Every leak points to a remaster, using gamebryo for the game’s logic and UE5 for the rendering part. Some leaks also mentioned it’ll have an updated HUD, archery, stamina and blocking mechanics, but we don’t know anything else.
I’m hoping for remake. The game needs to abandon (or at least rework) their level scaling. It’s by far the worst implementation it that I’ve ever seen.
Then make everything less orange, shiny, and bulbous.
That is still the big question for me. I am all for modernizing the engine and don’t care if that means Unreal Engine 5, but if it doesn’t have comparable mod support to other Bethesda games, I feel that will end up hurting it pretty badly.
But as long as they don’t pull a Blizzard and replace the original game with the remaster, the original game and all of its mods will still be there to be enjoyed, at least. And maybe that means we might someday see an OpenOblivion similar to OpenMW if all else fails.
I don’t think there’s a shot that there is zero mod support. It’s Bethesda’s bread and butter. What I’m wondering is will old mods be compatible/portable? Rumor is the game is running old gamebryo engine logic alongside UE. Looking forward to seeing what this actually is tomorrow
I think the gaming community severely overstates the amount of people that mods their games. I wouldn’t be surprised if less than 20% of Skyrim’s players have ever used mods, and I’m damn sure having mod support or not wouldn’t have any considerable change on their sales.
I’m guessing not likely, if only because we’ve already seen mod compatibility take a hit for less drastic engine updates (Skyrim vs Skyrim SE, Fallout 4 vs Fallout 4 next-gen). The work they’re doing seems more extensive than those examples, so I wouldn’t expect old mods to work, but maybe they could be recreated or converted through community effort.
Don’t think we know yet. Based on earlier leaks, the thought is that Unreal Engine 5 is involved somehow, but there is uncertainty about whether or not it is full-on in UE5 or if UE5 is just being used as a rendering layer. If Bethesda’s own engine is still used as the core of the game, we don’t know if that means simply reworking the original Oblivion code, or if they updated everything to the latest version used for Starfield.
What we can assume is that, even if the original engine is used, there will need to be a good deal of work done to update it regardless, since it is still a 32-bit application that would need to be rewritten for proper 64-bit support. And a lot of the game mechanics, physics, movement, etc. would need to be updated to work with the UE5 rendering layer if that is indeed how it’s working.
They can’t just be rendering on top, the visuals would clash with collisions. Some of the assets we’ve seen in captures are different enough from their legacy counterparts that they would cause all sorts of issues while playing. Also, they wouldn’t be able to increase the forest density, because trees have collisions. So it’s at least a remaster within gamebryo (which seems most likely to me, because it’s tailor-made for this kind of game) or a more profound remake within another engine (needless troubles, if you ask me, most unlikely).
It wouldn’t be the first sort of game that Microsoft has remastered in that style, though.
The Halo 1 and 2 remasters used a separate rendering layer over the original game which included updated art assets, and a setting to toggle between the original graphics and the updated ones on the fly. For the most part it was fine, but there were a couple of (primarily out of bounds) areas where the original collision did not always align with the updated geometry.
But I am hoping that it is more than just a simple rendering layer over the original game, because like you said it would require more hands-on work to improve things like forest density and interior clutter. It would look odd if they just increased the polygon count of foliage while still leaving it as sparse in places as the original. At least based on the leaked screenshots, the side-by-sides do give the impression that things have moved slightly and additional objects have been added, so extra rendering layer or not, my guess is that edits to the original game are also still involved (and likely means there won’t be a Halo-style graphics toggle button).
Which is it, a total remake or a remaster? Or a remaster with reworked controls?
Every leak points to a remaster, using gamebryo for the game’s logic and UE5 for the rendering part. Some leaks also mentioned it’ll have an updated HUD, archery, stamina and blocking mechanics, but we don’t know anything else.
I’m hoping for remake. The game needs to abandon (or at least rework) their level scaling. It’s by far the worst implementation it that I’ve ever seen.
Then make everything less orange, shiny, and bulbous.
I actually restarted halfway through because I leveled up so much that every enemy (even animals) were miserable to fight.
I realized you only leveled up when you slept so I just never slept. Game was way easier.
At that point is not really oblivion?!
Don’t think we know for sure how updated it is until tomorrow. Mod support is another big question mark
So, it’s tomorrow now. I’ve seen the trailer and it looks pretty damn updated, but I don’t know any details.
That is still the big question for me. I am all for modernizing the engine and don’t care if that means Unreal Engine 5, but if it doesn’t have comparable mod support to other Bethesda games, I feel that will end up hurting it pretty badly.
But as long as they don’t pull a Blizzard and replace the original game with the remaster, the original game and all of its mods will still be there to be enjoyed, at least. And maybe that means we might someday see an OpenOblivion similar to OpenMW if all else fails.
I don’t think there’s a shot that there is zero mod support. It’s Bethesda’s bread and butter. What I’m wondering is will old mods be compatible/portable? Rumor is the game is running old gamebryo engine logic alongside UE. Looking forward to seeing what this actually is tomorrow
I think the gaming community severely overstates the amount of people that mods their games. I wouldn’t be surprised if less than 20% of Skyrim’s players have ever used mods, and I’m damn sure having mod support or not wouldn’t have any considerable change on their sales.
I’m guessing not likely, if only because we’ve already seen mod compatibility take a hit for less drastic engine updates (Skyrim vs Skyrim SE, Fallout 4 vs Fallout 4 next-gen). The work they’re doing seems more extensive than those examples, so I wouldn’t expect old mods to work, but maybe they could be recreated or converted through community effort.
Don’t think we know yet. Based on earlier leaks, the thought is that Unreal Engine 5 is involved somehow, but there is uncertainty about whether or not it is full-on in UE5 or if UE5 is just being used as a rendering layer. If Bethesda’s own engine is still used as the core of the game, we don’t know if that means simply reworking the original Oblivion code, or if they updated everything to the latest version used for Starfield.
What we can assume is that, even if the original engine is used, there will need to be a good deal of work done to update it regardless, since it is still a 32-bit application that would need to be rewritten for proper 64-bit support. And a lot of the game mechanics, physics, movement, etc. would need to be updated to work with the UE5 rendering layer if that is indeed how it’s working.
They can’t just be rendering on top, the visuals would clash with collisions. Some of the assets we’ve seen in captures are different enough from their legacy counterparts that they would cause all sorts of issues while playing. Also, they wouldn’t be able to increase the forest density, because trees have collisions. So it’s at least a remaster within gamebryo (which seems most likely to me, because it’s tailor-made for this kind of game) or a more profound remake within another engine (needless troubles, if you ask me, most unlikely).
It wouldn’t be the first sort of game that Microsoft has remastered in that style, though.
The Halo 1 and 2 remasters used a separate rendering layer over the original game which included updated art assets, and a setting to toggle between the original graphics and the updated ones on the fly. For the most part it was fine, but there were a couple of (primarily out of bounds) areas where the original collision did not always align with the updated geometry.
But I am hoping that it is more than just a simple rendering layer over the original game, because like you said it would require more hands-on work to improve things like forest density and interior clutter. It would look odd if they just increased the polygon count of foliage while still leaving it as sparse in places as the original. At least based on the leaked screenshots, the side-by-sides do give the impression that things have moved slightly and additional objects have been added, so extra rendering layer or not, my guess is that edits to the original game are also still involved (and likely means there won’t be a Halo-style graphics toggle button).
It’s not gamebryo. It’s built in unreal.
oh really ? we know that ?