{"id":1828,"date":"2026-08-13T16:14:09","date_gmt":"2026-08-13T19:14:09","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=1828"},"modified":"2026-08-13T16:14:10","modified_gmt":"2026-08-13T19:14:10","slug":"the-elder-scrolls-iv-oblivion-remastered-review","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/the-elder-scrolls-iv-oblivion-remastered-review\/","title":{"rendered":"The Elder Scrolls IV: Oblivion Remastered\u00a0\u2013 Review"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Bethesda has released The Elder Scrolls IV: Oblivion Remastered for current-gen consoles, and the Nintendo Switch 2 version includes the complete game on the cartridge, which is a marvel in this day and age.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Oblivion Remastered offers a curious experience, as it seems to exist between two different periods in video game history. On one hand, we have an RPG originally released in 2006, with systems, character behaviors, and limitations that clearly belong to another era. On the other, there&#8217;s a completely revamped presentation, built to look much closer to Bethesda&#8217;s current big games. The result is a title that manages to be visually modern, but still retains much of the personality, imperfections, and quirks of the original game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">After exploring Cyrodiil, it became clear to me that this version doesn&#8217;t try to transform Oblivion into a completely different game. The goal is to preserve its structure, its stories, its characters, and its freedom, while improving the visuals, adjusting some systems, and offering a more comfortable experience for newcomers. The problem is that some old features remain quite evident. At times, this reinforces the game&#8217;s charm. At others, it reveals limitations that could have been corrected with more care.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The story begins in a striking way, with the player imprisoned in a cell and embroiled in a situation that quickly escalates into a crisis of enormous proportions. The encounter with Emperor Uriel Septim, voiced by Patrick Stewart, immediately establishes an epic tone. The protagonist receives the Amulet of Kings and must find Martin Septim, while portals to a demonic dimension begin to appear throughout Cyrodiil.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The main narrative works well because it combines politics, fantasy, large-scale battles, and a threat that affects the entire world. Still, what captivated me most wasn&#8217;t necessarily the central story, but the way it shares space with all the other possibilities. I could leave to fulfill an important objective, spot a building on the horizon, find a cave, discover a group of enemies, take on an unexpected mission, and spend hours without remembering the original reason I left the city.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This freedom remains at the heart of Oblivion. The game doesn&#8217;t require me to follow a single route nor does it try to control every minute of the experience. Cyrodiil functions as a vast exploration space, full of ruins, dungeons, fortresses, cities, camps, farms, caves, and locations that can be found simply because I decided to walk in a certain direction.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The remaster also includes the Knights of the Nine and Shivering Isles expansions. The first adds a story related to a mystical armor and a threat of a religious nature. Shivering Isles considerably expands the experience, taking the player to a territory ruled by Sheogorath, a figure as eccentric as he is unpredictable. This expansion has its own visual identity, new characters, different missions, and an atmosphere that is quite different from the rest of Cyrodiil. Adding the main content, the factions, and the expansions together, there is enough material for dozens of hours of gameplay.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Mechanics and Gameplay<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Oblivion Remastered maintains an open-world RPG structure that allows for many ways to customize your character. I was able to choose race, appearance, class, attributes, and skills, creating anything from a warrior specializing in heavy weapons to a stealthy character focused on archery, alchemy, and magic. It&#8217;s also possible to mix styles, although this freedom can lead to less efficient characters depending on how the skills are developed.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The progression system remains based on skill usage. If I use a weapon a lot, I improve in that category. If I spend a lot of time casting spells, I advance in the respective schools of magic. If I dedicate myself to stealth, blocking, or alchemy, these activities also influence character growth. This approach is intuitive because progression follows what I actually do during the game, instead of just depending on points distributed on a screen.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At the same time, the system can create complicated situations. The player levels up by developing certain skills, but the enemies also get stronger. This means that leveling up doesn&#8217;t always represent an absolute advantage. At times, I encountered very resistant opponents because my character wasn&#8217;t balanced enough to keep up with the increasing difficulty. The choice of core skills, attributes, and equipment can make the experience much easier or much harder.