt from the ground up in Unreal Engine 5. ‌ These are just a few superficial examples, but as someone who is currently playing Oblivion for the first time via this remaster, the benefits are clear: Bethesda RPGs are best when they cut out any noise and make you the centre of this story cleanly and promptly. It's not perfect, and by nature of being essentially a facelift of a 2006 Xbox 360 title, there's a few niggles I have with combat, pacing, and the minigames. Dear lord, the minigames… That said, I hope Bethesda learns what it did great during this era of RPG development so it can use these lessons to inform the next generation of The Elder Scrolls rather than the less nuanced approach of Starfield. In the end, there's a direct line that can be drawn from Oblivion all the way to Starfield. You see it in its insistence on wanting to make the player feel special, combined with plenty of reasons to poke away at the farthest reaches of the map and, most of all, tell a story in a world that reflects the effects of your specific decision-making right back at you. These kinds of wide-scale RPGs are no longer a walk in the park to make, and so it's not too surprising to see both BioWare and Bethesda stumble a fair bit when wanting to still get it right while making the most of what new advancements in technology offer. Oblivion Remastered, warts and all, has far more texture and allure than most other recent video game worlds. As such, I don't think it's wrong to expect a once great RPG studio like Bethesda to try and get back to that.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into the world of global news and events? Download our app today from your preferred app store and start exploring.
app-storeplay-store