Saturday, March 14, 2026

Game 572: The Elder Scrolls: Arena (1994)

 
The title screen has "Chapter One" in the title and a "The" before "Arena," but the game box and manual do not. My policy is to go with any two of those sources that agree.
         
The Elder Scrolls: Arena
United States 
Bethesda Softworks (developer and publisher)
Released 1994 for DOS
Date Started: 9 March 2026
         
It is with a little trepidation that I begin Arena, the first entry in the RPG series that I would likely choose if some psychopath told me I could only play one RPG series for the rest of my life. And probably the only reason I'd hesitate is because of another (now) Bethesda series: Fallout. It's not so much that I think Bethesda makes superlative RPGs but rather that I think they make superlative games that happen to have RPG elements. I am addicted to RPGs, yes. I hope the "Game 572" part proves that without further elaboration. But in addition to RPGs, I'm addicted to open-world, sandbox games full of histories, mysteries, and lore. That's why when I'm not playing Morrowind or Skyrim or Fallout 4 on my console, there's a good chance I'm playing Red Dead Redemption or Far Cry or Assassin's Creed. Put them together, and I don't need the RPG part to be perfect. I just need another obscure tome speculating on the inhabitants of Akavir, a battered journal with notes on the disappearance of the dwarves, or an NPC waxing about the true nature of Sheogorath.
      
I have tempered my expectations and don't expect to find much of this in Arena. I know the game takes place across the entirety of Tamriel, but my guess is that it's pretty shallow. (Even still, I nearly squealed when I opened the game map and found that the geography and names of the provinces were all established here in 1994.) I'm guessing that much that I like about the series' mythology will be absent, underdeveloped, or contradictory. I will try to focus on it as its own game rather than the beginning of a series. But a part of me can't wait to see what bits of lore—like those province names—that were established right here at the beginning. 
     
A map of the world from the character creation screen. It is essentially unchanged 32 years later. 
        
The name most associated with the Elder Scrolls, Todd Howard, wasn't present for this first outing. He wasn't hired until several months after it hit the shelves, in time to spend some time playtesting the CD-ROM version released later that year, but not to contribute to any of its story and mechanicsMost of the credit goes to developers Ted Peterson, Vijay Lakshman, and Julian LeFay (what a great name for someone developing fantasy worlds), who started with the intention to create a game about traveling gladiators who would fight in—you guessed it—arenas. Somewhere along the line, an idea developed to let the gladiators engage in RPG-style side quests in between gladiatorial matches. Then the side quests took over the game (apparently too late to print new boxes and marketing materials). The developers were longtime fans of tabletop RPGs as well as Synthetic Dimensions' Legends of Valour (1992), so perhaps the change was somewhat inevitable. 
 
This quote comes after the title screen and seems more appropriate to the original vision for the game.
        
(Lakshman left the company after Arena, LeFay after Daggerfall, and Peterson after Oblivion, but the trio reunited in 2019 to form OnceLost Games and to announce The Wayward Realms, a "spiritual sequel" to Daggerfall. LeFay died of cancer in July 2025, but the game is still reported to be in development.)
         
It was Bethesda's first role-playing game. The company was eight years old by then, having been started by Christopher Weaver in his Bethesda, Maryland kitchen, funded by a cash infusion from the profits of his engineering and media consulting firm. In between contracts, Weaver and his employee, Ed Fletcher, began messing around with a football simulator that they later sold as Gridiron (1986). For the next eight years, they specialized primarily in sports games (Wayne Gretzky Hockey; NCAA: Road to the Final Four) and action movie tie-ins (Home Alone; The Terminator). In fact, their Terminator series featured smooth continuous-movement and a three-dimensional perspective during the same year that Wolfenstein 3D and Ultima Underworld were getting all of the accolades.
             
The start of the backstory. I didn't realize Tiber Septim was canon from the beginning.
      
It was a bit thrilling to experience the opening cinematic and read the opening paragraphs of the manual, full of names, places, and terms that would become as familiar in the mouth as household words: Gaiden Shinji, Tiber Septim, Uriel Septim, Tamriel, the Amulet of Kings, "Last Seed." The backstory awkwardly explains the title of the game: During the wars that unified the empire under Tiber Septim, the land became so violent, existence so much of a struggle, that the people forgot the world's original name, Tamriel, and began calling it "the Arena."
      
It is now 492 years later, and Emperor Uriel Septim VII (whose death will later kick off the events of The Elder Scrolls IV: Oblivion) is betrayed by his own Imperial Battlemage, Jagar Tharn. Tharn imprisons the emperor in another dimension, where time passes much more slowly than on Tamriel. (Why doesn't he just kill the emperor? Because the Amulet of Kings serves as some kind of alarm that would alert the High Council that the emperor was dead.) Tharn has also killed his own apprentice, Ria Silmane, to prevent her from warning the High Council. Adopting the emperor's guise, Tharn sits on the throne and begins his malevolent rule.
        
Me: "Who's this Talin doofus?"
      
I was surprised to see that the player character has a canonical name and backstory: He is Talin, leader of the imperial guards. Tharn has Talin thrown into the imperial prison after the opening events. He is awakened (here we shift from the opening cinematic to the manual) by the ghost of Ria Silmane, who tells Talin what has transpired, conjures a key to the cell door, and tells the bewildered guard to escape through a magical gate in the southwest corner, which will take him to another city. ("Teleportation between cities is common enough," Silmane says. I was about to object to this, but I then remembered the Mage Guild's teleportation chambers in Morrowind. They were gone by Skyrim, but then, so was the Mage's Guild.) Talin steels himself and opens the door. I suppose if you create something other than a male named "Talin," you can imagine that Talin immediately died, and Ria Silmane moved on to the next cell.
         
Right. "Captured."
      
The next pages of the manual explain that the main quest is to rescue the Emperor by recovering the eight pieces of the Staff of Chaos. But after introducing this fact, it spends a couple of pages encouraging the player to ignore the main quest if he or she wants to. These paragraphs are the father of the Bethesda "open world" approach:
   
If you wish to become a thief who robs innocent nobles, fine. If you wish to play a warrior who makes it his mission in life to kill these thieves, that's fine, too. All we did is give the computer all the parameters of the Land, from NPCs and their motivations, to monsters and their treasures, to nobles and their quests. The rest is up to you.
         
The Elder Scrolls games that I'm familiar with, Morrowind through Skyrim, make this kind of ignore-the-main-quest freedom a real possibility with meaningful side content and interesting mechanics and graphics. I'm curious if Arena does the same. 
       
Is this a daedroth?
       
Back in the game, we enter character creation. The game offers 18 character classes, a list that will remain mostly unchanged until Skyrim: acrobat, archer, assassin, barbarian, bard, battlemage, burglar, healer, knight, mage, monk, nightblade, ranger, rogue, sorcerer, spellsword, thief, and warrior. (Morrowind changes burglars to "agents" and rangers to "scouts" and adds "crusader," "pilgrim," and "witchhunter.") I enjoy the deft blend of classic RPG classes (e.g., warriors, thieves, mages) with some interesting archetypes we see rarely if ever, particularly the acrobat, burglar, nightblade, and spellsword.
     
You can choose the class through one of two ways: just picking it directly or going through an Ultima IV-style questionnaire. I thought I'd do the latter and see the result.
   
Your father delights in telling you stories of his travels in his youth. In one memorable tale, he tells you about a primitive island he visited where a young child was sacrificed once a year to appease Arius, the God of Fire. Whenever the natives neglected the sacrifice, the island volcano would erupt, killing hundreds of villagers. You immediately tell your father:
 
a) You do not believe in any such volcano God. Civilized men should intervene, find the nature cause behind the eruptions, and stop the sacrifices.
 
b) The God Arius must be evil to demand child sacrifice. The villagers should find some way to combat this god, instead of just giving in to his demands.
 
c) It is tragic, but the death of one small child is preferable to that of many villagers. If it works, they should keep the tradition. Gods are not to be toyed with.
   
