
Released for download over Xbox Live or in stores for the PC, Shivering Isles adds another 30 hours of gameplay to Yahoo! Games' Best RPG of 2006, Oblivion. Bringing a new continent (complete with its mad ruler, daedric prince Sheogorath), new monsters, new quests, new weapons and armor, and more, it showcases the skills of Bethesda's designers to tremendous effect, creating a world that's delightfully different from the straight-laced fantasy theme of Oblivion.
Of all the additions that Shivering Isle makes, Sheogorath steals the show. He's the kind of guy who'd go down a storm at a house party: schizophrenic, prone to violent outbursts, throws threats around at random and seems to issue orders completely at random. Watch out, allergy suffers, because this guy is completely nuts.
Hang on. Prone to violent outbursts, random threats, and schizophrenia? Being able to do those things is what makes open-ended RPGs like Oblivion (and, before it, Fallout) so popular. Why should Sheogorath get to have all the fun? This problem is not lost on Bethesda, who cram the game with opportunities to be very, very mean to people. If you're a little troubled at the thought of running about after Sheogorath's every whim, don't worry -- his whims usually lead to amusement by one route or another.
Like the man himself, the Shivering Isle is split into two contrasting halves. One side, Mania, is a riotously colorful and rich world, while the other, Dementia, is far darker and more menacing. Each has its own guards, its own ruler, and each half of the Isle's capital city. They're both quite different than anything you'd find in Oblivion, though, and hark back to the Xbox smash Morrowind in their peculiar, otherworldly scenery and vegetation. If you're fed up of traipsing round the same old locations in Oblivion -- and by now, who isn't? -- this'll be a real breath of fresh air, albeit one tainted with a hint of hallucinogenic substances.
It's also populated by an all-new cast of monsters that are just as weird as the scenery. Giant insects, blobby, shillelagh-wielding trolls, and walking trees are just a few of the new challenges you'll face -- and challenging they certainly are, no matter what level your character is. Many have well-thought-out strategic nuances, like specific magical strengths or weaknesses, waiting for canny players to discover and exploit.
Oblivion players will be familiar with Bethesda's ability to go beyond our normal expectations from videogame screenwriting, and they'll be just as happy with Shivering Isles' quests and dialog. Seldom does it resort to tired Fedex quests, and even when it does there's inevitably an interesting twist or two along the way. Tedious filler gameplay - like closing the Oblivion gates in the original - is pretty much absent, but there's still lots to find and do - like, say, collecting resources to make into custom armor.
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Posted: 30 Mar 2007