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SHADES OF MADNESS

s a comic book reader, I have come to terms with the fact that I will likely never see the conclusion to any of the stories that I am reading. If Batman stays popular, his life (which has already spanned eight decades) will far outlast mine. A similar realization may soon flutter into the minds of gamers as well. Using the Shivering Isles as an indicator, the future of video games could be very similar to comic books. Expanded content empowers games with immortality. As long as the video game industry is built upon transitional hardware cycles, it is highly unlikely that we’ll ever see a single game with the staying power that could keep it alive for decades. But we are starting to see games like Elder Scrolls that could survive an entire console generation without owning a true sequel.

With a steady flow of downloadable content, Bethesda has done a tremendous job of keeping Cyrodiil alive and well. Shivering Isles, the first full-blown expansion, shows us that expanded content can serve a purpose greater than simply making a game longer – it can make a game better. In the time following the release of Oblivion, Bethesda has honed its craft, tightened the code, and recognized exactly what was needed to take this game to the next level. With that said, it should come as no surprise to hear that Shivering Isles is a bona fide masterpiece and the best that the Elder Scrolls series has to offer.

The element that received the most drastic improvement is the main quest. As much as I enjoyed aiding Martin Septim in Oblivion, the story that unfolded around him didn’t really bring out a “Oh my God, I have to see what happens next!” response. The story in Shivering Isles does. The majority of the plot revolves around a new character named Sheogorath, a remorseless wise-cracker who sounds a bit like a Scottish pirate or a drunken Sean Connery. Almost every line of dialogue or quest that this amazingly well-written character sends you on is a treat. The missions have been intentionally streamlined to offer more action and less conversing. As the plot unfolds, you find yourself bouncing from one dungeon to the next, most offering a different set of fun tasks – such as escaping a collapsing cave or choosing whether you kill or torture a party that appears to be stripped from a Dungeons & Dragons campaign.

Since Shivering Isles is a completely separate island (you’ll find the portal that leads to it in a lake near Bravil), all of the scenery, inhabitants, and items are new. This kingdom is split into two realms: Mania, a colorful, almost Alice in Wonderland-like place, and Dementia, a place so dark it feels like death is constantly closing in. These two distinctly different areas overcome the biggest complaint that I had with Oblivion — it all looked the same. In Shivering Isles, everything seems fresh and new, which leads to a constant sense of wonder and awe.

Part of the allure of The Elder Scrolls games is unearthing new weapons and armor. There are plenty of new blades (some forged of never-before-seen metals) to wield, and equally as many exotic fabrics to try on, but don’t be surprised if you find yourself falling in love with one particular blade and using it for the entire game. Much like the world, this sword has two forms, Duskfang and Dawnfang, which alter upon sunrise and sunset. The sword’s magic recharges as it shifts between forms, and it becomes more powerful as it extinguishes souls.

Without tackling any of the side quests, I completed the critical path in less than 18 hours. With side content, the game offers over 30 satisfying hours that are balanced beautifully between higher-level characters and newly created ones.

It’s uncertain where this series goes from here, but like a great comic book, Shivering Isles leaves you craving more.

  

MATT BERTZ   9.5
During my time touring the Shivering Isles, I became a torturous dungeon master, violent drug fiend, ruthless inquisitor, and a creator of mutilated beasts. In short, I had a better time visiting the worlds of Mania and Dementia than I ever did in Cyrodiil; that’s saying something considering that I logged more than 100 hours into Oblivion. Even speaking with the demented leader of this realm was a blast — the Daedric Prince of Madness Sheogorath’s hilarious mutterings spoken in a broken Scottish accent had everyone at the office in stitches. Though I felt they could have pushed the townsfolk to more extreme degrees of madness, it’s tough to take anything away from an expansion pack that offers so many amazing moments.
9.5
CONCEPT:
An expansion pack that places players in an entirely different world with the series’ most entertaining quests
GRAPHICS:
The detailing is similar to Oblivion, but the world is more colorful and dynamic, and the architecture shows a higher level of variety
SOUND:
The soundtrack and most of the voiceovers are exactly the same. If you’ve played a lot of Oblivion already, this sucks
PLAYABILITY:
The inventive missions are joined by a slew of new weapons and spells that open up amusing combat options
ENTERTAINMENT:
It’s not as long as Oblivion, but this expansion offers the best we’ve seen from this series
REPLAY:
Moderately High
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