Bethesda knows how to make RPGs. Oblivion’s predecessor, Morrowind, has a cult following of players and numerous expansions. Already with two expansions out for the 360 version, as well two of the most prestigious awards (both RPG and Game of the Year), this latest installment in the Elder Scrolls series looks to share the same prestige as its formers.
What has made this game so fascinating to Western gamers? Stunning graphics? Freedom of choice? Expansive setting? Replay value? You’re bound to get different answers, as tastes in RPG are as varied as the games themselves, but the largely unique style of storytelling and gameplay offered by the folks at Bethesda have captured not only the attention of gamers, but of other game makers.
Prior to entering the game, you’re thrown a plethora of character options. Most adjust your character’s looks, largely unimportant in a game designed around first-person play, but deciding upon a race becomes an important decision. Choosing a Khajiit, for example, increases your natural skill with skills like acrobatics, blade-fighting, and sneaking: the perfect thief/assassin. Most races offer up a few supernatural strengths and weaknesses for your consideration.

After building your character, you’re set loose into the beautiful Cyrodiil
Oblivion, as with past iterations of the Elder Scrolls series, tells a "zero to hero" story. Your first minutes spent in the game are inside a dungeon, punishment for an unknown crime. A chance for redemption is given through chance: the Emperor himself, along with a few of his elite guards, use your holding cell as an escape route through the Imperial sewers. You follow them through the rat-infested underground, picking up weapons and useful tips, and gain the trust of the Emperor.
Before being released into the large province of Cyrodiil, you’re given a pair of character choices: your class and your birth sign. Though all skills are available for use, the pre-formed classes allow you to specialize your oft-used skills and maximize your power. Birth signs unlock supernatural abilities, above and beyond those given by class.
Once free of the dungeon, you’re given a choice: continue with the primary campaign, or search for adventure elsewhere. This fact alone is likely to be the most exciting factor in the game, since it takes replay value to a new level of complexity. Want to play the part of the Empire’s chosen hero? Ignore the selfish desire for adventure and follow the path your Emperor has given you. Has ambition taken you to become a Guild Master? Sign up as a grunt and work your way up. Just like killing people in the dark of night? The Dark Brotherhood will find you and take you in.
Or, if you play carefully, you can do it all.
Quests will fall into your lap with little effort on your part. Simply talking to citizens of the various towns and cities will unveil tasks: quests of these sort are typically unconnected to any larger plot. A player can also join one of the various Guilds and take part in a larger string of plot-driven quests for big rewards. In addition to set quests, a player can enter a gladiatorial arena, hop around the map closing Oblivion gates, or hunt indigenous creatures.

Closing Oblivion gates like these is one of many things you can do in Oblivion
As mentioned before, all of these ways to spend your time were designed for completion in the first person. This makes combat familiar for gamers used to first-person shooters and eases the transition from twitch to RPG. A third-person view is available for the adventurous RPG fan, but the lack of dynamic animations creates the unwanted effect of gliding across the ground.
Combat controls are also similar to those seen in shooters: one trigger attacks with your melee weapon, another sets a block, while a third casts a selected spell (unlike many RPGs, all characters can cast magic, though characters with a caster-template will enjoy a much wider variety of spells). In all but the tightest of areas, you’ll find it easiest to use guerrilla tactics against opponents, using a bow or light weapon, but close-quarters combat is hardly useless.