TES4’s little brother. The Elder Scrolls Travels: Oblivion was set to hit Sony’s iconic console

Nowadays, not many recall that the Elder Scrolls collection boasted a mobile spin-off subseries called “The Elder Scrolls: Travels“. This series never reached mainstream gaming popularity since it was exclusive to smartphones. One of its most recognized titles was “The Elder Scrolls Travels: Shadowkey“, launched in 2004 for Nokia N-Gage devices.

Instead, one might ponder what it could have been if the game had been developed on a grander scale, similar to The Elder Scrolls Travels: Oblivion for PlayStation Portable. This leads us to question whether fans of Bethesda’s universe would feel disappointed that such a project never came to fruition in its full potential.

Developers

The narrative of the game titled “Oblivion,” which was originally developed by Climax Studios, should commence by revealing that this studio has been known for producing spin-offs from well-known brands throughout the years. Their impressive portfolio encompasses various projects such as the handheld version of Serious Sam (for Game Boy Advance), Silent Hill Origins, Shattered Memories, and the trilogy of Assassin’s Creed Chronicles.

It’s not surprising that when Bethesda Softworks sought a team to develop Oblivion for PlayStation Portable, they chose the one in question. With enthusiasm, this team immediately got down to work, striving tirelessly to bring the concept of a mobile version of Oblivion to life.

Mobile Oblivion

The game titled “The Elder Scrolls IV: Oblivion” aimed to captivate the globe not just by its expansive nature, but also by creating an immersive sense of life. Climax Studios had the opportunity to preview Bethesda’s early masterpiece before release, and they understood that due to technical constraints on the PSP, a direct port of “Oblivion” wouldn’t be feasible. As a result, instead of following the sandbox RPG format, they opted for a more dungeon-crawler style gameplay, where the main location acts as a hub. This design choice allowed for numerous additional locations to be included, which we could instantly travel to.

As a gamer, I’d say, “In this game, the main hub feels alive because of the changes triggered by my actions and choices. New characters pop up, offering fresh quests that keep things interesting. Plus, the levels aren’t strictly linear – there are multiple paths connecting locations, so I can choose my own route to reach the destination.

The Elder Scrolls Adventures: Oblivion wasn’t meant to retell the storyline of the major Oblivion, but instead, it was designed to occur concurrently with it. The game would offer insights into how different parts of Tamriel were coping with the Oblivion Crisis and introduce us to the cunning Zhurl as the primary villain.

Our journey will primarily unfold within the picturesque province of High Rock, visiting various locations like the island of Rhalta, the urban centers of Anticlere and Glenpoint, the rural settlement of MoonGuard, and even the crumbled remains of Daggerfall. Notably, we’ll frequently find ourselves in the treacherous depths of the Abyss, battling formidable adversaries to seal the approaching gates.

It’s clear that this game is based on Oblivion, as you can tell not only by its storyline but also by the initial setting (the game begins in an underground prison) and the user interface, which closely resembles the original project.

In contrast to the larger scope of the initial “Oblivion”, a smaller project doesn’t necessarily imply a minimal endeavor. This proposed development included over 180 quests, 18 skills categorized as both primary and secondary, and a comprehensive character advancement system. The content was so extensive that there were worries that the game might need to be distributed across two UMD discs due to its size.

Issues and inclined plane

The development for “The Elder Scrolls Travels: Oblivion” began in 2005. Initially, the game was built on Climax Studios’ proprietary technology, but it soon became clear that this tech couldn’t handle the project’s high requirements. To rectify the situation, the team switched the entire game to the Renderware Studio engine, which was compatible with the PSP.

Regrettably, the release of ‘The Elder Scrolls Travels: Oblivion’ for PSP, which was initially scheduled for spring 2007, never materialized as planned. It’s possible it was even intended to coincide with the PS3 launch on March 20, but unfortunately, this didn’t come to fruition.

Bethesda halted the mobile version of Oblivion for unknown reasons, deeming it a financial loss. Neither the publisher nor Climax Studios provided explanations for this decision. It seems that delays or technical difficulties may have caused the project to fall short of its quality goals, ultimately leading to its cancellation.

Playable prototype and other remnants

Unlike many other cancelled games, we don’t have to rely on our imagination or admire limited materials to appreciate The Elder Scrolls Travels: Oblivion. In 2016, a playable prototype of this project was actually leaked online, giving curious fans the chance to experience it themselves. For those who missed out, there are video materials available from its early stages.

The potential first release under this subsidiary label could have garnered significant attention, had “The Elder Scrolls Travels: Oblivion” not turned out to be a standout success within Bethesda’s portfolio. It is intriguing to ponder how the fate of this venture might have unfolded if the portable spin-off series hadn’t gained prominence and been developed concurrently with the main “The Elder Scrolls” series. In fact, it would be appealing to imagine a scenario where we could enjoy new games from this line more frequently than once every few years, given their relatively smaller scale.

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2025-04-27 21:32