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The need to sleep to apply evolution points also helps maintain a stronger connection with the character. It&#8217;s not a profound change, but it creates a small pause between one phase of development and another. The feeling of growth is more concrete when I realize that my character has become more resistant, deals more damage, or uses more powerful spells.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The combat has received improvements in animations and the feel of the blows, but it remains one of the game&#8217;s most outdated aspects. Physical attacks can still feel repetitive, and many battles boil down to alternating between strikes, blocks, dodges, and retreats. The impact of weapons is clearer than in the original version, but it lacks the precision and immediate response found in more recent RPGs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I also felt that close combat works best when I combine attack and defense intelligently. Charging at any enemy relentlessly is usually a poor strategy. Blocking at the right moment, retreating, observing the opponent&#8217;s pattern, and using magic or potions can make a huge difference.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Magic offers a wider variety of possibilities. I can cast offensive spells, restore life, enhance attributes, alter environmental conditions, summon creatures, and manipulate situations in less direct ways. The Alteration school is especially useful for those who like to use magic as a tool, while Conjuration allows you to summon temporary allies to the battlefield.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The fact that the character uses one weapon and one equipped spell, instead of two weapons at the same time, makes combat less versatile for those accustomed to more recent systems. Still, this limitation contributes to a unique identity. I needed to better choose what to keep ready for each situation, especially when alternating between dangerous exploration and an unexpected confrontation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Stealth remains quite fun. Breaking into houses, observing the residents&#8217; routines, stealing objects, and choosing the right moment to act creates situations that don&#8217;t appear in a traditional mission. The Thieves&#8217; Guild offers some of the best opportunities for this style, especially when the game puts the player in front of elaborate heists and objectives that require patience.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Dark Brotherhood also stands out. Its missions have a more cruel and theatrical atmosphere, with situations that encourage the player to think of different ways to eliminate the targets. The mission where I&#8217;m trapped in a house with several victims is one of the best examples of how Oblivion manages to transform a simple objective into a situation full of possibilities.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Mages&#8217; Guild has its own conflicts, while the Arena offers a more direct sequence of combats. Participating in the Arena is an easy way to test your character, earn rewards, and engage with one of the most irritating and memorable characters in the game. These faction stories don&#8217;t seem like simple side quests. Many have a beginning, development, climax, and characters that linger in the memory.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The interface has been updated and is more functional, especially for those familiar with more recent game systems. The map, inventory, and menus are easier to navigate than they were originally. There are also text size options, which is very useful in portable mode. Even so, certain menus still strongly resemble the design of an older game. Managing equipment, potions, weapons, armor, and items can become tedious after long sessions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The controls are one of the most interesting aspects of this version. The mouse mode with the Joy-Cons works well, especially for aiming, moving the cursor, and navigating menus. Motion controls also return, allowing gestures for specific actions, such as crouching, standing up, or drawing weapons. The gyroscope may appeal to those who like to adjust their aim with light movements, although I preferred to disable it in some situations.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There&#8217;s support for touchscreen, HD vibration, separate aiming axis adjustment, aim assist control, field of view, and surround sound. This number of options shows important consideration for different player styles. The problem is that switching to mouse mode doesn&#8217;t happen automatically in all situations, which forced me to switch manually a few times.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Graphics<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The visual change is immediately noticeable. Cyrodiil has received more detailed models, cleaner textures, more sophisticated lighting, and environments with much more visual information. Cities, forests, roads, ruins, and interiors have an appearance closer to a modern RPG, even when the original structure can still be recognized.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The use of Unreal Engine 5 brings global illumination effects, reflections, and a more volumetric atmosphere. Light passes through trees, reflects off surfaces, and transforms the appearance of certain spaces depending on the time of day. When entering a city at dawn, I could perceive a gradual change in lighting. In caves, ruins, and dungeons, the darkness creates a heavier feeling, although not always in a positive way.