My answer would be (A) in the real world, but in a fantasy world in which some kinds of supernatural powers exist, I have to go with (B). Deontology! 
     
One month after Tales and Tallows, you look at the horde of treats you have collected and find lots of brandied plums, a treat you particularly dislike. You know your younger sister likes them. Do you:
       
a) Give her all your brandied plums?
      
b) Trade the brandied plums for something she does not really like but you do? 
     
c) Pretend that they are excellent brandied plums and see if she will give up something really good in exchange? 
 
I like to be generous. I go with (A), but I'll accept a trade if she offers it. Honestly, though, I think I would really enjoy brandied plums.
     
You and your best friend buy your first daggers together, a matched pair. You loan him the amount since he doesn't have enough gold, and he agrees to pay you back later. After leaving the shop you and he sit down to marvel at your new weapons. To your dismay you notice that there is a small notch on the blade of the dagger you selected. Your friend asks you to please watch his weapon for him while he runs an errand. Do you:
 
a) Wait for your friend's return then point out the flaw in your dagger and return to the weapons shop to demand a refund.
      
b) Switch the daggers, rationalizing that since you paid for them you should get the first choice, and that if your friend ever notices the notch, you could always take him back to the weapon shop and get a refund?
      
c) Keep his dagger safe until his return, then switch the daggers with your best friend's knowledge, justifying it with the fact that you paid for them, and then offer to accompany him back to the weapons shop?
      
Which friend? Corey's the only one I know who would like a dagger, and he never pays me back for anything. Screw Corey. But I'm not going to be surreptitious about it: I'm going to switch the daggers while looking him right in the eyes. (C). 
           
I didn't take many screenshots of these questions. Here's one.
      
You are at weapons practice with Armsmaster Festil. He is very old now, but takes his teaching very seriously. In fact you have heard him comment that it is all he has left in life. Today he has ceaselessly taunted you at every mistake. Finally he asks you to attack him with the same technique you just did, in an effort to show you the proper execution. Do you:
     
a) Do the technique just fast enough so that he can block it, knowing that it is more important to allow the master to retain dignity, regardless of your personal feelings?
      
b) Attack him at full speed, knowing that you could probably score the hit and justify his unfair treatment of you by showing the class that you were actually doing it right?
      
c) Refuse and leave practice, unable to compromise your anger with his dignity, and realizing that whatever course you choose would cause you to lose respect for either him or for yourself?
     
This feels like a toxic relationship. Best just to walk away. (C). 
           
Your mother is terribly ill and you have been sent with a few gold pieces to buy some rare, medicinal herbs for her. As you reach the door to the apothecary's, you realize there is a hole in your purse and all the gold has fallen out. Do you:
      
a) Enter the store, tell the apothecary your dilemma, and promise on your honor to pay him back for the herbs your mother so desperately needs.
      
b) Attempt to steal the herbs from the apothecary's. You know the old man who works in the store will not be able to catch you, and your mother lies sick. 
      
c) Run back home and admit the loss, hoping that your father will have more gold. You know you'll be punished, but you will neither be in debt to the apothecary, nor will you be a thief. 
    
Jeez, Arena. Way to hit close to home. I'll trust the apothecary and I can come to some kind of arrangement and choose (A). There's no follow-up question to ask what I'd do if the apothecary said no. 
    
Your parents are having a party for several relatives. While helping around the house, you see your cousin slip into a darkened room. Curious, you follow and discover him slipping a silver candlestick into his jacket. He is an honorable boy, but you know his family has suffered some recent financial hardship. He has not seen you yet, do you:
      
a) Clear your throat and tell him to put the candlestick back, reassuring him that your parents can help him if his family is in trouble, but he should not resort to stealing.
     
b) Close the door behind you and say nothing. Your family can live without the candlestick, but your cousin's family obviously cannot.
       
c) Treat him like any other burglar. Lock him in the room and call for your father. If he chooses to be merciful because of your cousin's poverty, that is his decision. It is your father's candlestick, after all.
    
I can already hear my reaction: "Come on, man. If you need money, just say so. What you're doing is just pathetic." (A). 
     
The senior student in your weapons class has trounced you unmercifully for the past several years. Today is the Tournament of Students and you find with dismay that you are paired against him for your first match. As you prepare your friend approaches and offers to tell you of an injury the senior student suffered in yesterday's sparring class, which you missed. Do you:
      
a) Accept the offer, knowing that it would allow you to concentrate on the injured area and greatly increase your chances of beating him?
      
b) Refuse the offer, knowing that win or lose you would rather do it through your own skill and not some extra knowledge in what should be a fair and honorable fight?
      
c) Accept the offer, reasoning that it is better to have the knowledge in case you need it, and realizing that having the knowledge does not necessarily mean using it?
    
In order, I would rather a) win honorably; b) win; c) lose honorably. Thus, (C) seems like a good option. Plus, the other guy's probably collected lots of intelligence on me
       
Armsmaster Festil introduces a new student to the class: a small, awkward boy named Tys who does not seem to have any natural talent at all. The class is divided into two sides for a mock battle and, as one of the "generals," you are to assign your soldiers to positions. Tys is one of your men. You decide to:
      
a) Put Tys at the frontline with the other fighters, rationalizing that in any realistic battle, he would probably be a casualty anyway, and that there must be some sacrifices. 
       
b) Use Tys as a scout, rationalizing that because of his small size he would probably be good at sneaking in and gathering information on the enemy. 
      
c) Assign Tys to several posts during the course of the battle, staying near and helping him so he can gain valuable experience and improve.
        
The character begins the game alone in a dungeon cell.
      
It's funny that all these scenarios could fit within the life of a single person. I'm starting to get a picture of him: upper-middle class, parents probably involved in professional positions at court in some way, trained and tutored from a young age, generally privileged. There's a version of these questions that go: "You have a slice of bread and a dead rat; which, if either, do you feed to your little sister?" But I'll keep working in this paradigm. In this case, answer (B) comes to mind before I even read the answers, so that's what I go with.
        
Entering town you find that you are witness to a very well dressed man running from a crowd. He screams to you for help. The crowd behind him seems very angry. Do you:
      
a) Rush to the man's aid immediately, despite your lack of knowledge of the circumstances?
     
b) Rush to the town's aid immediately, despite your lack of knowledge of the circumstances?
      
c) Stand aside and allow the man and mob to pass, realizing that it is probably best not to get involved?  
         
I don't like any of these. I agree that acting without knowing the circumstances is a bad idea (C), but that doesn't mean I have to stand aside. I'd put myself between them, demand in a loud voice that everyone calm the hell down, point to someone, and ask him to explain what's happening. Lacking that option, I guess one guy needs defending more than a crowd. (A). 
       
You are told that a young man has been caught by the village guards and accused of murder. Apparently, his brother was killed by a group of four ruffians in a local tavern, and in his grief, the young man tracked each of them down and murdered them. Upon reflection, you believe that:
     
a) The young man acted honorably in avenging his brother's death. The village lord should let him go free. 
    
b) Even as you sympathize with the young man, vigilante law cannot be tolerated if there is to be peace.
      
c) The young man's only mistake was getting caught while exacting vengeance. For that, he now must accept whatever fate has in store for him.
    
Twenty-First Century developed world: You let the police handle it. "The Arena":  I'm impressed by the man's initiative. (A). Let me note here how thankful I am that Bethesda went with "you are" rather than "thou art" (or "thou durst," as the author of Ring of Elanor might have said).
     
Finally, the game tells me that I would do best as a battlemage, a balance between a mage and a warrior, with very little thieving ability. Consulting the manual, I see that battlemages can use any weapons, some shields, and only leather armor. They specialize in offensive spells. I worry about how I'll get doors open, but it otherwise sounds good to me. Incidentally, the materials are inconsistent as to whether it's "battle mage" or "battlemage." I prefer the latter, so that's how I'll render it.
          
