Tuesday, October 30, 2012

Oblivion Mod Review - Origin of the Mages Guild

The Elder Scrolls IV: Oblivion Mod Review - Origin of the Mages Guild (ver 7.3.1)
Score: +2/-2

Summary: Mages Guild expansion.

Why Get This: Expand the Mages Guild services.

Mostly what you will interact with is new rooms in the Mages Guild and Arcane University. There's a lot of stuff to see, but barely anything interesting to do. There is a vampire lair that is basically a long dungeon crawl ending in powerful loot and made irritating by lore dumps to justify its existence.
+ A LOT of cosmetic content for the Mages Guild, including a lot of common sense things like magic classes and more spell vendors in the Arcane University. Unfortunately, it is mostly cosmetic. Interesting to see but you may hardly use it.
+ Some nice common-sense things happen to the Mages Guild after you become Archmage, like re-opening the Bruma Mages Guild.
- Rather heavy-handed with the info/lore dumps. However, if you are a lore fan then you may find a lot of this rather interesting.
- Some of the quests after you become Archmage are inane -- like running around to find candidates for the Council of Mages. You are the Archmage. You are probably also the Champion of Cyrodiil. Why are you doing gofer work? Send a lackey! (You in fact do get an Assistant, but can you send her? No.) All the quests prior to being Archmage are far more interesting than any quest this mod offers.

No comments:

Post a Comment