The Elder Scrolls II: Daggerfall Retrospective Review
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Once you create a character, you'll find yourself in a dank dungeon with a few pieces of shoddy equipment and a simple quest: Find out why the deceased King Lysandus is haunting his former kingdom, and lay the spectre to rest. And while you can spend hours unraveling the dark plot that surrounds the good king's death to solve the mystery and save the kingdom (in one of six different endings), the real appeal of an open-world RPG like Daggerfall is having the freedom to blow off the main quest entirely and forge your own story in a world brimming with friends, foes, and fiends that dynamically respond to your actions. You move and explore the 3D world in real-time and engage enemies by using the mouse to swing a weapon or cast a spell, a complicated control scheme that takes some time to get used to.
What Daggerfall lacks in accessibility it more than makes up for with variety and freedom of choice: At one point you can choose to save a local villager from a rampaging band of werewolves, or join with the beasts and become a werewolf yourself. Sneaky skills such as lockpicking and pickpocketing allow budding vagabonds to get rich quick, but ply your thieving skills poorly and you'll attract the ire of local guardsmen. Ply the skills exceptionally well and you might be invited to join the Thieves' Guild, which opens up an entirely new branch of quests to complete and loot to collect--but brands you an enemy of rival guilds. The possibilities seem endless, and while this sort of open-ended gameplay inevitably leads all but the most focused players to spend hours wandering the world aimlessly, that's not always a bad thing. In my experience, exploring all the nooks and crannies of a virtual world is half the fun of playing an expansive RPG like this.
It's also worth noting, for those that are not intimidated by the fact that the game is 15 years old and incredibly buggy, Bethesda has made Daggerfall available for free. Definitely a good way to pass time.