It's also inconsistent as to whether the class should be capitalized.
        
There is an extent to which Arena is doing nothing more than the recently-completed Dark Designs: Passage to Oblivion by offering a long list of classes that are basically just combinations of the core classes. For instance, a nightblade is something of a mage-thief, while a spellsword is a warrior-mage. The answers to the questions above are aspected to the three "core" classes: warrior, mage, thief. If you overwhelmingly favor one, the game assigns you to that pure class. Every other class is based on combinations. I became a battlemage by offering six "mage" responses and four "warrior" responses. If I had done the opposite, I would have been (oddly enough) a barbarian. Six mage responses and four thief responses would have made me a nightblade. An even spread would have made me a monk (3,3,4), spellsword (3,4,3), or acrobat (4,3,3). You can find all the combinations at the Unofficial Elder Scrolls Pages.
      
These formulas do not quite mean, however, that each class is purely defined as a combination of mechanics from its constituent classes. Although there are no skills in the first outing (characters in Arena gain levels through traditional experience), each character class does have different starting attribute ranges, rates of experience gain, levels of health and mana, and types of weapons, armor, and shields they can use. I think some classes get bonuses on certain types of activities; for instance, thief-derived classes gain a bonus when using the "pilfer" action. 
       
The next options are name, sex, and race. Looking for a slightly more dignified name than my real one, I go with "Rochester." I make the character male. The race takes me a little while. The same races that all Elder Scrolls fans are familiar with are all here, except for orcs and imperials. (The Imperial Province exists, but you cannot click on it to choose your race.) Khajiit and Wood Elves are natural thieves; Nords and Redguards are natural warriors; Bretons and High Elves are natural mages. Argonians blend magic and stealth while Dark Elves blend magic and weapons. The manual details specific bonuses that the races receive; for instance, Nords take half-damage from cold attacks, and High Elves are immune to paralysis. As with later games, it's hard to beat the Breton's 50% immunity to all magic, with a further chance of shrugging it off entirely.
     
The game's description of Bretons.
     
It's worth noting that the beast races are very different here than in later Elder Scrolls games. Khajiit are not cats, but rather humans with cat ancestry who sometimes paint their faces to look like cats. Argonians have scaly skin but also hair, and they don't seem to have tails or tridactyl feet. 
       
An Argonian (left) and a Khajiit (right), the latter of which looks like a superhero named Cat Man.
      
The last bit involved in character creation is to distribute a bonus pool of points to the eight attributes: strength, intelligence, willpower, agility, speed, endurance, personality, and luck—a list that will remain unchanged until Skyrim jettisons attributes completely 17 years later. (Let us now stop to contemplate a time in which Bethesda released five Elder Scrolls games in a period of 17 years.) You can reroll stats as many times as you like. The attributes are on a scale of 0 to 100, with plenty of room to grow. I re-rolled about 20 times just to get a sense of the range, and I never got a score lower than 36 (strength) or higher than 68 (intelligence). My combined attribute total, including bonus points, ranged from 406 to 434. I guess the Breton drags strength down a bit, so I put most of the bonus pool into that attribute.
       
The game suddenly gives me a "thou wilt" when it comes to changing the appearance. I got 10 possible heads for my Breton battlemage, none of which I liked. I finally went with the guy with an eyepatch.
             
Come on, Bethesda. Don't go down that road.
         
The game transitions into a cinematic of Ria Silmane speaking to me, relating substantially the same material as written in the manual. The full-motion video is accompanied by voice dialogue; reportedly, Bethesda programmer Jennifer Pratt played the character. (I have the CD-ROM version of the game from later in 1994; I'm not sure whether the voiceover accompanied the original or not.) When the narration finishes, the character is alone in his cell, and I can start playing.
         
What is this land, some kind of arena?
       
Some readers will want me to mention the music, which is more atmospheric than melodic. The title screen theme is almost all percussion, suggesting a march towards a perilous duty. Once the game begins, the score is characterized by long minor-mode chords, isolated notes, and distant rattles—very moody and appropriate to a dungeon. It feels very similar to something I've heard before. I turned it off, of course, but I promise that I listened for a good two or three minutes first. I'm a bit annoyed to find that it won't actually turn off; even at a volume level of 0, you can still faintly hear it.
    
The graphics appear to owe a lot to Ultima Underworld, as does basic movement. You can move and turn with the arrow keys or numberpad, or by  clicking on the edges of the visible screen. The rest of the interface is original enough, with buttons for brandishing weapons, viewing the automap, stealing, checking the date/time/location, casting a spell, viewing the journal, using an item, or camping. Controls are kept to a minimum (no redundant GTFO cluster) so as to maximize the exploration window, which is significantly larger than either Ultima Underworld or Legends of Valour
          
I'm sure I've seen that wall moss and blocky stone furniture before.
       
Most mouse commands have redundant keyboard shortcuts, with the sole (and important) exception of attacking, which must be done with the right mouse button. 
    
The world isn't quite as interactive as Ultima Underworld. For instance, when you see an item, you can double-click on it to take it, but you cannot drag it from one place to another. I'm not sure the engine supports pulling on chains, flipping switches, or otherwise manipulating puzzle mechanics.
   
I unlock the cell with my key and start exploring the world. Combat, which I will naturally cover in more detail later, comes upon me almost immediately, in the form of two goblins in the hallway outside my cell. The character attacks by brandishing a weapon and swiping with the right  mouse button, different gestures doing different attacks. He casts by clicking the spell icon, choosing a spell, and clicking the screen. Easy enough. Skyrim isn't so different. 
     
Killing my first goblin.
         
The automap is based entirely on Underworld, complete with a quill pen and the ability to write your own notes. It lacks an eraser, alas. There's also a logbook, but it's empty for my character.
      
Even the fonts are the same.
         
Over the next few minutes, I kill a few goblins and a few rats, I find pieces of armor that my battlemage cannot use, plus some gold, several castings of the "Mark" spell, and an elven longsword.
       
I was excited about this pile of treasure outside my cell door, which seemed to have a bit of everything. But it turns out that all treasure looks like this, regardless of what the pile actually contains.
        
To equip items, you go to a separate character window, accessed by double-clicking the character portrait. It has a "paperdoll" figure, but instead of dragging items to the doll, you double-click on them in the inventory.
    
     
I hit Level 2 and get five points to invest in my attributes. My hit points get  low, and while I'm trying to rest to restore them, a goblin shows up and finishes me off. 
         
Ria appears again when you die.
         
That's good enough for the first session. I'll hear everyone's opinions about character classes and restart fresh next time. Good start. The reason for the name would not have convinced me even as a teenager, though.
   
Time so far: 1 hour 
 

118 comments:

  1. I played the demo version (the first dungeon) back in 1995 and I remember my reaction was lukewarm. I found it fun but it felt generic and bland. I didn't bother getting a full version (legally or otherwise) until much later when I was surprised that of all legendary CRPG franchises (Ultima, Wizardry, etc.) the Elder Scrolls survived. Back in 1995 I preferred playing System Shock.

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    1. At least having to "rescue the Emperor by recovering the eight pieces of the Staff of Chaos" is not a strikingly original main quest, to put it mildly.

      This 'powerful artifact has been broken into pieces dispersed/hidden away and those have to be found' which TVTropes calls 'Dismantled MacGuffin' and this blog 'Disassembulet of Yendor' has shown up quite a bit before, including well-known games like The Bard's Tale II (1986) or Amberstar (1992) - in/by the latter of which it already made our host 'yawn' and 'groan'.

      Not sure where this started in fantasy lore and/or CRPGs, respectively.

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    2. The oldest example of a Disassembulet I can think of is the Rod of Seven Parts, in a 1976 publication for tabletop D&D.