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The characters have also been redesigned. Faces, hair, clothing, and armor have much more detail than in the original version. The evolution is significant, but the characters still retain a peculiar appearance. Some faces remain strange, certain expressions seem artificial, and certain movements don&#8217;t quite match the new look. This difference between modern models and old animations produces funny and, at times, quite uncomfortable situations.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The art direction has also changed. The original version was more colorful and vibrant, while the remaster adopts a slightly more subdued look. I missed some of the strong colors that made Cyrodiil seem more fantastical. On the other hand, the new lighting creates a more dramatic atmosphere, especially on rainy nights, in dense forests, and in areas near the Oblivion portals.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The portals are visually stunning. The fire, the smoke, the rock formations, and the crimson sky manage to convey a sense of danger. When passing through one of these portals, the contrast with the open countryside of Cyrodiil is stark. The lands of Oblivion are hostile, more aggressive, and less welcoming, and the new presentation reinforces this difference.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In handheld mode, the visual quality remains surprisingly good. The resolution is lower, but image reconstruction helps preserve detail. Trees, characters, and buildings remain presentable on the Switch 2 screen. At times, the image becomes a little blurry, especially when there is a lot of movement, but the overall result is quite competent for a game of this size.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The main visual problem lies in the lighting of dark areas. Some caves and catacombs are so dark that I had to adjust the camera, increase the brightness, or use a torch to try to identify the path. The darkness ceases to be merely an atmospheric choice when I start confusing walls, floors, and corridors. In certain dungeons, it&#8217;s possible to pass through the same place several times without realizing it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The torch doesn&#8217;t always solve the problem satisfactorily. It helps, but it doesn&#8217;t illuminate everything around it with the expected intensity. This can transform an area that should be mysterious into a series of attempts to figure out where I&#8217;m stepping.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Reflections in the water also produce varied results. The surface may look very beautiful in a lake or river, but certain objects produce strange reflections. At times, a weapon or part of the scenery appears reflected in a way that doesn&#8217;t correspond to its real position. It&#8217;s not something that ruins the experience, but it shows that the visual presentation is working at the limit of the hardware and techniques used.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The draw distance is good, but there are loading screens for details during exploration. Trees, objects, and scenery elements can appear several meters ahead. I also noticed that distant characters use simpler animations, which reduces the visual impact when observing a city from afar or traversing an open area.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Even with these flaws, the transformation is significant. I can recognize the same world, but the way it presents itself is much more modern. The game is capable of producing beautiful landscapes and moments of great impact, especially when I observe Cyrodiil from a hill, see a lit city in the distance, or find an open portal on the horizon.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sound<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The soundtrack remains one of the greatest qualities of the experience. Jeremy Soule&#8217;s compositions delicately accompany the exploration, creating a sense of tranquility in open areas and tension when the situation begins to get complicated. The main theme retains its power and remains immediately recognizable.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The sound in Oblivion doesn&#8217;t try to fill every space. There are long periods where I walk down a road hearing only the wind, the character&#8217;s footsteps, the sounds of animals, and the distant movement of the environment. This choice makes exploration more contemplative and allows the music to appear at the right moments.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In the cities, I noticed an interesting combination of voices, conversations, doors, vendors, and the movement of people. The inhabitants have their own routines, entering houses, talking amongst themselves, working, and walking the streets. The sound helps reinforce the idea that each place has its own life, even when the characters&#8217; behavior may seem exaggerated or artificial.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The voice acting remains remarkable. Patrick Stewart lends weight to the introduction, while other characters help create a distinct identity for each guild, city, and group. The repetition of some voices might be noticeable, especially when encountering several villagers with very similar voices, but that&#8217;s also part of Oblivion&#8217;s personality.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Combat effects have been given more prominence. Swords, shields, spells, arrows, and creatures produce clearer sounds, and blows seem more impactful than before. Still, the audio can&#8217;t completely resolve the lack of depth in some animations. An attack may sound powerful, but the movement on screen doesn&#8217;t always convey the same intensity.