The plotline (and side quests) on PSP referenced the Oblivion game and plot line at several points to tie the two products together, and even explained / foretold some of the events of Oblivion – for example, the Dark Brotherhood quest line heavily featured Lucien Lachance (before his demise in the main Oblivion game).The team developed a few playable levels using Renderware Studio and most of the core gameplay systems was already working or planned, as the combat mechanics (which allowed the player to sub-select parts of an enemy when targeting them, due to only having one analogue stick on the PSP), inventory system, TES character statistics system using Oblivions own attributes / skills formula and the conversation system.Unfortunately well never be able to play this unique version of Oblivion. In The Elder Scrolls Travels players would have helped a Mage to try to stop the Oblivion Crisis, and each plane of Oblivion featured its own unique boss.The designers had planned more than 180 quests, which took on a variety of things from the main quest line to a huge variety of side quests, including quests for the various guilds. Some of the levels were set in Moonguard, Anticlere, Glenpoint and even Daggerfall, each with their own explorable world areas and plane of Oblivion that was a unique reflection of the level location. The game took place at the same time as Oblivion, but wanted to express that the Oblivion Crisis was happening all over Tamriel, not just in Cyrodiil, so it was set in and around High Rock.
Even Todd Howard was really impressed with the design that the team was able to create for the portable version, that included all of Oblivions main core mechanics, plot, characters and playable areas related to TES4: Oblivions storyline. Oblivion PSP was designed in a way that would maximize the console limitations, but there was a lot of levels planned and at one point Climax even thought it might have to be split on to two UMDs.The team at Climax had access to early builds of Oblivion and played it heavily to be able to better get the feel of the main game. Each area had multiple paths to be explored that were open or closed depending on which quest was active. The hub world would change and react to the events that went on in each area, for example going on a side mission in a level and rescue an NPC, that NPC may show up in the HUB world as a special vendor or quest giver. There was a hub world which contained various vendors, NPCs and story characters, and player would have used a teleportation crystal to go to each of the explorable areas of the game. The game was in development at Climax Group London (former Syrox Developments, from Kingston upon Thames, UK) with some help from Climax Group Los Angeles in 2005 / 2006, with new characters, inventory system, combat system, levels and more features exclusive for this PSP version.Because of the Playstation Portable hardware limitations, Elder Scrolls Travels: Oblivion was going to be a more linear game than the original Bethesda Game Studios version.
The Elder Scrolls Travels: Oblivion is a cancelled action RPG in The Elder Scrolls series that was planned to be released for PSP, based on the main Oblivion game released for PC, Playstation 3 and Xbox 360 in 2006. Издательство: Bethesda softworks, Zenimax media The Elder Scrolls Travels Oblivion USA Beta