      As far as I can tell, the oldest CRPG that uses it is the 1982 Wizardry II; and the oldest non-RPG computer game is the 1982 E.T. (yes, _that_ E.T.) Since E.T. was released in november, Wiz 2 was probably first (I don't have an exact release date).

      If it's not a disassembled artifact but a treasure map, then the earliest example I could find is the 1943 serial The Phantom. I'm rather surprised that I can't find either trope in ancient mythology, though.

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    3. I think the myth of Isis collecting the body parts of Osiris to revive him sorta-kinda qualifies :-P

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    4. @Radiant re Wiz II publication date: Jimmy Maher wrote on his Digital Antiquarian blog that Wizardry: Knight of Diamonds appeared in March of 1982. While back then early in the blog's history (2012) he did not indicate sources yet, based on other elements it sounds likely the game was released in spring and definitely earlier than E.T. at the end of the year.

      Ads for it appeared at least since March, reviews started at the latest in May and Sir-Tech wrote in a special promotion for Applefest Boston 1982 (taking place in mid-May) that it would be available for the first time on the East Coast at said event.

      By July 1982, Computer Gaming World was including it in its 'Reader Input Device' poll and in the second half of the year it started showing up in US sales top ten lists (e.g. here and even in the Japanese LOGiN magazine here) as well as in Great Britain.

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  2. I would have loved a keyboard shortcut for attacking. I'm just not a fan of click-drag-release mouse mechanics.

    Anyway, great start, and I was not aware this series had deep and consistent lore going back to its first entry.

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  3. Orcs are not playable in Daggerfall either, which ties into the lore of the series.

    My first contact with The Elder Scrolls was a demo of Daggerfall, and I remember being facinated by the character class selection using a set of questions. I then forgot about it until coming across Morrowind much later. The question based approach quickly lost its appeal, it is just too easy to see the variables counting up behind each of the questions. I rather use the ability to create a custom class with a chosen skillset.

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    1. I feel the same way about the questionary approach. Especially when you need to choose immoral or stupid answers to get the stats you want.

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    2. Ultima fangame Dude Where's My Avatar has a fun take on such questions, leading to answers like "Sacrifice thy rations unto -- wait, what's with that crap? Kick his ass!"

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    3. If you go into it with the mindset of getting certain classes or stats, the approach is bound to fail. I think you need to go into it envisioning a character and answering the questions as that character. The issue here is when the mechanics of the selection basically become obvious even on the first time you go through them.

      It works much better in Ultima IV, at least as long as you're not yet familiar with the virtues.

      Where it works best for me is in Jagged Alliance 2, where these questions are very varied, have lots of different answers, and determine a diverse set of skills and personality traits in a matter that is sometimes still obvious, but not always.

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    4. Psycho + Auto Weapons for life!

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    5. Yes, IF the questions are versatile and well thought out, and IF the mechanics support a wide range of character builds, it can be a great approach. That's two big ifs though.

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    6. It seems like the sort of thing that is cool the first couple of times and after that you would like the option to skip straight to the class you want. Which apparently is an option you have! That seems well handled.

      Another reason to allow skipping straight to the class is that the mechanics seem to make it harder to wind up in one of the "pure" classes, if you want them. From the guide Chester linked, to be a thief you need at least nine out of ten thief answers, or eight and the other two evenly split. If I'm doing my math right (which is doubtful) that means that, selecting answers randomly, there would be less than a 1 in 500 chance of getting a thief.* Even if giving a thief answer to one question means you're more likely to give a thief answer to another, it's still pretty unlikely.

      Also, from the stats, the Burglar seems like more of a pure sneaky character than a Thief, which makes sense from the name but is a little strange given that Thief is the one you get by giving nothing but thief answers. Seems like it might've been a little more natural to make the "oops! all thief answers" the Burglar, the "thief plus a little mage" the Bard, and the "thief plus a little warrior" the Thief?
      *My math: For 10 questions with 3 options, there are 10^3 total ways to answer. There is 1 way to get ten thief answers, 10 ways to get nine thief and one warrior, 10 ways to get nine thief and one mage, and 10*9 = 90 ways to get exactly one warrior and one mage (ten questions that could be the warrior answer and then nine that could be the mage). That's 111 ways to get the thief class; 111/10^3 = 0.0019.

      Delete
    7. Jagged Alliance 2’s personnality test is great because it’s both in-universe (part of a ridiculous HR survey for MERC) and completely over the top - really a parody of the Ultima/TES questions. My only gripe with it is that some answers are absolutely superior (eg some answers give you skills when the others answers to the same question don’t give you anything - so if you know the game that’s a freebie).

      Delete
    8. It is funny to have such an Ultima IV/V/VI influence here for the question/class choice, especially after the Ultima series had already moved on from it.

      I quite enjoy doing the questions in TES, but then will always pick a specific class (or custom class) anyway.

      Delete
    9. Rather, it is the events -of- Daggerfall that lead to orcs becoming a playable race.

      Delete
    10. When I played Daggerfall in the 90s, I was intrigued by the question idea, and loved the idea between a character/morality/personality test determining character class. Of course, this required all character classes being of equal function and merit. Daggerfall was almost the opposite of this - requiring a specific skill set to survive its dungeons - it almost REQUIRED building a custom class just to have the mana points in order to cast spells in any meaningful way. Which made the whole premise a liability. Ultima 4 was a lot better, however as class determined starting location, and some locations were better than others - this encouraged cheating. Having never played Jagged Alliance 2, I'm really keen to now, just to experience a personality test that actually works.

      Delete
  4. Christian ChiakulasMarch 14, 2026 at 5:27 AM

    So excited to finally get to this point.

    There should be enough connections to the later games to whet your appetite, but Daggerfall is where it starts to feel like the Tamriel we know and love, imo. You even get to meet Berenziah!

    Can't wait for the next one!

    ReplyDelete
    Replies
    1. Indeed, excited!

      In terms of revolutionary elements, it seems clear that Ultima Underworld did more than Arena.

      However given the enduring legacy of TES, there's some big excitement to get here!

      Delete
  5. "In fact, their Terminator series featured smooth continuous-movement and a three-dimensional perspective during the same year that Wolfenstein 3D and Ultima Underworld were getting all of the accolades."

    Well, not really. In the Terminator games your location was in the center of a large square on a grid, and you could only face one of the four cardinal directions. Even if movement and turning were smoothly animated, it still wasn't anything like UU.

    ReplyDelete
    Replies
    1. Simply not true, Anon.

      Bethesda Terminator was fully 3D with buildings and vehicles.

      Delete
    2. This is somewhat confusing, so some context is helpful.

      From 1991 to 1996, Bethesda produced 5 different first-person view Terminator games in nearly as many years.

      - The 1991 Terminator is a curious ambitious failure in a textureless street block open world.

      - 1992's Terminator: 2029 is the "only 4 cardinal directions" grid game.

      - 1993's Terminator: Rampage is on a Wolfenstein 3D-like engine.

      - 1995's Future Shock and 1996's SkyNet are on XnGine, the same 3D engine as Daggerfall, with buildings & vehicles.

      We can see the series indeed had
      technologically ambitious entries, but they are the 1991 & XnGine games (so comparing the series to Ultima & Wolf3D is not entirely chronologically correct).

      Delete
  6. I totally respect Cat Man even if he is not a cat!

    However, he's more than a little Tighten from MegaMind.

    ReplyDelete
    Replies
    1. A lot of funny bits in MegaMind, and I did like that one!

      Delete
  7. I finished this game a month ago, and it was my first Elder Scrolls game, which is perhaps unortodox considering the year we are in, but yeah I actually never played this series and I don't know anything of the following games so I didn't have any specific expectation. I found it sometimes too easy sometimes a bit hard but never excessively so, my regret is I suppose never really playing with magic. I was too worried about not knowing what I was doing so I went for a full meele run. Overall I had a good time with it, the worse flaw for me were the controls, especially jumping stumped me more than once in front of an obstacle because I had a hard time understanding I could jump over, or executing said jump. It was also rarely used in a more mandatory way so I would forget I could jump in between sections.
    It will be interesting to see a magic class at work.