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The areas in Oblivion feature more aggressive sounds, with creatures, fire, metallic noises, and a soundtrack that heightens the sense of threat. The dungeons are quieter and more claustrophobic, creating a significant difference compared to the open worlds. In certain locations, the absence of music is what most contributes to the tension.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On the Switch 2, the audio remains clear in both handheld and television modes. Surround sound support is welcome for those with a compatible setup. The ambient effects are sufficient to allow me to identify enemies, doors, and movement even before seeing them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The sound design also preserves the feeling of being in a classic fantasy world. The music doesn&#8217;t seem out of place in the setting, and the compositions manage to accompany both a grand battle and a aimless stroll. It&#8217;s a sound design that has aged very well and remains essential to the game&#8217;s identity.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Fun<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Oblivion Remastered&#8217;s greatest merit is its ability to transform distraction into content. I could start a session intending to complete a specific mission and end up doing alchemy, searching for ingredients, breaking into a house, following a character, exploring a ruin, or trying to discover what was inside a distant tower.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The map is full of activities, but it doesn&#8217;t feel like an overly organized to-do list. Many discoveries happen naturally. A mountain catches your eye, a road leads to another place, a conversation mentions a person, a hidden door reveals a room, and a small decision can create a situation completely different from what was planned.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Artificial intelligence and character routines are responsible for much of this unpredictability. The villagers don&#8217;t just stand around waiting for the player. They move around, talk, enter houses, and can get involved in conflicts. Sometimes something happens while I&#8217;m away, and I only realize the consequences later. A merchant might die, a character might disappear, or a situation might change without me seeing the reason.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This doesn&#8217;t always work perfectly. Characters can get stuck in doorways, walk strangely, or assume positions no human would assume. A dead companion might unexpectedly reappear in different locations, falling to the ground whenever I go through certain doors. Technically, it&#8217;s a glitch. As an experience, it can turn into a funny memory.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This mix of freedom, simulation, and glitches produces stories that don&#8217;t feel scripted. A vampirism infection, for example, can completely change how I explore the map. Suddenly, I need to think about schedules, avoid sunlight, look for a cure, and deal with changes in abilities. The main mission still exists, but my most important problem becomes something else entirely.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The creation of potions also contributes greatly to this sense of discovery. Collecting flowers, mushrooms, and other ingredients seems like a simple activity, but it can become quite useful. Over time, I learned to create potions capable of causing very powerful effects, and alchemy went from a distraction to a strategic tool.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The exploration of the guilds is another highlight. The Dark Brotherhood has a more cruel and theatrical atmosphere. The Thieves&#8217; Guild focuses on stealth, observation, and planning. The Mages&#8217; Guild presents conflicts linked to knowledge and power. The Arena offers a more direct structure, with fights and rewards. Each group has its own tone, and this prevents the secondary content from feeling repetitive.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Shivering Isles is especially important for enjoyment because it offers a complete change of scenery. The region is more eccentric, colorful, and unpredictable. Its characters and situations have a different humor, and the presence of Sheogorath gives the content an identity that could not be confused with the main campaign.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The game is also excellent for short or long sessions. I can play for twenty minutes, complete a small task and turn off the console, or spend five hours exploring without realizing the time. The portable mode works very well with this structure. I can interrupt the experience in the middle of an exploration and return later without having to set aside an entire night to play.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The lack of mod support limits the variety for those coming from PC. On PC, players can transform virtually every aspect of the game, adding missions, adjusting systems, fixing bugs, and altering the presentation. On the Switch 2, the approach is more closed. This doesn&#8217;t prevent the fun, but it makes it clear that this version isn&#8217;t the ideal choice for those who like to customize every detail.