A game through Older scrolls 4: Oblivion is redone May be a very interesting experience. The recently missed game looks part of the modern, the name of AAA, complete with expanded visual effects, detailed textures and hot graphic trends such as radiation. And although it has many shameful signs of RPG Bethesda, including uncomfortable animation and PC optimization with PAR, it usually looks and works pretty good.
But under these brilliant graphic enhancements remains iconic and charming RPG since 2006 Oblivion is redone Clearly anachranistic quality: It looks like it could be released over the past few years (it shares a certain similarity ResentfulAnother game with Bethesda), but its combat, intelligence, level design and progressive systems are mostly out of what viewers are expected from the modern title. This is especially evident in scaling systems, which are somewhat outdated and should be discussed in the context of modern RPG design.

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Setup of characters – this is the most unexpected triumph oblivion
The Elder Scrolls 4: Oblivion makes a number of improvements compared to the original, but creating characters is especially worth noting.
Salaxing level Oblivion remastered is a difficult topic
A leveling level undermines the progression of Oblivion Remastered
Of all the loads that carry the load of the RPG genre, few of the essential and widespread as creepity and progression. This process, even the most newcomer gamers should be familiar: kill enemies, get XP, use XP to become more powerful and kill stronger enemies for a larger XP and so on. Although some experimental RPG can omit this traditional structure, it can be found in almost every major record in the genre, from Final Fantasy 7 by Dark souls. And Forgetting It also follows with this traditional formula.
ForgettingLike all RPG Bethesda, it has a level scaling system, which means that NPC will be the level next to the player, as well as putting on an increasingly powerful gear. For such a system, there are controversial advantages that will be in detail, but many gamers consider it arrogant for a number of reasons. The very part of the criticism of the level of level is that it deprives the players more and more powerful, since the inconsistency of players and enemies remains static; There is no way to return to low levels, possessing a force similar to God. Conversely, there is no chance of solving a higher level problem to get better gear, more XP and the like.
Some critics ForgettingThe level of scaling is made on the basis of immersion and consistency of knowledge. For example, for the usual bandit, there is little sense to be laid at a high level, rare equipment just because the player has a certain level.
Salaxing level gives Oblivion to rethink consistent cadence
Perhaps the greatest argument in favor ForgettingThe level of level is that it gives the game a solid structure, protecting the players from itself. Forgetting It is a wide open world for players that create some problems when it comes to difficulty: how Bethesda chooses to place high -level adjacent mafia? Will the complexity of each area of the open world somehow? What happens if the player penetrates the dungeon at a high level without realizing how difficult it is, and then forced to reboot old conservation and lose progress?
RPG with the open world Ring of Elden These problems are considered in several ways, first of all, through predetermined owners and a subtle level: players may encounter a particularly rigid enemy before entering the area they are not ready to serve as a warning and leadership. But Forgetting This is a completely different type of RPG, with a completely different approach to the exploration of the open world, so such methods can not simply transplant in the remasters. Essentially, scaling level guarantees that both difficulties and material rewards, especially gear remain consistent throughout Forgetting Experience, for better or worse.