    ReplyDelete
    Replies
    1. Speaking of classes, I would also love to see Chet play a spellcaster. I think TES:A is one of the earliest games that allows players to design their own spells.

      Delete
    2. I think it would be more correct to say that it's one of the *very few* games that allow the player to create their own spells. But of those very few, three actually precede Arena: the Trazere duology and Knights of Legend. Where Arena (and later TES) blow both of them out of the water though is the sheer variety of effects.

      Interestingly, the earliest non-TES game *after* Arena with a spellmaker that I can think of is Two Worlds 2 from 2010. But maybe I'm forgetting something.

      Delete
    3. I always found magic kind of awkward to use in this, so I often went melee first and used magic for healing.

      Delete
    4. Former VK - Wild Arms for PS1, but it was pretty simplistic, only combining the 4 elements for 16 total possibilities

      Delete
    5. I am of the understanding (having never played Arena) that utility magic in particular was most watered down as the series went on. I think you should at least be dabbling in utility spells, @Chet

      Delete
  8. Use a CRT shader to emulate the pc monitor , the experience Will be amazing, trust me

    ReplyDelete
    Replies
    1. I think that crt shaders are just a filter that is not necessarily better, and definitely not better for everyone.

      Too many people are obsessed with the crt filters while no one pays any attention to the sound imho.

      Delete
    2. Sound's not nearly as subject to the limitations of modern technology as graphics are - modern emulation will usually do a solid job of duplicating the average config from the old days - if you want the super high end stuff like MT-32 it can be pretty hard, but most people didn't have that when these games were new.

      A CRT filter can sometimes turn an image from a "what in tarnation is that supposed to be, it is just a blob?!" into "clearly a goblin" because modern pixels are too sharp and discrete.

      A matter of preference, true, but there's a reason that the graphics get all the attention.

      Delete
    3. What I don't get is how often people confuse what a normal CRT looked like with a standard VGA computer monitor. It's clearly not the same, the monitor did blur things that much but tried to achieve the most clear picture possible under the technology. Yes there is still a difference to LCD but not as much as you might think there is.

      Delete
    4. "Sound's not nearly as subject to the limitations of modern technology as graphics are"

      Very hard disagree on that, which kind of validates my point. It took years until we got a good opl3 emulator - nuked -, folks do not make any effort on changing the dosbox settings to avoid hissing and issues with samples, general midi is still judged under the most basic windows soundfont or the most bombastic out of tune ones once people start using virtualmidi or fluid, and to be honest right now games surround support is way poorer than in the early 00s (arkane and generally bethesda games being the kings of poor sound implementation - I have a discourse where I grab your arm on how indignant I am about Prey being praised by the sound design when the positional sound is totally broken IN A STEALTH GAME). Gamers are just deaf. But in a world where bad bluetooth codecs and Spotify with its low bitrates are king, not unexpected.

      Delete
    5. Most people didn't HAVE an OPL3 card back in the day. If you use Sound Blaster emulation (which is essentially solved), it might not be "the best possible", but it is much likelier to match your original experience.

      Delete
    6. One of the big advantages of emulation is being able to try out the high end options that most people didn't have back in the day, plus poor emulation of them can paint an inaccurate picture of what those options were actually like, or what the game's supposed to sound like in general

      Delete
  9. The Addict reaches the Elder Scrolls. That I get to see this. After all these years. *sniff*

    ReplyDelete
  10. First few comments about this, one for those who didn't know, this is the only elder scroll game where levelling is a more traditional xp from killing type affair.
    Second, one thing that annoyed me a little about both Arena and Daggerfall, Leather and chain armour both suck, they never get upgraded versions.
    One bug in Arena I exploited as a consequence, Burglars can actually use plate amour ;)
    Last for now, the creature sounds were really good for the time, trolls and iron golems(yeah not atronachs) both gave me "wtf was that" moments on first hearing them nearby.

    ReplyDelete
    Replies
    1. Christian ChiakulasMarch 14, 2026 at 3:01 PM

      I don't agree about leather/chain in Daggerfall. You have a Dodge skill to avoid damage, and you can gain a benefit (increased experience gain) from forgoing the "better" armor types. It mechanically incentivizes role-playing a light armor user! It's great!

      I agree though it works much less well in Arena.

      Delete
    2. In DOS Daggerfall, Dodge is bugged - instead of making it harder for enemies to hit you, it makes it harder for you to hit the enemies.

      This bug is fixed in Daggerfall Unity.

      Delete
    3. Christian ChiakulasMarch 16, 2026 at 2:12 AM

      Good pull. I did start on DOS Daggerfall but I guess I'm used to DFU now and forgot little details like that.

      Delete
  11. If you were a thief, would you have gone with “Doorchester”?

    ReplyDelete
  12. The explanation of the name is a blatant retcon - obviously they just decided not to change it from a title which was appropriate for the original gladiatorial game. But I guess if players didn't know the origin, it's just a weird explanation...

    ReplyDelete
    Replies
    1. Even Ted Peterson himself admitted that (retconned) explanation of the title for a game with no arena combat was "kinda awkward".

      The fact they basically changed the nature and main content of the game after already having done the advertising and printed up boxes with the name makes me wonder how production timelines and coordination worked back then.

      It probably also explains the difference between title screen (could be changed until shortly before release, I'd assume) and accompanying materials like manual and packaging (already done previously), so one could argue the title screen actually represents what the developers ultimately saw as title. Nevertheless, if it is afterwards marketed and sold under the 'package' title, I guess it makes sense to see that as the official game name. Mobygames works similarly, I assume.

      Delete
    2. Yeah, I don't doubt the reasons for the name, but even at a time where development cycles were much shorter, it would have still taken months to give the game its final focus and structure. I have not played that much of it, but for such a big game it doesn't feel that it was particularly rushed.

      How far ahead did they print the boxes?

      It really does sound more like a case of the left hand not knowing what the right hand does

      Delete
    3. There's a strong case for placeholder art/sounds/names being promoted to real due to sheer use. E.g. "eh we've been calling this thing Arena for a year so far, make it fit"

      Delete
  13. Researching the development for 'The Wayward Realms' sent me down a rabbit hole.

    ReplyDelete
  14. > My hit points get low, and while I'm trying to rest to restore
    > them, a goblin shows up and finishes me off.

    And that's where I quit Arena, and had no more dealings with Bethesda RPGs until the disaster of Fallout 3 (after which I decided to never play anything by that company ever again). I hated the combat instantly, and with passion. It's wasn't the difficulty: I remember trying to win my second combat in Betrayal at Krondor for many, many attempts, but it was the moment where I discovered I just can't like first-person real-time combat. I still hate it after all these years, and my recent foray into Kingdom Come: Deliverance 2 proved it once again (these days, having bought the game instead of getting it on a pirate CD along with 10 more, and quite loving the story, I did muddle through KCD2, but every combat was an exercise in frustration).

    ReplyDelete
    Replies
    1. That quote sounds less like a problem with real-time combat and more like a problem with getting attacked while you're trying to rest, which is not exclusive to real-time games (*cough* Wizardry 6 *cough*).

      I prefer the approach where resting always succeeds but you can only do it in particular locations (such as an inn or a temple).

      Delete
    2. I also can't stand first person combat, but from Morrowind on, you don't have to play that way!

      Delete
    3. As with many things, to each their own.

      @MaxEd - Your comment confuses me. Are you saying during your attempting to win the 2nd combat of Betrayal at Krondor (A non-1st person view combat) that you figured out your dislike for 1st person combat?

      Also, no idea how helpful or timely this bit of info will be, but there is a 3rd person camera mod for KCD2 on PC.