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Performance and Optimization<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Switch 2 manages to run Oblivion Remastered surprisingly well in several aspects, but it also makes it clear that the game demands a lot from the hardware. In handheld mode, the resolution is around 900p, while in TV-connected mode the goal is to reach 1080p. The frame rate targets 30 frames per second.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For the most part, the game is playable and exhibits long periods of stability. However, it&#8217;s not a completely consistent experience. While exploring the open world, I noticed brief freezes, pauses, and pacing issues between frames. Even when the countdown seems close to the goal, movement may not feel entirely smooth.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The problem becomes more noticeable when traversing areas with many elements, riding across the map, or reaching regions with a large number of characters. The Imperial City and other busy locations can cause noticeable frame rate drops. Large battles also demand more from the console and can cause the frame rate to drop at moments when the control response should be faster.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In portable mode, the experience seems more balanced to me. The smaller screen reduces the impact of some imperfections, and the presentation remains good enough for me to accept the lower resolution. Stuttering still occurs, but it seems less aggressive than on the television. The plugged-in mode highlights the visual quality better, but also makes the fluidity issues more evident.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Loading times are reasonable, but not especially fast. Accessing indoor areas usually takes a few seconds, while loading outdoor areas can take longer. The storage used also influences the result, and installation in a specific area of \u200b\u200bthe console can increase waiting time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Another important point is the possibility of loading and stability issues. I encountered situations where a loading screen seemed endless, as well as unexpected shutdowns of the main menu. Problems of this type may be rare, but they are especially concerning in an RPG where a session can last for hours.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s also advisable not to rely on a single save file. The game has a history of issues related to large files, memory leaks, and performance degradation during very long sessions. Therefore, I prefer to keep multiple manual saves and restart the game after some time. This practice shouldn&#8217;t be necessary in a remastered version, but it helps reduce risks.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The technical aspects become even more complex because the remaster combines an old system with a modern visual layer. The new graphical finish is much more demanding, while certain behaviors and limitations of the original structure remain. The Switch 2 manages to balance these two sides, but not always with the stability I expected.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Using DLSS greatly improves image quality. The reconstruction keeps the scene relatively sharp even when the console needs to work with a lower internal resolution. On the other hand, trails, blurs, and small artifacts can appear on objects that move quickly. Arches, water effects, and fine elements of the scene are the cases where I noticed this type of problem most.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The latency of the controls is a positive point. Even with the 30 frames per second limit, the commands respond better than I expected. The mouse mode benefits from this and can be a great alternative for those who want a feeling closer to the original computer experience.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ultimately, the optimization is functional, but not definitive. The game is far from unplayable, and I managed to enjoy many hours without the technical problems ruining the experience. However, the occasional crashes, stutters, and glitches prevent me from considering this the most stable version of Oblivion Remastered.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Conclusion<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Oblivion Remastered on Nintendo Switch 2 is a competent adaptation of a huge, ambitious, and characterful RPG. The game continues to offer an impressive amount of content, with an extensive main campaign, excellent faction missions, relevant expansions, and an open world that rewards curiosity.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">What struck me most was realizing that the experience can still produce personal stories. I wasn&#8217;t just following objectives indicated on the screen. I was creating situations based on my choices, the places I visited, the skills I developed, and the unexpected problems that arose. An infection, a dead character, a creature encountered along the way, or a simple attempt to break into a house could completely alter the rhythm of the session.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The remaster greatly improves the presentation. The cities are more detailed, the environments have more sophisticated lighting, the characters have been rebuilt, and Cyrodiil looks much closer to current visual standards. The music remains excellent, the additional controls are welcome, and the portable mode makes the game a very convenient option for those who don&#8217;t want to be tied to a television or computer.