for Morrowind, Soule chose to create a soft and minimalist score so as not to wear out users' ears. Soule stated that while composing the music, he did not imagine any specific characters or events; rather, he wanted it "to comment on the human condition and the beauty of life." In a 2006 interview, he related that this desire came as a result of a car accident that occurred during his composition of the score. He said, "I ended up rolling in my car several times on an interstate while flying headlong into oncoming traffic ... I felt no fear ... I simply just acknowledged to myself that I've had a good life and I would soon have to say goodbye to all of it in a matter of seconds." Soule sustained only minor injuries, but commented that his feeling during the crash—"that life is indeed precious"—remained with him throughout the rest of the composition. Marketing and release Oblivions public debut occurred on May 18, 2005, at the Electronic Entertainment Expo (E3) in Los Angeles. The version shown at E3 was substantially finished; most of the content was already in the game, lacking only the polish that the final months of development would bring. Most viewers were impressed by Oblivion's showing, and the game won a number of "best of" awards from a variety of game journalists, among them GameSpy's "RPG Game of Show", GameSpot's "Best Role-Playing Game", IGN's "Best PC RPG", RPGFan's "Overall Game of E3 2005", and the prestigious "Best Role Playing Game" in the 2005 E3 Game Critics Awards. A near-final build of Oblivion was shown at Microsoft's Consumer Electronics Show press tent in January 2006, showcasing the game's exteriors. In the months prior to release, anticipation for the game ran high, with critics describing Oblivion as "the first next-gen game" only heightening attention. Pete Hines, vice president of public relations and marketing for Bethesda, said: "People were expecting the game to cure blindness and heal the sick." 2K Games had aimed for a late 2005 publication so that the game could be an Xbox 360 launch title. The official release date for the PC and Xbox 360 versions was originally November 22, 2005, but developmental delays pushed it back to March 20, 2006. A mobile phone version of the game, developed by Superscape and published by Vir2L Studios, was released on May 2, 2006. The PlayStation