      Delete
    4. I just mentioned Krondor to illustrate that I'm not averse to challenge. As for 3rd person camera, that's not much better, really. My preference goes something like "any form of turn-based combat" ~~ "whatever combat system in Iron Danger is called" > "isometric action combat a la Hades" > "isometric click-based action combat a la Diablo" ~~ "RTwP" > "real-time first or third person combat".

      Witcher (2&3) games fit into this hierarchy somewhat awkwardly, but I guess it's "3rd person action combat that's mostly so easy I'm not too frustrated by it, even though I don't love it".

      One thing I really would LOVE to see is turn-based first-person or third-person swordplay, so that I could carefully plan and then execute blade trajectories, body movement, respect weight and inertia of weapons, etc. Kind of like sword combat is described in books when author is clearly a member of Society for Creative Anachronism :)

      Delete
    5. MaxEd--sounds kinda like you want Toribash with swords and probably less goofy. Looking into it, I think Toribash can have swords. (I've never played Toribash but I did play a 2D demake.)

      Also Toribash is not in the slightest bit an RPG, though a Toribash RPG might be funny.

      Delete
  15. Wow, weird choices.

    Question 1 requires knowing (or assuming you know) in-game lore. Are gods defeatable? Is there any way to stop "naturally occurring eruptions"?

    2. What do you mean they are not *excellent* brandied plums? How do you know what your sister want? Either go in and make a trade or give it to her to improve your relationships.

    3. If you lend someone money, you enter an informal contract to do just that. Switching the daggers amount to the bank being able to repossess your home in order to cash in any value it appreciated by.

    4. Just do as the coach says; perhaps he'll show you something. You are the dumb one, afterall.

    5. Obviously, asking for store credit to get some herbs won't hurt, and you are at the store anyways.

    6. [Saying this as a father] Involve parents. You are never kept completely up to date on all the shit that's going on in different families. Maybe, that kid has a gambling problem.

    7. Obviously, everyone in the training BUT YOU know of the injury, so knowing what happened would just even the odds. It is public knowledge, and your friend is a dick for trying to extort you.

    8. Mock battles are not quite for practice, but rather for evaluation; and this is an evaluation where putting someone without skill in a position which demands one is a recipe to get other people killed. Put him as a fighter and leave training for appropriate time - it's not a real war anyways.

    9. Obviously, you stay away - innocent victims of the crowd are historically very rare, and you have no idea what's going on anyways. Also, taking "very well dressed" into consideration is outright classism.

    10. Upon reflection of the situation, I believe that "getting caught by the guards and accused of murder" is so far ahead of any real punishment that it is unclear what would even happen in that situation to begin with, as the trial hasn't even begun. Given that this is just my reminiscence that is not related to any factual knowledge, I would go with A; however, in practice I think C is a fairer answer in a sense that he should just accept whatever comes out of trial after fully presenting his case.

    ReplyDelete
  16. BTW, did you notice that the question that starts with "You" is followed by a sentence that starts with "Thou"? My, my...

    ReplyDelete
    Replies
    1. There are plenty of examples of 'Ye old English" in the pictures themselves so, no luck here, Chet. But at least they seem to have kept it out of spoken dialogue, that would have been painful...

      Delete
  17. As a small note, I like the GIF. I reckon that the more modern the game, the more useful this format (ideally short :) ) to get a real "feel" of how the game plays.

    ReplyDelete
  18. OT, but the Terminator Future Shock and SkyNet games absolutely NAIL the atmosphere. Dark, oppressive, hopeless, exactly what it needs to be. I don’t think the gameplay and level design is all that great, but the world building is top notch. (Which is probably also my verdict for Arena)

    ReplyDelete
  19. "he tells you about a primitive island he visited where a young child was sacrificed once a year to appease Arius, the God of Fire. Whenever the natives neglected the sacrifice, the island volcano would erupt, killing hundreds of villagers. You immediately tell your father:

    a) You do not believe in any such volcano God. Civilized men should intervene, find the nature cause behind the eruptions, and stop the sacrifices."

    Isn't this the Conquistador option?

    ReplyDelete
  20. One interesting factoid about music in this game: some of the tracks have unorthodox time measures, like 10/8 in character creation or 7/8 in the music that plays when it snows! For me, this game was the first time I've heard a music in the rhythm that does not divide neither by 3 nor by 4. The music is written by Eric Heberling, who also wrote for "Celtic Tales: Balor of the Evil Eye" strategy/rpg game.

    ReplyDelete
    Replies
    1. I wish designers would concentrate more on getting directional sound than on music, at least in first person view games.
      I guess I was forever spoilt by the Amiga version of Dungeon Master...

      Delete
  21. I have never been a fan of opaque character generation methods with these random questions that have no clear relation to the statistics they affect -- I guess it feels like role playing in a way but I just chafe at the fact that this important step of character generation is being abstracted away from me.

    ReplyDelete
  22. In case anyone wonders why so many Anonymous today - Blogspot is having issues again with Google authentication.

    ReplyDelete
    Replies
    1. You can still write your screen name manually.

      Delete
  23. To reiterate my response from the 1994 announcement post: while you can beat the game with any class, for a single playthrough, picking one of the classes that can Cast Spells, pick locks, and critically hit really helps. Bard, Nightblade,and Spellsword if I remember correctly

    ReplyDelete
    Replies
    1. I second this. You've got to try a spellcaster!

      Delete
  24. "[They] started with the intention to create a game about traveling gladiators who would fight in—you guessed it—arenas. Somewhere along the line, an idea developed to let the gladiators engage in RPG-style side quests in between gladiatorial matches."

    Sounds like their (modified) initial idea was belatedly realized in Gladius, a 2003 tactical role-playing game by LucasArts released for consoles.

    It has an overarching story plus side quests and random combats on a world map, but the main element is building a school of gladiators through recruiting and levelling and taking them into arena battles against opposing schools. By winning regional tournaments you earn the right to compete in more prestigious tournaments until the final showdown.

    With its 'Romans and Barbarians' style setting (you can choose to play a hero from either perspective which leads to different gameplay paths) it's a nice change of pace from standard fantasy backgrounds (though still set in a fantasy world, not the real Roman Empire) and AFAIK the first time this was done for a (tactical) RPG. Somehow it's not well-known, but I enjoyed and finished it (I mentioned it here on the blog once before, but had not yet gone far in it back then).

    ReplyDelete
    Replies
    1. With Expedition 33 getting as much love as it has (deservedly), I'm surprised more people haven't remarked about Gladius's similarities in combat

      Delete
  25. Given you report the full-motion video sequences being accompanied by voice dialogue in your version, I wondered how they handled that in the death screen - which as per your last screenshot includes your individually chosen character name in the text.

    Turns out Ria just omits it. Maybe there is a standard one with the name voiced if you decide to stick with Talin.

    As shown e.g. by this other death screen video, the floppy version did not include voice-overs. They were added on the CD-ROM.

    ReplyDelete
  26. That time when Sheogorath makes a joke about something being as absurd as someone reassembling the staff of chaos in Elder Scrolls Online, which takes place centuries before Arena. Oh Sheogorath, you tricksy trickster!

    ReplyDelete
  27. Oh, man. Good luck with Arena. It's pretty clear that it's got its devotees, but I shudder at the thought of playing it. That might be unfair of me, but I had such a frustrating time with Daggerfall that I absolutely do not want to go back and play an even older Bethesda RPG.

    To be fair, it wasn't the graphics or even the atrocious sound that drove me away from Daggerfall but the horrible dungeons and the equally horrible randomly generated guild quests that required you to go into them. If Arena doesn't have those problems, then it might actually be the better game.