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">However, the modernization is not complete. Combat is still clunky, menus can still be cumbersome, some animations look dated, and several technical problems persist. Performance on the Switch 2 is inconsistent, the frame rate isn&#8217;t entirely uniform, and certain areas may experience drops or freezes. The excessive darkness in some dungeons also hinders navigation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For those who have never played Oblivion, this version represents an excellent opportunity to experience one of Bethesda&#8217;s most important RPGs on a Nintendo platform. It&#8217;s important to understand that the game doesn&#8217;t function exactly like Skyrim. It has less refined systems, more clunky combat, a more simulated structure, and more unpredictable behavior. Those who accept these characteristics will find a very rich experience.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For those already familiar with the original game, the remaster offers a good opportunity to return to Cyrodiil with improved visuals and greater ease of use. The absence of some old bugs might evoke a certain nostalgia, but most of the game&#8217;s personality has been preserved. The game continues to surprise, even when I already knew the outcome of a mission.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I recommend Oblivion Remastered for Switch 2, mainly for those who value freedom, exploration, side stories, and the ability to play anywhere. I don&#8217;t consider this the ideal version for those who demand flawless performance, mod support, or the best technical quality available. In that case, other platforms offer significant advantages.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Still, the adaptation makes sense. Being able to carry Cyrodiil on the portable console changes how I relate to the game. I can explore a cave during a break, complete a mission on the couch, or spend hours traveling the roads while the world gradually unfolds. Even with its flaws, Oblivion remains a special experience, and the Switch 2 manages to preserve much of that strength.<\/p>\n\n\n\n<p class=\"has-vivid-green-cyan-background-color has-background wp-block-paragraph\"><strong>Positive points<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Huge open world full of activities.<\/li>\n\n\n\n<li>Great freedom to create different characters.<\/li>\n\n\n\n<li>Very well-designed faction missions.<\/li>\n\n\n\n<li>Extensive and engaging main campaign.<\/li>\n\n\n\n<li>Knights of the Nine and Shivering Isles expansions included.<\/li>\n\n\n\n<li>A rewarding exploration full of unexpected discoveries.<\/li>\n\n\n\n<li>The characters&#8217; routines create unpredictable situations.<\/li>\n\n\n\n<li>Visually far superior to the original version.<\/li>\n\n\n\n<li>Modern lighting and effects are well applied in various areas.<\/li>\n\n\n\n<li>Good image quality in portable mode.<\/li>\n\n\n\n<li>A memorable and very well-preserved soundtrack.<\/li>\n\n\n\n<li>Excellent voice acting, especially in the introduction.<\/li>\n\n\n\n<li>Controls with mouse, gyroscope, and touchscreen.<\/li>\n\n\n\n<li>Options for text size, field of view, vibration, and aim assist.<\/li>\n\n\n\n<li>Low control latency<\/li>\n\n\n\n<li>A lot of content for the price.<\/li>\n<\/ul>\n\n\n\n<p class=\"has-vivid-red-background-color has-background wp-block-paragraph\"><strong>Negative points<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Frame rate limited to 30 frames per second.<\/li>\n\n\n\n<li>Stuttering and rhythm problems between frames<\/li>\n\n\n\n<li>Performance drops in open areas and larger fights.<\/li>\n\n\n\n<li>Possibility of endless loading screens.<\/li>\n\n\n\n<li>Occasional occurrence of unexpected closures<\/li>\n\n\n\n<li>Old problems related to memory and save files<\/li>\n\n\n\n<li>Combat is still imprecise and repetitive.<\/li>\n\n\n\n<li>Menus and inventory can be cumbersome.<\/li>\n\n\n\n<li>Some animations still look dated.<\/li>\n\n\n\n<li>Excessively dark dungeons<\/li>\n\n\n\n<li>Visual artifacts caused by image reconstruction.<\/li>\n\n\n\n<li>Occasional reflexes with strange behavior<\/li>\n\n\n\n<li>No modifications are available in the console version.<\/li>\n\n\n\n<li>Manual switching to mouse mode in some situations.<\/li>\n<\/ul>\n\n\n\n<p class=\"has-luminous-vivid-amber-background-color has-background wp-block-paragraph\"><strong>Rating:<\/strong><br>Graphics: 8.5<br>Fun: 9.0<br>Gameplay: 8.0<br>Sound: 9.5<br>Performance and Optimization: 6.5<br><strong>FINAL SCORE: 8.2 \/ 10.0<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Bethesda has released The Elder Scrolls IV: Oblivion Remastered for current-gen consoles, and the Nintendo Switch 2 version includes the&hellip;<\/p>\n","protected":false},"author":1,"featured_media":1830,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2026\/08\/The-Elder-Scrolls-IV-Oblivion-Remastered.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,4,5,6,7,9,12],"tags":[],"class_list":["post-1828","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-highlights","category-nintendo","category-pc","category-playstation","category-reviews","category-xbox"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1828","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=1828"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1828\/revisions"}],"predecessor-version":[{"id":1829,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1828\/revisions\/1829"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/1830"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=1828"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=1828"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=1828"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}