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>> No.2738356 [View]
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2738356

>>2738216
That's a fair assessment, I think we just have slightly different perspectives on dungeon size. Certainly by Daggerfall standards they can be considered small, despite being twice the size of Privateer's Hold. A few of them also have particularly open cells where you can run in a nearly straight line to the possible quest target locations, like the hollow pyramid, throne room, or trench, giving you a much easier time completing them in one play session. I do wish there were a few more of those to offset the abundance of labyrinthine cells. Combat is more fun in the open areas, too.

A little off-topic, but speaking of dungeons, I played An Elder Scrolls Legend: Battlespire a while back and it was pretty fun. It's frustratingly difficult to start off and half the spells are useless, but if you focus on growing one specific aspect your character and make sure spend all your points between levels on attributes instead of skills, it gets a lot easier. I bring it up only because the dungeons in that game reminded me a lot of the Mantellan Crux in Daggerfall. Very similar level design and the same kind of surreal otherworldly atmosphere to them. They even re-used the 'riding a giant crossbow bolt' gimmick in the final level.

It's not great from an RPG standpoint and it's totally linear, but if your favorite aspect of Daggerfall is the dungeons then it's worth a play if you can tolerate the first two levels.

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