    ReplyDelete
    Replies
    1. Plenty of side quests in Daggerfall don't require going into dungeons. And IIRC, refusing a quest doesn't negatively affect your reputation (failing it, on the other hand, does), so you're free to simply refuse all dungeon quests. You still have to do the main quest dungeons though.
      Both Arena and DF are, in their core, dungeon crawlers. The open world in Arena is largely window dressing. In DF, it's more meaningful, but more in the simulationist sense like in Darklands - not in the sense of open world exploration of later TES (which are closer to later Ultimas than early TES in that aspect).

      Delete
    2. I played quite a lot of the opening dungeon and starting towns for both Arena and Daggerfall, but they definitely could be frustrating experiences. The procedural generation made it less engaging for me than the Ultima Underworlds.

      Delete
    3. Arena's dungeons never get as bad as Daggerfall's monstrosities. Even multi-level dungeons run each level as separate instances. And having the ability to disintegrate walls and floors can really help cut down on getting lost

      Delete
    4. I'm not an expert of the game, but aren't the main quest dungeons non-procedurally generated? You could technically go through the main quest and only get deterministic dungeons.

      My issue so far (got up to the first piece of hhe staff) is that even those look huge and kind of boring.

      Delete
    5. Thanks, now I really fear Daggerfall which I haven't played yet. Because the dungeons of Arena seemed like abominations to me.

      Delete
    6. That could be my fault though. I'm a completionist in the sense that I try to explore every nook and cranny of a dungeon. So there is a less chance to be underleveled, too.

      Delete
    7. I don't think that DF dungeons, on the whole, are quite as bad as their reputation makes them out to be. Not to mention that the vast majority of them is entirely optional. DF Unity also makes them a lot more manageable by having the reduce the size of procedurally generated ones by 2/3.

      I think in large part, the bad reputation of DF dungeons is due to Privateer's Hold. It's simply far too difficult for the starting character, unless you make a beeline for the exit - but it's also too big and confusing to make that beeline without a walkthrough telling you exactly where to go. But once you level up a few times (which you can do without going into any more dungeons) and learn some teleportation spells, things become a lot more manageable.

      Delete
    8. If you're going to play DF today, definitely get the Unity version along with some mods to smooth some of the rough edges over. Of course, I recommend this for other people not named Chet, since he's shooting for the original experience.

      Delete
    9. My recommendation to Chet, when he gets there, would be to play 1-2 hours in original (up to Daggerfall city or so), then switch to DFU on vanilla settings. It's recreates the original experience close enough, while ironing out all the bugs.

      Delete
    10. I honestly had a blast with Daggerfall Unity. While I prefer the more curated experience of Morrowind, Daggerfall had a primitive medieval life simulator aspect about it. I ended up appreciating it way more than I expected

      Delete
    11. That's right. Everyone is free to play daggerfall unity if they don't want to play daggerfall. Nobody should be forced to play the game daggerfall if they instead want to play dagerfall unity. That is not the other one daggerfall. The other one. From unity engine times

      Delete
  28. "Thou Durst" famous in Tamriel for bringing the art of Rap-Metal obviously!

    And speaking of sound and music, I quite like the music in this, it's not great but it did enough to get by. The sound effects are mostly stock sound effects, that you might end up hearing from other games or other media. The creaking door and rat noises are burned into my brain!

    ReplyDelete
    Replies
    1. Talin is the emperor’s last resort after Ria got cut into pieces.

      Delete
  29. Oh and if you do end up finding it difficult, there is an option to make things a little bit (or a lot) easier (ROT13):

    Gur gernfher cvyrf lbh svaq va gur qhatrbaf ner ragveryl enaqbzyl trarengrq, naq rira va gur bcravat qhatrba gurer'f n punapr bs tbbq vgrzf. Lbh pna fnir fphz rirel fvatyr cvyr bs tbyq hagvy lbh ner yrnivat gur bcravat qhatrba jrvturq qbja jvgu rkcrafvir zntvpny negrsnpgf naq uvtu dhnyvgl nezf naq nezbhe.

    Gurl znffviryl punatrq guvf va Qnttresnyy, znxvat rirelguvat gvrq gb lbhe yriry, juvpu znqr vg yrff sha va guvf ertneq.

    ReplyDelete
  30. I'm glad you got to my favorite game. A couple of tips.
    Be sure to bargain when buying/selling anything and everything.
    When you have the opportunity to buy spells, I strongly recommend taking the Passwall spell: It allows you to break down walls in dungeons, cutting through mazes and avoiding dangerous traps.
    In cities, you can rob shops at night, but be prepared to run from the guards. Also, always check the piles of garbage and chests in the houses.

    ReplyDelete
    Replies
    1. This is also the only game in the series that has Passwall, so it is worth experimenting with it while you have the chance.

      Delete
    2. I couldn't have completed the game without it, was stymied by one of the riddles but Passwall let me drill past it.

      Delete
  31. "the trio reunited in 2019 to form OnceLost Games and to announce The Wayward Realms, a "spiritual sequel" to Daggerfall."

    My impression from interacting with Vijay on social media, was that he was planning to join this venture but never did, steering his career in a different direction and starting to write a fantasy book series. He also isn't mentioned in the OnceLost Games website, unless he was in the past?

    ReplyDelete
  32. I ended up a Spellsword in my last playthrough. Not a huge difference, I suspect, with the same armor restriction. While it's annoying to not be able to use plate armor, as the only armor that can be enchanted, there are plenty of other ways to boost protection through other equipment slots.

    Three non-spoiler tips: Carry a battle axe (in addition to your primary weapon). It'll greatly offset your lack of rogue skills for most locked doors and chests, if you take my meaning. Second, before doing too much dungeon diving, I recommend getting and always carrying at least one (but probably more) Cure Disease potions, unless you can cast the spell. Leaving a dungeon while diseased is always fatal. Finally, something I don't remember if the manual or game tells you directly: For a better chance at uninterrupted sleep, hop up onto an elevated surface (like the one above where you are talking about the similarly to UU graphics). I guess monsters only know how to look at the floors. Without that knowledge, dungeon exploration is pretty much an exercise in utter frustration and frequent death due to being unable to restore your stats.

    ReplyDelete
    Replies
    1. Ahhh, the battle axe. The lockpick of choice for dwarven rogues.

      Delete
    2. The game tells you directly about the niches being safe resting spaces in the first dungeon.

      Delete
  33. I tried Arena a couple of months ago. I got to the point where I acquired the first piece of the Macguffin before I quit. The world and story are too uninteresting for me to endure the slog of completing the game. I think I got enough of a feel for the game to satisfy my curiosity as an Elder Scrolls fan.
    I did find the spell making system to be kind of fun. For effective spells, you must take advantage of the fact that spells are cheaper to buy and cast if you set the base effect as low as possible and rely on the per level gains making the spells truly effective.

    ReplyDelete
  34. I played the hell out of this game when it came out. I didn't even finish the main quest, I just loved the procedural quests and dungeons and the endless wildness adventure outside of the cities. I kept trying to see if I could walk from one town to the next via the wilderness (spoiler: you can't), but I discovered so many other cool things off the beaten path.

    The spell crafting system was unique at the time too.

    I played a Dark Elf Spellsword and to this day it's my go to first character when playing an Elder Scrolls game.

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  35. Minor trivia note. “Nightblade” as a character class is derived from the tabletop fantasy RPG Rolemaster.

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    1. Rolemaster seems to come up a lot lately. Maybe I should familiarize myself with it.

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  36. Never played Arena, so this series will be fun to read. My first Elder Scrolls was Daggerfall back in 1998 or so, and I remember not loving the controls. Several times between then and now I've come back to the DOS version (and of course Unity more recently) and found a more modern scheme with mouse look + WASD an immense help; is this possible in Arena? Spellcasting in particular sounds tricky if choosing the spell still happens in real time.

    I guess I'm in the minority for enjoying Daggerfall's dungeons (and that automap!) but agree the intro dungeon was too much. Can already see some where some of the progress was made to the next in the series, looking forward to how this shakes out

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  37. Finally, after 15 years of waiting I'll get to read Addict's articles on TES Arena! Now I wonder how long will it take to get to Morrowind.

