Oblivion DLC Run-down

Games by Degtyarev on  Aug 07, 2011

It is not often that I purchase a game twice. But when the GOTY Deluxe edition of Oblivion went on sale during the Steam summer sales, I just couldn't resist. Being more of a retail man myself, I owned (and still do) the Oblivion/BioShock pack with an additional physical copy of Shivering Isles. The remaining DLC, however, was hard, if not impossible to get hold of without Steam. So when the Oblivion edition that included all of the DLC was priced down to a mere €8,74, I saved myself a lot of time and money by just buying the pack. Seeing as I've already reviewed both Oblivion and the Shivering Isles expansion, I deemed it appropiate to give a run-down of the remaining DLC in my personal blog.


Knights of the Nine

 


This is the first and foremost reason I got the complete version of this game. Knights of the Nine adds a whole new questline, which sees you reform an old knight order and face an evil Ayleid king. The questline sends you through some great dungeons that definitely surpass the design of the random ones you encounter across Cyrodiil, and adds some very worthwhile items to the game, among which a heavenly armour set and, my personal favourite, boots that make forest creatures leave you alone. Knights of the Nine did have a few too many fetch quests for my liking, but in the end it does offer some of the smartest puzzles and dungeons in the game.


Vile Lair

 


The Vile Lair DLC is one of the plug-ins that adds an occasional residence to the game. Evil players will find a great home in Deepscorn Hollow, an underground lair that offers such things as a coffin bed, a sleeping prisoner that serves as free vampire food, a dark minion, several enchanted items and even an altar of worship of Sithis. Seeing as my character is more of a goody-two-shoes, I don't end up visiting Deepscorn Hollow a lot, but for evil characters and especially vampires, this makes for an ideal hideout.


The Thieves Den

 


Like Vile Lair, Thieves Den adds an additional residence to the game, this time for stealth-based players. Dunbarrow Cove is a cove (duh) underneath Anvil Castle that contains a shipwrecked pirate ship. After slaying the skeletons of the perished crew members, you can claim it as your new home. Additional upgrades (which can be purchased from a vendor in Anvil) will add pirate crew members that can loot stuff for you, and items such as a special chest to spamtrain your security on. It's a pretty decent hideout, but apart from some training, there is not too much to come back for.


Wizard's Tower


Another residence plug-in, Wizard's Tower adds Frostcrag Spire to the game. This abstract structure can be found deep in the Jerall Mountains and is designed to cater to the needs of mage characters. After buying the appropiate upgrades in the Imperial City, the tower offers a large library, an Alchemy Lab and an Alchemy Garden, among other things. The design of the residence is tight, and seems to fulfill the mage's every need, but seeing as my character, as said, is more focused on stealth and combat, I tend to not occuppy myself with more than the occasional magic trick.


Fighter's Stronghold

 


Now, this is what I call a plug-in. Fighter's Stronghold adds the gigantic Battlehorn Castle to the game, which is yours to claim after you deal with the marauders that are attacking it. Fully upgraded, Battlehorn Castle contains just about everything: a sparring partner to train combat with, personal guards that can accompany you on your adventures, a large personal quarter with lots of books, various chests to keep your stuff in, and a personal servant. There's even a taxidermist that can make stuffed ogres, trolls, minotaurs and whatnot out of the trophies you collect from their bodies. With so much to offer, Battlehorn Castle is not only the perfect residence for the fighter-based characters it was designed for, but also a very nice place to be from time to time for other characters. Seeing as Battlehorn Castle probably provides the best house in the game, this plug-in may be the most appealing piece of DLC right next to the Knights of the Nine.


Horse Armour

 


Ah, the infamous Horse Armour DLC. It does exactly what the name says it does: providing your horses with armour (may you choose to do so). This increases their hitpoints (as if anyone really needs that - horses seldomly get killed) and makes them look a bit more lame. And that's it. No other functions or value, making this piece of DLC essentially worthless. I'm glad I didn't buy this separately, or I'd feel screwed.


The following DLC hasn't yet been tested: Mehrune's Razor, Orerry and Spell Tome Treasures.

So, was the DLC worth the repurchase in the end? Absolutely, for €8,74, the extra quests and houses are a very fair deal for an Oblivion fan such as myself. However, I wouldn't recommend paying the full €25 it costs normally if you happen to have the same problem I had. The DLC and plug-ins, while mostly worth it, aren't essential to the game. They don't add a whole new world like Shivering Isles, and the new items that are added to the game are nice extras more than anything. As for me, I'm glad I finally have the complete edition of this great game. Now excuse me while I go chill in Battlehorn Castle.


Jesse Dolman, NoobFeed.

Jesse Dolman

Subscriber, NoobFeed

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