ScrollsOfTamriel
New Member
I'm replaying Oblivion for the first time in like eight years and just finished the Shivering Isles questline, and man, I forgot how insane it is. Skyrim's DLC are solid—Dawnguard has Serana, Dragonborn has Miraak and the whole Apocrypha vibe—but Shivering Isles is just on another level entirely.
The thing that gets me is how much the expansion commits to the bit. You're literally in Sheogorath's realm, and instead of the game treating it like a gimmick, everything about the environment and the questline reflects that. The split between Mania and Dementia, the way NPCs are just unhinged in specific ways that match which side they're on, the fact that Sheogorath himself is the quest-giver and he's constantly messing with you—it all works because the writers actually understood the Daedric Prince they were writing about.
And then there's the ending where you become the new Sheogorath. Like, that's not just flavor text. The implication that you're locked into that role forever, that you've basically been tricked into an eternal position serving a Daedric Prince—it's dark as hell and the game doesn't apologize for it. Compare that to Skyrim's Daedric quests, which are fun but mostly feel like "go fetch this thing for a Prince and get a cool artifact."
I get that people love Solstheim and the Dragonborn stuff, but Shivering Isles actually feels like you're visiting another plane of existence, not just another province. The architecture is weird, the landscape is hostile in ways that don't make sense geographically, and the people are genuinely unsettling. That's what an Elder Scrolls expansion should do.
The thing that gets me is how much the expansion commits to the bit. You're literally in Sheogorath's realm, and instead of the game treating it like a gimmick, everything about the environment and the questline reflects that. The split between Mania and Dementia, the way NPCs are just unhinged in specific ways that match which side they're on, the fact that Sheogorath himself is the quest-giver and he's constantly messing with you—it all works because the writers actually understood the Daedric Prince they were writing about.
And then there's the ending where you become the new Sheogorath. Like, that's not just flavor text. The implication that you're locked into that role forever, that you've basically been tricked into an eternal position serving a Daedric Prince—it's dark as hell and the game doesn't apologize for it. Compare that to Skyrim's Daedric quests, which are fun but mostly feel like "go fetch this thing for a Prince and get a cool artifact."
I get that people love Solstheim and the Dragonborn stuff, but Shivering Isles actually feels like you're visiting another plane of existence, not just another province. The architecture is weird, the landscape is hostile in ways that don't make sense geographically, and the people are genuinely unsettling. That's what an Elder Scrolls expansion should do.