    > Somewhere along the line, an idea developed to let the gladiators engage in RPG-style side quests in between gladiatorial matches.
    I heard a somewhat different version of this story told by Julian himself. Apparently he always wanted to create an RPG of his own, but knowing his boss he had to present it to him as a sports (gladiator combat) simulator. Eventually he came clean when the game was already too late in development to make any major changes, and it was the arena combat that was removed.

    > I was surprised to see that the player character has a canonical name and backstory: He is Talin, leader of the imperial guards.
    This part confused me a lot when I played as a kid. But now it is known that the whole Talin story is a leftover of the original game concept, when it was supposed to be a party RPG with 4 characters. So, originally each of the characters was an offspring of one of the loyal Imperial nobles. The nobles were sent to another dimension with the emperor, so the characters have a personal motivation to save him. When they've cut it down to one-character game only Talin Warhaft remained, the father of one of the heroes. For whatever reason the name Talin was also given to his son, a (somewhat) canonical protagonist of the game. But they're supposed to be different characters, since Talin Warhaft was imprisoned with the emperor. He was also supposed to appear in the original plot of Oblivion, but only a minor references remained (he's listed as an author of Manuals of Arms and Armor).

    > Khajiit are not cats, but rather humans with cat ancestry who sometimes paint their faces to look like cats.

    I believe Vijay Lakshman mentioned that his Khajiit are what would have happened if humans evolved from cats. They also seem suspiciously similar to ThunderCats.

    > Argonians have scaly skin but also hair, and they don't seem to have tails or tridactyl feet.

    I like the explanation given by Michael Kirkbride many years later: "The Arena "Argonians" are a strain of hist-dunmer mutants created by the Hist to infiltrate the Deshaan Plain and beyond, an experiment that was seemingly abandoned long in the past. Whether anything happened that was considered as a victory of this mutation is uncertain. The Hist aren't telling."

    Original Argonians also had rather unique Greek and Roman names like Alexios, Alexandros, Tiberius (Tiber Septim was an Argonian???), probably due to their race name origin (Vijay Lakshman based it on "Argonauts"). It was still a thing in Daggerfall ("How is your wife," asked Zalither. "She's in bed with laryngitis," replied Harlyth. "Is that Argonian bastard back in town again?")

    I'd say that the game is rather simple, even trivial if you play as a magic class. Non-magic classes (especially thieves who have no access to enchanted armor) would suffer a lot, especially late in the game. Getting attacked while resting seems to be a common issue for beginners (there's a famous Ken Rolston's quote about only being able to finish the first dungeon on his 10th attempt), but there's an early hint on making rest much more reliable.

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    1. I'll try to reach the (surviving) developers before the end of the game, and perhaps we'll get clarification as to some of these stories and sources. Thanks for these additions; I particularly didn't know the bit about the game being a four-character party.

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  38. For me, Arena is the favorite installment of The Elder Scrolls series. It’s best to stick strictly to the main storyline; that way, the game has a great flow, you soak up all the atmosphere, and you're left with the impression of a fantastic game. Of course, the individual dungeons are nowhere near as sophisticated as those in Ultima Underworld—it’s really more about the atmosphere here, the vistas of outdoor locations and cities. If you fall into the trap of trying to explore the open world and taking on side quests, you’ll drown in a generic infinity that’s about half as good as the main plot.

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    1. I agree. All the procedurally-generated content (side quests, wilderness dungeons, etc.) is very generic and produces nothing useful except minor XP and money. The artifact quests can be useful, as long as it's an artifact that you will actively use (some are substantially more worth the effort than others). Otherwise, the main quest is the only real place to be in Arena.

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  39. I've been meaning to try this game for some time now. This inspired me to finally do it.

    I was quite surprised how quickly I learned the basic gameplay. It's very intuitive when you've played Ultima Underworld.

    The beginning dungeon was quite enjoyable. Now I am however dropped in some city, which seems to be in Morrowind, and everything is so confusing and big.

    It got dark and everyone disappeared, the game told me that the dead might roam the streets because of special holiday, which unsettled me a little bit.

    Finally I found one whore, standing under the lamppost, who kindly put the inn on my map. Then the inn turned out to be equally huge inside, like TARDIS.

    Will I find the bartender and eventually a bed to sleep on?

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    1. We are jaded by more than 30 years of open world 3D games, but I can imagine in 1994 just getting lost in this huge (albeit shallow) world have been quite a memorable experience.

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    2. It's quite addictive even now. :)

      I might have made the mistake of exploring the first few towns too thoroughly: now I see the repetitive patterns in all the towns I visit.

      But that particular Bethesda style joy of discovery is even here.

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    3. Sounds odd to say, especially in the modern era where the expectation is often of custom designs for each mapped area, but there's really not much point to exploring the towns outside of trying to find the nearest shop, mage guild, inn, etc. Everything in them is 100% generic. Even the people you have to talk to for the quests are the same everywhere (with different names) - just triggered by quest status. The glory of Arena is in the main quest dungeons. One of my biggest disappointments (although I understand it for the technology of the times) is that you can't walk from town to town. I'd have loved that, even with random creatures to combat all along the way.

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    4. Yeah, I've come to the same conclusion now. :)

      I did a few inn and palace quests, robbed a few Mages Guilds and explored some non-essential dungeons. All in all, about 10 hours of playtime.

      I have some decent magical loot, about 8000 gold and now I am about to focus solely on the main quest.

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  40. I've been waiting for this one, being one of the big name CRPGs from the good old days I missed. I played the heck out of Daggerfall, with most of my attempts being eaten by save game bugs, but I've always been curious about Arena, even if I never had the time or energy to make an attempt at it.

    Oddly, while I loved Daggerfall, I really never got into the later ES games. Morrowind I grew bored with fairly quickly (though I liked it better than Oblivion and Skyrim), and Oblivion was aptly named in my opinion. Skyrim was equally meh to me as well.

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    1. It's not odd; it's quite common for people who enjoyed Arena/DF to be disappointed by later TES and vice versa. Very different design goals.

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    2. Todd Howard loves Ultima 7. The more influence he started to have over Bethesda's games, the more Ultima like they became.

      There is still a lot of features and design choices that are unique to Elder Scrolls games, I am not denying that, but Ultima 7 has had a very (surprisingly) direct influence on later Bethesda games.

      Even Fallout 3 and 4. Rivet City is basically an Ultima like settlement: there's an unique npc schedule for Sunday, for no other reason than immersion and illusion of a living world.

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    3. I wasn't aware of that, Joshua. I'll look for those connections. I also wasn't aware of what you say about Rivet City despite having played the game three or four times!

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  41. Given how this post glazes the game before even really playing it, I wonder if we will end up with another GIMLET that rates things that were outright not in the game.

    I hard disagree on the interface: it is the dumbest way to implement things. The cursor doesn't react to actionable items and is in general unresponsive (it was a chore picking up that key!), and fighting by "swiping the mouse while holding the right button" is plain awful, no matter how many Bethesda games implement it.

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    1. The GIMLET is a subjective assessment of my enjoyment of a game. There is room for disagreement, based on one's own values, about how many points I should give each category. But my ratings are based on things that were actually in the game, as it will be for this game.

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  42. According to the manual, erasing notes is possible:

    "You can erase notes by clicking the line you wish to erase and then hitting the ‘ESC’ key."

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  43. It's been 30 years, but I seem to remember that when exploring the wilderness the sun rose in the West. Can anyone confirm that?

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    1. I'm not sure if that's how it works in game, but originally developers planned to switch East and West (because Tamriel is a different world, after all). At some point they decided against it since it would confuse the players, but some traces of the original idea must have remained (I believe switched compass directions are still visible in promo screenshots).

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